485 lines
19 KiB
Haskell
485 lines
19 KiB
Haskell
-- | Contains the central drawing functions for the dodge loop.
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module Dodge.Render (
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doDrawing,
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getWindowSize,
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) where
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import Shape.Parameters
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import Control.Lens
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import Control.Monad
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import qualified Control.Monad.Parallel as MP
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--import Data.List (sortOn)
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import qualified Data.Map.Strict as M
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import Data.Preload.Render
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import qualified Data.Vector as V
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import qualified Data.Vector.Unboxed.Mutable as UMV
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import Dodge.Data.Universe
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import Dodge.Render.Lights
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import Dodge.Render.ShapePicture
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import Dodge.Render.Walls
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import Dodge.Shadows
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import Dodge.WindowSize
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import Foreign
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import GLHelp
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import Geometry
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import Graphics.GL.Core45
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import MatrixHelper
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import Render
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import qualified SDL
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import Shader
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import Shader.Bind
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import Shader.Data
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import Shader.Poke
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import Shader.Poke.Cloud
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doDrawing :: SDL.Window -> Universe -> IO ()
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doDrawing window u
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| SDL.ScancodeY `M.member` (u ^. uvWorld . input . pressedKeys) = doTestDrawing rdata u
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| otherwise = doDrawing' window rdata u
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where
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rdata = u ^. preloadData . renderData
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doTestDrawing :: RenderData -> Universe -> IO ()
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doTestDrawing _ _ = do
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return ()
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doDrawing' :: SDL.Window -> RenderData -> Universe -> IO ()
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doDrawing' win pdata u = do
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--sTicks <- SDL.ticks
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checkGLError "during drawing"
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let w = _uvWorld u
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cfig = _uvConfig u
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(windowPoints, wallSPics, wallsToPoke) = wallsToDraw w
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lightPoints = lightsToRender cfig (w ^. wCam) (w ^. cWorld . lWorld)
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shadV = _pictureShaders pdata
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nFls = w ^. cWorld . numberFloorVerxs
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nchs = w ^. cWorld . numberChasmVerxs
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-- bind as much data into vbos as feasible at this point
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-- count mutable vectors setup
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pokeCounts <- UMV.replicate (numLayers * numShads) 0
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-- attempt to poke in parallel
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let wswp = wallSPics <> worldSPic cfig u
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ws = wswp ^. _1
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wp = wswp ^. _2
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((nWins, trueNWalls), (nShapeVs, nIndices, nSilIndices)) <-
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MP.liftM3
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(\_ a b -> (a, b))
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( pokeLayVerxs
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shadV
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pokeCounts
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wp
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)
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( pokeWallsWindows
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(pdata ^. winVBO . vboPtr)
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(pdata ^. wallVBO . vboPtr)
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windowPoints
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wallsToPoke
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)
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( pokeShape
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(drawShadowsByImportance $ cfig ^. gr_shadow_size)
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(_vboPtr $ _vboShapes pdata)
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(_uiboPtr $ _shapeEBO pdata)
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(_uiboPtr $ _silhouetteEBO pdata)
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(0, 0, 0)
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ws
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)
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(nCloudVs', nCloudIs') <-
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-- Might want to sort the clouds based on z depth, not sure
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V.foldM'
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(pokeCloud (pdata ^. cloudVBO . vboPtr) (pdata ^. cloudEBO . uiboPtr))
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(0, 0)
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(V.fromList $ w ^. cWorld . lWorld . clouds)
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(nCloudVs, nCloudIs) <-
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V.foldM'
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(pokeDust (pdata ^. cloudVBO . vboPtr) (pdata ^. cloudEBO . uiboPtr))
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(nCloudVs', nCloudIs')
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(V.fromList $ w ^. cWorld . lWorld . dusts)
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-- bind wall points, silhouette data, surface geometry
