Start cleanup
This commit is contained in:
@@ -26,7 +26,7 @@ data RenderData = RenderData
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, _colorBlurShader :: FullShader
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, _barrelShader :: FullShader
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, _grayscaleShader :: FullShader
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, _pictureShaders :: MV.MVector (PrimState IO) VShader
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, _pictureShaders :: MV.MVector (PrimState IO) FullShader
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, _fbo2 :: (FramebufferObject, TextureObject)
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, _fbo3 :: (FramebufferObject, TextureObject)
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, _fboFourth1 :: (FramebufferObject, TextureObject)
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+6
-6
@@ -82,7 +82,7 @@ doDrawing pdata w = do
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layerCounts <- UMV.replicate (6*6) 0
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pokeBindFoldableLayer shadV layerCounts $ worldPictures w
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renderLayer' 0 shadV layerCounts
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renderLayer 0 shadV layerCounts
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nTextArrayVs <- pokePoint33s (shadVBOptr $ _textureArrayShader pdata) (_floorTiles w)
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bindShaderBuffers [_textureArrayShader pdata] [nTextArrayVs]
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@@ -92,14 +92,14 @@ doDrawing pdata w = do
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clear [ColorBuffer]
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blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
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renderLayer' 1 shadV layerCounts
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renderLayer 1 shadV layerCounts
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bindFramebuffer Framebuffer $= fst (_fboColor pdata)
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clear [ColorBuffer]
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depthMask $= Disabled
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renderLayer' 3 shadV layerCounts
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renderLayer' 4 shadV layerCounts
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renderLayer' 5 shadV layerCounts
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renderLayer 3 shadV layerCounts
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renderLayer 4 shadV layerCounts
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renderLayer 5 shadV layerCounts
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depthMask $= Enabled
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bindFramebuffer Framebuffer $= fst (_fboFourth1 pdata)
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@@ -143,7 +143,7 @@ doDrawing pdata w = do
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depthFunc $= Just Lequal
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--mapM_ (uncurry $ drawShaderLay 2) (vnums IM.! 2)
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renderLayer' 2 shadV layerCounts
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renderLayer 2 shadV layerCounts
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renderWindows pdata windowPoints
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depthFunc $= Just Always
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-151
@@ -1,151 +0,0 @@
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{-# LANGUAGE TemplateHaskell #-}
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{-# LANGUAGE StrictData #-}
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{- |
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Concerns a custom layers datatype that has a fixed number of strict elements.
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Contains helpers that use the structure with indices.
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-}
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module Layers
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( Layers (..)
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, Lay (..)
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, lay0
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, lay1
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, lay2
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, lay3
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, lay4
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, lay5
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, layIndices
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, getLay
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, foldLayersr
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, sequenceLayers
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, sequenceLayers_
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) where
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import Control.Lens
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data Lay = L0 | L1 | L2 | L3 | L4 | L5
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getLay :: Int -> Layers a -> a
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{-# INLINE getLay #-}
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getLay 0 = _lay0
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getLay 1 = _lay1
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getLay 2 = _lay2
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getLay 3 = _lay3
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getLay 4 = _lay4
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getLay 5 = _lay5
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getLay _ = undefined
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layIndices :: Layers Int
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layIndices = Layers 0 1 2 3 4 5
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foldLayersr :: (Int -> a -> b -> b) -> b -> Layers a -> b
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foldLayersr f x Layers
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{ _lay0 = x0
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, _lay1 = x1
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, _lay2 = x2
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, _lay3 = x3
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, _lay4 = x4
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, _lay5 = x5
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}
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= f 0 x0 . f 1 x1 . f 2 x2 . f 3 x3 . f 4 x4 $ f 5 x5 x
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sequenceLayers_ :: (Int -> a -> IO b) -> Layers a -> IO ()
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sequenceLayers_ f lays = sequence_ $ f <$> layIndices <*> lays
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-- f Layers
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-- { _lay0 = x0
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-- , _lay1 = x1
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-- , _lay2 = x2
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-- , _lay3 = x3
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-- , _lay4 = x4
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-- , _lay5 = x5
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-- }
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-- = f 0 x0 >> f 1 x1 >> f 2 x2 >> f 3 x3 >> f 4 x4 >> f 5 x5 >> return ()
