Use texture array for character rendering, condense rendering
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@@ -2,6 +2,7 @@ module Shader.AuxAddition
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( addSamplerTexture2D
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, vaddTextureNoFilter
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, addTextureArray
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, addTextureArray'
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, initTexture2D
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, initTexture2DArray
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, tilesToLine
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@@ -127,6 +128,20 @@ addTextureArray texturePath (shad,vbo) = do
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return (shad & shaderTextures .:~ TO texname
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, vbo)
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addTextureArray' :: String -> GLsizei -> GLsizei -> GLsizei -> GLsizei -> GLenum -> GLenum
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-> Shader -> IO Shader
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addTextureArray' fp nlev w h d minfilt magfilt shad = do
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Right cmap <- readImage fp
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let texdata = convertRGBA8 cmap
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texname <- mglCreate $ glCreateTextures GL_TEXTURE_2D_ARRAY
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glTextureStorage3D texname nlev GL_RGBA8 w h d
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VS.unsafeWith (imageData texdata) $ \ptr -> do
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glTextureSubImage3D texname 0 0 0 0 w h d GL_RGBA GL_UNSIGNED_BYTE ptr
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glGenerateTextureMipmap texname
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glTextureParameteri texname GL_TEXTURE_MIN_FILTER (unsafeCoerce minfilt)
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glTextureParameteri texname GL_TEXTURE_MAG_FILTER (unsafeCoerce magfilt)
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return (shad & shaderTextures .:~ TO texname )
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tilesToLine
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:: Int -- ^ Parameter a
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-> Int -- ^ Parameter b
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+11
-11
@@ -34,15 +34,15 @@ pokeVerxs ::
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pokeVerxs vbos count = VFSM.mapM_ (pokeVerx vbos count) . VFSM.fromList
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pokeVerx :: MV.MVector (PrimState IO) (Shader, VBO) -> UMV.MVector (PrimState IO) Int -> Verx -> IO ()
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pokeVerx vbos offsets Verx{_vxPos = thePos, _vxCol = theCol, _vxExt = ext, _vxShadNum = theShadNum} = do
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pokeVerx vbos offsets Verx{_vxPos = thePos, _vxCol = theCol, _vxExt = ext, _vxShadNum = shadnum} = do
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typeOff <- UMV.unsafeRead offsets sn
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basePtr <- _vboPtr . snd <$> MV.unsafeRead vbos sn
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let thePtr = plusPtr basePtr (typeOff * pokeStride sn * floatSize)
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let thePtr = plusPtr basePtr (typeOff * pokeStride shadnum * floatSize)
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poke34 thePtr thePos theCol
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pokeArrayOff thePtr 7 ext
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UMV.unsafeModify offsets (+ 1) sn
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where
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sn = _unShadNum theShadNum
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sn = _unShadNum shadnum
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pokeWallsWindows ::
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Ptr Float ->
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@@ -416,21 +416,21 @@ pokeLayVerx vbos counts vx = do
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pokeArrayOff thePtr 7 (_vxExt vx)
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UMV.unsafeModify counts (+ 1) vecPos
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where
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sn = _unShadNum (_vxShadNum vx)
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sn = _unShadNum shadnum
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shadnum = _vxShadNum vx
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vecPos = theLayer * numLayers + sn
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theLayer = layerNum $ _vxLayer vx
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thePos = _vxPos vx
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theCol = _vxCol vx
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layOff = theLayer * numSubElements
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theStride = pokeStride sn
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theStride = pokeStride shadnum
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pokeStride :: Int -> Int
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pokeStride :: ShadNum -> Int
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{-# INLINE pokeStride #-}
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pokeStride 0 = 7
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pokeStride 1 = 9
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pokeStride 2 = 10
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pokeStride 3 = 7
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pokeStride _ = undefined
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pokeStride PolyShad = 7
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pokeStride TextShad = 11
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pokeStride ArcShad = 10
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pokeStride EllShad = 7
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poke34 :: Ptr Float -> Point3 -> Point4 -> IO ()
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{-# INLINE poke34 #-}
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