Files
loop/src/Preload/Render.hs
T

275 lines
10 KiB
Haskell

--{-# LANGUAGE TemplateHaskell #-}
--{-# OPTIONS_GHC -Wno-unused-top-binds #-}
module Preload.Render (
preloadRender,
cleanUpRenderPreload,
) where
import Control.Concurrent
import Control.Lens
import Control.Monad
import Data.Preload.Render
import qualified Data.Vector.Mutable as MV
import Foreign
import Framebuffer.Setup
import GLHelp
import Graphics.GL.Core45
import Shader
import Shader.AuxAddition
import Shader.Compile
import Shader.Data
import Shader.Parameters
import Shape.Data
{- BINDING LIST:
0 base
40 texture array diffuse
41 texture array normals
50 charMapVert
-}
preloadRender :: IO RenderData
preloadRender = do
putStrLn "Number cores available:"
getNumCapabilities >>= print
forM_ [0, 1, 2] $ \i -> do
putStrLn $ "GL_MAX_COMPUTE_WORK_GROUP_COUNT " ++ show i
alloca $ \ptr -> do
glGetIntegeri_v GL_MAX_COMPUTE_WORK_GROUP_COUNT i ptr
x <- peek ptr
putStrLn $ show x
forM_ [0, 1, 2] $ \i -> do
putStrLn $ "GL_MAX_COMPUTE_WORK_GROUP_SIZE " ++ show i
alloca $ \ptr -> do
glGetIntegeri_v GL_MAX_COMPUTE_WORK_GROUP_SIZE i ptr
x <- peek ptr
putStrLn $ show x
putStrLn $ "GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS"
alloca $ \ptr -> do
glGetIntegerv GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS ptr
x <- peek ptr
putStrLn $ show x
-- set up uniform buffer object
putStrLn "Setup UBO"
theUBO <- mglCreate glCreateBuffers
glNamedBufferData theUBO 64 nullPtr GL_STREAM_DRAW
glBindBufferBase GL_UNIFORM_BUFFER 0 theUBO
-- orthonormalUBO <- mglCreate glCreateBuffers
-- withArray idMat $ \ptr ->
-- glNamedBufferStorage orthonormalUBO 64 ptr 0
lightsubo <- mglCreate glCreateBuffers
glNamedBufferData lightsubo 640 nullPtr GL_STREAM_DRAW
glBindBufferBase GL_UNIFORM_BUFFER 1 lightsubo
-- setup shape geometry/cap VBO and two VAOs
putStrLn "Setup shape VBO, VAO, EBO"
shVBO <- setupVBO nShapeVerxComp
shPosVAO <- setupVAOUsingVBO [4] shVBO
shEBO <- setupEBO shPosVAO
-- note the shape shader vao is distinct from the position vao, but they
-- share an EBO
shapeshader <- makeShaderUsingVBO "shape/basic" [vert, frag] shapeVerxSizes pmTriangles shVBO
glVertexArrayElementBuffer (shapeshader ^. shaderVAO . vaoName) (shEBO ^. eboName)
--setup silhouette edge VAO
putStrLn "Setup silhouette VAO, EBO"
shedgevao <- setupVAOUsingVBO [4] shVBO
shedgeebo <- setupEBO shedgevao
putStrLn "Setup wall/windows VBO, VAO, EBO, shader"
let wallverxstrd = 8
wallvbo <- setupVBO wallverxstrd
winvbo <- setupVBO 8
windowshader <- makeShaderUsingVBO "wall/blank" [vert, geom, frag] [4, 4] pmPoints winvbo
wallshader <- makeShaderUsingVBO "wall/basic" [vert, geom, frag] [4, 4] pmPoints wallvbo
putStrLn "Setup lighting shaders"
lightingWallShadShad <-
makeShaderUsingVBO "lighting/wallShadow" [vert, geom] [4] pmPoints wallvbo
lightingCapShad <-
makeShaderUsingVAO "lighting/cap" [vert, geom] pmTriangles shPosVAO
lightingLineShadowShad <-
makeShaderUsingVAO "lighting/lineShadow" [vert, geom] pmLinesAdjacency shedgevao
shadowedgeshader <-
