Use DSA for renderbuffers

This commit is contained in:
2023-03-09 14:58:38 +00:00
parent 0b698e5f5d
commit 76a8b05433
11 changed files with 81 additions and 74 deletions
+6 -6
View File
@@ -21,10 +21,10 @@ import GLHelp
-- I am not sure if this assumes that the shader is constructed directly before
-- the texture is added...
addTexture :: String -> FullShader' -> IO FullShader'
addTexture :: String -> FullShader -> IO FullShader
addTexture = addTexture2D 3 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR
vaddTextureNoFilter :: String -> FullShader' -> IO FullShader'
vaddTextureNoFilter :: String -> FullShader -> IO FullShader
vaddTextureNoFilter = addTexture2D 1 GL_NEAREST GL_NEAREST
addTexture2D
@@ -32,7 +32,7 @@ addTexture2D
-> GLenum -- minfilter
-> GLenum -- magfilter
-> String -- path to image
-> FullShader' -> IO FullShader'
-> FullShader -> IO FullShader
addTexture2D nlev minfilt magfilt texpath shad = do
Right cmap <- readImage texpath
let texdata = convertRGBA8 cmap
@@ -63,7 +63,7 @@ addTexture2D nlev minfilt magfilt texpath shad = do
-- | for transforming a 256x256 image containing 64 tiles of 16x16 pixels into
-- an image that was directly readable by glTexSubImage3D, used the
-- transformation tilesToLine 8 128 on the underlying pixels.
addTextureArray :: String -> FullShader' -> IO FullShader'
addTextureArray :: String -> FullShader -> IO FullShader
addTextureArray texturePath shad = do
err <- glGetError
print err
@@ -87,10 +87,10 @@ tilesToLine
-> [a]
tilesToLine n w = concat . concat . transpose . chunksOf n . chunksOf w
addUniforms :: [String] -> FullShader' -> IO FullShader'
addUniforms :: [String] -> FullShader -> IO FullShader
addUniforms uniStrings shad = do foldM addUniform shad uniStrings
addUniform :: FullShader' -> String -> IO FullShader'
addUniform :: FullShader -> String -> IO FullShader
addUniform shad unistr = BS.useAsCString (pack unistr) $ \cstr -> do
loc <- glGetUniformLocation (_shadProg' shad) cstr
return $ shad & shadUnis' %~ (V.++ V.fromList [loc])
+4 -4
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@@ -27,7 +27,7 @@ bindArrayBuffers numVs theVBO = do
(fromIntegral $ floatSize * numVs * sum (_vboAttribSizes theVBO))
(_vboPtr theVBO)
bindShaderLayers :: MV.MVector (PrimState IO) FullShader' -> UMV.MVector (PrimState IO) Int -> IO ()
bindShaderLayers :: MV.MVector (PrimState IO) FullShader -> UMV.MVector (PrimState IO) Int -> IO ()
bindShaderLayers shads counts = MV.imapM_ f shads
where
f i shad = do
@@ -47,17 +47,17 @@ bindShaderLayers shads counts = MV.imapM_ f shads
(fromIntegral $ floatSize * numVs * stride)
(_vboPtr theVBO `plusPtr` (floatSize * stride * numSubElements * lay))
bindShader :: MV.MVector (PrimState IO) FullShader' -> UMV.MVector (PrimState IO) Int -> IO ()
bindShader :: MV.MVector (PrimState IO) FullShader -> UMV.MVector (PrimState IO) Int -> IO ()
bindShader shads counts = MV.imapM_ f shads
where
f i shad = UMV.read counts i >>= flip bindArrayBuffers (_vaoVBO . _shadVAO' $ shad)
bindShaderBuffers :: [FullShader'] -> [Int] -> IO ()
bindShaderBuffers :: [FullShader] -> [Int] -> IO ()
bindShaderBuffers = zipWithM_ f
where
f fs i = bindArrayBuffers i $ _vaoVBO $ _shadVAO' fs
bindShaderBuffers' :: [FullShader'] -> [Int] -> IO ()
