Continue refactoring shaders
This commit is contained in:
+1
-1
@@ -1,7 +1,7 @@
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module Main where
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import Loop
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import Shaders
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import Shader
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import Shapes
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import Dodge.Prototypes
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+5
-4
@@ -1,5 +1,6 @@
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#version 430 core
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in vec4 gColor;
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in vec4 gColorC;
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in vec4 gColorE;
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in vec2 gBoundingBox;
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out vec4 fColor;
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@@ -7,8 +8,8 @@ out vec4 fColor;
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void main()
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{
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if ( dot(gBoundingBox,gBoundingBox) > 1) { discard; }
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fColor = gColor;
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// fColor = vec4 (1,1,1,1);
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float d = dot(gBoundingBox,gBoundingBox);
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if ( d > 1) { discard; }
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fColor = mix (gColorE , gColorC, d);
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}
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//note it is the fragdepth that stops this from being square
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+4
-2
@@ -2,7 +2,8 @@
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 4) out;
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in vec4 vCol[];
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out vec4 gColor;
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out vec4 gColorC;
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out vec4 gColorE;
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out vec2 gBoundingBox;
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uniform vec2 winSize;
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@@ -13,7 +14,8 @@ void main()
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vec3 pa = gl_in[0].gl_Position.xyz;
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vec3 pb = gl_in[1].gl_Position.xyz;
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vec3 pc = gl_in[2].gl_Position.xyz;
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gColor = vCol[0];
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gColorC = vCol[0];
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gColorE = vCol[1];
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gBoundingBox = vec2 (-1,1);
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gl_Position = vec4 (pb, 1);
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@@ -1,15 +0,0 @@
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#version 430 core
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in vec4 gColorC;
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in vec4 gColorE;
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in vec2 gBoundingBox;
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out vec4 fColor;
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//out float gl_FragDepth;
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void main()
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{
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float d = dot(gBoundingBox,gBoundingBox);
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if ( d > 1) { discard; }
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fColor = mix (gColorE , gColorC, d);
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}
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//note it is the fragdepth that stops this from being square
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@@ -1,36 +0,0 @@
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#version 430 core
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 4) out;
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in vec4 vCol[];
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out vec4 gColorC;
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out vec4 gColorE;
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out vec2 gBoundingBox;
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uniform vec2 winSize;
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uniform float zoom;
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void main()
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{
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vec3 pa = gl_in[0].gl_Position.xyz;
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vec3 pb = gl_in[1].gl_Position.xyz;
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vec3 pc = gl_in[2].gl_Position.xyz;
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gColorC = vCol[0];
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gColorE = vCol[1];
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gBoundingBox = vec2 (-1,1);
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gl_Position = vec4 (pb, 1);
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//gl_Position = vec4 (0.5,0,0, 1);
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EmitVertex();
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gBoundingBox = vec2 (1,1);
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gl_Position = vec4 (pa, 1);
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EmitVertex();
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gBoundingBox = vec2 (-1,-1);
