352 lines
14 KiB
Haskell
352 lines
14 KiB
Haskell
-- | Contains the central drawing functions for the dodge loop.
|
|
module Dodge.Render (
|
|
doDrawing,
|
|
) where
|
|
|
|
import Picture.Base
|
|
import qualified SDL
|
|
import qualified Data.Vector as V
|
|
import Dodge.Render.Shadow
|
|
import Control.Lens
|
|
import Control.Monad
|
|
import qualified Control.Monad.Parallel as MP
|
|
import Data.Preload.Render
|
|
import qualified Data.Vector.Unboxed.Mutable as UMV
|
|
import Dodge.Data.Universe
|
|
import Dodge.Render.Lights
|
|
import Dodge.Render.Picture
|
|
import Dodge.Render.ShapePicture
|
|
import Dodge.Render.Walls
|
|
import Foreign
|
|
import Geometry
|
|
import Graphics.GL.Core45
|
|
import MatrixHelper
|
|
import Render
|
|
--import qualified SDL
|
|
import Shader
|
|
import Shader.Bind
|
|
import Shader.Data
|
|
import Shader.ExtraPrimitive
|
|
import Shader.Parameters
|
|
import Shader.Poke
|
|
|
|
doDrawing :: SDL.Window -> RenderData -> Universe -> IO ()
|
|
doDrawing win pdata u = do
|
|
-- sTicks <- SDL.ticks
|
|
let w = _uvWorld u
|
|
cfig = _uvConfig u
|
|
rot = w ^. cWorld . camPos . camRot
|
|
camzoom = w ^. cWorld . camPos . camZoom
|
|
trans = w ^. cWorld . camPos . camCenter
|
|
wins@(V2 winx winy) = V2 (_windowX cfig) (_windowY cfig)
|
|
resFact = resFactorNum $ cfig ^. graphics_resolution_factor
|
|
(wallPointsCol, windowPoints, wallSPics) = wallsToDraw w
|
|
lightPoints = lightsToRender cfig (w ^. cWorld . camPos) (w ^. cWorld . lWorld)
|
|
viewFroms@(V2 vfx vfy) = w ^. cWorld . camPos . camViewFrom
|
|
shadV = _pictureShaders pdata
|
|
lwShad = _lightingWallShadShader pdata
|
|
-- bind as much data into vbos as feasible at this point
|
|
-- count mutable vectors setup
|
|
layerCounts <- UMV.replicate (numLayers * 6) 0
|
|
-- attempt to poke in parallel
|
|
let (ws, wp) = wallSPics <> worldSPic cfig w
|
|
--( (nWalls, nWins , nFls),(nShapeVs, nIndices, nSilIndices) )
|
|
((nWalls, nWins, nFls), (nShapeVs, nIndices, nSilIndices)) <-
|
|
MP.bindM3
|
|
(\_ a b -> return (a, b))
|
|
( pokeLayVerxs
|
|
shadV
|
|
layerCounts
|
|
wp
|
|
)
|
|
( pokeWallsWindowsFloor
|
|
(shadVBOptr $ _wallTextureShader pdata)
|
|
(shadVBOptr $ _windowShader pdata)
|
|
(shadVBOptr $ _textureArrayShader pdata)
|
|
wallPointsCol
|
|
windowPoints
|
|
(w ^. cWorld . floorTiles)
|
|
)
|
|
( pokeShape
|
|
(_vboPtr $ _vaoVBO $ _shadVAO' $ _shapeShader pdata)
|
|
(_eboPtr $ _shapeEBO pdata)
|
|
(_eboPtr $ _silhouetteEBO pdata)
|
|
(0, 0, 0)
|
|
ws
|
|
)
|
|
-- bind wall points, silhouette data, surface geometry
|
|
bindShaderLayers shadV layerCounts
|
|
uncurry bindShaderBuffers $
|
|
unzip
|
|
[ (_wallTextureShader pdata, nWalls)
|
|
, (_shapeShader pdata, nShapeVs)
|
|
, (_windowShader pdata, nWins)
|
|
