Implement texture atlas, details on why it works unclear
This commit is contained in:
@@ -0,0 +1,10 @@
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#version 430 core
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in vec3 vTexPos;
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out vec4 fColor;
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uniform sampler2DArray tilesetSampler;
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void main()
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{
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fColor = texture(tilesetSampler, vTexPos);
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}
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@@ -0,0 +1,12 @@
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#version 430 core
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec3 texPos;
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out vec3 vTexPos;
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uniform mat4 worldMat;
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void main()
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{
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gl_Position = worldMat * vec4(pos,1.0) ;
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vTexPos = texPos;
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}
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@@ -7,6 +7,6 @@ uniform mat4 worldMat;
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void main()
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{
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gl_Position = worldMat * vec4(pos,1);
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gl_Position = worldMat * vec4(pos,1.0) ;
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vTexPos = texPos;
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}
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@@ -7,6 +7,6 @@ uniform mat4 worldMat;
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void main()
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{
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gl_Position = worldMat * vec4(position.xyz,1);
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gl_Position = worldMat * vec4(position,1);
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vColor = color;
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}
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@@ -13,7 +13,8 @@ data RenderData = RenderData
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, _wallBlankShader :: FullShader
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, _wallTextureShader :: FullShader
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, _backgroundShader :: FullShader
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--, _textureShader :: FullShader (Point3,Point2)
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, _textureShader :: FullShader
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, _textureArrayShader :: FullShader
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, _fullscreenShader :: FullShader
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, _boxBlurShader :: FullShader
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, _grayscaleShader :: FullShader
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@@ -63,6 +63,7 @@ data World = World
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, _wallsZone :: IM.IntMap (IM.IntMap (IM.IntMap Wall))
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, _forceFields :: IM.IntMap ForceField
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, _floorItems :: IM.IntMap FloorItem
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, _floorTiles :: [RenderType]
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, _randGen :: StdGen
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, _mousePos :: !(Float,Float)
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, _testString :: String
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@@ -9,6 +9,7 @@ import Dodge.Config.KeyConfig
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import Dodge.Item.Data
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import Picture
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import Geometry
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import Picture.Texture
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import System.Random
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import qualified Data.IntMap.Strict as IM
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@@ -36,6 +37,17 @@ defaultWorld = World
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, _wallsZone = IM.empty
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, _forceFields = IM.empty
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, _floorItems = IM.empty
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, _floorTiles =
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let x = 200
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y = 0.9
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z = 16
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r = 4
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in tileToRender [(0,0,z),(r,0,z),(r,r,z),(0,r,z)]
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[(20,100 + 20,y)
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,( x,100 + 20,y)
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,( x,100 + x,y)
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,(20,100 + x,y)
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]
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, _randGen = mkStdGen 2
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, _mousePos = (0,0)
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, _testString = []
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+6
-6
@@ -1,8 +1,7 @@
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{- |
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Contains the central drawing functions for the dodge loop. -}
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module Dodge.Render
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( module Dodge.Render.Picture
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, doDrawing
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( doDrawing
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)
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where
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import Dodge.Data
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@@ -39,10 +38,8 @@ import Data.Tuple.Extra
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import Graphics.Rendering.OpenGL hiding (color,scale,translate,rotate)
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import qualified SDL
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{- |
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Central drawing function.
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Returns a 'Word32' that should give the number of ticks it took to evaluate.
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-}
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{- | Central drawing function.