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--foldLayersl' :: (Int -> b -> a -> b) -> b -> Layers a -> b
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--foldLayersl' f x Layers
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-- { _lay0 = x0
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-- , _lay1 = x1
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-- , _lay2 = x2
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-- , _lay3 = x3
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-- , _lay4 = x4
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-- , _lay5 = x5
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-- }
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-- = f 0 x0 . f 1 x1 . f 2 x2 . f 3 x3 . f 4 x4 $ f 5 x5 x
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sequenceLayers :: (Int -> a -> IO b) -> Layers a -> IO (Layers b)
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sequenceLayers f lays = sequence $ f <$> layIndices <*> lays
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data Layers a = Layers
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{ _lay0 :: a
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, _lay1 :: a
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, _lay2 :: a
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, _lay3 :: a
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, _lay4 :: a
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, _lay5 :: a
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}
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-- boilerplate folows
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instance Functor Layers where
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{-# INLINE fmap #-}
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fmap f Layers
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{ _lay0 = the0
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, _lay1 = the1
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, _lay2 = the2
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, _lay3 = the3
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, _lay4 = the4
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, _lay5 = the5
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}
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= Layers
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{ _lay0 = f the0
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, _lay1 = f the1
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, _lay2 = f the2
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, _lay3 = f the3
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, _lay4 = f the4
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, _lay5 = f the5
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}
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instance Applicative Layers where
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{-# INLINE pure #-}
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pure a = Layers a a a a a a
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{-# INLINE (<*>) #-}
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(<*>) Layers
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{ _lay0 = f0
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, _lay1 = f1
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, _lay2 = f2
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, _lay3 = f3
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, _lay4 = f4
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, _lay5 = f5
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}
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Layers
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{ _lay0 = x0
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, _lay1 = x1
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, _lay2 = x2
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, _lay3 = x3
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, _lay4 = x4
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, _lay5 = x5
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}
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= Layers
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{ _lay0 = f0 x0
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, _lay1 = f1 x1
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, _lay2 = f2 x2
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, _lay3 = f3 x3
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, _lay4 = f4 x4
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, _lay5 = f5 x5
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}
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instance Foldable Layers where
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{-# INLINE foldr #-}
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foldr f x Layers
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{ _lay0 = x0
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, _lay1 = x1
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, _lay2 = x2
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, _lay3 = x3
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, _lay4 = x4
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, _lay5 = x5
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}
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= f x0 . f x1 . f x2 . f x3 . f x4 $ f x5 x
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instance Traversable Layers where
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{-# INLINE traverse #-}
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traverse f Layers
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{ _lay0 = x0
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, _lay1 = x1
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, _lay2 = x2
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, _lay3 = x3
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, _lay4 = x4
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, _lay5 = x5
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} = Layers <$> f x0 <*> f x1 <*> f x2 <*> f x3 <*> f x4 <*> f x5
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makeLenses ''Layers
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@@ -63,14 +63,14 @@ preloadRender = do
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<- makeShader "lighting/lineShadow" [vert,geom,frag] [3] ELinesAdjacency
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>>= addUniforms ["lightPos"]
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-- 2D draw shaders
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bslist <- makeVShader "twoD/basic" [vert,frag] [3,4] ETriangles
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aslist <- makeVShader "twoD/arc" [vert,frag] [3,4,3] ETriangles
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eslist <- makeVShader "twoD/ellipse" [vert,geom,frag] [3,4] ETriangles
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bezierQuadShader <- makeVShader "twoD/bezierQuad" [vert,frag] [3,4,4] ETriangleStrip
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cslist <- makeVShader "twoD/character" [vert,frag] [3,4,2] ETriangles
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bslist <- makeShader "twoD/basic" [vert,frag] [3,4] ETriangles
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aslist <- makeShader "twoD/arc" [vert,frag] [3,4,3] ETriangles
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eslist <- makeShader "twoD/ellipse" [vert,geom,frag] [3,4] ETriangles
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bezierQuadShader <- makeShader "twoD/bezierQuad" [vert,frag] [3,4,4] ETriangleStrip