, (_textureArrayShader pdata, nFls)
|
|
]
|
|
glNamedBufferSubData
|
|
(_eboName $ _shapeEBO pdata)
|
|
0
|
|
(fromIntegral $ glushortSize * nIndices)
|
|
(_eboPtr $ _shapeEBO pdata)
|
|
glNamedBufferSubData
|
|
(_eboName $ _silhouetteEBO pdata)
|
|
0
|
|
(fromIntegral $ glushortSize * nSilIndices)
|
|
(_eboPtr $ _silhouetteEBO pdata)
|
|
-- set the coordinate uniform ready for drawing elements using world coordinates
|
|
bufferUBO (pdata ^. matUBO) $ perspectiveMatrixb rot camzoom trans wins viewFroms
|
|
setViewportSize (round winx `div` resFact) (round winy `div` resFact)
|
|
--bindFramebuffer Framebuffer $= fst (_fboBase pdata)
|
|
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboBase pdata)))
|
|
glClearColor 0 0 0 0
|
|
glClear $ sum [GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT]
|
|
glDepthFunc GL_LESS
|
|
-- draw wall occlusions from the camera's point of view
|
|
-- currentProgram $= lwShad ^? shadProg -- Just (_shadProg lwShad)
|
|
-- uniform (_shadUnis lwShad V.! 0) $= viewFrom3d
|
|
glUseProgram (lwShad ^. shadProg')
|
|
glUniform3f (_shadUnis' lwShad V.! 0) vfx vfy 20
|
|
--bindVertexArrayObject $= lwShad ^? shadVAO' . vaoName -- Just (_vao $ _shadVAO lwShad)
|
|
glBindVertexArray $ lwShad ^. shadVAO' . vaoName -- Just (_vao $ _shadVAO lwShad)
|
|
unless (debugOn Remove_LOS cfig) $
|
|
glDrawArrays
|
|
(marshalEPrimitiveMode $ _shadPrim' lwShad)
|
|
0
|
|
(fromIntegral nWalls)
|
|
--draw walls onto base buffer
|
|
if cfig ^. graphics_wall_textured
|
|
then renderTextureWalls pdata nWalls
|
|
else renderBlankWalls pdata nWalls
|
|
--draw object pictures onto base buffer
|
|
renderLayer BottomLayer shadV layerCounts
|
|
--draw object shapes onto base buffer
|
|
let fs = _shapeShader pdata
|
|
--currentProgram $= Just (_shadProg fs)
|
|
glUseProgram (_shadProg' fs)
|
|
--bindVertexArrayObject $= fs ^? shadVAO' . vaoName -- Just (_vao $ _shadVAO fs)
|
|
glBindVertexArray $ fs ^. shadVAO' . vaoName -- Just (_vao $ _shadVAO fs)
|
|
glDrawElements
|
|
(marshalEPrimitiveMode $ _shadPrim' fs)
|
|
(fromIntegral nIndices)
|
|
GL_UNSIGNED_SHORT
|
|
nullPtr
|
|
--draw floor onto base buffer
|
|
-- nTextArrayVs <- pokePoint33s (shadVBOptr $ _textureArrayShader pdata) (_floorTiles w)
|
|
drawShader (_textureArrayShader pdata) nFls
|
|
--draw lightmap into its own buffer
|
|
--bindFramebuffer Framebuffer $= fst (_fboLighting pdata)
|
|
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
|
|
createLightMap
|
|
pdata
|
|
lightPoints
|
|
nWalls
|
|
nSilIndices
|
|
nIndices
|
|
--(_graphics_object_shadows $ _uvConfig u)
|
|
(u ^. uvConfig . graphics_object_shadows)
|
|
(snd $ snd $ pdata ^. fboBase)
|
|
(drawCPUShadows pdata ws)
|
|
glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
|
|
glClearColor 0 0 0 0
