Work towards doing transformations using uniforms
This commit is contained in:
+5
-8
@@ -60,17 +60,14 @@ main = do
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(_windowX w,_windowY w)
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(wallsForGloom' w)
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(lightsForGloom' w)
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(draw blank w)
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(worldPictures w)
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blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
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renderTree (_renderData preData) (_cameraRot w) (_cameraZoom w) (_cameraPos w)
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(_windowX w,_windowY w)
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(picToList 1 $ fixedCoordPictures w)
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playSoundQueue (_soundData preData) (_soundQueue w)
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newSoundData <- playAndUpdate (_sounds w) (_soundData preData)
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return $ preData {_soundData = newSoundData}
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--renderPicture' preData (_windowX w,_windowY w) (Circle 5)
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-- renderPicture' preData
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-- (pictures [scale 0.5 0.9 $ polygon [(0,0),(0,-0.5),(-0.5,-0.5),(-0.5,0.0)]
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-- ,scale 0.5 0.9 $ polygon [(0,0),(0,-0.5),(-0.5,-0.5),(-0.5,0.0)]
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-- ,color red $ scale 0.0005 0.0005 $ text "asdf"
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-- ]
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-- )
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)
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(flip $ menuEvents $ flip handleEvent)
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(\w -> Just $ update w)
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@@ -4,6 +4,12 @@ layout (location = 1) in vec4 color;
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layout (location = 2) in vec4 saEaRadWdth;
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out vec4 vColor;
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out vec4 vparams;
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uniform vec2 winSize;
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uniform float zoom;
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uniform vec2 translation;
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uniform float rotation;
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void main()
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{
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gl_Position = vec4(position,1);
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@@ -5,6 +5,8 @@ in vec4 vParams [];
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in vec2 vWinSize [];
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out vec2 gTexPos;
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uniform vec2 translation;
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vec2 rotBy( float rot, vec2 v)
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{
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return vec2 ( v.x * cos(rot) - v.y * sin(rot)
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@@ -15,7 +17,7 @@ vec2 rotBy( float rot, vec2 v)
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void main()
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{
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vec2 cPos = vec2(vParams[0].x / 250 , vParams[0].y /250 );
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vec2 cPos = vec2(translation.x / 250 , translation.y /250 );
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float zoom = vParams[0].w;
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float rot = 0 - vParams[0].z;
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@@ -1,8 +1,14 @@
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#version 430 core
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layout (location = 0) in vec4 params;
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layout (location = 1) in vec2 winSize;
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layout (location = 1) in vec2 winSizea;
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out vec4 vParams;
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out vec2 vWinSize;
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uniform vec2 winSize;
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uniform float zoom;
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uniform vec2 translation;
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uniform float rotation;
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void main()
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{
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gl_Position = vec4(0,0,0,0);
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@@ -2,6 +2,12 @@
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec4 color;
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out vec4 vColor;
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uniform vec2 winSize;
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uniform float zoom;
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uniform float rotation;
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uniform vec2 translation;
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void main()
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{
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gl_Position = vec4(position,1);
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@@ -3,6 +3,11 @@ layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec4 aColor;
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layout (location = 2) in vec2 aTexCoord;
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uniform vec2 winSize;
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uniform float zoom;