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cslist <- makeShader "twoD/character" [vert,frag] [3,4,2] ETriangles
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>>= vaddTextureNoFilter "data/texture/charMap.png"
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-- this should really be a 2d texture array
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basicTweakZShad <- makeVShader "twoD/basicTweakZ" [vert,frag] [4,4] ETriangles
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basicTweakZShad <- makeShader "twoD/basicTweakZ" [vert,frag] [4,4] ETriangles
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-- fullscreen shaders
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fullscreenAlphaHalveShad <- makeShaderSized "fullscreen/alphaHalve" [vert,frag] [2] 4 ETriangleStrip
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pokeArray (shadVBOptr fullscreenAlphaHalveShad) $ concat cornerListNoCoord
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+8
-15
@@ -22,7 +22,7 @@ import Foreign hiding (rotate)
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import Graphics.Rendering.OpenGL hiding (Line,translate,scale,imageHeight,Polygon,Color,T)
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--import Data.Foldable
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--import Data.Tuple.Extra
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import qualified Data.IntMap.Strict as IM
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--import qualified Data.IntMap.Strict as IM
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import qualified SDL
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import qualified Data.Vector.Unboxed.Mutable as UMV
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import qualified Data.Vector.Mutable as MV
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@@ -146,7 +146,7 @@ drawTextureOnFramebuffer fs fbo to = do
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drawShader fs 4
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pokeBindFoldable
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:: MV.MVector (PrimState IO) VShader
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:: MV.MVector (PrimState IO) FullShader
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-> UMV.MVector (PrimState IO) Int
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-> [Verx]
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-> IO ()
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@@ -154,11 +154,8 @@ pokeBindFoldable shadV counts m = do
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pokeVerxs shadV counts m
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bindShader shadV counts
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zeroCounts :: PicShads Int
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zeroCounts = PicShads 0 0 0 0 0 0
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pokeBindFoldableLayer
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:: MV.MVector (PrimState IO) VShader
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:: MV.MVector (PrimState IO) FullShader
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-> UMV.MVector (PrimState IO) Int
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-> Picture
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-> IO ()
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@@ -167,7 +164,7 @@ pokeBindFoldableLayer shadV counts m = do
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bindShaderLayers shadV counts
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renderFoldable
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:: MV.MVector (PrimState IO) VShader
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:: MV.MVector (PrimState IO) FullShader
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-> [Verx]
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-> IO ()
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renderFoldable shadV struct = do
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@@ -176,7 +173,7 @@ renderFoldable shadV struct = do
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MV.imapM_ (drawShaderLay' 0 counts) shadV
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renderFoldableTimed
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:: MV.MVector (PrimState IO) VShader
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:: MV.MVector (PrimState IO) FullShader
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-> [Verx]
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-> IO Word32
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renderFoldableTimed shadV struct = do
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@@ -188,18 +185,14 @@ renderFoldableTimed shadV struct = do
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return $ pokeEndTicks - pokeStartTicks
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------------------------------end renderFoldable
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renderLayer :: Int -> PicShads VShader -> IM.IntMap (PicShads Int) -> IO ()
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renderLayer layer shads counts = sequence_ $ drawShaderLay layer <$> shads <*> counts IM.! layer
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renderLayer'
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renderLayer
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:: Int
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-> MV.MVector (PrimState IO) VShader
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-> MV.MVector (PrimState IO) FullShader
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-> UMV.MVector (PrimState IO) Int
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-> IO ()
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renderLayer' layer shads counts = do
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renderLayer layer shads counts = do
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let layerCounts = UMV.slice (layer * 6) 6 counts
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MV.imapM_ (drawShaderLay' layer layerCounts) shads
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-- sequence_ $ drawShaderLay layer <$> shads <*> counts IM.! layer
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pokeTwoOff
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:: Ptr Float
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+14
-15
@@ -41,11 +41,11 @@ bindArrayBuffers numVs theVBO = do
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(fromIntegral $ floatSize * numVs * sum (_vboAttribSizes theVBO))
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(_vboPtr theVBO)
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bindShaderLayers :: MV.MVector (PrimState IO) VShader -> UMV.MVector (PrimState IO) Int -> IO ()
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bindShaderLayers :: MV.MVector (PrimState IO) FullShader -> UMV.MVector (PrimState IO) Int -> IO ()
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bindShaderLayers shads counts = MV.imapM_ f shads
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where
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f i shad = do
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let theVBO = _vaoVBO $ _vshaderVAO shad
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let theVBO = _vaoVBO $ _shaderVAO shad
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stride = sum $ _vboAttribSizes theVBO
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bindBuffer ArrayBuffer $= (Just . _vbo $ theVBO)
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mapM_ (g stride theVBO) [0..5]
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@@ -60,12 +60,11 @@ bindShaderLayers shads counts = MV.imapM_ f shads