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bufferShaderLayers shadV pokeCounts
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mapM_
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(uncurry bufferPokedVBO)
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[ (_vboShapes pdata, nShapeVs)
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, (pdata ^. cloudVBO, nCloudVs)
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]
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mapM_
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(uncurry bufferEBO)
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[ (_cloudEBO pdata, nCloudIs)
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, (_shapeEBO pdata, nIndices)
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]
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-- set the coordinate uniform ready for drawing elements using world coordinates
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bufferPerspectiveMatrixUBO cfig (w ^. wCam) (pdata ^. matUBO)
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glNamedBufferSubData (pdata ^. winVBO . vboName) 0
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(fromIntegral $ nWins * sizeOf (0::Float) * 8)
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(pdata ^. winVBO . vboPtr)
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-- bufferFloatBO function
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glNamedBufferSubData (pdata ^. wallVBO . vboName) 0
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(fromIntegral $ trueNWalls * sizeOf (0::Float) * 8)
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(pdata ^. wallVBO . vboPtr)
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glNamedBufferSubData (pdata ^. vboShapes . vboName) 0
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(fromIntegral $ nShapeVs * shapeVerxSize)
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(pdata ^. vboShapes . vboPtr)
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glNamedBufferSubData (pdata ^. shapeEBO . uiboName) 0
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(fromIntegral $ nIndices * (sizeOf (0::GLuint)))
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(pdata ^. shapeEBO . uiboPtr)
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bufferEBO (pdata ^. silhouetteEBO) nSilIndices
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setViewport _gr_world_res cfig
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBase . _1 . unFBO)
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glDepthMask GL_TRUE
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glDisable GL_BLEND
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glDepthFunc GL_LESS
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-- clear depth and stencil buffers
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glStencilMask 255 -- to alter the entire stencil
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glClearNamedFramebufferfi
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(pdata ^. fboBase . _1 . unFBO)
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GL_DEPTH_STENCIL
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0
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1
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0
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-- draw wall occlusions from the camera's point of view
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glStencilFunc GL_NOTEQUAL 128 255
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glStencilOp GL_KEEP GL_KEEP GL_REPLACE
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glEnable GL_CULL_FACE
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glCullFace GL_BACK
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unless (debugOn Remove_LOS cfig) $ do
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glUseProgram (pdata ^. ceilingStencilShader . shaderUINT)
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-- glBindVertexArray $ pdata ^. ceilingStencilShader . shaderVAO . vaoName
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glBindVertexArray $ pdata ^. dummyVAO . vaoName
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glEnable GL_DEPTH_CLAMP
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glDrawArrays
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(_unPrimitiveMode $ pdata ^. ceilingStencilShader . shaderPrimitive)
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0
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(fromIntegral (trueNWalls * 6))
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glDisable GL_DEPTH_CLAMP
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glStencilMask 127 -- to alter last seven bits
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glStencilOp GL_KEEP GL_KEEP GL_KEEP
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-- clear color and normals
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withArray [0, 0, 0, 1] $
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glClearNamedFramebufferfv (pdata ^. fboBase . _1 . unFBO) GL_COLOR 0
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withArray [0, 0, 0, 0] $
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glClearNamedFramebufferfv (pdata ^. fboBase . _1 . unFBO) GL_COLOR 2
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withArray [GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2] $
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glNamedFramebufferDrawBuffers (pdata ^. fboBase . _1 . unFBO) 3
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--draw walls onto base buffer
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glEnable GL_CULL_FACE
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glCullFace GL_BACK
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-- glUseProgram (pdata ^. wallShader . shaderUINT)
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-- glBindVertexArray $ pdata ^. wallShader . shaderVAO . vaoName
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-- glDrawArrays
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-- (_unPrimitiveMode $ pdata ^. wallShader . shaderPrimitive)
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-- 0
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-- (fromIntegral trueNWalls)
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glUseProgram (pdata ^. pullWallShader . shaderUINT)
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glBindVertexArray $ pdata ^. dummyVAO . vaoName
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glDrawArrays
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GL_TRIANGLES
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0
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(fromIntegral trueNWalls * 6)
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--draw object shapes onto base buffer
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let fs = _shapeShader pdata
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glUseProgram (_shaderUINT fs)
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glDrawArrays GL_TRIANGLES 0 (fromIntegral nIndices)
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-- draw chasm shader blocking floor
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glUseProgram (pdata ^. chasmShader . shaderUINT)
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glBindVertexArray $ pdata ^. chasmShader . shaderVAO . vaoName