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uniform vec2 translation;
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uniform float rotation;
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out vec4 vColor;
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out vec2 vTexCoord;
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@@ -4,6 +4,12 @@ layout (location = 1) in vec4 color;
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layout (location = 2) in float rad;
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out vec4 vColor;
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out float vRad;
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uniform vec2 winSize;
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uniform float zoom;
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uniform vec2 translation;
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uniform float rotation;
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void main()
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{
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gl_Position = vec4(position,1);
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@@ -1,6 +1,12 @@
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#version 430 core
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layout (location = 0) in vec4 position;
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out vec2 vParams;
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uniform vec2 winSize;
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uniform float zoom;
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uniform vec2 translation;
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uniform float rotation;
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void main()
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{
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gl_Position = vec4(position.xy,0,1);
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@@ -4,6 +4,11 @@ layout (location = 1) in vec4 backPoss;
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out vec4 vBackPoss;
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uniform vec2 winSize;
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uniform float zoom;
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uniform float rotation;
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uniform vec2 translation;
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void main()
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{
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gl_Position = poss;
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+129
-68
@@ -22,65 +22,42 @@ import qualified Data.Map as M
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import qualified Data.Set as S
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-- }}}
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--
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drawTest :: World -> Picture
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drawTest w = screenT $ color red $ circle 200
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where (x,y) = (_windowX w,_windowY w)
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screenT = scale (1/x) (1/y)
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draw' :: Picture -> World -> ([((Float,Float),(Float,Float))]
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,[((Float,Float),Float,Float)]
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,Picture,Picture)
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draw' p w = (\(x,y) -> (wallsForGloom w,lightsForGloom w,x,y)) (draw'' p w)
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draw :: Picture -> World -> Picture
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draw p w = (\(x,y) -> f $ pictures [x,y]) $ draw'' p w
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where f = scale (2/_windowX w) (2/_windowY w)
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draw'' :: Picture -> World -> (Picture , Picture)
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draw'' b w-- | (Char 'm') `S.member` _keys w
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-- = let a = (-500,30)
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-- b = (200,0)
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-- in pictures [ color white $ polygon screenBox
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-- , color blue $ circleSolid 40
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-- , line [a,b]
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-- , uncurry translate (ssaTriPoint a (0,0) b 40)
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-- $ color red $ circleSolid 5
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-- ]
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= case _mapDisplay w of
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(True, z) -> (blank
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,pictures [color white $ circleSolid 3
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,scale z z $ rotate (0 - (_cameraRot w))
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$ uncurry translate ((0,0) -.- _cameraCenter w)
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$ pictures $ mapMaybe mapWall $ IM.elems $ _walls w]
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)
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_ -> ( blank
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--,pictures $ map fst pics
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,collectDrawings w
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)
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-- ++ map screenShift (pathsTest ++ map drawNode (labNodes $ _pathGraph w))
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where yourPos = _crPos $ you w
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backgroundTile = [screenShift $ translate (5*512*x) (5*512*y) $ scale 5 5 b | x <- [x1..x2] , y <- [y1..y2] ]
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where (x',y') = yourPos
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(x'',y'') = (fromIntegral $ round (x'/(512*5)), fromIntegral $ round (y'/(512*5)))
