Fix resize crash
This commit is contained in:
@@ -1,10 +1,5 @@
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#version 450 core
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in vec2 vTexPos;
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out vec4 fColor;
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layout (binding = 0) uniform sampler2D screenTexture;
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void main()
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{
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fColor = texture(screenTexture, vTexPos);
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}
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layout(binding = 0) uniform sampler2D screenTexture;
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void main() { fColor = texture(screenTexture, vTexPos); }
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@@ -1,9 +1,8 @@
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#version 450 core
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layout (location = 0) in vec2 pos;
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layout (location = 1) in vec2 texPos;
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layout(location = 0) in vec2 pos;
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layout(location = 1) in vec2 texPos;
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out vec2 vTexPos;
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void main()
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{
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gl_Position = vec4(pos,0,1);
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void main() {
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gl_Position = vec4(pos, 0.0, 1.0);
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vTexPos = texPos;
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}
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@@ -6,7 +6,7 @@ import Picture
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winScale :: Configuration -> Picture -> Picture
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{-# INLINE winScale #-}
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winScale cfig = scale (2 / _windowX cfig) (2 / _windowY cfig)
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winScale cfig = scale (1 / _windowX cfig) (1 / _windowY cfig)
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doWindowScale :: Configuration -> Point2 -> Point2
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doWindowScale cfig (V2 x y) = V2 (x * 2 / _windowX cfig) (y * 2 / _windowY cfig)
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doWindowScale cfig (V2 x y) = V2 (x / _windowX cfig) (y / _windowY cfig)
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+2
-4
@@ -55,9 +55,7 @@ handleWindowMoveEvent mev =
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handleResizeEvent :: WindowSizeChangedEventData -> Universe -> Universe
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handleResizeEvent sev u =
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u
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& uvConfig . windowX .~ fromIntegral x
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& uvConfig . windowY .~ fromIntegral y
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-- & uvIOEffects %~ sideEffectUpdatePreload
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& uvIOEffects %~ (updatePreload >=>)
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& uvIOEffects %~ ( (updatePreload . updateconfig) >=>)
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where
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updateconfig = (uvConfig . windowX .~ fromIntegral x) . (uvConfig . windowY .~ fromIntegral y)
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V2 x y = windowSizeChangedEventSize sev
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+20
-8
@@ -103,10 +103,26 @@ doDrawing' win pdata u = do
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, (_shapeEBO pdata, nIndices)
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, (_silhouetteEBO pdata, nSilIndices)
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]
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-- draw the overlay
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboOverlay ._1 . unFBO)
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withArray [0, 0, 0, 0] $ \ptr ->
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glClearNamedFramebufferfv
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(pdata ^. fboOverlay . _1 . unFBO)
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GL_COLOR
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0
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ptr
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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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setViewport _graphics_overlay_resolution cfig
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glBindBufferBase GL_UNIFORM_BUFFER 0 (pdata ^. orthonormalMatUBO)
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renderLayer FixedCoordLayer shadV layerCounts
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-- set the coordinate uniform ready for drawing elements using world coordinates
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glBindBufferBase GL_UNIFORM_BUFFER 0 (pdata ^. matUBO)
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withArray (perspectiveMatrixb rot camzoom trans wins viewFroms) $ \ptr ->
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glNamedBufferSubData (pdata ^. matUBO) 0 64 ptr
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renderLayer DebugLayer shadV layerCounts
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setViewport _graphics_world_resolution cfig
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBase ._1 . unFBO)
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glDepthMask GL_TRUE
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@@ -335,7 +351,7 @@ doDrawing' win pdata u = do
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drawShader (_fullscreenShader pdata) 4
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--set viewport for radial distortion
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--setViewportSize (round winx) (round winy)
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setViewport _graphics_overlay_resolution cfig
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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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@@ -357,14 +373,10 @@ doDrawing' win pdata u = do
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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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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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renderLayer DebugLayer shadV layerCounts
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-- draw overlay
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glBindBufferBase GL_UNIFORM_BUFFER 0 (pdata ^. orthonormalMatUBO)
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renderLayer FixedCoordLayer shadV layerCounts
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--draw overlay onto base buffer
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glBindTextureUnit 0 (pdata ^. fboOverlay . _2 . unTO)
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drawShader (_fullscreenShader pdata) 4