|
|
--apply lightmap to base buffer
|
|
--bindFramebuffer Framebuffer $= pdata ^. fboBase . _1 --fst (_fboBase pdata)
|
|
glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBase . _1 . unFBO)
|
|
--textureBinding Texture2D $= Just (snd $ _fboLighting pdata)
|
|
--textureBinding Texture2D $= pdata ^? fboLighting . _2 -- Just (snd $ _fboLighting pdata)
|
|
glBindTexture GL_TEXTURE_2D (pdata ^. fboLighting . _2 . unTO) -- Just (snd $ _fboLighting pdata)
|
|
glEnable GL_BLEND
|
|
glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
|
|
drawShader (_fullscreenShader pdata) 4
|
|
--draw bloom onto bloom buffer
|
|
--bindFramebuffer Framebuffer $= pdata ^. fboBloom . _1 --fst (_fboBloom pdata)
|
|
glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBloom . _1 . unFBO)
|
|
glClear GL_COLOR_BUFFER_BIT
|
|
glDepthFunc GL_LESS
|
|
glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
|
|
glDepthMask GL_FALSE
|
|
renderLayer BloomNoZWrite shadV layerCounts
|
|
glDepthMask GL_TRUE
|
|
renderLayer BloomLayer shadV layerCounts
|
|
--glDepthMask GL_TRUE
|
|
--setup downscale viewport for blurring bloom
|
|
setViewportSize (round winx `div` (2 * resFact)) (round winy `div` (2 * resFact))
|
|
--bindFramebuffer Framebuffer $= fst (_fboHalf1 pdata)
|
|
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboHalf1 pdata)))
|
|
glDepthFunc GL_ALWAYS
|
|
--textureBinding Texture2D $= pdata ^? fboBloom . _2 -- Just (snd $ _fboBloom pdata)
|
|
glBindTexture GL_TEXTURE_2D (pdata ^. fboBloom . _2 . unTO) -- Just (snd $ _fboBloom pdata)
|
|
glDisable GL_BLEND
|
|
drawShader (_bloomBlurShader pdata) 4
|
|
replicateM_ 9 $ pingPongBetween (_fboHalf1 pdata) (_fboHalf2 pdata) (_bloomBlurShader pdata)
|
|
glEnable GL_BLEND
|
|
setViewportSize (round winx `div` resFact) (round winy `div` resFact)
|
|
--draw clouds onto cloud buffer
|
|
--bindFramebuffer Framebuffer $= fst (_fboCloud pdata)
|
|
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboCloud pdata)))
|
|
glDepthFunc GL_LEQUAL
|
|
glDepthMask GL_FALSE
|
|
glClearColor 0.5 0.5 0.5 0
|
|
--glBlendFunc GL_SRC_ALPHASaturate,One)
|
|
--blendColor $= Color4 0.5 0.5 0.5 0.5
|
|
--glBlendFuncSeparate GL_SRC_ALPHASaturate,One) , (One,GL_ONE_MINUS_SRC_ALPHA))
|
|
glBlendFuncSeparate GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA GL_ONE GL_ONE_MINUS_SRC_ALPHA
|
|
--drawBuffers $= [FBOColorAttachment 0, NoBuffers]
|
|
withArray [GL_COLOR_ATTACHMENT0, GL_NONE] $ \ptr -> glDrawBuffers 2 ptr
|
|
glClear GL_COLOR_BUFFER_BIT
|
|
renderLayer MidLayer shadV layerCounts
|
|
--renderWindows pdata windowPoints
|
|
drawShader (_windowShader pdata) nWins
|
|
when (_graphics_cloud_shadows cfig) $ do
|
|
----render transparency depths
|
|
glDepthMask GL_TRUE
|
|
glDisable GL_BLEND
|
|