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x1 = (x''-1)
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x2 = (x''+1)
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y1 = (y''-1)
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y2 = (y''+1)
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screenShift = scale zoom zoom . rotate (0 - (_cameraRot w) )
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. uncurry translate ((0,0) -.- _cameraPos w)
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zoom = _cameraZoom w
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pathsTest = map drawPair $ _pathGraph' w
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drawPair (x,y) = color cyan $ pictures [line [x,y]
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-- , uncurry translate x $ scale 0.05 0.05 $ text $ show x
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fixedCoordPictures :: World -> Picture
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fixedCoordPictures w = pictures
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[ scaler $ onLayer LabelLayer $ pictures [itLabels, ppLabels, btLabels]
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, scaler $ hudDrawings w
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, scaler $ onLayer MenuLayer menuScreen
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]
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where scaler = scale (2 / _windowX w) (2 / _windowY w)
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itLabels = pictures $ map (drawItemName w) (IM.elems (_floorItems w))
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ppLabels = pictures $ map (drawPPText w) (IM.elems (_pressPlates w))
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btLabels = pictures $ map (drawButText w) (IM.elems (_buttons w))
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menuScreen :: Picture
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menuScreen = case _menuState w of
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InGame -> blank
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LevelMenu x ->
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pictures [--color (withAlpha 0.5 black) $ polygon $ screenBox w
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tst (-100) 100 0.4 ("LEVEL "++show x)
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,controlsList
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]
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PauseMenu -> pictures
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[--color (withAlpha 0.5 black) $ polygon $ screenBox w
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tst (-100) 100 0.4 "PAUSED"
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,tst (-100) 50 0.2 "n - new level"
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,tst (-100) 0 0.2 "r - restart"
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, controlsList
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]
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drawNode (i,x) = color yellow $ uncurry translate x $ scale 0.05 0.05 $ text $ show i
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GameOverMenu -> pictures [color (withAlpha 0.5 black) $ polygon $ screenBox w
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,tst (-100) 100 0.4 "GAME OVER"
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,tst (-100) 50 0.2 "n - new level"
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,tst (-100) 0 0.2 "r - restart"
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,controlsList
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]
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where tst x y sc t = translate x y $ scale sc sc $ color white $ text t
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collectDrawings :: World -> Picture
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collectDrawings w = pictures
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[screenShift $
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pictures $ concat
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worldPictures :: World -> Picture
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worldPictures w
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= pictures $ map screenShift $ concat
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[ decPicts
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, ppPicts
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, itFloorPicts
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@@ -94,15 +71,99 @@ collectDrawings w = pictures
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, wallShadows
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, smokeShadows
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]
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, onLayer LabelLayer $ pictures [itLabels, ppLabels, btLabels]
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, hudDrawings w
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, onLayer MenuLayer menuScreen
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where
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screenShift = scale zoomx zoomy . rotate (0 - (_cameraRot w) )
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. uncurry translate ((0,0) -.- _cameraPos w)
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zoomx = 2 * _cameraZoom w / _windowX w
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zoomy = 2 * _cameraZoom w / _windowY w
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scaler = scale (2 / _windowX w) (2 / _windowY w)
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decPicts = IM.elems $ _decorations w
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ptPicts = map _ptPict (IM.elems (_particles w))
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ptPicts' = map _ptPict' $ _particles' w
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afterPtPicts' = map _ptPict' $ _afterParticles' w
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buttonPicts = map btDraw (IM.elems (_buttons w))