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(_vboPtr theVBO `plusPtr` (floatSize * stride * numSubElements * lay))
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--lay counts = sequence_ $ bindArrayBuffersLayer lay <$> counts <*> (_vaoVBO . _vshaderVAO <$> shads)
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bindShader :: MV.MVector (PrimState IO) VShader -> UMV.MVector (PrimState IO) Int -> IO ()
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bindShader :: MV.MVector (PrimState IO) FullShader -> UMV.MVector (PrimState IO) Int -> IO ()
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bindShader shads counts = MV.imapM_ f shads
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where
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f i shad = UMV.read counts i >>= flip bindArrayBuffers (_vaoVBO . _vshaderVAO $ shad)
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f i shad = UMV.read counts i >>= flip bindArrayBuffers (_vaoVBO . _shaderVAO $ shad)
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bindShaderBuffers :: [FullShader] -> [Int] -> IO ()
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@@ -73,28 +72,28 @@ bindShaderBuffers = zipWithM_ f
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where
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f fs i = bindArrayBuffers i $ _vaoVBO $ _shaderVAO fs
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drawShaderLay :: Int -> VShader -> Int -> IO ()
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drawShaderLay :: Int -> FullShader -> Int -> IO ()
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{-# INLINE drawShaderLay #-}
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drawShaderLay l fs i = do
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currentProgram $= Just (_vshaderProgram fs)
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bindVertexArrayObject $= Just (_vao $ _vshaderVAO fs)
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case _vshaderTexture fs of
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currentProgram $= Just (_shaderProgram fs)
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bindVertexArrayObject $= Just (_vao $ _shaderVAO fs)
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case _shaderTexture fs of
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Just ShaderTexture{_textureObject = txo}
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-> textureBinding Texture2D $= Just txo
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_ -> return ()
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glDrawArrays (marshalEPrimitiveMode $ _vshaderDrawPrimitive fs) (fromIntegral $ l*numSubElements) (fromIntegral i)
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glDrawArrays (marshalEPrimitiveMode $ _shaderDrawPrimitive fs) (fromIntegral $ l*numSubElements) (fromIntegral i)
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drawShaderLay' :: Int -> UMV.MVector (PrimState IO) Int -> Int -> VShader -> IO ()
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drawShaderLay' :: Int -> UMV.MVector (PrimState IO) Int -> Int -> FullShader -> IO ()
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{-# INLINE drawShaderLay' #-}
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drawShaderLay' l countsVector shadIn fs = do
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i <- UMV.read countsVector shadIn
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currentProgram $= Just (_vshaderProgram fs)
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bindVertexArrayObject $= Just (_vao $ _vshaderVAO fs)
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case _vshaderTexture fs of
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currentProgram $= Just (_shaderProgram fs)
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bindVertexArrayObject $= Just (_vao $ _shaderVAO fs)
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case _shaderTexture fs of
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Just ShaderTexture{_textureObject = txo}
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-> textureBinding Texture2D $= Just txo
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_ -> return ()
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glDrawArrays (marshalEPrimitiveMode $ _vshaderDrawPrimitive fs) (fromIntegral $ l*numSubElements) (fromIntegral i)
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glDrawArrays (marshalEPrimitiveMode $ _shaderDrawPrimitive fs) (fromIntegral $ l*numSubElements) (fromIntegral i)
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|
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drawShader :: FullShader -> Int -> IO ()
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{-# INLINE drawShader #-}
|
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@@ -35,7 +35,7 @@ addTexture texturePath shad = do
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generateMipmap' Texture2D
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return $ shad & shaderTexture ?~ ShaderTexture {_textureObject = textureOb}
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|
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vaddTextureNoFilter :: String -> VShader -> IO VShader
|
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vaddTextureNoFilter :: String -> FullShader -> IO FullShader
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vaddTextureNoFilter texturePath shad = do
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Right cmap <- readImage texturePath
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let tex = convertRGBA8 cmap
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@@ -48,7 +48,7 @@ vaddTextureNoFilter texturePath shad = do
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glTexStorage2D GL_TEXTURE_2D 1 GL_RGBA8 wtex htex
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withArray texData $ \ptr -> do
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glTexSubImage2D GL_TEXTURE_2D 0 0 0 wtex htex GL_RGBA GL_UNSIGNED_BYTE ptr
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return $ shad & vshaderTexture ?~ ShaderTexture {_textureObject = textureOb}
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return $ shad & shaderTexture ?~ ShaderTexture {_textureObject = textureOb}
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addTextureNoFilter :: String -> FullShader -> IO FullShader
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addTextureNoFilter texturePath shad = do
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+24
-23
@@ -1,6 +1,6 @@
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module Shader.Compile
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( makeShader
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, makeVShader
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--, makeVShader
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, makeShaderSized
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, makeShaderUsingShaderVAO
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, makeSourcedShader
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@@ -16,28 +16,28 @@ import Control.Monad
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--import Control.Lens
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import Graphics.Rendering.OpenGL hiding (Point,translate,scale,imageHeight)
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|
||||
{- |
|
||||
Compiles a vertex shader found within the shader directory.
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The shader is made up of files begining with the inputted string with extensions .vert, .geom etc.