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Returns a 'Word32' that should give the number of ticks it took to evaluate. -}
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doDrawing :: RenderData -> World -> IO Word32
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doDrawing pdata w = do
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sTicks <- SDL.ticks
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@@ -73,6 +70,9 @@ doDrawing pdata w = do
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-- the depth buffer is ready to be drawn on
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blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
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renderBackground pdata rot camzoom trans wins
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_ <- renderShader (_textureArrayShader pdata) (_floorTiles w)
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-- draw the walls
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depthFunc $= Just Less
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if w ^. config . wall_textured
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@@ -25,6 +25,7 @@ data RenderType
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| Render22 {_unRender22 :: (Point2,Point2)}
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| Render22x4 {_unRender22x4 :: ((Point2,Point2),Point4)}
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| Render3x2 {_unRender3x2 :: (Point3,Point2)}
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| Render3x3 {_unRender3x3 :: (Point3,Point3)}
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type RGBA = (Float,Float,Float,Float)
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type Color = (Float,Float,Float,Float)
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+10
-2
@@ -198,7 +198,7 @@ renderBackground pdata rot camZoom (tranx,trany) (winx,winy) = do
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--blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
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-- draw background
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--bindArrayBuffers 1 $ _vaoBufferTargets $ _shaderVAO $ _backgroundShader pdata
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bindArrayBuffers' 1 $ _vaoVBO $ _shaderVAO $ _backgroundShader pdata
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bindArrayBuffers 1 $ _vaoVBO $ _shaderVAO $ _backgroundShader pdata
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currentProgram $= Just (_shaderProgram $ _backgroundShader pdata)
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bindVertexArrayObject $= Just (_vao $ _shaderVAO $ _backgroundShader pdata)
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let backPtr = _vboPointer $ _vaoVBO $ _shaderVAO $ _backgroundShader pdata
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@@ -219,6 +219,7 @@ setCommonUniforms pdata rot camZoom (tranx,trany) (winx,winy) = do
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: extractProgAndUnis (_lightingOccludeShader pdata)
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: extractProgAndUnis (_lightingWallShader pdata)
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: extractProgAndUnis (_backgroundShader pdata)
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: extractProgAndUnis (_textureShader pdata)
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: map extractProgAndUnis (_pictureShaders pdata)
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)
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@@ -233,7 +234,8 @@ setIsoMatrixUniforms pdata rot camZoom (tranx,trany) (winx,winy) = do
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setShaderUniforms rot camZoom (tranx,trany) (winx,winy)
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( extractProgAndUnis (_lightingFloorShader pdata)
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: extractProgAndUnis (_backgroundShader pdata)
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-- : extractProgAndUnis (_textureShader pdata)
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: extractProgAndUnis (_textureShader pdata)
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: extractProgAndUnis (_textureArrayShader pdata)
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: map extractProgAndUnis (_pictureShaders pdata)
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)
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@@ -250,6 +252,12 @@ renderShader shad dat = do
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eticks <- SDL.ticks
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return $ eticks - sticks
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--renderPictureLayer
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-- :: PictureShaderData
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-- -> Picture
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-- -> IO Word32
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--renderPictureLayer
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renderFoldable
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:: Foldable f
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=> RenderData
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@@ -0,0 +1,15 @@
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module Picture.Texture
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where
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import Geometry.Data
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import Picture.Data
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tileToRender :: [Point3] -> [Point3] -> [RenderType]
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tileToRender [a,b,c,d] [x,y,z,w] =
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[ Render3x3 (x,a)
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, Render3x3 (y,b)
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, Render3x3 (z,c)
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, Render3x3 (x,a)
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, Render3x3 (z,c)
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, Render3x3 (w,d)
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]
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tileToRender _ _ = undefined
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+1
-1
@@ -14,7 +14,7 @@ import Data.Maybe (isNothing)
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-- consider generalising to alternative rather than using LTree
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-- | Transform a picture into a tree of renderable objects
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picToLTree
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:: Maybe Int -- ^ Layer filter. Draw if 'Nothing' or when value is the same as at the leaf.
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:: Maybe Int -- ^ Layer filter. Draw 'Nothing' when value is the same as at the leaf.
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-> Picture
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-> LTree RenderType
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{-# INLINE picToLTree #-}
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@@ -1,10 +1,6 @@
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module Preload
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( module Preload
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, module Preload.Update
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)
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where
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import Data.Preload
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import Preload.Update
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import Preload.Render
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import Sound.Data
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+15
-6
@@ -10,7 +10,6 @@ import Shader
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import Shader.Data
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import Shader.Compile
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import Shader.AuxAddition
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import Geometry.Data
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import Data.Preload.Render
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import Graphics.Rendering.OpenGL hiding (Point,translate,scale,imageHeight)
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@@ -54,8 +53,12 @@ preloadRender = do
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>>= addTexture "data/texture/grayscaleDirt.png"
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---- texture shader