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gl_Position = vec4 (pc, 1);
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// gl_Position = vec4 (0.5,0.5,0, 1);
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EmitVertex();
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gBoundingBox = vec2 (1,-1);
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gl_Position = vec4 (pa + pc - pb, 1);
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EmitVertex();
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EndPrimitive();
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}
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@@ -1,16 +0,0 @@
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#version 430 core
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec4 col;
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out vec4 vCol;
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uniform vec2 winSize;
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uniform float zoom;
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uniform vec2 translation;
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uniform float rotation;
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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(position,1);
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vCol = col;
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}
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+4
-51
@@ -2,6 +2,7 @@
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--{-# LANGUAGE Strict #-}
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module Picture.Data
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where
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import Shader.Data
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import Data.Monoid
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import qualified Data.Foldable as F
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import qualified Data.Sequence as Se
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@@ -24,63 +25,14 @@ import Data.Traversable
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data RenderType
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= RenderPoly [(Point3,Point4)]
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| RenderText [(Point3,Point4,Point3)]
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-- | RenderCirc (Point3,Point4,Float)
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| RenderArc (Point3,Point4,Point4)
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| RenderLine [(Point3,Point4)]
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| RenderEllipse [(Point3,Point4)]
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data VAO = VAO
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{ _vao :: VertexArrayObject
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, _vaoBufferTargets :: [(BufferObject,Ptr Float,Int)]
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}
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data FullShader = FullShader
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{ _shaderProgram :: Program
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, _shaderUniforms :: [UniformLocation]
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, _shaderVAO :: VAO
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, _shaderPokeStrategy :: RenderType -> [[[Float]]]-- -> F.FoldM IO RenderType Int
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, _shaderDrawPrimitive :: PrimitiveMode
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, _shaderTexture :: Maybe ShaderTexture
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}
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data ShaderTexture = ShaderTexture
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{ _textureObject :: TextureObject }
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makeLenses ''VAO
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makeLenses ''FullShader
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drawShaders :: [FullShader] -> [Int] -> IO ()
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drawShaders fss is =
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zipWithM_ f fss is
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where f fs i = do
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currentProgram $= Just (_shaderProgram fs)
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bindVertexArrayObject $= (Just (_vao $ _shaderVAO fs))
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case _shaderTexture fs of
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Just (ShaderTexture {_textureObject = to})
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-> textureBinding Texture2D $= Just to
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_ -> return ()
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drawArrays (_shaderDrawPrimitive fs) 0 (fromIntegral i)
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bindShaderBuffers :: [FullShader] -> [Int] -> IO ()
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bindShaderBuffers fss is =
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zipWithM_ f fss is
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where f fs i = bindArrayBuffers i $ _vaoBufferTargets $ _shaderVAO fs
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fSize = sizeOf (0 :: Float)
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bindArrayBuffers :: Int -> [(BufferObject,Ptr Float,Int)] -> IO ()
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{-# INLINE bindArrayBuffers #-}
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bindArrayBuffers numVs ps = do
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forM_ ps $ \(bo,ptr,i) -> do
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bindBuffer ArrayBuffer $= Just bo
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bufferData ArrayBuffer $= (fromIntegral $ fSize * numVs * i, ptr, StreamDraw)