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-}
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makeVShader
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:: String -- ^ First part of the name of the shader
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-> [ShaderType] -- ^ Filetype extensions
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-> [Int] -- ^ The input vertex sizes
|
||||
-> EPrimitiveMode
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||||
-> IO VShader
|
||||
makeVShader s shaderlist sizes pm = do
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prog <- makeSourcedShader s shaderlist
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||||
vaob <- setupVAO sizes
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||||
return $ VShader
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{ _vshaderProgram = prog
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||||
, _vshaderVAO = vaob
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||||
, _vshaderTexture = Nothing
|
||||
, _vshaderCustomUnis = []
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||||
, _vshaderDrawPrimitive = pm
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||||
}
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||||
--{- |
|
||||
--Compiles a vertex shader found within the shader directory.
|
||||
--The shader is made up of files begining with the inputted string with extensions .vert, .geom etc.
|
||||
---}
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||||
--makeVShader
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||||
-- :: String -- ^ First part of the name of the shader
|
||||
-- -> [ShaderType] -- ^ Filetype extensions
|
||||
-- -> [Int] -- ^ The input vertex sizes
|
||||
-- -> EPrimitiveMode
|
||||
-- -> IO VShader
|
||||
--makeVShader s shaderlist sizes pm = do
|
||||
-- prog <- makeSourcedShader s shaderlist
|
||||
-- vaob <- setupVAO sizes
|
||||
-- return $ VShader
|
||||
-- { _vshaderProgram = prog
|
||||
-- , _vshaderVAO = vaob
|
||||
-- , _vshaderTexture = Nothing
|
||||
-- , _vshaderCustomUnis = []
|
||||
-- , _vshaderDrawPrimitive = pm
|
||||
-- }
|
||||
|
||||
-- | Takes the VAO and poke strategy from another shader
|
||||
-- | Takes the VAO from another shader
|
||||
makeShaderUsingShaderVAO
|
||||
:: String -- ^ First part of the name of the shader
|
||||
-> [ShaderType] -- ^ Filetype extensions
|
||||
@@ -60,7 +60,8 @@ makeShader
|
||||
:: String -- ^ First part of the name of the shader
|
||||
-> [ShaderType] -- ^ Filetype extensions
|
||||
-> [Int] -- ^ The input vertex sizes
|
||||
-> EPrimitiveMode -> IO FullShader
|
||||
-> EPrimitiveMode
|
||||
-> IO FullShader
|
||||
makeShader s shaderlist sizes pm = do
|
||||
prog <- makeSourcedShader s shaderlist
|
||||
vaob <- setupVAO sizes
|
||||
|
||||
+20
-122
@@ -1,154 +1,55 @@
|
||||
{-# LANGUAGE TemplateHaskell #-}
|
||||
{-# LANGUAGE StrictData #-}
|
||||
{- |
|
||||
Datatypes used to setup and pass data to shaders.
|
||||
-}
|
||||
{- | Datatypes used to setup and pass data to shaders. -}
|
||||
module Shader.Data
|
||||
( VAO (..)
|
||||
, VBO (..)
|
||||
, FullShader (..)
|
||||
, VShader (..)
|
||||
, ShaderTexture (..)
|
||||
, EPrimitiveMode (..)
|
||||
, PicShads (..)
|
||||
-- | Lens functions
|
||||
, vao
|
||||
, vaoVBO
|
||||
|
||||
, shaderProgram
|
||||
, shaderVAO
|
||||
, shaderDrawPrimitive
|
||||
, shaderTexture
|
||||
, shaderCustomUnis
|
||||
|
||||
, vshaderProgram
|
||||
, vshaderVAO
|
||||
, vshaderDrawPrimitive
|
||||
, vshaderTexture
|
||||
, vshaderCustomUnis
|
||||
|
||||
, psPoly
|
||||
, psPolyz
|
||||
, psBez
|
||||
, psText
|
||||
, psArc
|
||||
, psEll
|
||||
|
||||
, vbo
|
||||
, vboPtr
|
||||
, vboAttribSizes
|
||||
, vboStride
|
||||
-- | Synonyms
|
||||
, vert
|
||||
, geom
|
||||
, frag
|
||||
|
||||
-- TODO make lenses for VBO object
|
||||
-- , textureObject
|
||||
) where
|
||||
--import Geometry.Data
|
||||
|
||||
import Graphics.Rendering.OpenGL
|
||||
import Foreign
|
||||
import Control.Lens
|
||||
--import Graphics.GL.Types
|
||||
{- | Datatype containing the necessary information for a single shader. -}
|
||||
data FullShader = FullShader
|
||||
{ _shaderProgram :: Program
|
||||
, _shaderVAO :: VAO
|
||||
, _shaderDrawPrimitive :: EPrimitiveMode
|
||||
, _shaderTexture :: Maybe ShaderTexture
|
||||
, _shaderCustomUnis :: [UniformLocation]
|
||||
}
|
||||
{- | Vertex array object: contains the reference to the object,
|
||||
and its buffer targets. -}
|
||||
data VAO = VAO
|
||||
{ _vao :: VertexArrayObject
|
||||
, _vaoVBO :: VBO
|
||||
{ _vao :: VertexArrayObject
|
||||
, _vaoVBO :: VBO
|
||||
}
|
||||
{- | Vertex buffer object: contains the reference to the object,
|
||||
a pointer to a location with space that can be written to the buffer,
|
||||
and a list of attribute pointer sizes.
