Fix arc rendering bug (make vertex attribs correct size)

This commit is contained in:
2021-03-12 01:22:10 +01:00
parent e8e3dd8f50
commit 9bdc6fddd7
21 changed files with 63 additions and 347 deletions
+55 -50
View File
@@ -1,6 +1,10 @@
{-# LANGUAGE TemplateHaskell #-}
--{-# LANGUAGE Strict #-}
module Picture.Preload
( RenderData (..)
, preloadRender
, cleanUpRenderPreload
)
where
import Picture.Data
@@ -25,6 +29,57 @@ data RenderData = RenderData
makeLenses ''RenderData
preloadRender :: IO RenderData
preloadRender = do
-- compile shader programs
lsShad <- makeShader "lightmapCircle" [vert,geom,frag] [(0,4)] Points (return . return . flat4)
-- fcs <- makeSourcedShader "lightmapCircle" [VertexShader,GeometryShader,FragmentShader]
bgShad <- makeTextureShader "background" [vert,geom,frag] [(0,4),(1,2)] Points pokeBGStrat
"data/texture/smudgedDirt.png"
wsShad <- makeShaderCustomUnis "wallShadow" [vert,geom,frag] [(0,4),(1,4)] Points pokeWPStrat
["lightPos"]
bslist <- makeShader "basic" [vert,frag] [(0,3),(1,4)] Triangles pokeTriStrat
lslist <- makeShader "basic" [vert,frag] [(0,3),(1,4)] Lines pokeLineStrat
aslist <- makeShader "arc" [vert,geom,frag] [(0,3),(1,4),(2,4)] Points pokeArcStrat
eslist <- makeShader "ellipse" [vert,geom,frag] [(0,3),(1,4)] Triangles pokeEllStrat
cslist <- makeTextureShader "character" [vert,geom,frag]
[(0,3),(1,4),(2,3)] Points pokeCharStrat
"data/texture/charMap.png"
--the following vbo is set up to contain one fixed vertex
dummyvbo <- genObjectName
dummyptr <- mallocArray numDrawableElements
pokeArray dummyptr [0..2000]
bindBuffer ArrayBuffer $= Just dummyvbo
bufferData ArrayBuffer $= (fromIntegral floatSize, dummyptr, StaticDraw)
-- input a list of (attribute location, attrib length) pairs
-- these will have buffers and pointers created
backgroundvao <- setupVAO [(0,4),(1,2)]
return $ RenderData
{ _listShaders = [bslist,lslist,cslist,aslist,eslist]
, _dummyVBO = dummyvbo
, _dummyPtr = dummyptr
, _lightSourceShader = lsShad
, _wallShadowShader = wsShad
, _backgroundShader = bgShad
}
--------------------end preloadRender
cleanUpRenderPreload :: RenderData -> IO ()
cleanUpRenderPreload pd = do
mapM_ freeShaderPointers $ _listShaders pd
freeShaderPointers $ _lightSourceShader pd
freeShaderPointers $ _wallShadowShader pd
freeShaderPointers $ _backgroundShader pd
free $ _dummyPtr pd
{-# INLINE pokeTriStrat #-}
pokeTriStrat (RenderPoly vs) = fmap (\((x,y,z),(r,g,b,a)) -> [[x,y,z],[r,g,b,a]]) vs
pokeTriStrat _ = []
@@ -53,53 +108,3 @@ pokeWPStrat ((x,y),(z,w),(a,b),(c,d)) = [[[x,y,z,w],[a,b,c,d]]]
pokeBGStrat :: a -> [[[Float]]]
pokeBGStrat = const []
preloadRender :: IO RenderData
preloadRender = do
-- compile shader programs
lsShad <- makeShader "lightmapCircle" [vert,geom,frag] [(0,4)] Points (return . return . flat4)
-- fcs <- makeSourcedShader "lightmapCircle" [VertexShader,GeometryShader,FragmentShader]
bgShad <- makeTextureShader "background" [vert,geom,frag] [(0,4),(1,2)] Points pokeBGStrat
"data/texture/smudgedDirt.png"
wsShad <- makeShaderCustomUnis "wallShadow" [vert,geom,frag] [(0,4),(1,4)] Points pokeWPStrat
["lightPos"]
bslist <- makeShader "basic" [vert,frag] [(0,3),(1,4)] Triangles pokeTriStrat
lslist <- makeShader "basic" [vert,frag] [(0,3),(1,4)] Lines pokeLineStrat
aslist <- makeShader "arc" [vert,geom,frag] [(0,3),(1,4),(2,3)] Points pokeArcStrat
eslist <- makeShader "ellipse" [vert,geom,frag] [(0,3),(1,4)] Triangles pokeEllStrat
cslist <- makeTextureShader "character" [vert,geom,frag]
[(0,3),(1,4),(2,3)] Points pokeCharStrat
"data/texture/charMap.png"
--the following vbo is set up to contain one fixed vertex
dummyvbo <- genObjectName
dummyptr <- mallocArray numDrawableElements
pokeArray dummyptr [0..2000]
bindBuffer ArrayBuffer $= Just dummyvbo
bufferData ArrayBuffer $= (fromIntegral floatSize, dummyptr, StaticDraw)
-- input a list of (attribute location, attrib length) pairs
-- these will have buffers and pointers created
backgroundvao <- setupVAO [(0,4),(1,2)]
return $ RenderData
{ _listShaders = [bslist,lslist,cslist,aslist,eslist]
, _dummyVBO = dummyvbo
, _dummyPtr = dummyptr
, _lightSourceShader = lsShad
, _wallShadowShader = wsShad
, _backgroundShader = bgShad
}
vaoPointers :: VAO -> [Ptr Float]
vaoPointers = (\(_,ps,_) -> ps) . unzip3 . _vaoBufferTargets
cleanUpRenderPreload :: RenderData -> IO ()
cleanUpRenderPreload pd = do
mapM_ freeShaderPointers $ _listShaders pd
freeShaderPointers $ _lightSourceShader pd
freeShaderPointers $ _wallShadowShader pd
freeShaderPointers $ _backgroundShader pd
free $ _dummyPtr pd