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pokeShaders :: [FullShader] -> F.FoldM IO RenderType [Int]
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pokeShaders :: [FullShader RenderType] -> F.FoldM IO RenderType [Int]
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pokeShaders fss = traverse pokeShader fss
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pokeShader :: FullShader -> F.FoldM IO RenderType Int
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pokeShader :: FullShader RenderType -> F.FoldM IO RenderType Int
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pokeShader fs = F.FoldM (pokeRender fls (zip ptrs nAtss)) (return 0) return
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where vao = _shaderVAO fs
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(_,ptrs,nAtss) = unzip3 $ _vaoBufferTargets $ vao
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@@ -104,6 +56,7 @@ pokeArrayOff ptr i xs =
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zipWithM_ (pokeElemOff ptr) [i..] xs
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type RGBA = (Float,Float,Float,Float)
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type Color = (Float,Float,Float,Float)
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+11
-85
@@ -5,10 +5,10 @@ module Picture.Preload
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import Picture.Data
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import Codec.Picture
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import Graphics.Rendering.OpenGL hiding (Point (..),translate,scale,imageHeight,imageWidth)
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import qualified Graphics.Rendering.OpenGL as GL
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import Codec.Picture
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import qualified Data.Vector.Storable as V
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import Control.Lens
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@@ -16,15 +16,15 @@ import Control.Monad
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import Foreign
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import Shaders
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import Shader
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data RenderData = RenderData
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{ --_charMap :: Image PixelRGBA8
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_textures :: [TextureObject]
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, _lightmapCircleShader :: (Program, [UniformLocation])
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, _backShader :: (Program, [UniformLocation])
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, _wallShadowShader :: (Program, [UniformLocation])
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, _listShaders :: [FullShader]
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, _lightmapCircleShader :: (Program, [UniformLocation])
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, _listShaders :: [FullShader RenderType]
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, _backVAO :: VAO
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, _wallVAO :: VAO
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, _fadeCircVAO :: VAO
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@@ -35,46 +35,6 @@ data RenderData = RenderData
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makeLenses ''RenderData
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makeShader :: String -> [ShaderType] -> [(GLuint,Int)] -> PrimitiveMode -> (RenderType -> [[[Float]]]) -> IO FullShader
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makeShader s shaderlist alocs pm renStrat = do
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(prog,unis) <- makeSourcedShader s shaderlist
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vao <- setupVAO alocs
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return $ FullShader { _shaderProgram = prog
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, _shaderUniforms = unis
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, _shaderVAO = vao
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, _shaderPokeStrategy = renStrat
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, _shaderDrawPrimitive = pm
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, _shaderTexture = Nothing
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}
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makeTextureShader :: String -> [ShaderType] -> [(GLuint,Int)]
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-> PrimitiveMode -> (RenderType -> [[[Float]]])
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-> String
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-> IO FullShader
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makeTextureShader s shaderlist alocs pm renStrat texturePath = do
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(prog,unis) <- makeSourcedShader s shaderlist
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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 Texture2D $= Just textureOb
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let texData = 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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texImage2D Texture2D NoProxy 0 RGBA8 (TextureSize2D wtex htex) 0
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(PixelData RGBA UnsignedByte ptr)
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generateMipmap' Texture2D
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textureFilter Texture2D $= ((Linear',Just Linear') , Nearest)
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vao <- setupVAO alocs
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return $ FullShader { _shaderProgram = prog
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, _shaderUniforms = unis