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ppPicts = map ppDraw (IM.elems (_pressPlates w))
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crPicts = map crDraw $ IM.elems $ _creatures w
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clPicts = map clDraw $ IM.elems $ _clouds w
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wallShadows = map (drawWallShadow w) $ wallShadowsToDraw w
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smokeShadows = map (drawSmokeShadow w) $ _smoke w
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wlPicts = map drawWall (wallsToDraw w)
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itFloorPicts = map (drawItem) (IM.elems (_floorItems w))
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yourPos = _crPos $ you w
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yourRot = _crDir $ you w
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yourRad = _crRad $ you w
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-- itFloorPicts = zipWith (uncurry translate) (map _flItPos (IM.elems (_floorItems w)))
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-- (map (_itFloorPict . _flIt) (IM.elems (_floorItems w)))
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itLabels = pictures $ map (drawItemName w) (IM.elems (_floorItems w))
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ppLabels = pictures $ map (drawPPText w) (IM.elems (_pressPlates w))
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btLabels = pictures $ map (drawButText w) (IM.elems (_buttons w))
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menuScreen :: Picture
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menuScreen = case _menuState w of
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InGame -> blank
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LevelMenu x ->
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pictures [--color (withAlpha 0.5 black) $ polygon $ screenBox w
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tst (-100) 100 0.4 ("LEVEL "++show x)
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,controlsList
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]
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PauseMenu -> pictures
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[--color (withAlpha 0.5 black) $ polygon $ screenBox w
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tst (-100) 100 0.4 "PAUSED"
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,tst (-100) 50 0.2 "n - new level"
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,tst (-100) 0 0.2 "r - restart"
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, controlsList
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]
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GameOverMenu -> pictures [color (withAlpha 0.5 black) $ polygon $ screenBox w
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,tst (-100) 100 0.4 "GAME OVER"
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,tst (-100) 50 0.2 "n - new level"
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,tst (-100) 0 0.2 "r - restart"
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,controlsList
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]
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where tst x y sc t = translate x y $ scale sc sc $ color white $ text t
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draw :: World -> Picture
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draw w
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= case _mapDisplay w of
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(True, z) -> scaler $ pictures [color white $ circleSolid 3
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,scale z z $ rotate (0 - (_cameraRot w))
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$ uncurry translate ((0,0) -.- _cameraCenter w)
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$ pictures $ mapMaybe mapWall $ IM.elems $ _walls w]
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_ -> collectDrawings w
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where yourPos = _crPos $ you w
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f = scale (2/_windowX w) (2/_windowY w)
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pathsTest = map drawPair $ _pathGraph' w
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drawPair (x,y) = color cyan $ pictures [line [x,y]
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-- , uncurry translate x $ scale 0.05 0.05 $ text $ show x
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]
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drawNode (i,x) = color yellow $ uncurry translate x $ scale 0.05 0.05 $ text $ show i
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scaler = scale (2 / _windowX w) (2 / _windowY w)
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collectDrawings :: World -> Picture
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collectDrawings w = pictures $ (map screenShift $
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concat
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[ decPicts
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, ppPicts
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, itFloorPicts
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, crPicts
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, clPicts
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, buttonPicts
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, ptPicts
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, ptPicts'
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, afterPtPicts'
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, wlPicts
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, wallShadows
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, smokeShadows
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]) ++
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[ scaler $ onLayer LabelLayer $ pictures [itLabels, ppLabels, btLabels]
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, scaler $ hudDrawings w
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, scaler $ onLayer MenuLayer menuScreen