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SDL.glSwapWindow win
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getDistortions :: Configuration -> World -> [Distortion]
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@@ -13,6 +13,8 @@ import Dodge.Data.Universe
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testStringInit :: Universe -> [String]
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testStringInit u = [show $ length $ lightsToRender (u ^. uvConfig) (u ^. uvWorld . cWorld . camPos)
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(u ^. uvWorld . cWorld . lWorld)
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, show $ u ^. uvConfig . windowX
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, show $ u ^. uvConfig . windowY
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, show $ u ^. uvWorld . input . scrollTestInt
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]
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--[show $ u ^? uvWorld . hud . hudElement . diSections . sssExtra . sssSelPos . _Just]
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+64
-33
@@ -7,15 +7,15 @@ module Framebuffer.Update (
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sizeFBOs,
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) where
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import Dodge.Data.Config
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import Shader.Data
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import Framebuffer.Check
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import Control.Lens
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import Control.Monad
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import Data.Preload.Render
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import Dodge.Data.Config
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import Foreign.Marshal.Array
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import Framebuffer.Check
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import GLHelp
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import Graphics.GL.Core45
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import Shader.Data
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import Unsafe.Coerce
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sizeFBOs ::
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@@ -24,28 +24,50 @@ sizeFBOs ::
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IO RenderData
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sizeFBOs cfig rdata =
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uncurry (resizeRBO (_rboBaseBloom rdata)) (getWindowSize _graphics_world_resolution cfig)
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>> uncurry updateFBOTO3 (getWindowSize _graphics_world_resolution cfig)
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GL_NEAREST GL_NEAREST GL_RGBA8 GL_RGBA16F GL_RGBA16F rdata fboBase
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>>= flip ( uncurry updateFBOTO3 (getWindowSize _graphics_world_resolution cfig)
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GL_NEAREST GL_NEAREST GL_RGBA8 GL_RGBA16F GL_RGBA16F) fboCloud
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>>= flip ( uncurry updateFBOTO (getWindowSize _graphics_world_resolution cfig)
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GL_NEAREST GL_NEAREST GL_RGBA8) fboLighting
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>>=
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ffoldM
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(uncurry updateFBOTO (getWindowSize _graphics_world_resolution cfig)
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GL_LINEAR_MIPMAP_LINEAR GL_LINEAR GL_RGBA16F)
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[fboBloom, fboPos]
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>>=
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ffoldM
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(uncurry updateFBOTO (getWindowSize _graphics_overlay_resolution cfig) GL_NEAREST GL_NEAREST GL_RGBA8)
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[fbo2, fbo3]
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>>= ffoldM
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(uncurry updateFBOTO (getWindowSize _graphics_downsize_resolution cfig) GL_LINEAR_MIPMAP_LINEAR GL_LINEAR GL_RGBA16F)
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[fboHalf1, fboHalf2, fboHalf3]
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>>= resizeShadowFBO' cfig
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>> foldM
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( uncurry
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updateFBOTO3
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(getWindowSize _graphics_world_resolution cfig)
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GL_NEAREST
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GL_NEAREST
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GL_RGBA8
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GL_RGBA16F
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GL_RGBA16F
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)
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rdata
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[fboBase, fboCloud]
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>>= flip
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( uncurry
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updateFBOTO
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(getWindowSize _graphics_world_resolution cfig)
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GL_NEAREST
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GL_NEAREST
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GL_RGBA8
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)
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fboLighting
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>>= ffoldM
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( uncurry
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updateFBOTO
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(getWindowSize _graphics_world_resolution cfig)
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GL_LINEAR_MIPMAP_LINEAR
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GL_LINEAR
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GL_RGBA16F
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)
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[fboBloom, fboPos]
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>>= ffoldM
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(uncurry updateFBOTO (getWindowSize _graphics_overlay_resolution cfig) GL_LINEAR GL_NEAREST GL_RGBA8)
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[fbo2, fbo3, fboOverlay]
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>>= ffoldM
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(uncurry updateFBOTO (getWindowSize _graphics_downsize_resolution cfig) GL_LINEAR_MIPMAP_LINEAR GL_LINEAR GL_RGBA16F)
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[fboHalf1, fboHalf2, fboHalf3]
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>>= resizeShadowFBO' cfig
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ffoldM :: (Foldable t, Monad m) =>
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(a1 -> a2 -> m a1) -> t a2 -> a1 -> m a1
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ffoldM ::
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(Foldable t, Monad m) =>