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glDepthMask GL_FALSE
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glDrawBuffer GL_NONE
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glStencilOp GL_KEEP GL_KEEP GL_INCR
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with 0 $
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glClearNamedFramebufferiv
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(pdata ^. fboBase . _1 . unFBO)
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GL_STENCIL
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0
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glDrawArrays
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(_unPrimitiveMode $ pdata ^. chasmShader . shaderPrimitive)
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0
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(fromIntegral nchs)
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withArray [GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2] $
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glNamedFramebufferDrawBuffers (pdata ^. fboBase . _1 . unFBO) 3
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glDepthMask GL_TRUE
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--draw floor onto base buffer
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glUseProgram (pdata ^. floorShader . shaderUINT)
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glBindVertexArray $ pdata ^. floorShader . shaderVAO . vaoName
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glStencilFunc GL_EQUAL 0 255
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glDrawArrays
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(_unPrimitiveMode $ pdata ^. floorShader . shaderPrimitive)
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0
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(fromIntegral nFls)
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--glDisable GL_STENCIL_TEST
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glDisable GL_CULL_FACE
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glEnable GL_BLEND
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--draw lightmap into its own buffer
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createLightMap
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cfig
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(fromIntegral trueNWalls)
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nSilIndices
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nIndices
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(pdata ^. fboBase . _2 . _2)
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(pdata ^. fboBase . _2 . _3)
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lightPoints
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pdata
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glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
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--apply lightmap to base buffer
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glDisable GL_CULL_FACE
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glDepthFunc GL_ALWAYS
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glDepthMask GL_FALSE
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBase . _1 . unFBO)
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glBindTextureUnit 0 (pdata ^. fboLighting . _2 . unTO)
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glEnable GL_BLEND
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glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
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drawShader (_fullscreenShader pdata) 4
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with GL_COLOR_ATTACHMENT0 $
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glInvalidateNamedFramebufferData (pdata ^. fboLighting . _1 . unFBO) 1
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--draw bloom onto bloom buffer
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBloom . _1 . unFBO)
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withArray [0, 0, 0, 0] $
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glClearNamedFramebufferfv (pdata ^. fboBloom . _1 . unFBO) GL_COLOR 0
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glDepthFunc GL_LESS
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--glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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--glBlendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
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glBlendFunc GL_ONE GL_ONE
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glDepthMask GL_FALSE
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renderLayer BloomNoZWrite shadV pokeCounts
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glDepthMask GL_TRUE
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renderLayer BloomLayer shadV pokeCounts
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-- draw clouds to block bloom particles, transparency blocks some alpha
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glDepthMask GL_FALSE
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glBlendColor 0 0 0 0.1 -- using this and GL_CONSTANT_ALPHA below
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-- can allow for some bloom to bleed through underneath the clouds
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-- note that BloomNoZWrite will always be under the clouds, this should be
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-- rethought, either do another pass and write just the depth or even remove
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-- the layer entirely
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glBlendFuncSeparate GL_ZERO GL_ONE GL_CONSTANT_ALPHA GL_ONE_MINUS_SRC_ALPHA
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glUseProgram (pdata ^. cloudShader . shaderUINT)
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glBindVertexArray $ pdata ^. cloudShader . shaderVAO . vaoName
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glDrawElements
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(pdata ^. cloudShader . shaderPrimitive . unPrimitiveMode)
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(fromIntegral nCloudIs)
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GL_UNSIGNED_INT
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nullPtr
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glDepthMask GL_TRUE
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--setup downscale viewport for blurring bloom
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--setViewportSize (round winx `div` (2 * resFact)) (round winy `div` (2 * resFact))
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setViewport _gr_downsize_res cfig
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboHalf1 pdata)))
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glDepthFunc GL_ALWAYS
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glBindTextureUnit 0 (pdata ^. fboBloom . _2 . unTO)
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glDisable GL_BLEND
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-- this all needs more tuning + more thought
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-- a fade effect would be cool, so not to fully reset last frames bloom
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-- buffers...