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]
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-- <> [onLayer GloomLayer $ theLighting w]
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where
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screenShift = scale zoom zoom . rotate (0 - (_cameraRot w) )
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screenShift = scale zoomx zoomy . rotate (0 - (_cameraRot w) )
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. uncurry translate ((0,0) -.- _cameraPos w)
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zoom = _cameraZoom w
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zoomx = 2 * _cameraZoom w / _windowX w
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zoomy = 2 * _cameraZoom w / _windowY w
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scaler = scale (2 / _windowX w) (2 / _windowY w)
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decPicts = IM.elems $ _decorations w
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ptPicts = map _ptPict (IM.elems (_particles w))
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ptPicts' = map _ptPict' $ _particles' w
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@@ -444,12 +505,12 @@ ringPict = onLayer LabelLayer $ dShadCol white $ pictures [line [(-8,10),(-15,10
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dShadCol :: Color -> Picture -> Picture
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dShadCol c p = pictures $
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map (flip (uncurry translate) p) [(0.2,-0.2)
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,(0.4,-0.4)
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,(0.6,-0.6)
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,(0.8,-0.8)
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,( 1,- 1)
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,(1.2,-1.2)
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map (flip (uncurry translate) p) [--(0.2,-0.2)
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--,(0.4,-0.4)
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--,(0.6,-0.6)
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--,(0.8,-0.8)
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--,( 1,- 1)
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(1.2,-1.2)
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] ++ [color c p]
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dropShadow :: Picture -> Picture
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@@ -54,6 +54,8 @@ data Picture
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| SetDepth Float Picture
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| Color RGBA Picture
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| Pictures [Picture]
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| OverPos (Point3 -> Point3) (Float -> Float) Picture
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blank :: Picture
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{-# INLINE blank #-}
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+15
-33
@@ -19,13 +19,13 @@ import Shaders
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data RenderData = RenderData
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{ --_charMap :: Image PixelRGBA8
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_textures :: [TextureObject]
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, _basicShader :: Program
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, _textShader :: Program
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, _circShader :: Program
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, _arcShader :: Program
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, _fadeCircleShader :: Program
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, _backShader :: Program
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, _wallShadowShader :: Program
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, _basicShader :: (Program, [UniformLocation])
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, _textShader :: (Program, [UniformLocation])
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, _circShader :: (Program, [UniformLocation])
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, _arcShader :: (Program, [UniformLocation])
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, _fadeCircleShader :: (Program, [UniformLocation])
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, _backShader :: (Program, [UniformLocation])
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, _wallShadowShader :: (Program, [UniformLocation])
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, _triVAO :: VAO
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, _lineVAO :: VAO
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, _textVAO :: VAO
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@@ -37,12 +37,6 @@ data RenderData = RenderData
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, _posVBO :: BufferObject
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, _colVBO :: BufferObject
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, _texVBO :: BufferObject
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, _uniWinSize :: UniformLocation
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, _csZoomUni :: UniformLocation
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, _asWinUni :: UniformLocation
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, _asZoomUni :: UniformLocation
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, _fcsWinUni :: UniformLocation
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, _fcsZoomUni :: UniformLocation
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, _wssLightPos :: UniformLocation
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, _dummyVBO :: BufferObject
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, _dummyPtr :: Ptr Float
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@@ -103,21 +97,15 @@ bufferOffset = plusPtr nullPtr . fromIntegral
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preloadRender :: IO RenderData
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preloadRender = do
