188 lines
6.5 KiB
Haskell
188 lines
6.5 KiB
Haskell
module Render
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where
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import Shader
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import Shader.Data
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--import Shader.Poke
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import Data.Preload.Render
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import Picture.Data
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import Geometry.Data
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import Data.Foldable
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import Foreign hiding (rotate)
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import Graphics.Rendering.OpenGL hiding (Line,translate,scale,imageHeight,Polygon,Color,T)
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import qualified SDL
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import qualified Data.Vector.Unboxed.Mutable as UMV
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import qualified Data.Vector.Mutable as MV
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import Control.Monad.Primitive
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--import qualified Data.Vector.Fusion.Stream.Monadic as VS
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divideSize :: Int -> Size -> Size
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divideSize i (Size x y) = Size (div x $ fromIntegral i) (div y $ fromIntegral i)
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sizeToTexSize :: Size -> TextureSize2D
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sizeToTexSize (Size x y) = TextureSize2D x y
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{- | Determine where light is shining in the world. -}
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createLightMap
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:: RenderData
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-> [(Point3,Float,Float)] -- Lights
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-> Int -- ^ number of walls
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-> Int -- ^ number of silhoutte lines to draw
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-> Int -- ^ number of surface triangles to draw
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-> IO ()
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createLightMap pdata lightPoints nWalls nSils nsurfVs = do
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depthFunc $= Just Less
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-- clear buffer to full alpha and furthest depth
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-- clearColor is specified in preloadRender
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clearColor $= Color4 0 0 0 1
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clear [ColorBuffer,DepthBuffer]
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--colorMask $= Color4 Disabled Disabled Disabled Disabled
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cullFace $= Just Back
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-- draw walls from your point of view in order to set z buffer
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drawShader (_lightingWallShader pdata) nWalls
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-- draw foreground elements to set z buffer
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drawShader (_lightingSurfaceShader pdata) nsurfVs
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-- for each of the lights:
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-- stencil out the walls from this light's point of view
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-- draw fading lightmap circles on the floor
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-- draw fading lightmaps on the walls
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depthMask $= Disabled
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blendFunc $= (Zero, OneMinusSrcAlpha)
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stencilTest $= Enabled
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depthFunc $= Just Lequal
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--flip VS.mapM_ (VS.fromList lightPoints) $ \(V3 x y z,r,lum) -> do
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forM_ lightPoints $ \(V3 x y z,r,lum) -> do
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-- stencil out shadows
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colorMask $= Color4 Disabled Disabled Disabled Disabled
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clear [StencilBuffer]
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cullFace $= Just Back
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stencilOp $= (OpKeep,OpKeep,OpIncr)
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stencilFunc $= (Always, 0, 255)
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currentProgram $= Just (_shaderProgram $ _lightingOccludeShader pdata)
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uniform (head $ _shaderCustomUnis $ _lightingOccludeShader pdata)
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$= Vector3 x y z
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drawShader (_lightingOccludeShader pdata) nWalls
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currentProgram $= Just (_shaderProgram $ _lightingLineShadowShader pdata)
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uniform (head $ _shaderCustomUnis $ _lightingLineShadowShader pdata)
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$= Vector3 x y z
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drawShader (_lightingLineShadowShader pdata) nSils
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cullFace $= Just Front
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stencilOp $= (OpKeep,OpKeep,OpDecr)
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currentProgram $= Just (_shaderProgram $ _lightingOccludeShader pdata)
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drawShader (_lightingOccludeShader pdata) nWalls
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currentProgram $= Just (_shaderProgram $ _lightingLineShadowShader pdata)
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drawShader (_lightingLineShadowShader pdata) nSils
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-- draw geometry surfaces
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cullFace $= Just Back
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colorMask $= Color4 Disabled Disabled Disabled Enabled
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stencilFunc $= (Equal, 0, 255)
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currentProgram $= Just (_shaderProgram $ _lightingSurfaceShader pdata)
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uniform (head $ _shaderCustomUnis $ _lightingSurfaceShader pdata)
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$= Vector3 x y z
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uniform (_shaderCustomUnis (_lightingSurfaceShader pdata) !! 1)
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$= Vector2 r lum
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drawShader (_lightingSurfaceShader pdata) nsurfVs
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-- draw wall light "circles"
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currentProgram $= Just (_shaderProgram $ _lightingWallShader pdata)
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uniform (head $ _shaderCustomUnis $ _lightingWallShader pdata)
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$= Vector3 x y z
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uniform (_shaderCustomUnis (_lightingWallShader pdata) !! 1)
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$= Vector2 r lum
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drawShader (_lightingWallShader pdata) nWalls
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cullFace $= Nothing
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stencilTest $= Disabled
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{- | Blur between two framebuffers.
