Files
loop/src/Dodge/Render.hs
T
2021-04-01 11:28:53 +02:00

123 lines
4.0 KiB
Haskell

module Dodge.Render
( module Dodge.Render.Picture
, doDrawing
, doDrawing'
)
where
import Dodge.Data
import Dodge.Base
import Dodge.Render.HUD
import Dodge.Render.MenuScreen
import Dodge.Render.Picture
import Dodge.Render.PerspectiveMatrix
import Geometry
import Picture
import Shader
import Picture.Render
import Picture.Preload
import Data.Graph.Inductive.Query.DFS
import Data.Graph.Inductive.Graph
import Control.Monad.State
import Data.List
import Data.Bifunctor
import Foreign (Word32)
import Data.Function
import Control.Applicative
import Control.Lens
import Data.Maybe
import qualified Data.IntMap.Strict as IM
import qualified Data.Map as M
import qualified Data.Set as S
import Graphics.Rendering.OpenGL hiding (color,scale,translate,rotate)
import qualified SDL
doDrawing :: RenderData -> World -> IO (Word32)
doDrawing pdata w = do
sTicks <- SDL.ticks
clear [ColorBuffer,DepthBuffer]
let rot = _cameraRot w
zoom = _cameraZoom w
trans@(tranx,trany) = _cameraCenter w
wins@(winx,winy) = (_windowX w,_windowY w)
wallPointsCol = wallsPointsAndCols w
windowPoints = wallsWindows w
lightPoints = lightsForGloom' w
viewFroms@(viewFromx,viewFromy) = _cameraViewFrom w
pic = worldPictures w
wallPoints = map fst wallPointsCol
setCommonUniforms pdata rot zoom trans wins
depthFunc $= Just Less
pmat <- (newMatrix RowMajor $ perspectiveMatrix w) :: IO (GLmatrix GLfloat)
createLightMap pdata rot zoom trans wins wallPoints lightPoints viewFroms pmat
blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
-- clear [DepthBuffer]
depthFunc $= Just Always
renderBackground pdata rot zoom trans wins
depthFunc $= Just Lequal
renderWalls pdata wallPointsCol pmat
setWallDepth pdata wallPoints (viewFromx,viewFromy) pmat
-- depthFunc $= Just Lequal
renderFoldable pdata $ picToLTree (Just 0) pic
-- reset blend so that light map doesn't apply
-- blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
blendFuncSeparate $= ((SrcAlpha,OneMinusSrcAlpha) , (Zero,One))
-- blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
renderFoldable pdata $ picToLTree (Just 1) pic
-- set drawing for on top
blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
renderFoldable pdata $ picToLTree (Just 2) pic
depthMask $= Disabled
renderWalls pdata windowPoints pmat
depthMask $= Enabled
resetShaderUniforms (map extractProgAndUnis $ _listShaders pdata)
----------------------
blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
renderFoldable pdata (picToLTree Nothing $ fixedCoordPictures w)
eTicks <- SDL.ticks
return (eTicks - sTicks)
doDrawing' :: RenderData -> World -> IO (Word32)
doDrawing' pdata w = do
bindFramebuffer Framebuffer $= defaultFramebufferObject
sTicks <- SDL.ticks
clear [ColorBuffer,DepthBuffer]
let rot = _cameraRot w
zoom = _cameraZoom w
trans@(tranx,trany) = _cameraCenter w
wins@(winx,winy) = (_windowX w,_windowY w)
wallPointsCol = wallsPointsAndCols w
windowPoints = wallsWindows w
lightPoints = lightsForGloom' w
viewFroms@(viewFromx,viewFromy) = _cameraViewFrom w
pic = worldPictures w
wallPoints = map fst wallPointsCol
pmat <- (newMatrix RowMajor
$ perspectiveMatrix w) :: IO (GLmatrix GLfloat)
setCommonUniforms pdata rot zoom trans wins
depthMask $= Disabled
renderBackground pdata rot zoom trans wins
depthMask $= Enabled
blend $= Enabled
blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
-- not sure why renderWalls and setWallDepth aren't combined
renderWalls pdata wallPointsCol pmat
setWallDepth pdata wallPoints (viewFromx,viewFromy) pmat
depthFunc $= Just Lequal
renderFoldable pdata $ picToLTree (Just 0) pic
renderFoldable pdata $ picToLTree (Just 1) pic
renderFoldable pdata $ picToLTree (Just 2) pic
eTicks <- SDL.ticks
return (eTicks - sTicks)