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, _shaderVAO = vao
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, _shaderPokeStrategy = renStrat
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, _shaderDrawPrimitive = pm
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, _shaderTexture = Just $ ShaderTexture {_textureObject = textureOb}
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}
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pokeTriStrat (RenderPoly vs) = fmap (\((x,y,z),(r,g,b,a)) -> [[x,y,z],[r,g,b,a]]) vs
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pokeTriStrat _ = []
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@@ -91,39 +51,6 @@ pokeLineStrat _ = []
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pokeEllStrat (RenderEllipse vs) = fmap (\((x,y,z),(r,g,b,a)) -> [[x,y,z],[r,g,b,a]]) vs
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pokeEllStrat _ = []
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floatSize = sizeOf (0.5 :: GLfloat)
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setupVAO :: [(GLuint,Int)] -> IO VAO
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setupVAO ps = do
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theVAO <- genObjectName
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bindVertexArrayObject $= Just theVAO
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vbos <- forM ps setupArrayBuffer
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ptrs <- forM (zip vbos $ map snd ps) setupVBOPointers
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return $ VAO theVAO ptrs
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numDrawableElements :: Int
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numDrawableElements = 50000
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setupVBOPointers :: (BufferObject,Int) -> IO (BufferObject,Ptr Float,Int)
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setupVBOPointers (vbo,vsize) = do
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thePtr <- mallocArray (vsize * numDrawableElements)
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return (vbo,thePtr,vsize)
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setupArrayBuffer :: (GLuint,Int) -> IO BufferObject
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setupArrayBuffer (aloc,i) = do
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vbo <- genObjectName
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bindBuffer ArrayBuffer $= Just vbo
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vertexAttribPointer (AttribLocation aloc) $=
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( ToFloat
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, VertexArrayDescriptor (fromIntegral i)
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Float
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(fromIntegral $ floatSize * i)
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(bufferOffset 0)
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)
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vertexAttribArray (AttribLocation aloc) $= Enabled
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return vbo
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bufferOffset :: Integral a => a -> Ptr b
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bufferOffset = plusPtr nullPtr . fromIntegral
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@@ -134,19 +61,20 @@ frag = FragmentShader
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preloadRender :: IO RenderData
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preloadRender = do
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-- compile shader programs
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lsShad <- makeShader "lightmapCircle" [vert,geom,frag] [(0,4)] Points (return . return . flat4)
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fcs <- makeSourcedShader "lightmapCircle" [VertexShader,GeometryShader,FragmentShader]
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bgs <- makeSourcedShader "background" [VertexShader,GeometryShader,FragmentShader]
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wss <- makeSourcedShader "wallShadow" [VertexShader,GeometryShader,FragmentShader]
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wssLightPosUniLoc <- GL.uniformLocation (fst wss) "lightPos"
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bslist <- makeShader "basic" [vert,frag] [(0,3),(1,4)] Triangles pokeTriStrat
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lslist <- makeShader "basic" [vert,frag] [(0,3),(1,4)] Lines pokeLineStrat
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bslist <- makeShader "basic" [vert,frag] [(0,3),(1,4)] Triangles pokeTriStrat
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lslist <- makeShader "basic" [vert,frag] [(0,3),(1,4)] Lines pokeLineStrat
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aslist <- makeShader "arc" [vert,geom,frag] [(0,3),(1,4),(2,3)] Points pokeArcStrat
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eslist <- makeShader "ellipse" [vert,geom,frag] [(0,3),(1,4)] Triangles pokeEllStrat
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cslist <- makeTextureShader "character" [vert,geom,frag]
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[(0,3),(1,4),(2,3)] Points pokeCharStrat
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"data/texture/charMap.png"
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aslist <- makeShader "arc" [vert,geom,frag] [(0,3),(1,4),(2,3)] Points pokeArcStrat
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eslist <- makeShader "ellipseInterpolate" [vert,geom,frag] [(0,3),(1,4)] Triangles pokeEllStrat
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--the following vbo is set up to contain one fixed vertex
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dummyvbo <- genObjectName
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@@ -168,13 +96,11 @@ preloadRender = do