makeShaderUsingVAO "shadow/edge" [vert, geom] pmLinesAdjacency shedgevao
shadowcapshader <-
makeShaderUsingVAO "shadow/cap" [vert, geom] pmTriangles shPosVAO
shadowwallshader <-
makeShaderUsingVBO "shadow/wallShadow" [vert, geom] [4] pmPoints wallvbo
shadowlightshader <-
makeShaderSized
"shadow/light"
[vert, geom, frag]
[1]
1
pmPoints
shadowcombineshader <- makeShaderSized "shadow/combine" [vert, geom, frag] [1] 1 pmPoints
poke (shadVBOptr shadowlightshader) 1
putStrLn "Setup 2D shaders"
bslist <- makeShaderVBO "dualTwoD/basic" [vert, frag] [3, 4] pmTriangles
aslist <- makeShaderVBO "dualTwoD/arc" [vert, frag] [3, 4, 3] pmTriangles
eslist <- makeShaderVBO "dualTwoD/ellipse" [vert, geom, frag] [3, 4] pmTriangles
cslist <-
makeShaderVBO "picture/charArray" [vert, frag] [3, 4, 4] pmTriangles
-- initTexture2DArray 50 "data/texture/charMapVertBig.png" 2 32 64 95 GL_NEAREST_MIPMAP_LINEAR GL_LINEAR
initTexture2DArray 50 "data/texture/charMapVert16Block.png" 2 16 32 95 GL_NEAREST GL_NEAREST
--initTexture2DArray 50 "data/texture/charMapVert8Block.png" 2 8 16 95 GL_NEAREST GL_NEAREST
--initTexture2DArray 50 "data/texture/charMapVertBig.png" 2 32 64 95 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR
--initTexture2DArray 50 "data/texture/charMapVertBig.png" 2 32 64 95 GL_LINEAR_MIPMAP_NEAREST GL_LINEAR
putStrLn "Setup full screen shaders"
screentexturevbo <- mglCreate glCreateBuffers
withArray (concat cornerList) $ \ptr ->
glNamedBufferStorage
screentexturevbo
(fromIntegral $ floatSize * length (concat cornerList))
ptr
0
screentexturevao <- setupVAOvbo' [2, 2] 4 screentexturevbo
alphadivideshader <- makeShaderUsingVAO "texture2D/alphaDivide" [vert, frag] pmTriangleStrip screentexturevao
fsShad <- makeShaderUsingVAO "texture/simple" [vert, frag] pmTriangleStrip screentexturevao
bloomBlurShad <- makeShaderUsingVAO "texture/bloomBlur" [vert, frag] pmTriangleStrip screentexturevao
colorBlurShad <- makeShaderUsingVAO "texture/colorBlur" [vert, frag] pmTriangleStrip screentexturevao
grayscaleShad <- makeShaderUsingVAO "texture/grayscale" [vert, frag] pmTriangleStrip screentexturevao
lightingTextureShad <-
makeShaderUsingVAO "lighting/texture" [vert, frag] pmTriangleStrip screentexturevao
barrelShad <- makeShaderVBO "texture/barrel" [vert, geom, frag] [2, 2, 2, 1] pmPoints
-- blank wallShader
putStrLn "Setup floor VBO, shader"
let floorverxstrd = 8
floorvbo <- setupVBOStatic floorverxstrd
floorshader <- makeShaderUsingVBO "floor/arrayPos" [vert, frag] [4, 4] pmTriangles floorvbo
initTexture2DArraySquare 40 3 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR "data/normalMaps/diffuseArray.png"
initTexture2DArraySquare 41 3 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR "data/normalMaps/normalArray.png"
putStrLn "Setup cloud VBO, shader"
let cloudverxsizes = [4, 4, 4, 4]
cloudvbo <- setupVBO (sum cloudverxsizes)
(cloudshader, cloudebo) <-
makeShaderEBO "cloud/basic" [vert, frag] cloudverxsizes pmTriangles cloudvbo
framebuf2 <- newTextureFramebuffer
framebuf3 <- newTextureFramebuffer
putStrLn "Setup framebuffers"