withArray [GL_NONE, GL_COLOR_ATTACHMENT1] $ \ptr -> glDrawBuffers 2 ptr
|
|
--drawBuffers $= [NoBuffers, FBOColorAttachment 1]
|
|
renderLayer MidLayer shadV layerCounts
|
|
drawShader (_windowShader pdata) nWins
|
|
----draw lightmap for cloud buffer
|
|
glDepthMask GL_FALSE
|
|
glEnable GL_BLEND
|
|
--bindFramebuffer Framebuffer $= fst (_fboLighting pdata)
|
|
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
|
|
createLightMap
|
|
pdata
|
|
lightPoints
|
|
nWalls
|
|
nSilIndices
|
|
nIndices
|
|
(_graphics_object_shadows $ _uvConfig u)
|
|
(snd $ snd $ _fboCloud pdata)
|
|
(drawCPUShadows pdata ws)
|
|
glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
|
|
glClearColor 0 0 0 0
|
|
--apply lightmap to cloud buffer
|
|
glClearColor 0 0 0 0
|
|
--bindFramebuffer Framebuffer $= fst (_fboCloud pdata)
|
|
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboCloud pdata)))
|
|
glDepthMask GL_FALSE
|
|
--drawBuffers $= [FBOColorAttachment 0, NoBuffers]
|
|
withArray [GL_COLOR_ATTACHMENT0, GL_NONE] $ \ptr -> glDrawBuffers 2 ptr
|
|
glDepthFunc GL_ALWAYS
|
|
--textureBinding Texture2D $= Just (snd $ _fboLighting pdata)
|
|
glBindTexture GL_TEXTURE_2D (_unTO . snd $ _fboLighting pdata)
|
|
glEnable GL_BLEND
|
|
--glBlendFunc GL_ZERO, GL_ONE_MINUS_SRC_ALPHA)
|
|
glBlendFuncSeparate GL_ZERO GL_ONE_MINUS_SRC_COLOR GL_ZERO GL_ONE
|
|
drawShader (_fullscreenShader pdata) 4
|
|
glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
|
|
-- bind base buffer for drawing bloom then clouds
|
|
--bindFramebuffer Framebuffer $= fst (_fboBase pdata)
|
|
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboBase pdata)))
|
|
--Draw blurred bloom onto base buffer
|
|
glEnable GL_BLEND
|
|
glBlendFunc GL_SRC_ALPHA GL_ONE
|
|
--textureBinding Texture2D $= Just (snd $ _fboHalf1 pdata)
|
|
glBindTexture GL_TEXTURE_2D (_unTO . snd $ _fboHalf1 pdata)
|
|
drawShader (_fullscreenShader pdata) 4
|
|
glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
|
|
--draw shadowed clouds onto base buffer
|
|
--textureBinding Texture2D $= Just (fst $ snd $ _fboCloud pdata)
|
|
glBindTexture GL_TEXTURE_2D (_unTO . fst . snd $ _fboCloud pdata)
|
|
drawShader (_fullscreenShader pdata) 4
|
|
--set viewport for radial distortion
|
|
setViewportSize (round winx) (round winy)
|
|
glDepthFunc GL_ALWAYS
|
|
glBlendFunc GL_ONE GL_ZERO
|
|
-- perform any radial distortion
|
|
case w ^. cWorld . lWorld . distortions of
|
|
[] -> do
|
|
bindTO $ fst $ snd $ _fboBase pdata
|
|
glBindFramebuffer GL_FRAMEBUFFER 0
|
|
--bufferUBO $ perspectiveMatrixb rot camzoom trans wins viewFroms
|
|
drawShader (_fullscreenShader pdata) 4
|
|
rds -> do
|
|
let bindDrawDist :: Distortion -> IO ()
|
|
bindDrawDist (RadialDistortion (V2 a b) (V2 c d) (V2 e f) g) = do
|
|