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-- withArray [0, 0, 0, 0] $
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-- glClearNamedFramebufferfv (pdata ^. fboHalf1 . _1 . unFBO) GL_COLOR 0
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-- withArray [0, 0, 0, 0] $
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-- glClearNamedFramebufferfv (pdata ^. fboHalf2 . _1 . unFBO) GL_COLOR 0
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-- glBlendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
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drawShader (_bloomBlurShader pdata) 4
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when (cfig ^. gr_bloom) $ do
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replicateM_ 2 $ pingPongBetween
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(_fboHalf1 pdata) (_fboHalf2 pdata) (_bloomBlurShader pdata)
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glEnable GL_BLEND
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setViewport _gr_world_res cfig
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--draw clouds onto cloud buffer
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboCloud . _1 . unFBO)
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glDepthFunc GL_LEQUAL
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glDepthMask GL_FALSE
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glBlendFuncSeparatei 0 GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA GL_ONE_MINUS_DST_ALPHA GL_ONE
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--glBlendFunci 0 GL_ONE GL_ONE_MINUS_SRC_ALPHA
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--withArray [GL_COLOR_ATTACHMENT0, GL_NONE] $
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withArray [GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1] $
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glNamedFramebufferDrawBuffers (pdata ^. fboCloud . _1 . unFBO) 2
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withArray [0.5, 0.5, 0.5, 0] $
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glClearNamedFramebufferfv
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(pdata ^. fboCloud . _1 . unFBO)
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GL_COLOR
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0
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glUseProgram (pdata ^. cloudShader . shaderUINT)
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glBindVertexArray $ pdata ^. cloudShader . shaderVAO . vaoName
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glDrawElements
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(pdata ^. cloudShader . shaderPrimitive . unPrimitiveMode)
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(fromIntegral nCloudIs)
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GL_UNSIGNED_INT
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nullPtr
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-- glEnable GL_CULL_FACE
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-- glEnable GL_DEPTH_CLAMP
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-- glCullFace GL_BACK
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---- drawShader (_windowShader pdata) nWins
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-- glDisable GL_DEPTH_CLAMP
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-- glDisable GL_CULL_FACE
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when (_gr_cloud_shadows cfig) $ do
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----render transparency depths
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-- glDepthMask GL_TRUE
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glDepthFunc GL_ALWAYS
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glDisable GL_BLEND
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withArray [GL_NONE, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2] $
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glNamedFramebufferDrawBuffers (pdata ^. fboCloud . _1 . unFBO) 3
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withArray [0, 0, 0, 0] $
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glClearNamedFramebufferfv (pdata ^. fboCloud . _1 . unFBO) GL_COLOR 1
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withArray [0, 0, 0, 0] $
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glClearNamedFramebufferfv (pdata ^. fboCloud . _1 . unFBO) GL_COLOR 2
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glEnable GL_BLEND
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-- we sum the positions weighted by alpha, and sum the alpha
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glBlendFuncSeparatei 1 GL_SRC_ALPHA GL_ONE GL_ONE GL_ONE
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--glBlendFuncSeparatei 1 GL_ONE GL_ZERO GL_ONE GL_ZERO
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-- and sum the normals weighted by alpha
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--glBlendFunci 2 GL_SRC_ALPHA GL_ONE
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glBlendFunci 2 GL_SRC_ALPHA GL_ONE
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glUseProgram (pdata ^. cloudShader . shaderUINT)
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glBindVertexArray $ pdata ^. cloudShader . shaderVAO . vaoName
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-- glDepthMask GL_TRUE
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glDrawElements
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(pdata ^. cloudShader . shaderPrimitive . unPrimitiveMode)
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(fromIntegral nCloudIs)
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GL_UNSIGNED_INT
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nullPtr
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---
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-- glEnable GL_CULL_FACE
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-- glEnable GL_DEPTH_CLAMP
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-- glCullFace GL_BACK
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---- drawShader (_windowShader pdata) nWins