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generateMipmap' Texture2D
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textureFilter Texture2D $= ((Linear',Just Linear') , Nearest)
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--textureBinding Texture2D $= Just chartex
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-- input a list of (attribute location, attrib length) pairs
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-- these will have buffers and pointers created
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backgroundvao <- setupVAO [(0,4),(1,2)]
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wallvao <- setupVAO [(0,4),(1,4)]
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fadecircvao <- setupVAO [(0,4)]
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fadevao <- setupVAO [(0,4)]
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return $ RenderData
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{ -- _charMap = convertRGBA8 cmap
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@@ -185,7 +111,7 @@ preloadRender = do
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, _wallShadowShader = wss
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, _backVAO = backgroundvao
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, _wallVAO = wallvao
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, _fadeCircVAO = fadecircvao
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, _fadeCircVAO = fadevao
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, _dummyVBO = dummyvbo
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, _dummyPtr = dummyptr
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, _wssLightPos = wssLightPosUniLoc
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@@ -2,6 +2,9 @@
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{-# LANGUAGE DeriveFoldable, StandaloneDeriving #-}
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module Picture.Render
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where
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import Shader
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import Control.Lens
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import Control.Monad
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@@ -284,13 +287,6 @@ pokeLineVert pa pb n (p,c)
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pokeCirc :: ThreePtrs -> Int -> RenderType -> IO Int
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{-# INLINE pokeCirc #-}
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--pokeCirc (pa,pb,pc) n (RenderCirc (p,c,s))
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-- | n > 20000 * 2 = return n
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-- | otherwise = do
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-- pokeThreeOff pa n p
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-- pokeFourOff pb n c
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-- pokeElemOff pc n s
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-- return (n+1)
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pokeCirc _ n _ = return n
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pokeText :: (Ptr Float, Ptr Float, Ptr Float) -> Int -> RenderType -> IO Int
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@@ -342,7 +338,7 @@ threePtrsVAO :: VAO -> (Ptr Float, Ptr Float,Ptr Float)
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threePtrsVAO vao = case (\(_,ps,_) -> ps) $ unzip3 $ _vaoBufferTargets vao of
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(a:b:c:_) -> (a,b,c)
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setShaderUniforms :: Float -> Float -> Point2 -> Point2 -> [FullShader] -> IO ()
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setShaderUniforms :: Float -> Float -> Point2 -> Point2 -> [FullShader RenderType] -> IO ()
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setShaderUniforms rot zoom (tranx,trany) (winx,winy) fss = do
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let scalMat = Linear.Matrix.transpose $
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V4 (V4 (2*zoom/winx) 0 0 (0::GLfloat))
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-157
@@ -1,157 +0,0 @@
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{-# LANGUAGE QuasiQuotes #-}
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module Shaders
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(--makeTextureShader
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-- ,makeBasicShader
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makeFadeShader
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,makeCircleShader
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,makeArcShader
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,makeBackgroundShader
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,makeWallShadowShader
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,makeSourcedShader
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)
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where
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import Graphics.Rendering.OpenGL
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import Control.Monad (when, forM)
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import Text.RawString.QQ
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import qualified Data.ByteString as BS
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-- compile shader and get its uniform locations
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-- supposes the shader code is in the shader folder, with the string names
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-- followed by .vert/.geom/.frag
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makeSourcedShader :: String -> [ShaderType] -> IO (Program, [UniformLocation])
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makeSourcedShader s sts = do