rboBaseBloomName <- mglCreate glCreateRenderbuffers
glNamedRenderbufferStorage
rboBaseBloomName
GL_DEPTH24_STENCIL8
800
600
fboBaseName <- setupFramebuffer3GivenStencil rboBaseBloomName
fboCloudName <- setupFramebuffer3GivenStencil rboBaseBloomName
fboBloomName <- setupFramebufferGivenStencil rboBaseBloomName
fboPosName <- setupFramebufferGivenStencil rboBaseBloomName
fboLightingName <- setupFramebufferGivenStencil rboBaseBloomName
fboShadowName <- setupShadowFramebuffer
fboHalf1Name <- newTextureFramebuffer
fboHalf2Name <- newTextureFramebuffer
-- reset to default framebuffer, ready for drawing direct to screen
glBindFramebuffer GL_FRAMEBUFFER 0
shadV <- MV.new 4
zipWithM_
(MV.write shadV)
[0 .. 3]
[ bslist -- note the ordering is very important
, cslist
, aslist
, eslist
]
-- setup compute shader
computeshadowshader <- makeSourcedShader "compute/shadow" [GL_COMPUTE_SHADER]
initializeGLState
putStrLn "Return preload"
return $
RenderData
{ _computeShadowShader = computeshadowshader
, _pictureShaders = shadV
, _shapeShader = shapeshader -- & shaderVAO' .~ shPosColVAO
, _shapeEBO = shEBO
, _silhouetteEBO = shedgeebo
, _lightingCapShader = lightingCapShad
, _lightingLineShadowShader = lightingLineShadowShad
, _lightingWallShadShader = lightingWallShadShad
, _shadowEdgeShader = shadowedgeshader
, _shadowCapShader = shadowcapshader
, _shadowWallShader = shadowwallshader
, _shadowLightShader = shadowlightshader
, _shadowCombineShader = shadowcombineshader
, _windowShader = windowshader
, _fullscreenShader = fsShad
, _alphaDivideShader = alphadivideshader
, _lightingTextureShader = lightingTextureShad
, _bloomBlurShader = bloomBlurShad
, _colorBlurShader = colorBlurShad
, _barrelShader = barrelShad
, _grayscaleShader = grayscaleShad
, _fbo2 = framebuf2
, _fbo3 = framebuf3
, _fboHalf1 = fboHalf1Name
, _fboHalf2 = fboHalf2Name
, _fboLighting = fboLightingName
, _fboShadow = fboShadowName
, _fboBase = fboBaseName
, _fboCloud = fboCloudName
, _fboBloom = fboBloomName
, _fboPos = fboPosName
, _rboBaseBloom = rboBaseBloomName
, _matUBO = theUBO
, -- , _orthonormalMatUBO = orthonormalUBO
_lightsUBO = lightsubo
, _vboWindows = winvbo
, _vboShapes = shVBO
, _floorVBO = floorvbo
, _floorShader = floorshader
, _wallVBO = wallvbo
, _wallShader = wallshader
, _cloudVBO = cloudvbo
, _cloudShader = cloudshader
, _cloudEBO = cloudebo
, _screenTextureVAO = screentexturevao
}
--------------------end preloadRender
cornerList :: [[Float]]
cornerList =
[ [-1, 1, 0, 1]
, [-1, -1, 0, 0]
, [1, 1, 1, 1]
, [1, -1, 1, 0]
]
--cornerListForTriangles :: [[Float]]
--cornerListForTriangles =
-- [ [-1, 1, 0, 1]
-- , [-1, -1, 0, 0]
-- , [1, 1, 1, 1]
-- , [-1, -1, 0, 0]
-- , [1, 1, 1, 1]
-- , [1, -1, 1, 0]
-- ]
initializeGLState :: IO ()
initializeGLState = do
glEnable GL_DEPTH_TEST
cleanUpRenderPreload :: RenderData -> IO ()
cleanUpRenderPreload _ = return ()
--cleanUpRenderPreload pd = do
-- TODO fix this
--mapM_ freeShaderPointers $ _pictureShaders pd
--freeShaderPointers' $ _lightingWallShadShader pd
--freeShaderPointers' $ _fullscreenShader pd