Start cleanup

This commit is contained in:
2021-08-12 15:02:26 +02:00
parent 62af1402ad
commit 53555865f6
10 changed files with 121 additions and 387 deletions
+2 -2
View File
@@ -35,7 +35,7 @@ addTexture texturePath shad = do
generateMipmap' Texture2D
return $ shad & shaderTexture ?~ ShaderTexture {_textureObject = textureOb}
vaddTextureNoFilter :: String -> VShader -> IO VShader
vaddTextureNoFilter :: String -> FullShader -> IO FullShader
vaddTextureNoFilter texturePath shad = do
Right cmap <- readImage texturePath
let tex = convertRGBA8 cmap
@@ -48,7 +48,7 @@ vaddTextureNoFilter texturePath shad = do
glTexStorage2D GL_TEXTURE_2D 1 GL_RGBA8 wtex htex
withArray texData $ \ptr -> do
glTexSubImage2D GL_TEXTURE_2D 0 0 0 wtex htex GL_RGBA GL_UNSIGNED_BYTE ptr
return $ shad & vshaderTexture ?~ ShaderTexture {_textureObject = textureOb}
return $ shad & shaderTexture ?~ ShaderTexture {_textureObject = textureOb}
addTextureNoFilter :: String -> FullShader -> IO FullShader
addTextureNoFilter texturePath shad = do
+24 -23
View File
@@ -1,6 +1,6 @@
module Shader.Compile
( makeShader
, makeVShader
--, makeVShader
, makeShaderSized
, makeShaderUsingShaderVAO
, makeSourcedShader
@@ -16,28 +16,28 @@ import Control.Monad
--import Control.Lens
import Graphics.Rendering.OpenGL hiding (Point,translate,scale,imageHeight)
{- |
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.
-}
makeVShader
:: 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
}
--{- |
--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.
---}
--makeVShader
-- :: 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
View File
@@ -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
View File
@@ -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