|
||||
Vertex attributes are interleaved within the vbo. -}
|
||||
data VBO = VBO
|
||||
{ _vbo :: BufferObject
|
||||
, _vboPtr :: Ptr Float
|
||||
{ _vbo :: BufferObject
|
||||
, _vboPtr :: Ptr Float
|
||||
, _vboAttribSizes :: [Int] -- ^ It is not clear to me if this is necessary to store or not
|
||||
, _vboStride :: Int
|
||||
}
|
||||
data VShader = VShader
|
||||
{ _vshaderProgram :: Program
|
||||
, _vshaderVAO :: VAO
|
||||
, _vshaderDrawPrimitive :: EPrimitiveMode
|
||||
, _vshaderTexture :: Maybe ShaderTexture
|
||||
, _vshaderCustomUnis :: [UniformLocation]
|
||||
}
|
||||
data PicShads a = PicShads
|
||||
{ _psPoly :: a
|
||||
, _psPolyz :: a
|
||||
, _psBez :: a
|
||||
, _psText :: a
|
||||
, _psArc :: a
|
||||
, _psEll :: a
|
||||
}
|
||||
-- boilerplate folows
|
||||
instance Functor PicShads where
|
||||
fmap f PicShads
|
||||
{ _psPoly = thePoly
|
||||
, _psPolyz = thePolyz
|
||||
, _psBez = theBez
|
||||
, _psText = theText
|
||||
, _psArc = theArc
|
||||
, _psEll = theEll
|
||||
}
|
||||
= PicShads
|
||||
{ _psPoly = f thePoly
|
||||
, _psPolyz = f thePolyz
|
||||
, _psBez = f theBez
|
||||
, _psText = f theText
|
||||
, _psArc = f theArc
|
||||
, _psEll = f theEll
|
||||
}
|
||||
instance Applicative PicShads where
|
||||
pure a = PicShads a a a a a a
|
||||
(<*>) PicShads
|
||||
{ _psPoly = fPoly
|
||||
, _psPolyz = fPolyz
|
||||
, _psBez = fBez
|
||||
, _psText = fText
|
||||
, _psArc = fArc
|
||||
, _psEll = fEll
|
||||
}
|
||||
PicShads
|
||||
{ _psPoly = thePoly
|
||||
, _psPolyz = thePolyz
|
||||
, _psBez = theBez
|
||||
, _psText = theText
|
||||
, _psArc = theArc
|
||||
, _psEll = theEll
|
||||
}
|
||||
= PicShads
|
||||
{ _psPoly = fPoly thePoly
|
||||
, _psPolyz = fPolyz thePolyz
|
||||
, _psBez = fBez theBez
|
||||
, _psText = fText theText
|
||||
, _psArc = fArc theArc
|
||||
, _psEll = fEll theEll
|
||||
}
|
||||
instance Foldable PicShads where
|
||||
foldr f x PicShads
|
||||
{ _psPoly = thePoly
|
||||
, _psPolyz = thePolyz
|
||||
, _psBez = theBez
|
||||
, _psText = theText
|
||||
, _psArc = theArc
|
||||
, _psEll = theEll
|
||||
}
|
||||
= f thePoly . f thePolyz . f theBez . f theText . f theArc $ f theEll x
|
||||
instance Traversable PicShads where
|
||||
{-# INLINE traverse #-}
|
||||
traverse f PicShads
|
||||
{ _psPoly = x0
|
||||
, _psPolyz = x1
|
||||
, _psBez = x2
|
||||
, _psText = x3
|
||||
, _psArc = x4
|
||||
, _psEll = x5
|
||||
} = PicShads <$> f x0 <*> f x1 <*> f x2 <*> f x3 <*> f x4 <*> f x5
|
||||
{- | Datatype containing the necessary information for a single shader. -}
|
||||
data FullShader = FullShader
|
||||
{ _shaderProgram :: Program
|
||||
, _shaderVAO :: VAO
|
||||
, _shaderDrawPrimitive :: EPrimitiveMode
|
||||
, _shaderTexture :: Maybe ShaderTexture
|
||||
, _shaderCustomUnis :: [UniformLocation]
|
||||
, _vboStride :: Int
|
||||
}
|
||||
{- | Datatype containing the reference to a texture object. -}
|
||||
newtype ShaderTexture = ShaderTexture
|
||||
