Files
loop/src/Picture/Preload.hs
T

183 lines
6.3 KiB
Haskell

{-# LANGUAGE TemplateHaskell #-}
--{-# LANGUAGE Strict #-}
module Picture.Preload
( RenderData (..)
, preloadRender
, cleanUpRenderPreload
)
where
import Picture.Data
import Graphics.Rendering.OpenGL hiding (Point (..),translate,scale,imageHeight,imageWidth)
import Control.Lens
import Foreign
import Shader
import Geometry (Point2,Point3,Point4)
import qualified Control.Foldl as F
data RenderData = RenderData
{ _lightSourceShader :: FullShader (Float,Float,Float,Float)
, _wallShadowShader :: FullShader (Point2,Point2,Point2,Point2)
, _wallLightShader :: FullShader (Point3)
, _backgroundShader :: FullShader (Point2,Point2,Point2,Point2)
, _fullscreenShader :: FullShader ()
, _wallShader :: FullShader (Point3,Point4)
, _listShaders :: [FullShader RenderType]
, _dummyVBO :: BufferObject
, _dummyPtr :: Ptr Float
, _spareFBO :: FramebufferObject
, _fboTexture :: TextureObject
}
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"]
wlLightShad <- makeShaderCustomUnis "wallLight" [vert,frag] [(0,3)] TriangleStrip pokeLightWallStrat
["lightPosRadLum"]
wlShad <- makeShader "wall" [vert,frag] [(0,3),(1,4)] TriangleStrip pokeWlStrat
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"
bezierQuadShader
<- makeShader "bezierQuad" [vert,frag] [(0,3),(1,4),(2,4)] TriangleStrip pokeBezQStrat
fsShad <- makeShader "fullscreen" [vert,frag] [(0,2),(1,2)] TriangleStrip
(const [[[-1, 1],[0,1]]
,[[ 1, 1],[1,1]]
,[[-1,-1],[0,0]]
,[[ 1,-1],[1,0]]
]
)
n <- F.foldM (pokeShader fsShad) [()]
putStrLn $ show n
--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)]
(fbo,fboTO) <- setupFramebuffer
bindFramebuffer Framebuffer $= defaultFramebufferObject
return $ RenderData
{ _listShaders = [bslist,lslist,cslist,aslist,eslist,bezierQuadShader]
, _dummyVBO = dummyvbo
, _dummyPtr = dummyptr
, _lightSourceShader = lsShad
, _wallShadowShader = wsShad
, _wallLightShader = wlLightShad
, _wallShader = wlShad
, _backgroundShader = bgShad
, _fullscreenShader = fsShad
, _spareFBO = fbo
, _fboTexture = fboTO
}
--------------------end preloadRender
setupFramebuffer :: IO (FramebufferObject, TextureObject)
setupFramebuffer = do
fboName <- genObjectName
bindFramebuffer Framebuffer $= fboName
fboTO <- genObjectName
textureBinding Texture2D $= Just fboTO
texImage2D Texture2D NoProxy 0 RGBA8 (TextureSize2D 800 600) 0 (PixelData RGBA UnsignedByte nullPtr)
textureFilter Texture2D $= ((Linear',Just Linear') , Nearest)
generateMipmap' Texture2D
framebufferTexture2D Framebuffer (ColorAttachment 0) Texture2D fboTO 0
fboRBO <- genObjectName
bindRenderbuffer Renderbuffer $= fboRBO
renderbufferStorage Renderbuffer Depth24Stencil8 (RenderbufferSize 800 600)
framebufferRenderbuffer Framebuffer DepthStencilAttachment Renderbuffer fboRBO
fboStatus <- framebufferStatus Framebuffer
putStrLn $ show fboStatus
return (fboName, fboTO)
cleanUpRenderPreload :: RenderData -> IO ()
cleanUpRenderPreload pd = do
mapM_ freeShaderPointers $ _listShaders pd
freeShaderPointers $ _lightSourceShader pd
freeShaderPointers $ _wallShadowShader pd
freeShaderPointers $ _backgroundShader pd
free $ _dummyPtr pd
{-# INLINE pokeBezQStrat #-}
pokeBezQStrat :: RenderType -> [[[Float]]]
pokeBezQStrat (RenderBezQ vs) = fmap (\((x,y,z),(r,g,b,a),(s,t,u,v)) -> [[x,y,z],[r,g,b,a],[s,t,u,v]]
)
vs
pokeBezQStrat _ = []
{-# INLINE pokeTriStrat #-}
pokeTriStrat :: RenderType -> [[[Float]]]
pokeTriStrat (RenderPoly vs) = fmap (\((x,y,z),(r,g,b,a)) -> [[x,y,z],[r,g,b,a]]) vs
pokeTriStrat _ = []
pokeWlStrat :: (Point3,Point4) -> [[[Float]]]
pokeWlStrat ((x,y,z),(r,g,b,a)) = [[[x,y,z],[r,g,b,a]]]
pokeCharStrat (RenderText vs) = fmap (\(a,b,c) -> flat3 (flat3 a, flat4 b, flat3 c)) vs
pokeCharStrat _ = []
pokeArcStrat (RenderArc (a,b,c)) = [flat3 (flat3 a, flat4 b, flat4 c)]
pokeArcStrat _ = []
pokeLineStrat (RenderLine vs) = fmap (\((x,y,z),(r,g,b,a)) -> [[x,y,z],[r,g,b,a]]) vs
pokeLineStrat _ = []
pokeEllStrat (RenderEllipse vs) = fmap (\((x,y,z),(r,g,b,a)) -> [[x,y,z],[r,g,b,a]]) vs
pokeEllStrat _ = []
bufferOffset :: Integral a => a -> Ptr b
bufferOffset = plusPtr nullPtr . fromIntegral
vert = VertexShader
geom = GeometryShader
frag = FragmentShader
pokeWPStrat :: (Point2,Point2,Point2,Point2) -> [[[Float]]]
pokeWPStrat ((x,y),(z,w),(a,b),(c,d)) = [[[x,y,z,w],[a,b,c,d]]]
pokeLightWallStrat :: Point3 -> [[[Float]]]
pokeLightWallStrat (x,y,z) = [[[x,y,z]]]
pokeBGStrat :: a -> [[[Float]]]
pokeBGStrat = const []