bindShaderBuffers' :: [FullShader] -> [Int] -> IO ()
bindShaderBuffers' = zipWithM_ f
where
f fs i = bindArrayBuffers i $ _vaoVBO $ _shadVAO' fs
+8 -8
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@@ -29,12 +29,12 @@ makeShader ::
-- | The input vertex sizes
[Int] ->
EPrimitiveMode ->
IO FullShader'
IO FullShader
makeShader s shaderlist sizes pm = do
prog <- makeSourcedShader s shaderlist
vaob <- setupVAO sizes
return $
FullShader'
FullShader
{ _shadProg' = prog
, _shadVAO' = vaob
, _shadPrim' = pm
@@ -49,11 +49,11 @@ makeByteStringShaderUsingVAO ::
[(GLenum, BS.ByteString)] ->
EPrimitiveMode ->
VAO ->
IO FullShader'
IO FullShader
makeByteStringShaderUsingVAO s shaderlist pm vao = do
prog <- makeShaderProgram s shaderlist
return $
FullShader'
FullShader
{ _shadProg' = prog
, _shadVAO' = vao
, _shadPrim' = pm
@@ -69,11 +69,11 @@ makeShaderUsingVAO ::
[GLenum] ->
EPrimitiveMode ->
VAO ->
IO FullShader'
IO FullShader
makeShaderUsingVAO s shaderlist pm theVAO = do
prog <- makeSourcedShader s shaderlist
return $
FullShader'
FullShader
{ _shadProg' = prog
, _shadVAO' = theVAO
, _shadPrim' = pm
@@ -95,12 +95,12 @@ makeShaderSized ::
-- | Number of vertexes that can be poked
Int ->
EPrimitiveMode ->
IO FullShader'
IO FullShader
makeShaderSized s shaderlist sizes ndraw pm = do
prog <- makeSourcedShader s shaderlist
vaob <- setupVAOSized ndraw sizes
return $
FullShader'
FullShader
{ _shadProg' = prog
, _shadVAO' = vaob
, _shadPrim' = pm
+3 -3
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@@ -6,7 +6,7 @@ module Shader.Data
, VBO (..)
, EBO (..)
-- , FullShader (..)
, FullShader' (..)
, FullShader (..)
, ShaderTexture (..)
, EPrimitiveMode (..)
-- | Lens functions
@@ -35,7 +35,7 @@ import Graphics.GL.Core43
import Foreign
import Control.Lens
{- | Datatype containing the necessary information for a single shader. -}
data FullShader' = FullShader'
data FullShader = FullShader
{ _shadProg' :: GLuint -- should be shaderID
, _shadVAO' :: VAO
, _shadPrim' :: EPrimitiveMode
@@ -87,5 +87,5 @@ geom' = GL_GEOMETRY_SHADER
frag' = GL_FRAGMENT_SHADER
makeLenses ''VAO
makeLenses ''VBO
makeLenses ''FullShader'
makeLenses ''FullShader
makeLenses ''EBO
+4 -4
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@@ -25,14 +25,14 @@ import Control.Monad.Primitive
--import qualified Control.Monad.Parallel as MP
pokeVerxs
:: MV.MVector (PrimState IO) FullShader'
:: MV.MVector (PrimState IO) FullShader
-> UMV.MVector (PrimState IO) Int
-> Picture
-> IO ()
--pokeVerxs vbos count = S.mapM_ (pokeVerx vbos count) . S.each
pokeVerxs vbos count = VFSM.mapM_ (pokeVerx vbos count) . VFSM.fromList
pokeVerx :: MV.MVector (PrimState IO) FullShader' -> 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 <- _vboPtr . _vaoVBO . _shadVAO' <$> MV.unsafeRead vbos sn
@@ -183,14 +183,14 @@ pokeJustV ptr nv sh = do
V4 d e f g = _svCol sh
pokeLayVerxs
:: MV.MVector (PrimState IO) FullShader'
:: MV.MVector (PrimState IO) FullShader
-> UMV.MVector (PrimState IO) Int
-> Picture
-> IO ()
--pokeLayVerxs vbos counts = S.mapM_ (pokeLayVerx vbos counts) . S.each
pokeLayVerxs vbos counts = VFSM.mapM_ (pokeLayVerx vbos counts) . VFSM.fromList
pokeLayVerx :: MV.MVector (PrimState IO) FullShader' -> 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