Add normal maps to the floor

This commit is contained in:
2023-03-17 16:51:02 +00:00
parent 6425ef3f0a
commit 850fdf1783
16 changed files with 52 additions and 55 deletions
+20 -1
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@@ -3,8 +3,10 @@ module Shader.AuxAddition
, vaddTextureNoFilter
, addTextureArray
, addUniforms
, initTexture
, tilesToLine -- ^ kept in case it is needed in the future
) where
import Data.Preload.Render
import Unsafe.Coerce
import Shader.Data
import Control.Monad
@@ -57,7 +59,24 @@ addTexture2D nlev minfilt magfilt texpath shad = do
-- glTextureParameteri texname GL_TEXTURE_MAG_FILTER (unsafeCoerce magfilt)
-- return $ shad & shadTex' ?~ ShaderTexture
-- {_textureObject = texname }
initTexture
:: GLint -- number of mipmap levels
-> GLenum -- minfilter
-> GLenum -- magfilter
-> String -> IO TO
initTexture nlev minfilt magfilt fp = do
Right cmap <- readImage fp
let texdata = convertRGBA8 cmap
let wtex = fromIntegral $ imageWidth texdata
htex = fromIntegral $ imageHeight texdata
texname <- mglCreate $ glCreateTextures GL_TEXTURE_2D
glTextureStorage2D texname nlev GL_RGBA8 wtex htex
VS.unsafeWith (imageData texdata) $ \ptr -> do
glTextureSubImage2D texname 0 0 0 wtex htex GL_RGBA GL_UNSIGNED_BYTE ptr
glGenerateTextureMipmap texname
glTextureParameteri texname GL_TEXTURE_MIN_FILTER (unsafeCoerce minfilt)
glTextureParameteri texname GL_TEXTURE_MAG_FILTER (unsafeCoerce magfilt)
return $ TO texname
-- | for transforming a 256x256 image containing 64 tiles of 16x16 pixels into
-- an image that was directly readable by glTexSubImage3D, used the
+3
View File
@@ -15,6 +15,8 @@ module Shader.Data
-- , vaoAttribSizes
-- , vaoStride
, textureObject
, vboName
, vboPtr
, vboVertexSize
@@ -90,3 +92,4 @@ makeLenses ''VAO
makeLenses ''VBO
makeLenses ''FullShader
makeLenses ''EBO
makeLenses ''ShaderTexture
+1 -40
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@@ -15,7 +15,6 @@ import qualified Data.Vector.Unboxed as UV
import qualified Data.Vector.Unboxed.Mutable as UMV
import Foreign
import Geometry.Data
import Geometry.Polygon
import Graphics.GL.Core45
import Linear.V3 (cross)
import Picture.Data
@@ -97,12 +96,9 @@ pokeShapeObj ::
IO (Int, Int, Int)
{-# INLINE pokeShapeObj #-}
pokeShapeObj ptr iptr ieptr counts (Surface shtype shVerts col shadfid) = case shtype of
TopPrism size -> pokeTopPrism shadfid midp col size ptr iptr ieptr counts (VFSM.fromList shVerts)
FlatFaces size -> pokeBox shadfid col size ptr iptr ieptr counts shVerts
RoundedFaces size -> pokeRoundedFaces shadfid col size ptr iptr ieptr counts shVerts
Cylinder size -> pokeCylinder shadfid col size ptr iptr ieptr counts shVerts
where
midp = centroidNum shVerts
pokeRoundedFaces ::
ShadowFidelity ->
@@ -224,31 +220,6 @@ boxSurfaces' n =
reverse [n .. n * 2 -1] :
[ map ((2 * n) +) [4 * i, 4 * i + 1, 4 * i + 2, 4 * i + 3] | i <- [0 .. n -1]]
pokeTopPrism ::
ShadowFidelity ->
Point3 ->
Point4 ->
Int ->
Ptr Float ->
Ptr GLushort ->
Ptr GLushort ->
(Int, Int, Int) ->
VFSM.Stream IO Point3 ->
IO (Int, Int, Int)
{-# INLINE pokeTopPrism #-}
pokeTopPrism sfid cp col size ptr iptr ieptr (nv, nsi, nei) svs = do
nv' <- VFSM.foldlM' (pokeJustV cp col ptr) nv svs
nsi' <-
UV.foldM'
(pokeIndex nv iptr)
nsi
(memoTopPrismIndices V.! (size - 3))
nei' <- case sfid of
NoShadowFidelity -> return nei
FullShadowFidelity -> UV.foldM' (pokeIndex nv ieptr) nei $
memoTopPrismEdgeIndices V.! (size - 3)
return (nv', nsi', nei')
pokeIndex ::
-- | base index
Int ->
@@ -263,17 +234,6 @@ pokeIndex nv eiptr ni ioff = do
pokeElemOff eiptr ni (fromIntegral $ nv + ioff)
return $ ni + 1
--pokeTopPrismIndex ::
-- Int ->
-- Ptr GLushort ->
-- Int ->
-- Int ->
-- IO Int
--{-# INLINE pokeTopPrismIndex #-}
--pokeTopPrismIndex nv iptr nshapeindices ioff = do
-- pokeElemOff iptr nshapeindices (fromIntegral $ nv + ioff)
-- return $ nshapeindices + 1
triangulate :: [Int] -> [Int]
triangulate is = V.toList . V.backpermute (V.fromList is) . V.fromList $ triangulateIndices (length is)
@@ -290,6 +250,7 @@ memoFlatIndices =
UV.fromList . concatMap triangulate . boxSurfaces' . (+ 3)
memoTopPrismIndices :: V.Vector (UV.Vector Int)
{-# INLINE memoTopPrismIndices #-}
memoTopPrismIndices =
V.generate 10 $
UV.fromList . topPrismIndices . (+ 3)