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Assumes no depth testing is done -}
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pingPongBlur :: RenderData -> IO ()
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pingPongBlur pdata = do
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bindFramebuffer Framebuffer $= fst (_fbo3 pdata)
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textureBinding Texture2D $= Just (snd $ _fbo2 pdata)
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drawShader (_bloomBlurShader pdata) 4
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bindFramebuffer Framebuffer $= fst (_fbo2 pdata)
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textureBinding Texture2D $= Just (snd $ _fbo3 pdata)
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drawShader (_bloomBlurShader pdata) 4
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-- assumes that vertices have already been sent to the shader
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pingPongBetween
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:: (FramebufferObject,TextureObject)
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-> (FramebufferObject,TextureObject)
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-> FullShader
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-> IO ()
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pingPongBetween (fb1,to1) (fb2,to2) fs = do
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bindFramebuffer Framebuffer $= fb2
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textureBinding Texture2D $= Just to1
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drawShader fs 4
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bindFramebuffer Framebuffer $= fb1
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textureBinding Texture2D $= Just to2
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drawShader fs 4
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drawTextureOnFramebuffer
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:: FullShader
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-> FramebufferObject
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-> TextureObject
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-> IO ()
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drawTextureOnFramebuffer fs fbo to = do
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bindFramebuffer Framebuffer $= fbo
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textureBinding Texture2D $= Just to
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drawShader fs 4
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renderFoldable
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:: MV.MVector (PrimState IO) FullShader
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-> Picture
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-> IO ()
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renderFoldable shadV struct = do
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counts <- UMV.replicate 6 0
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pokeBindFoldable shadV counts struct
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MV.imapM_ (drawShaderLay 0 counts) shadV
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renderFoldableTimed
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:: MV.MVector (PrimState IO) FullShader
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-> Picture
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-> IO Word32
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renderFoldableTimed shadV struct = do
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pokeStartTicks <- SDL.ticks
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counts <- UMV.replicate 6 0
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pokeBindFoldable shadV counts struct
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MV.imapM_ (drawShaderLay 0 counts) shadV
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pokeEndTicks <- SDL.ticks
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return $ pokeEndTicks - pokeStartTicks
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------------------------------end renderFoldable
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renderLayer
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:: Int
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-> MV.MVector (PrimState IO) FullShader
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-> UMV.MVector (PrimState IO) Int
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-> IO ()
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renderLayer layer shads counts = do
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let layerCounts = UMV.slice (layer * 6) 6 counts
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MV.imapM_ (drawShaderLay layer layerCounts) shads
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pokeTwoOff
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:: Ptr Float
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-> Int
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-> (Float,Float)
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-> IO ()
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{-# INLINE pokeTwoOff #-}
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pokeTwoOff ptr n (x,y) = do
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pokeElemOff ptr (2*n+0) x
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pokeElemOff ptr (2*n+1) y
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pokeThreeOff
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:: Ptr Float
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-> Int
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-> (Float,Float,Float)
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-> IO ()
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{-# INLINE pokeThreeOff #-}
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pokeThreeOff ptr n (x,y,z) = do
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pokeElemOff ptr (3*n+0) x
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pokeElemOff ptr (3*n+1) y
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pokeElemOff ptr (3*n+2) z
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pokeFourOff :: Ptr Float -> Int -> (Float,Float,Float,Float) -> IO ()
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{-# INLINE pokeFourOff #-}
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pokeFourOff ptr n (x,y,z,w) = do
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pokeElemOff ptr (4*n+0) x
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pokeElemOff ptr (4*n+1) y
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pokeElemOff ptr (4*n+2) z
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pokeElemOff ptr (4*n+3) w
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