Files
loop/src/Picture/Preload.hs
T

200 lines
6.0 KiB
Haskell

{-# LANGUAGE TemplateHaskell #-}
--{-# LANGUAGE Strict #-}
module Picture.Preload
where
import Codec.Picture
import Graphics.Rendering.OpenGL hiding (Point (..),translate,scale,imageHeight,imageWidth)
import qualified Graphics.Rendering.OpenGL as GL
import qualified Data.Vector.Storable as V
import Control.Lens
import Control.Monad
import Foreign
import Shaders
data PreloadData = PreloadData
{ _charMap :: Image PixelRGBA8
-- , _textures :: [Image PixelRGBA8]
, _basicShader :: Program
, _textShader :: Program
, _circShader :: Program
, _arcShader :: Program
, _lineShader :: Program
, _fadeCircleShader :: Program
, _basicVAO :: VertexArrayObject
, _textVAO :: VertexArrayObject
, _circVAO :: VertexArrayObject
, _arcVAO :: VertexArrayObject
, _posVBO :: BufferObject
, _colVBO :: BufferObject
, _texVBO :: BufferObject
, _ptrPosVBO :: Ptr Float
, _ptrColVBO :: Ptr Float
, _ptrCharPos :: Ptr Float
, _ptrCharCol :: Ptr Float
, _ptrCharTex :: Ptr Float
, _ptrCircPos :: Ptr Float
, _ptrCircCol :: Ptr Float
, _ptrCircSca :: Ptr Float
, _ptrArcPos :: Ptr Float
, _ptrArcCol :: Ptr Float
, _ptrArcSca :: Ptr Float
, _ptrLinePos :: Ptr Float
, _ptrLineCol :: Ptr Float
, _uniWinSize :: UniformLocation
, _csZoomUni :: UniformLocation
, _asWinUni :: UniformLocation
, _asZoomUni :: UniformLocation
}
data VAO = VAO
{ _vao :: VertexArrayObject
, _vaoBufferTargets :: [(BufferObject,Ptr Float,Int)]
}
makeLenses ''PreloadData
floatSize = sizeOf (0.5 :: GLfloat)
setupVAO :: [(BufferObject,GLuint,Int)] -> IO VertexArrayObject
setupVAO ps = do
theVAO <- genObjectName
bindVertexArrayObject $= Just theVAO
forM_ ps $ \(vbo,aloc,i) -> do
bindBuffer ArrayBuffer $= Just vbo
vertexAttribPointer (AttribLocation aloc) $=
( ToFloat
, VertexArrayDescriptor (fromIntegral i)
Float
(fromIntegral $ floatSize * i)
(bufferOffset 0)
)
vertexAttribArray (AttribLocation aloc) $= Enabled
return theVAO
loadTextures :: IO [Image PixelRGBA8]
loadTextures = do
-- echarMap <- readImage "data/texture/smudgedDirt.png"
echarMap <- readImage "data/texture/charMap.png"
case echarMap of
Left err -> do
putStrLn err
return []
Right charMap ->
return [convertRGBA8 charMap]
bufferOffset :: Integral a => a -> Ptr b
bufferOffset = plusPtr nullPtr . fromIntegral
doPreload' :: IO PreloadData
doPreload' = do
-- compile shader programs
bs <- makeBasicShader
ts <- makeTextureShader
cs <- makeCircleShader
as <- makeArcShader
fcs <- makeFadeShader
winSizeUni <- GL.uniformLocation cs "winSize"
zoomUni <- GL.uniformLocation cs "zoom"
asWinSizeUniLoc <- GL.uniformLocation as "winSize"
asZoomUniLoc <- GL.uniformLocation as "zoom"
-- get uniform locations
--setup vbos
--need to be bound before assigning the vertex attribute pointers
posVBO <- genObjectName
colVBO <- genObjectName
texVBO <- genObjectName
-- load charmap as texture
-- Right cmap <- readImage "data/texture/smudgedDirt.png"
Right cmap <- readImage "data/texture/charMap.png"
let tex = convertRGBA8 cmap
texo <- genObjectName
textureBinding Texture2D $= Just texo
let texData = V.toList $ imageData tex
wtex = fromIntegral $ imageWidth tex
htex = fromIntegral $ imageHeight tex
withArray texData $ \ptr -> do
texImage2D Texture2D NoProxy 0 RGBA8 (TextureSize2D wtex htex) 0
(PixelData RGBA UnsignedByte ptr)
generateMipmap' Texture2D
textureFilter Texture2D $= ((Linear',Just Linear') , Nearest)
-- setup VAOs: basic vao
basicVAO <- setupVAO [(posVBO,0,3),(colVBO,1,4)]
textVAO <- setupVAO [(posVBO,0,3),(colVBO,1,4),(texVBO,2,2)]
circVAO <- setupVAO [(posVBO,0,3),(colVBO,1,4),(texVBO,2,1)]
arcVAO <- setupVAO [(posVBO,0,3),(colVBO,1,4),(texVBO,2,4)]
-- allocate memory for vertex attributes
-- for triangles
ptrPosVBO <- mallocArray (3*3*20000)
ptrColVBO <- mallocArray (3*4*20000)
-- for characters
ptrCharPos <- mallocArray (3*20000)
ptrCharCol <- mallocArray (4*20000)
ptrCharTex <- mallocArray (2*20000)
-- for circles
ptrCircPos <- mallocArray (3*20000)
ptrCircCol <- mallocArray (4*20000)
ptrCircSca <- mallocArray (2*20000)
-- for lines
ptrLinePos <- mallocArray (3*20000)
ptrLineCol <- mallocArray (4*20000)
-- for arcs
ptrArcPos <- mallocArray (3*20000)
ptrArcCol <- mallocArray (4*20000)
ptrArcSca <- mallocArray (4*20000)
return $ PreloadData
{ _charMap = convertRGBA8 cmap
, _basicShader = bs
, _textShader = ts
, _circShader = cs
, _arcShader = as
, _fadeCircleShader = fcs
, _basicVAO = basicVAO
, _textVAO = textVAO
, _circVAO = circVAO
, _arcVAO = arcVAO
, _posVBO = posVBO
, _colVBO = colVBO
, _texVBO = texVBO
, _ptrPosVBO = ptrPosVBO
, _ptrColVBO = ptrColVBO
, _ptrCharPos = ptrCharPos
, _ptrCharCol = ptrCharCol
, _ptrCharTex = ptrCharTex
, _ptrCircPos = ptrCircPos
, _ptrCircCol = ptrCircCol
, _ptrCircSca = ptrCircSca
, _ptrArcPos = ptrArcPos
, _ptrArcCol = ptrArcCol
, _ptrArcSca = ptrArcSca
, _ptrLinePos = ptrLinePos
, _ptrLineCol = ptrLineCol
, _uniWinSize = winSizeUni
, _csZoomUni = zoomUni
, _asWinUni = asWinSizeUniLoc
, _asZoomUni = asZoomUniLoc
}
cleanUpPreload :: PreloadData -> IO ()
cleanUpPreload pd = do
free (_ptrPosVBO pd)
free (_ptrColVBO pd)
free (_ptrCharPos pd)
free (_ptrCharCol pd)
free (_ptrCharTex pd)
free (_ptrCircPos pd)
free (_ptrCircCol pd)
free (_ptrCircSca pd)
free (_ptrArcPos pd)
free (_ptrArcCol pd)
free (_ptrArcSca pd)