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-- compile shader programs
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bs <- makeBasicShader
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ts <- makeTextureShader
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cs <- makeCircleShader
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as <- makeArcShader
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fcs <- makeFadeShader
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bgs <- makeBackgroundShader
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wss <- makeWallShadowShader
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bs <- makeSourcedShader "basic" [VertexShader,FragmentShader]
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ts <- makeSourcedShader "character" [VertexShader,GeometryShader,FragmentShader]
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cs <- makeSourcedShader "circle" [VertexShader,GeometryShader,FragmentShader]
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as <- makeSourcedShader "arc" [VertexShader,GeometryShader,FragmentShader]
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fcs <- makeSourcedShader "fadeCircle" [VertexShader,GeometryShader,FragmentShader]
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bgs <- makeSourcedShader "background" [VertexShader,GeometryShader,FragmentShader]
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wss <- makeSourcedShader "wallShadow" [VertexShader,GeometryShader,FragmentShader]
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winSizeUni <- GL.uniformLocation cs "winSize"
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zoomUni <- GL.uniformLocation cs "zoom"
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asWinSizeUniLoc <- GL.uniformLocation as "winSize"
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asZoomUniLoc <- GL.uniformLocation as "zoom"
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wssLightPosUniLoc <- GL.uniformLocation wss "lightPos"
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fcsWinSizeUniLoc <- GL.uniformLocation fcs "winSize"
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fcsZoomUniLoc <- GL.uniformLocation fcs "zoom"
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wssLightPosUniLoc <- GL.uniformLocation (fst wss) "lightPos"
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-- get uniform locations
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--setup vbos
|
||||
@@ -195,13 +183,7 @@ preloadRender = do
|
||||
, _texVBO = texVBO
|
||||
, _dummyVBO = dummyvbo
|
||||
, _dummyPtr = dummyptr
|
||||
, _uniWinSize = winSizeUni
|
||||
, _csZoomUni = zoomUni
|
||||
, _asWinUni = asWinSizeUniLoc
|
||||
, _asZoomUni = asZoomUniLoc
|
||||
, _wssLightPos = wssLightPosUniLoc
|
||||
, _fcsWinUni = fcsWinSizeUniLoc
|
||||
, _fcsZoomUni = fcsZoomUniLoc
|
||||
}
|
||||
|
||||
vaoPointers :: VAO -> [Ptr Float]
|
||||
|
||||
+71
-93
@@ -93,6 +93,36 @@ charToTuple :: Char -> (Point3,Point4,Point2)
|
||||
charToTuple c = ((0,0,0),white,(offset,100))
|
||||
where offset = fromIntegral (fromEnum c) - 32
|
||||
|
||||
picToList :: Int -> Picture -> [RenderType]
|
||||
--{-# INLINE picToList #-}
|
||||
picToList x (Polygon i ps)
|
||||
| i == x = [RenderPoly $ zip (map zeroZ $ polyToTris ps) $ repeat black]
|
||||
| otherwise = []
|
||||
picToList x (PolygonCol i vs)
|
||||
| i /= x = []
|
||||
| otherwise =
|
||||
let (ps,cs) = unzip vs
|
||||
in [RenderPoly $ zip (map zeroZ $ polyToTris ps) $ polyToTris cs]
|
||||
picToList x (Circle i r)
|
||||
| i == x = [RenderCirc $ ((0,0,0),black,r)]
|
||||
| otherwise = []
|
||||
picToList x (ThickArc i startA endA rad wdth)
|
||||
| i == x = [RenderArc $ ((0,0,0),black,(startA,endA,rad,wdth))]
|
||||
| otherwise = []
|
||||
picToList x (Line i ps)
|
||||
| i == x = [RenderLine $ zip (map zeroZ $ doubleLine ps) $ repeat white]
|
||||
| otherwise = []
|
||||
picToList x (Text i s)
|
||||
| i == x = [RenderText $ stringToList s]
|
||||
| otherwise = []
|
||||
picToList j Blank = []
|
||||
picToList j (Scale x y pic) = fmap (scaleRen x y) $ picToList j pic
|
||||
picToList j (Translate x y pic) = fmap (translateRen x y) $ picToList j pic
|
||||
picToList j (Rotate a pic) = fmap (rotateRen a) $ picToList j pic
|
||||
picToList j (SetDepth a pic) = fmap (setDepthRen a) $ picToList j pic
|
||||
picToList j (Color c pic) = fmap (colorRen c) $ picToList j pic
|
||||
picToList j (Pictures pics) = concatMap (picToList j) pics
|
||||
|
||||
--picToFTree :: Picture -> IM.IntMap (FTree RenderType)
|
||||
--{-# INLINE picToFTree #-}
|
||||
--picToFTree (Polygon i ps) = IM.singleton i $ FLeaf $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ repeat black
|
||||
@@ -113,7 +143,7 @@ charToTuple c = ((0,0,0),white,(offset,100))
|
||||
--picToFTree (Pictures pics) = fmap FBranches $ IM.unionsWith (++) $ map (fmap return . picToFTree) pics
|
||||
|
||||
picToFTree :: Int -> Picture -> FTree RenderType
|
||||
{-# INLINE picToFTree #-}
|
||||
--{-# INLINE picToFTree #-}
|
||||
picToFTree x (Polygon i ps)
|
||||
| i == x = FLeaf $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ repeat black
|
||||
| otherwise = FLeaf RenderBlank
|
||||
@@ -135,13 +165,18 @@ picToFTree x (Text i s)
|
||||
| i == x = FLeaf $ RenderText $ stringToList s
|
||||
| otherwise = FLeaf RenderBlank
|
||||
picToFTree j Blank = FLeaf RenderBlank
|
||||
picToFTree j (Scale x y pic) = FBranch (scaleRen x y) $ picToFTree j pic
|
||||
picToFTree j (Translate x y pic) = FBranch (translateRen x y) $ picToFTree j pic
|
||||
picToFTree j (Rotate a pic) = FBranch (rotateRen a) $ picToFTree j pic
|
||||
picToFTree j (SetDepth a pic) = FBranch (setDepthRen a) $ picToFTree j pic
|
||||
picToFTree j (Color c pic) = FBranch (colorRen c) $ picToFTree j pic
|
||||
picToFTree j (Scale x y pic) = collapseBranch (scaleRen x y) $ picToFTree j pic
|
||||
picToFTree j (Translate x y pic) = collapseBranch (translateRen x y) $ picToFTree j pic
|
||||
picToFTree j (Rotate a pic) = collapseBranch (rotateRen a) $ picToFTree j pic
|
||||
picToFTree j (SetDepth a pic) = collapseBranch (setDepthRen a) $ picToFTree j pic
|
||||
picToFTree j (Color c pic) = collapseBranch (colorRen c) $ picToFTree j pic