@@ -166,14 +67,11 @@ data EPrimitiveMode
|
||||
| EQuadStrip
|
||||
| EPolygon
|
||||
| EPatches
|
||||
|
||||
-- | Short synonyms for shader types
|
||||
vert, geom, frag :: ShaderType
|
||||
vert = VertexShader
|
||||
geom = GeometryShader
|
||||
frag = FragmentShader
|
||||
|
||||
makeLenses ''VAO
|
||||
makeLenses ''VBO
|
||||
makeLenses ''FullShader
|
||||
makeLenses ''VShader
|
||||
makeLenses ''PicShads
|
||||
|
||||
+40
-46
@@ -1,22 +1,17 @@
|
||||
--{-# LANGUAGE TupleSections #-}
|
||||
{-# LANGUAGE BangPatterns #-}
|
||||
module Shader.Poke
|
||||
( pokeArrayOff
|
||||
( pokeVerxs
|
||||
, pokeLayVerxs
|
||||
, pokeArrayOff
|
||||
, pokePoint3s
|
||||
, pokePoint33s
|
||||
, pokeVerxs
|
||||
, pokeLayVerxs
|
||||
, poke224s
|
||||
, picShadToUMV
|
||||
, picShadToMV
|
||||
, vToPicShad
|
||||
, vToPicShadMV
|
||||
) where
|
||||
import Shader.Data
|
||||
import Shader.Parameters
|
||||
import Picture.Data
|
||||
import Geometry.Data
|
||||
--import Layers
|
||||
|
||||
--import qualified Streaming.Prelude as SP
|
||||
--import Data.Maybe
|
||||
@@ -32,16 +27,16 @@ import qualified Data.Vector.Fusion.Stream.Monadic as VS
|
||||
import Control.Monad.Primitive
|
||||
|
||||
pokeVerxs
|
||||
:: MV.MVector (PrimState IO) VShader
|
||||
:: MV.MVector (PrimState IO) FullShader
|
||||
-> UMV.MVector (PrimState IO) Int
|
||||
-> [Verx]
|
||||
-> IO ()
|
||||
pokeVerxs vbos count vxs = VS.mapM_ (pokeVerx vbos count) $ VS.fromList vxs
|
||||
|
||||
pokeVerx :: MV.MVector (PrimState IO) VShader -> UMV.MVector (PrimState IO) Int -> Verx -> IO ()
|
||||
pokeVerx :: MV.MVector (PrimState IO) FullShader -> UMV.MVector (PrimState IO) Int -> Verx -> IO ()
|
||||
pokeVerx vbos offsets Verx{_vxPos=thePos,_vxCol=theCol,_vxExt=ext,_vxShadNum=theShadNum} = do
|
||||
typeOff <- UMV.unsafeRead offsets sn
|
||||
basePtr <- fmap (_vboPtr . _vaoVBO . _vshaderVAO) $ MV.read vbos sn
|
||||
basePtr <- _vboPtr . _vaoVBO . _shaderVAO <$> MV.read vbos sn
|
||||
let thePtr = plusPtr basePtr (typeOff * pokeStride sn * floatSize)
|
||||
poke34 thePtr thePos theCol
|
||||
pokeArrayOff thePtr 7 ext
|
||||
@@ -49,37 +44,37 @@ pokeVerx vbos offsets Verx{_vxPos=thePos,_vxCol=theCol,_vxExt=ext,_vxShadNum=the
|
||||
where
|
||||
sn = _unShadNum theShadNum
|
||||
|
||||
vToPicShad :: UMV.MVector (PrimState IO) Int -> IO (PicShads Int)
|
||||
{-# INLINE vToPicShad #-}
|
||||
vToPicShad mv = mapM (UMV.unsafeRead mv) $ PicShads 0 1 2 3 4 5
|
||||
|
||||
vToPicShadMV :: MV.MVector (PrimState IO) Int -> IO (PicShads Int)
|
||||
{-# INLINE vToPicShadMV #-}
|
||||
vToPicShadMV mv = mapM (MV.unsafeRead mv) $ PicShads 0 1 2 3 4 5
|
||||
|
||||
picShadToUMV :: PicShads Int -> IO (UMV.MVector (PrimState IO) Int)
|
||||
{-# INLINE picShadToUMV #-}
|
||||
picShadToUMV (PicShads a b c d e f) = do
|
||||
theVec <- UMV.new 6
|
||||
UMV.write theVec 0 a
|
||||
UMV.write theVec 1 b
|
||||
UMV.write theVec 2 c
|
||||
UMV.write theVec 3 d
|
||||
UMV.write theVec 4 e
|
||||
UMV.write theVec 5 f
|
||||