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sources <- forM sts $ \st -> BS.readFile ("shader/" ++ s ++ shaderTypeExt st)
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prog <- makeShaderProgram' s $ zip sts sources
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uniformLocations <- forM ["winSize","zoom","rotation","translation","worldMat"]
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$ \uniString -> uniformLocation prog uniString
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return (prog,uniformLocations)
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shaderTypeExt :: ShaderType -> String
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shaderTypeExt VertexShader = ".vert"
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shaderTypeExt GeometryShader = ".geom"
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shaderTypeExt FragmentShader = ".frag"
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makeBasicShader :: IO Program
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makeBasicShader = do
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vsSource <- BS.readFile "shader/basic.vert"
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fsSource <- BS.readFile "shader/basic.frag"
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makeShaderProgram [(VertexShader, vsSource)
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,(FragmentShader, fsSource)
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]
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makeCircleShader :: IO Program
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makeCircleShader = do
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vsSource <- BS.readFile "shader/circle.vert"
|
||||
gsSource <- BS.readFile "shader/circle.geom"
|
||||
fsSource <- BS.readFile "shader/circle.frag"
|
||||
|
||||
makeShaderProgram [(VertexShader, vsSource )
|
||||
,(GeometryShader, gsSource )
|
||||
,(FragmentShader, fsSource )
|
||||
]
|
||||
|
||||
makeArcShader :: IO Program
|
||||
makeArcShader = do
|
||||
vsSource <- BS.readFile "shader/arc.vert"
|
||||
gsSource <- BS.readFile "shader/arc.geom"
|
||||
fsSource <- BS.readFile "shader/arc.frag"
|
||||
|
||||
makeShaderProgram [(VertexShader, vsSource )
|
||||
,(GeometryShader, gsSource )
|
||||
,(FragmentShader, fsSource )
|
||||
]
|
||||
|
||||
makeFadeShader :: IO Program
|
||||
makeFadeShader = do
|
||||
vsSource <- BS.readFile "shader/lightmapCircle.vert"
|
||||
gsSource <- BS.readFile "shader/lightmapCircle.geom"
|
||||
fsSource <- BS.readFile "shader/lightmapCircle.frag"
|
||||
|
||||
makeShaderProgram [(VertexShader, vsSource )
|
||||
,(GeometryShader, gsSource )
|
||||
,(FragmentShader, fsSource )
|
||||
]
|
||||
makeBackgroundShader :: IO Program
|
||||
makeBackgroundShader = do
|
||||
vsSource <- BS.readFile "shader/background.vert"
|
||||
gsSource <- BS.readFile "shader/background.geom"
|
||||
fsSource <- BS.readFile "shader/background.frag"
|
||||
|
||||
makeShaderProgram [(VertexShader, vsSource )
|
||||
,(GeometryShader, gsSource )
|
||||
,(FragmentShader, fsSource )
|
||||
]
|
||||
|
||||
makeWallShadowShader :: IO Program
|
||||
makeWallShadowShader = do
|
||||
vsSource <- BS.readFile "shader/wallShadow.vert"
|
||||
gsSource <- BS.readFile "shader/wallShadow.geom"
|
||||
fsSource <- BS.readFile "shader/wallShadow.frag"
|
||||
|
||||
makeShaderProgram [(VertexShader, vsSource )
|
||||
,(GeometryShader, gsSource )
|
||||
,(FragmentShader, fsSource )
|
||||
]
|
||||
|
||||
makeTextureShader :: IO Program
|
||||
makeTextureShader = do
|
||||
vsSource <- BS.readFile "shader/basicTexture.vert"
|
||||
gsSource <- BS.readFile "shader/basicTexture.geom"
|
||||
fsSource <- BS.readFile "shader/basicTexture.frag"
|
||||
|
||||
makeShaderProgram [(VertexShader, vsSource )
|
||||
,(GeometryShader, gsSource )
|
||||
,(FragmentShader, fsSource )
|
||||
]
|
||||
|
||||
makeShaderProgram' :: String -> [(ShaderType,BS.ByteString)] -> IO Program
|
||||
makeShaderProgram' str sources = do
|
||||
shaderProgram <- createProgram
|
||||
shaders <- mapM (compileAndCheckShader' str) sources
|
||||
mapM_ (attachShader shaderProgram) shaders
|
||||
|
||||
linkProgram shaderProgram
|
||||
linkingSuccess <- linkStatus shaderProgram
|
||||
when (not linkingSuccess) $ do
|
||||
infoLog <- get (programInfoLog shaderProgram)
|
||||
putStrLn $ str ++ ": Program Linking" ++ infoLog
|
||||
|
||||
return shaderProgram
|
||||
|
||||
|
||||
makeShaderProgram :: [(ShaderType,BS.ByteString)] -> IO Program
|
||||
makeShaderProgram sources = do
|
||||
shaderProgram <- createProgram
|
||||
shaders <- mapM compileAndCheckShader sources
|
||||
mapM_ (attachShader shaderProgram) shaders
|
||||
|
||||
linkProgram shaderProgram
|
||||
linkingSuccess <- linkStatus shaderProgram
|
||||
when (not linkingSuccess) $ do
|
||||
infoLog <- get (programInfoLog shaderProgram)
|
||||
putStrLn $ "Program Linking" ++ infoLog
|
||||
|
||||
return shaderProgram
|
||||
|
||||
compileAndCheckShader :: (ShaderType,BS.ByteString) -> IO Shader
|
||||
compileAndCheckShader (shaderType,sourceCode) = do
|
||||
theShader <- createShader shaderType
|
||||
shaderSourceBS theShader $= sourceCode
|
||||
compileShader theShader
|
||||
success <- compileStatus theShader
|
||||
when (not success) $ do
|
||||
infoLog <- get (shaderInfoLog theShader)
|
||||
putStrLn $ "Shader compile: " ++ show shaderType ++ " : " ++ show infoLog
|
||||
return theShader
|
||||
|
||||
compileAndCheckShader' :: String -> (ShaderType,BS.ByteString) -> IO Shader
|
||||
compileAndCheckShader' str (shaderType,sourceCode) = do
|
||||
theShader <- createShader shaderType
|
||||
shaderSourceBS theShader $= sourceCode
|
||||
compileShader theShader
|
||||
success <- compileStatus theShader
|
||||
when (not success) $ do
|
||||
infoLog <- get (shaderInfoLog theShader)
|
||||
putStrLn $ str ++ ": Shader compile: " ++ show shaderType ++ " : " ++ show infoLog
|
||||
return theShader
|
||||
Reference in New Issue
Block a user