|
||||
picToFTree j (Pictures pics) = FBranches $ map (picToFTree j) pics
|
||||
|
||||
collapseBranch :: (RenderType -> RenderType) -> FTree RenderType -> FTree RenderType
|
||||
collapseBranch f (FBranch g t) = FBranch (f . g) t
|
||||
collapseBranch f (FBranches ts) = FBranches $ map (collapseBranch f) ts
|
||||
collapseBranch f t = FBranch f t
|
||||
|
||||
doubleLine :: [Point2] -> [Point2]
|
||||
doubleLine (x:y:xs) = concat $ zipWith (:) (init (x:y:xs)) $ map (\a -> [a]) (y:xs)
|
||||
doubleLine _ = []
|
||||
@@ -276,6 +311,21 @@ renderPicture' :: RenderData -> Float -> Float -> (Float,Float) -> (Float,Float)
|
||||
renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints pic = do
|
||||
depthFunc $= Just Lequal
|
||||
|
||||
-- set common uniforms
|
||||
forM_ [_basicShader pdata
|
||||
,_textShader pdata
|
||||
,_circShader pdata
|
||||
,_arcShader pdata
|
||||
,_fadeCircleShader pdata
|
||||
,_backShader pdata
|
||||
,_wallShadowShader pdata
|
||||
] $ \shad -> do
|
||||
currentProgram $= Just (fst shad)
|
||||
uniform (snd shad !! 0) $= Vector2 winx winy
|
||||
uniform (snd shad !! 1) $= zoom
|
||||
uniform (snd shad !! 2) $= rot
|
||||
uniform (snd shad !! 3) $= Vector2 tranx trany
|
||||
|
||||
-- draw lightmap
|
||||
bindVertexArrayObject $= Just (_vao $ _wallVAO pdata)
|
||||
let wallPtr = (\(_,x,_) -> x) $ head $ _vaoBufferTargets $ _wallVAO pdata
|
||||
@@ -289,97 +339,32 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
|
||||
forM_ lightPoints $ \(x,y,r,lum) -> do
|
||||
cullFace $= Just Front
|
||||
clear [DepthBuffer]
|
||||
currentProgram $= Just (_wallShadowShader pdata)
|
||||
currentProgram $= Just (fst $ _wallShadowShader pdata)
|
||||
bindArrayBuffers (length wallPoints) $ _vaoBufferTargets $ _wallVAO pdata
|
||||
bindVertexArrayObject $= Just (_vao $ _wallVAO pdata)
|
||||
uniform (_wssLightPos pdata) $= Vector2 (x) (y)
|
||||
blendFunc $= (Zero,One)
|
||||
drawArrays Points (fromIntegral 0) (fromIntegral $ length wallPoints)
|
||||
cullFace $= Nothing
|
||||
currentProgram $= Just (_fadeCircleShader pdata)
|
||||
currentProgram $= Just (fst $ _fadeCircleShader pdata)
|
||||
bindVertexArrayObject $= Just (_vao $ _fadeCircVAO pdata)
|
||||
let fadeCircPtr = (\(_,ptr,_) -> ptr) $ head $ _vaoBufferTargets $ _fadeCircVAO pdata
|
||||
pokeFourOff fadeCircPtr 0 (x,y,r,lum)
|
||||
bindArrayBuffers (1) $ _vaoBufferTargets $ _fadeCircVAO pdata
|
||||
uniform (_fcsWinUni pdata) $= Vector2 winx winy
|
||||
uniform (_fcsZoomUni pdata) $= zoom
|
||||
-- to refactor: put these uniforms in a ubo
|
||||
blendFuncSeparate $= ((Zero,Zero),(Zero, OneMinusSrcAlpha))
|
||||
drawArrays Points (fromIntegral 0) (fromIntegral 1)
|
||||
|
||||
-- draw picture
|
||||
-- set drawing for on top
|
||||
blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
|
||||
clear [DepthBuffer]
|
||||
|
||||
-- draw layer 0
|
||||
renderTree pdata rot zoom (tranx,trany) (winx,winy) (picToFTree 0 pic)
|
||||
|
||||
renderTree pdata rot zoom (tranx,trany) (winx,winy) (picToList 0 pic)
|
||||
-- reset blend so that light map doesn't apply
|
||||
blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
|
||||
|
||||
renderTree pdata rot zoom (tranx,trany) (winx,winy) $ picToFTree 1 pic
|
||||
renderTree pdata rot zoom (tranx,trany) (winx,winy) $ picToList 1 pic
|
||||
-- set drawing for on top
|
||||
blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
|
||||
|
||||
renderTree pdata rot zoom (tranx,trany) (winx,winy) $ picToFTree 2 pic
|
||||
--
|
||||
---- poke necessary data
|
||||
-- (nTriVs,nTextVs,numCircVs,nLineVs,nArcVs)
|
||||
---- <- F.foldM (theFold (_ptrPosVBO pdata, _ptrColVBO pdata)
|
||||
-- <- F.foldM (theFold (twoPtrsVAO $ _triVAO pdata)
|
||||
-- (threePtrsVAO $ _textVAO pdata)
|
||||
-- (threePtrsVAO $ _circVAO pdata)
|
||||
-- (twoPtrsVAO $ _lineVAO pdata)
|
||||
-- (threePtrsVAO $ _arcVAO pdata)
|
||||
-- ) $ (picToFTree 0 pic)
|
||||
--
|
||||
-- depthFunc $= Just Less
|
||||
--
|
||||
-- currentProgram $= Just (_backShader pdata)
|
||||
-- bindVertexArrayObject $= Just (_vao $ _backVAO pdata)
|
||||
-- let backPtr = (\(_,x,_) -> x) $ head $ _vaoBufferTargets $ _backVAO pdata
|
||||
-- backPtr2 = (\(_,x,_) -> x) $ (_vaoBufferTargets $ _backVAO pdata) !! 1
|
||||
-- pokeFourOff backPtr 0 (tranx,trany,rot,zoom)
|
||||
-- pokeTwoOff backPtr2 0 (winx,winy)
|
||||
-- bindArrayBuffers 1 $ _vaoBufferTargets $ _backVAO pdata
|
||||
-- textureBinding Texture2D $= Just (_textures pdata !! 1)
|
||||
-- drawArrays Points (fromIntegral 0) (fromIntegral 1)
|
||||
--
|
||||
---- draw triangles
|
||||
-- currentProgram $= Just (_basicShader pdata)
|
||||
-- bindVertexArrayObject $= Just (_vao $ _triVAO pdata)
|
||||
-- bindArrayBuffers nTriVs $ _vaoBufferTargets $ _triVAO pdata
|
||||
-- drawArrays Triangles 0 (fromIntegral $ nTriVs)
|
||||
---- draw circles
|
||||
-- currentProgram $= Just (_circShader pdata)
|
||||
-- uniform (_uniWinSize pdata) $= Vector2 winx winy
|
||||
-- uniform (_csZoomUni pdata) $= zoom
|
||||
-- bindVertexArrayObject $= Just (_vao $ _circVAO pdata)
|
||||
-- bindArrayBuffers numCircVs $ _vaoBufferTargets $ _circVAO pdata
|
||||
-- drawArrays Points 0 (fromIntegral $ numCircVs)
|
||||
---- draw arcs
|
||||
-- currentProgram $= Just (_arcShader pdata)
|
||||
-- uniform (_asWinUni pdata) $= Vector2 winx winy
|
||||
-- uniform (_asZoomUni pdata) $= zoom
|
||||
-- bindVertexArrayObject $= Just (_vao $ _arcVAO pdata)
|
||||
-- bindArrayBuffers nArcVs $ _vaoBufferTargets $ _arcVAO pdata
|
||||
-- drawArrays Points 0 (fromIntegral $ nArcVs)
|
||||
--
|
||||
---- reset blend so that light map doesn't apply
|
||||
-- blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
|
||||
--
|
||||
---- draw lines
|
||||
-- currentProgram $= Just (_basicShader pdata)
|
||||
-- bindVertexArrayObject $= Just (_vao $ _lineVAO pdata)
|
||||
-- bindArrayBuffers nTriVs $ _vaoBufferTargets $ _lineVAO pdata
|
||||
-- drawArrays Lines 0 (fromIntegral $ nLineVs)
|
||||
---- draw text
|
||||
-- currentProgram $= Just (_textShader pdata)
|
||||
-- bindVertexArrayObject $= Just (_vao $ _textVAO pdata)
|
||||
-- bindArrayBuffers nTextVs $ _vaoBufferTargets $ _textVAO pdata
|
||||
-- textureBinding Texture2D $= Just (_textures pdata !! 0)
|
||||