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-- textShad <- makeShader "texture/simpleWorld" [vert,frag] [(0,3),(1,2)] Triangles poke32
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-- >>= addTexture "data/texture/ayene_wooden_floor.png"
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textShad <- makeShader "texture/simpleWorld" [vert,frag] [3,2] Triangles poke32
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>>= addTexture "data/texture/ayene_wooden_floor.png"
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---- texture array shader
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textArrayShad <- makeShader "texture/array" [vert,frag] [3,3] Triangles poke33
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>>= addTextureArray "data/texture/ayene_wooden_floor.png"
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-- framebuffer for lighting
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(fbo,fboTO,fboRBO) <- setupFramebufferWithStencil
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@@ -70,7 +73,8 @@ preloadRender = do
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, _lightingWallShader = wlLightShad
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, _wallBlankShader = wlBlank
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, _wallTextureShader = wlTexture
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--, _textureShader = textShad
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, _textureShader = textShad
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, _textureArrayShader = textArrayShad
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, _backgroundShader = bgShad
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, _fullscreenShader = fsShad
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, _boxBlurShader = boxBlurShad
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@@ -195,8 +199,13 @@ pokeWPColStrat :: RenderType -> [[Float]]
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pokeWPColStrat Render22x4{_unRender22x4=(((x,y),(z,w)),(r,g,b,a))} = [[x,y,z,w,r,g,b,a]]
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pokeWPColStrat _ = undefined
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poke32 :: (Point3,Point2) -> [[Float]]
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poke32 ((x,y,z),(a,b)) = [[x,y,z,a,b]]
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poke32 :: RenderType -> [[Float]]
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poke32 Render3x2{_unRender3x2=((x,y,z),(a,b))} = [[x,y,z,a,b]]
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poke32 _ = undefined
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poke33 :: RenderType -> [[Float]]
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poke33 Render3x3{_unRender3x3=((x,y,z),(a,b,c))} = [[x,y,z,a,b,c]]
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poke33 _ = undefined
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pokeBGStrat :: a -> [[Float]]
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pokeBGStrat = const []
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+4
-4
@@ -1,5 +1,5 @@
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module Shader
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( bindArrayBuffers'
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( bindArrayBuffers
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, bindShaderBuffers
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, drawShader
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, drawShaders
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@@ -24,8 +24,8 @@ import Linear.V4
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extractProgAndUnis :: FullShader -> (Program,UniformLocation)
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extractProgAndUnis s = (_shaderProgram s, _shaderMatrixUniform s)
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bindArrayBuffers' :: Int -> VBO -> IO ()
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bindArrayBuffers' numVs theVBO = do
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bindArrayBuffers :: Int -> VBO -> IO ()
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bindArrayBuffers numVs theVBO = do
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bindBuffer ArrayBuffer $= Just (_vbo theVBO)
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bufferData ArrayBuffer $=
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(fromIntegral $ floatSize * numVs * (sum $ _vboAttribSizes theVBO), _vboPointer theVBO, DynamicDraw)
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@@ -34,7 +34,7 @@ bindArrayBuffers' numVs theVBO = do
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bindShaderBuffers :: [FullShader] -> [Int] -> IO ()
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bindShaderBuffers = zipWithM_ f
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where
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f fs i = bindArrayBuffers' i $ _vaoVBO $ _shaderVAO fs
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f fs i = bindArrayBuffers i $ _vaoVBO $ _shaderVAO fs
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drawShaders :: [FullShader] -> [Int] -> IO ()
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drawShaders = zipWithM_ drawShader
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@@ -1,9 +1,11 @@
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module Shader.AuxAddition
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( addTexture
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, addTextureArray
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, addUniforms
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) where
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import Shader.Data
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import Data.List.Extra
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import Foreign
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import Codec.Picture
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import qualified Data.Vector.Storable as V
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@@ -29,6 +31,31 @@ addTexture texturePath shad = do
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textureFilter Texture2D $= ((Linear',Just Linear') , Nearest)
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return $ shad & shaderTexture ?~ ShaderTexture {_textureObject = textureOb}
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addTextureArray :: String -> FullShader -> IO (FullShader)
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addTextureArray texturePath shad = do
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Right cmap <- readImage texturePath
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let tex = convertRGBA8 cmap
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textureOb <- genObjectName
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textureBinding Texture2DArray $= Just textureOb
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let texData = tilesToLine 128 32 8 .
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V.toList $ imageData tex
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--wtex = fromIntegral $ imageWidth tex
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--htex = fromIntegral $ imageHeight tex
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withArray texData $ \ptr -> do
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texImage3D Texture2DArray NoProxy 0 RGBA8 (TextureSize3D 32 32 64) 0
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(PixelData RGBA UnsignedByte ptr)
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textureFilter Texture2DArray $= ((Linear',Just Linear') , Linear')
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generateMipmap' Texture2DArray
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return $ shad & shaderTexture ?~ ShaderTexture {_textureObject = textureOb}
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-- I am completely unclear on why this works with its current parameters
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tilesToLine
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:: Int -- ^ Tile width
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-> Int -- ^ Tile height
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-> Int -- ^ Number of tiles per line
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-> [a]
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-> [a]
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tilesToLine w h n = concat . concat . transpose . chunksOf n . chunksOf w
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addUniforms :: [String] -> FullShader -> IO (FullShader)
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addUniforms uniStrings shad = do
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