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(a1 -> a2 -> m a1) ->
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t a2 ->
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a1 ->
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m a1
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ffoldM f = flip $ foldM f
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resizeRBO ::
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@@ -53,7 +75,8 @@ resizeRBO ::
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GLsizei ->
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GLsizei ->
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IO ()
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resizeRBO rboName = glNamedRenderbufferStorage
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resizeRBO rboName =
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glNamedRenderbufferStorage
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rboName
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GL_DEPTH24_STENCIL8
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@@ -125,8 +148,16 @@ resizeShadowFBO x y (fbo, (oldto1, oldto2)) = do
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mglDelete glDeleteTextures $ _unTO oldto1
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mglDelete glDeleteTextures $ _unTO oldto2
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to1 <- initializeTexture2DArray fbo GL_COLOR_ATTACHMENT0 x y 20 GL_NEAREST GL_NEAREST GL_RGBA8
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to2 <- initializeTexture2DArray
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fbo GL_DEPTH_STENCIL_ATTACHMENT x y 20 GL_NEAREST GL_NEAREST GL_DEPTH24_STENCIL8
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to2 <-
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initializeTexture2DArray
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fbo
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GL_DEPTH_STENCIL_ATTACHMENT
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x
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y
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20
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GL_NEAREST
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GL_NEAREST
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GL_DEPTH24_STENCIL8
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checkFBO fbo
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return (fbo, (TO to1, TO to2))
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@@ -155,7 +186,7 @@ resizeShadowFBO x y (fbo, (oldto1, oldto2)) = do
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-- return (fbo, (TO to1, TO to2))
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resizeFBOTO3 ::
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(FBO, (TO, TO,TO)) ->
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(FBO, (TO, TO, TO)) ->
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Int ->
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Int ->
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-- | minification filter
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@@ -168,8 +199,8 @@ resizeFBOTO3 ::
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GLenum ->
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-- | internal color format3
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GLenum ->
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IO (FBO, (TO, TO,TO))
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resizeFBOTO3 (fbo, (toOld1, toOld2,told3)) xsize ysize minfilt magfilt inFormat1 inFormat2 inform3 = do
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IO (FBO, (TO, TO, TO))
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resizeFBOTO3 (fbo, (toOld1, toOld2, told3)) xsize ysize minfilt magfilt inFormat1 inFormat2 inform3 = do
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO fbo)
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mglDelete glDeleteTextures $ _unTO toOld1
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mglDelete glDeleteTextures $ _unTO toOld2
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@@ -180,7 +211,7 @@ resizeFBOTO3 (fbo, (toOld1, toOld2,told3)) xsize ysize minfilt magfilt inFormat1
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withArray [GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2] $ \ptr ->
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glNamedFramebufferDrawBuffers (_unFBO fbo) 3 ptr
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checkFBO fbo
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return (fbo, (TO to1, TO to2,TO to3))
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return (fbo, (TO to1, TO to2, TO to3))
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resizeFBOTO ::
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(FBO, TO) ->
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@@ -223,7 +254,7 @@ initializeTexture2DArray fbo attachpoint x y z minfilt magfilt informat = do
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glNamedFramebufferTexture (_unFBO fbo) attachpoint to1 0
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return to1
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getWindowSize :: Integral a => (Configuration -> ResFactor) -> Configuration -> (a,a)
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getWindowSize f cfig = (g _windowX,g _windowY)
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getWindowSize :: Integral a => (Configuration -> ResFactor) -> Configuration -> (a, a)
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getWindowSize f cfig = (g _windowX, g _windowY)
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where
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g h = fromIntegral $ round (h cfig) `div` resFactorNum (f cfig)
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@@ -37,7 +37,7 @@ preloadRender = do
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glBindBufferBase GL_UNIFORM_BUFFER 0 theUBO
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orthonormalUBO <- mglCreate glCreateBuffers
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withArray (isoMatrix 0 1 (V2 0 0) (V2 2 2)) $ \ptr ->
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withArray (isoMatrix 0 1 (V2 0 0) (V2 1 1)) $ \ptr ->
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glNamedBufferStorage orthonormalUBO 64 ptr 0
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lightsubo <- mglCreate glCreateBuffers
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@@ -84,6 +84,8 @@ preloadRender = do
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cslist <-
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makeShaderVBO "picture/charArray" [vert, frag] [3, 4, 4] pmTriangles
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initTexture2DArray 50 "data/texture/charMapVertBig.png" 2 32 64 95 GL_NEAREST_MIPMAP_LINEAR GL_LINEAR
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--initTexture2DArray 50 "data/texture/charMapVertBig.png" 2 32 64 95 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR
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--initTexture2DArray 50 "data/texture/charMapVertBig.png" 2 32 64 95 GL_LINEAR_MIPMAP_NEAREST GL_LINEAR
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screentexturevbo <- mglCreate glCreateBuffers
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withArray (concat cornerList) $ \ptr ->
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