-- drawArrays Points 0 (fromIntegral $ nTextVs)
|
||||
renderTree pdata rot zoom (tranx,trany) (winx,winy) $ picToList 2 pic
|
||||
|
||||
|
||||
bufferOffset :: Integral a => a -> Ptr b
|
||||
@@ -388,8 +373,9 @@ bufferOffset = plusPtr nullPtr . fromIntegral
|
||||
|
||||
-- the following code draws a picture tree
|
||||
-- it does not set nor change the blend function or depth buffer
|
||||
renderTree :: RenderData -> Float -> Float -> (Float,Float) -> (Float,Float)
|
||||
-> FTree RenderType -> IO ()
|
||||
-- nor does it set uniforms
|
||||
renderTree :: Foldable f => RenderData -> Float -> Float -> (Float,Float) -> (Float,Float)
|
||||
-> f RenderType -> IO ()
|
||||
renderTree pdata rot zoom (tranx,trany) (winx,winy) tree = do
|
||||
|
||||
-- poke necessary data
|
||||
@@ -404,7 +390,7 @@ renderTree pdata rot zoom (tranx,trany) (winx,winy) tree = do
|
||||
|
||||
depthFunc $= Just Less
|
||||
|
||||
currentProgram $= Just (_backShader pdata)
|
||||
currentProgram $= Just (fst $ _backShader pdata)
|
||||
bindVertexArrayObject $= Just (_vao $ _backVAO pdata)
|
||||
let backPtr = (\(_,x,_) -> x) $ head $ _vaoBufferTargets $ _backVAO pdata
|
||||
backPtr2 = (\(_,x,_) -> x) $ (_vaoBufferTargets $ _backVAO pdata) !! 1
|
||||
@@ -415,37 +401,29 @@ renderTree pdata rot zoom (tranx,trany) (winx,winy) tree = do
|
||||
drawArrays Points (fromIntegral 0) (fromIntegral 1)
|
||||
|
||||
depthFunc $= Just Lequal
|
||||
|
||||
-- draw triangles
|
||||
currentProgram $= Just (_basicShader pdata)
|
||||
currentProgram $= Just (fst $ _basicShader pdata)
|
||||
bindVertexArrayObject $= Just (_vao $ _triVAO pdata)
|
||||
bindArrayBuffers nTriVs $ _vaoBufferTargets $ _triVAO pdata
|
||||
drawArrays Triangles 0 (fromIntegral $ nTriVs)
|
||||
-- draw circles
|
||||
currentProgram $= Just (_circShader pdata)
|
||||
uniform (_uniWinSize pdata) $= Vector2 winx winy
|
||||
uniform (_csZoomUni pdata) $= zoom
|
||||
currentProgram $= Just (fst $ _circShader pdata)
|
||||
bindVertexArrayObject $= Just (_vao $ _circVAO pdata)
|
||||
bindArrayBuffers numCircVs $ _vaoBufferTargets $ _circVAO pdata
|
||||
drawArrays Points 0 (fromIntegral $ numCircVs)
|
||||
-- draw arcs
|
||||
currentProgram $= Just (_arcShader pdata)
|
||||
uniform (_asWinUni pdata) $= Vector2 winx winy
|
||||
uniform (_asZoomUni pdata) $= zoom
|
||||
-- assumes that the uniforms are set
|
||||
currentProgram $= Just (fst $ _arcShader pdata)
|
||||
bindVertexArrayObject $= Just (_vao $ _arcVAO pdata)
|
||||
bindArrayBuffers nArcVs $ _vaoBufferTargets $ _arcVAO pdata
|
||||
drawArrays Points 0 (fromIntegral $ nArcVs)
|
||||
|
||||
-- reset blend so that light map doesn't apply
|
||||
-- blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
|
||||
|
||||
-- draw lines
|
||||
currentProgram $= Just (_basicShader pdata)
|
||||
currentProgram $= Just (fst $ _basicShader pdata)
|
||||
bindVertexArrayObject $= Just (_vao $ _lineVAO pdata)
|
||||
bindArrayBuffers nLineVs $ _vaoBufferTargets $ _lineVAO pdata
|
||||
drawArrays Lines 0 (fromIntegral $ nLineVs)
|
||||
-- draw text
|
||||
currentProgram $= Just (_textShader pdata)
|
||||
currentProgram $= Just (fst $ _textShader pdata)
|
||||
bindVertexArrayObject $= Just (_vao $ _textVAO pdata)
|
||||
bindArrayBuffers nTextVs $ _vaoBufferTargets $ _textVAO pdata
|
||||
textureBinding Texture2D $= Just (_textures pdata !! 0)
|
||||
|
||||
+44
-1
@@ -7,13 +7,30 @@ module Shaders
|
||||
,makeArcShader
|
||||
,makeBackgroundShader
|
||||
,makeWallShadowShader
|
||||
,makeSourcedShader
|
||||
)
|
||||
where
|
||||
import Graphics.Rendering.OpenGL
|
||||
import Control.Monad (when)
|
||||
import Control.Monad (when, forM)
|
||||
import Text.RawString.QQ
|
||||
import qualified Data.ByteString as BS
|
||||
|
||||
-- compile shader and get its uniform locations
|
||||
-- supposes the shader code is in the shader folder, with the string names
|
||||
-- followed by .vert/.geom/.frag
|
||||
makeSourcedShader :: String -> [ShaderType] -> IO (Program, [UniformLocation])
|
||||
makeSourcedShader s sts = do
|
||||
sources <- forM sts $ \st -> BS.readFile ("shader/" ++ s ++ shaderTypeExt st)
|
||||
prog <- makeShaderProgram' s $ zip sts sources
|
||||
uniformLocations <- forM ["winSize","zoom","rotation","translation"]
|
||||
$ \uniString -> uniformLocation prog uniString
|
||||
return (prog,uniformLocations)
|
||||
|
||||
shaderTypeExt :: ShaderType -> String
|
||||
shaderTypeExt VertexShader = ".vert"
|
||||
shaderTypeExt GeometryShader = ".geom"
|
||||
shaderTypeExt FragmentShader = ".frag"
|
||||
|
||||
makeBasicShader :: IO Program
|
||||
makeBasicShader = do
|
||||
vsSource <- BS.readFile "shader/basic.vert"
|
||||
@@ -88,6 +105,21 @@ makeTextureShader = do
|
||||
,(FragmentShader, fsSource )
|
||||
]
|
||||
|
||||
makeShaderProgram' :: String -> [(ShaderType,BS.ByteString)] -> IO Program
|
||||
makeShaderProgram' str sources = do
|
||||
shaderProgram <- createProgram
|
||||
shaders <- mapM (compileAndCheckShader' str) sources
|
||||
mapM_ (attachShader shaderProgram) shaders
|
||||
|
||||
linkProgram shaderProgram
|
||||
linkingSuccess <- linkStatus shaderProgram
|
||||
when (not linkingSuccess) $ do
|
||||
infoLog <- get (programInfoLog shaderProgram)
|
||||
putStrLn $ str ++ ": Program Linking" ++ infoLog
|
||||
|
||||
return shaderProgram
|
||||
|
||||
|
||||
makeShaderProgram :: [(ShaderType,BS.ByteString)] -> IO Program
|
||||
makeShaderProgram sources = do
|
||||
shaderProgram <- createProgram
|
||||
@@ -112,3 +144,14 @@ compileAndCheckShader (shaderType,sourceCode) = do
|
||||
infoLog <- get (shaderInfoLog theShader)
|
||||
putStrLn $ "Shader compile: " ++ show shaderType ++ " : " ++ show infoLog
|
||||
return theShader
|
||||
|
||||
compileAndCheckShader' :: String -> (ShaderType,BS.ByteString) -> IO Shader
|
||||
compileAndCheckShader' str (shaderType,sourceCode) = do
|
||||
theShader <- createShader shaderType
|
||||
shaderSourceBS theShader $= sourceCode
|
||||
compileShader theShader
|
||||
success <- compileStatus theShader
|
||||
when (not success) $ do
|
||||
infoLog <- get (shaderInfoLog theShader)
|
||||
putStrLn $ str ++ ": Shader compile: " ++ show shaderType ++ " : " ++ show infoLog
|
||||
return theShader
|
||||
|
||||
Reference in New Issue
Block a user