pokeArray (shadVBOptr $ _barrelShader pdata) [a, b, c, d, e, f, g]
|
|
bindShaderBuffers [_barrelShader pdata] [1]
|
|
drawShader (_barrelShader pdata) 1
|
|
fboList =
|
|
take (length rds - 1) (concat (repeat [fst $ _fbo2 pdata, fst $ _fbo3 pdata]))
|
|
-- ++ [defaultFramebufferObject]
|
|
++ [FBO 0]
|
|
toList = fst (snd (_fboBase pdata)) : concat (repeat [snd $ _fbo2 pdata, snd $ _fbo3 pdata])
|
|
bindings = zipWith (>>) (map bindFBO fboList) (map bindTO toList)
|
|
glActiveTexture GL_TEXTURE1
|
|
--activeTexture $= TextureUnit 1
|
|
zipWithM_ (>>) bindings $ map bindDrawDist rds
|
|
--activeTexture $= TextureUnit 0
|
|
glActiveTexture GL_TEXTURE1
|
|
glDepthFunc GL_ALWAYS
|
|
glEnable GL_BLEND
|
|
glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
|
|
renderLayer DebugLayer shadV layerCounts
|
|
-- draw overlay
|
|
glDepthFunc GL_ALWAYS
|
|
glDepthMask GL_FALSE
|
|
glEnable GL_BLEND
|
|
glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
|
|
bufferUBO (pdata ^. matUBO) $ isoMatrix 0 1 (V2 0 0) (V2 2 2)
|
|
renderLayer FixedCoordLayer shadV layerCounts
|
|
renderFoldable shadV $ fixedCoordPictures u
|
|
glDepthMask GL_TRUE
|
|
when (debugOn Show_ms_frame $ _uvConfig u) $
|
|
renderFoldable
|
|
(_pictureShaders pdata)
|
|
( setDepth (-1)
|
|
. translate (-0.5) (-0.8)
|
|
. scale 0.0005 0.0005
|
|
$ fpsText (u ^. uvFrameTicks - u ^. uvLastFrameTicks)
|
|
)
|
|
SDL.glSwapWindow win
|
|
-- eTicks <- SDL.ticks
|
|
-- return (eTicks - sTicks)
|
|
|
|
fpsText :: (Show a, Ord a, Num a) => a -> Picture
|
|
fpsText x = color col $ text $ "ms/frame " ++ show x
|
|
where
|
|
col
|
|
| x < 22 = blue
|
|
| x < 30 = green
|
|
| x < 40 = yellow
|
|
| x < 50 = orange
|
|
| otherwise = red
|
|
|
|
|
|
--------------------------------------------------------------------------------
|
|
-- note: currently assume there is only one UBO, we only bind it once at setup
|
|
bufferUBO :: GLuint -> [Float] -> IO ()
|
|
bufferUBO ubo mat = withArray mat $ \ptr ->
|
|
glNamedBufferSubData ubo 0 64 ptr
|
|
|
|
setViewportSize :: Int -> Int -> IO ()
|
|
setViewportSize x y =
|
|
glViewport 0 0 (fromIntegral x) (fromIntegral y)
|
|
|
|
renderBlankWalls ::
|
|
RenderData ->
|
|
-- | number of walls
|
|
Int ->
|
|
IO ()
|
|
renderBlankWalls pdata nWalls = do
|
|
glEnable GL_CULL_FACE
|
|
glCullFace GL_BACK
|
|
--cullFace $= Just Back
|
|
drawShader (_wallBlankShader pdata) nWalls
|
|
glDisable GL_CULL_FACE
|
|
--cullFace $= Nothing
|
|
|
|
renderTextureWalls ::
|
|
RenderData ->
|
|
-- | number of walls
|
|
Int ->
|
|
IO ()
|
|
renderTextureWalls pdata nWalls = do
|
|
--cullFace $= Just Back
|
|
glEnable GL_CULL_FACE
|
|
glCullFace GL_BACK
|
|
drawShader (_wallTextureShader pdata) nWalls
|
|
glDisable GL_CULL_FACE
|
|
--cullFace $= Nothing
|
|
|