return theVec
|
||||
|
||||
picShadToMV :: PicShads a -> IO (MV.MVector (PrimState IO) a)
|
||||
{-# INLINE picShadToMV #-}
|
||||
picShadToMV (PicShads a b c d e f) = do
|
||||
theVec <- MV.new 6
|
||||
MV.write theVec 0 a
|
||||
MV.write theVec 1 b
|
||||
MV.write theVec 2 c
|
||||
MV.write theVec 3 d
|
||||
MV.write theVec 4 e
|
||||
MV.write theVec 5 f
|
||||
return theVec
|
||||
--vToPicShad :: UMV.MVector (PrimState IO) Int -> IO (PicShads Int)
|
||||
--{-# INLINE vToPicShad #-}
|
||||
--vToPicShad mv = mapM (UMV.unsafeRead mv) $ PicShads 0 1 2 3 4 5
|
||||
--
|
||||
--vToPicShadMV :: MV.MVector (PrimState IO) Int -> IO (PicShads Int)
|
||||
--{-# INLINE vToPicShadMV #-}
|
||||
--vToPicShadMV mv = mapM (MV.unsafeRead mv) $ PicShads 0 1 2 3 4 5
|
||||
--
|
||||
--picShadToUMV :: PicShads Int -> IO (UMV.MVector (PrimState IO) Int)
|
||||
--{-# INLINE picShadToUMV #-}
|
||||
--picShadToUMV (PicShads a b c d e f) = do
|
||||
-- theVec <- UMV.new 6
|
||||
-- UMV.write theVec 0 a
|
||||
-- UMV.write theVec 1 b
|
||||
-- UMV.write theVec 2 c
|
||||
-- UMV.write theVec 3 d
|
||||
-- UMV.write theVec 4 e
|
||||
-- UMV.write theVec 5 f
|
||||
-- return theVec
|
||||
--
|
||||
--picShadToMV :: PicShads a -> IO (MV.MVector (PrimState IO) a)
|
||||
--{-# INLINE picShadToMV #-}
|
||||
--picShadToMV (PicShads a b c d e f) = do
|
||||
-- theVec <- MV.new 6
|
||||
-- MV.write theVec 0 a
|
||||
-- MV.write theVec 1 b
|
||||
-- MV.write theVec 2 c
|
||||
-- MV.write theVec 3 d
|
||||
-- MV.write theVec 4 e
|
||||
-- MV.write theVec 5 f
|
||||
-- return theVec
|
||||
|
||||
|
||||
poke34 :: Ptr Float -> Point3 -> Point4 -> IO ()
|
||||
@@ -125,17 +120,17 @@ pokePoint3s ptr vals0 = go vals0 0
|
||||
off i = n*3 + i
|
||||
|
||||
pokeLayVerxs
|
||||
:: MV.MVector (PrimState IO) VShader
|
||||
:: MV.MVector (PrimState IO) FullShader
|
||||
-> UMV.MVector (PrimState IO) Int
|
||||
-> [Verx]
|
||||
-> IO ()
|
||||
pokeLayVerxs vbos counts vxs = VS.mapM_ (pokeLayVerx vbos counts) $ VS.fromList vxs
|
||||
|
||||
pokeLayVerx :: MV.MVector (PrimState IO) VShader -> UMV.MVector (PrimState IO) Int -> Verx -> IO ()
|
||||
pokeLayVerx :: MV.MVector (PrimState IO) FullShader -> UMV.MVector (PrimState IO) Int -> Verx -> IO ()
|
||||
--{-# INLINE pokeLayVerx #-}
|
||||
pokeLayVerx vbos counts vx = do
|
||||
theOff <- UMV.unsafeRead counts vecPos
|
||||
basePtr <- fmap (_vboPtr . _vaoVBO . _vshaderVAO) $ MV.unsafeRead vbos sn
|
||||
basePtr <- _vboPtr . _vaoVBO . _shaderVAO <$> MV.unsafeRead vbos sn
|
||||
let thePtr = plusPtr basePtr ((theOff + layOff) * theStride * floatSize)
|
||||
poke34 thePtr thePos theCol
|
||||
pokeArrayOff thePtr 7 (_vxExt vx)
|
||||
@@ -146,7 +141,6 @@ pokeLayVerx vbos counts vx = do
|
||||
theLayer = _vxLayer vx
|
||||
thePos = _vxPos vx
|
||||
theCol = _vxCol vx
|
||||
--basePtr = _vboPtr $ vboFromType vbos sn
|
||||
layOff = theLayer * numSubElements
|
||||
theStride = pokeStride sn
|
||||
|
||||
|
||||
Reference in New Issue
Block a user