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-- glDisable GL_DEPTH_CLAMP
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-- glDisable GL_CULL_FACE
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-- drawShader (_windowShader pdata) nWins
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboPos . _1 . unFBO)
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withArray [0, 0, 0, 0] $ \ptr ->
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glClearNamedFramebufferfv
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(pdata ^. fboPos . _1 . unFBO)
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GL_COLOR
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0
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ptr
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glBindTextureUnit 0 (pdata ^. fboCloud . _2 . _2 . unTO)
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glDepthMask GL_FALSE
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drawShader (pdata ^. alphaDivideShader) 4
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----draw lightmap for cloud buffer
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glDepthMask GL_TRUE
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glDepthFunc GL_LESS
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glEnable GL_BLEND
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
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createLightMap
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cfig
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(fromIntegral trueNWalls)
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nSilIndices
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nIndices
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(pdata ^. fboPos . _2)
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(pdata ^. fboCloud . _2 . _3)
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lightPoints
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pdata
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--draw windows onto window buffer
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboWindow . _1 . unFBO)
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withArray [GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1] $
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glNamedFramebufferDrawBuffers (pdata ^. fboWindow . _1 . unFBO) 2
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withArray [0, 0, 0, 0] $
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glClearNamedFramebufferfv (pdata ^. fboWindow . _1 . unFBO) GL_COLOR 0
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withArray [0, 0, 0, 0] $
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glClearNamedFramebufferfv (pdata ^. fboWindow . _1 . unFBO) GL_COLOR 1
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glEnable GL_CULL_FACE
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glEnable GL_DEPTH_CLAMP
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glDepthFunc GL_LEQUAL
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glCullFace GL_BACK
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glDisable GL_BLEND
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-- glDepthFunc GL_ALWAYS
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-- glDisable GL_CULL_FACE
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glUseProgram $ pdata ^. windowPullShader . shaderUINT
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glBindVertexArray $ pdata ^. dummyVAO . vaoName
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glDrawArrays GL_TRIANGLES 0 (fromIntegral nWins * 6)
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--drawShader (_windowShader pdata) nWins
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glDisable GL_DEPTH_CLAMP
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glDisable GL_CULL_FACE
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glInvalidateBufferData (pdata ^. vboShapes . vboName)
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--apply lightmap to cloud buffer
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboCloud pdata)))
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glDepthMask GL_FALSE
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withArray [GL_COLOR_ATTACHMENT0, GL_NONE] $
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glNamedFramebufferDrawBuffers (pdata ^. fboCloud . _1 . unFBO) 2
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-- $ \ptr -> glDrawBuffers 2 ptr
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glDepthFunc GL_ALWAYS
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glBindTextureUnit 0 (_unTO . snd $ _fboLighting pdata)
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glEnable GL_BLEND
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glBlendFuncSeparate GL_ZERO GL_ONE_MINUS_SRC_COLOR GL_ZERO GL_ONE
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drawShader (_fullscreenShader pdata) 4
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glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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-- bind base buffer for drawing clouds and bloom
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--glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboBase pdata)))
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBase . _1 . unFBO)
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-- --draw shadowed clouds onto base buffer
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-- glBindTextureUnit 0 (pdata ^. fboCloud . _2 . _1 . unTO)
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-- drawShader (_fullscreenShader pdata) 4
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glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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-- --draw windows onto base buffer
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glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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glBindTextureUnit 0 (pdata ^. fboWindow . _2 . _1 . unTO)
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glBindTextureUnit 1 (pdata ^. fboWindow . _2 . _2 . unTO)
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glBindTextureUnit 2 (pdata ^. fboCloud . _2 . _1 . unTO)
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--glBindTextureUnit 3 (pdata ^. fboCloud . _2 . _2 . unTO)
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glBindTextureUnit 3 (pdata ^. fboPos . _2 . unTO)
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drawShader (_transparencyCompShader pdata) 4
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--Draw blurred bloom onto base buffer
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glEnable GL_BLEND
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glBlendFunc GL_SRC_ALPHA GL_ONE
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--glBlendFunc GL_ONE GL_ONE
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glBindTextureUnit 0 (_unTO . snd $ _fboHalf1 pdata)
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drawShader (_fullscreenShader pdata) 4
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-- glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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--set viewport for radial distortion
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--setViewportSize (round winx) (round winy)
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setViewport (const FullRes) cfig
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glDepthFunc GL_ALWAYS
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glBlendFunc GL_ONE GL_ZERO
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-- perform any radial distortion
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-- this is hideous
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case (getDistortions cfig w, cfig ^. gr_distortions) of
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(rds, x) | null rds || not x -> do
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glBindTextureUnit 0 $ pdata ^. fboBase . _2 . _1 . unTO
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glBindFramebuffer GL_FRAMEBUFFER 0
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drawShader (_fullscreenShader pdata) 4
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(rds, _) -> do
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let bindDrawDist :: Distortion -> IO ()
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bindDrawDist (RadialDistortion (V2 a b) (V2 c d) (V2 e f) g) = do
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pokeArray (shadVBOptr $ _barrelShader pdata) [a, b, c, d, e, f, g]
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bufferPokedVBO (snd $ _barrelShader pdata) 1
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drawShader (fst $ _barrelShader pdata) 1
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fboList =
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take (length rds - 1) (concat (repeat [fst $ _fbo2 pdata, fst $ _fbo3 pdata]))
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++ [FBO 0]
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toList = (pdata ^. fboBase . _2 . _1) : concat (repeat [snd $ _fbo2 pdata, snd $ _fbo3 pdata])
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bindings = zipWith (>>) (map bindFBO fboList) (map (glBindTextureUnit 1 . _unTO) toList)
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zipWithM_ (>>) bindings $ map bindDrawDist rds
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glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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-- draw the overlay
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--glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboOverlay ._1 . unFBO)
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glDepthFunc GL_ALWAYS
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glDepthMask GL_FALSE
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glEnable GL_BLEND
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--glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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glBlendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA -- assume premultiplied alpha
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renderLayer DebugLayer shadV pokeCounts
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glBindBufferBase GL_UNIFORM_BUFFER 0 (pdata ^. matUBO)
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withArray (scaleMatrix (2 / windowXFloat cfig) (2 / windowYFloat cfig)) $
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glNamedBufferSubData (pdata ^. matUBO) 0 64
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glDepthFunc GL_GEQUAL
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glDepthMask GL_TRUE
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with (-1) $ glClearNamedFramebufferfv 0 GL_DEPTH 0
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renderLayer FixedCoordLayer shadV pokeCounts
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SDL.glSwapWindow win
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bufferPerspectiveMatrixUBO :: Config -> Camera -> GLuint -> IO ()
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bufferPerspectiveMatrixUBO cfig cam uboid = withArray
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(perspectiveMatrixb (cam ^. camRot) (cam ^. camZoom) (cam ^. camCenter)
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(V2 (windowXFloat cfig) (windowYFloat cfig)) (cam ^. camViewFrom))
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$ glNamedBufferSubData uboid 0 64
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getDistortions :: Config -> World -> [Distortion]
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getDistortions cfig w
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| cfig ^. gr_distortions = w ^. cWorld . lWorld . distortions
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| otherwise = []
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setViewport :: (Config -> ResFactor) -> Config -> IO ()
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setViewport f = uncurry (glViewport 0 0) . getWindowSize f
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