2020-02-07 23:15:53 +00:00
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{-# LANGUAGE OverloadedStrings #-}
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2020-02-06 04:11:10 +00:00
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module Renderer where
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import SDL (($=))
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import qualified Graphics.Rendering.OpenGL as GL
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2020-02-07 13:57:09 +00:00
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import qualified Graphics.GLUtil as GLU
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import qualified Data.Map.Strict as M
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2020-02-06 04:11:10 +00:00
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2020-02-07 04:50:19 +00:00
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import qualified Data.ByteString as BS
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2020-02-07 13:57:09 +00:00
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import Codec.Picture
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import Linear
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2020-02-06 04:11:10 +00:00
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import Foreign
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2020-02-07 04:50:19 +00:00
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-- internal imports
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import Types
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initSpriteRenderObjects = do
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quadVAO <- GL.genObjectName
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quadVBO <- GL.genObjectName
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GL.bindBuffer GL.ArrayBuffer $= Just quadVBO
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withArray rawVertices $ \ptr ->
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GL.bufferData GL.ArrayBuffer $=
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( fromIntegral $ length rawVertices * sizeOf (0 :: Float)
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, ptr
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, GL.StaticDraw
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)
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GL.bindVertexArrayObject $= Just quadVAO
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GL.vertexAttribArray (GL.AttribLocation 0) $= GL.Enabled
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GL.vertexAttribPointer (GL.AttribLocation 0) $=
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( GL.ToFloat
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, GL.VertexArrayDescriptor 4 GL.Float 0 (plusPtr nullPtr 0)
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)
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-- GL.bindBuffer GL.ArrayBuffer $= Nothing
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GL.bindVertexArrayObject $= Nothing
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return (SpriteRenderObjects quadVAO quadVBO)
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rawVertices :: [Float]
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rawVertices =
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[ 0, 1, 0, 1
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, 1, 0, 1, 0
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, 0, 0, 0, 0
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, 0, 1, 0, 1
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, 1, 1, 1, 1
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, 1, 0, 1, 0
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]
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initSpriteShaderObjects = do
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vertexShaderSrc <- BS.readFile "shader/vertex.sl"
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fragmentShaderSrc <- BS.readFile "shader/fragment.sl"
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shaderProgram <- GLU.simpleShaderProgramBS vertexShaderSrc fragmentShaderSrc
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return (SpriteShaderObjects shaderProgram)
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2020-02-07 06:51:31 +00:00
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initSpriteTextureObjects
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:: [(String, FilePath)]
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-> IO (M.Map AssetId (GL.TextureObject, V2 Int))
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initSpriteTextureObjects lookupList = do
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M.fromList <$> mapM
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(\(name, fp) -> do
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-- texture <- Gl.genObjectName
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-- GL.bindBuffer GL.ArrayBuffer $= Just texture
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-- withArray rawVertices $ \ptr ->
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-- GL.bufferData GL.ArrayBuffer $=
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-- ( fromIntegral $ length rawVertices * sizeof (0 :: Float)
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-- , ptr
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-- , GL.StaticDraw
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-- )
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-- GL.vertexAttribPointer (GL.AttribLocation 1) $=
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-- ( GL.ToFloat
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-- , GL.VertexArrayDescriptor 2 GL.Float 0 (plusPtr nullPtr 0)
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-- )
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ts <- loadTex fp
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return (name, ts)
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)
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lookupList
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loadTex :: FilePath -> IO (GL.TextureObject, V2 Int)
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loadTex fp = do
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t <- either error id <$> GLU.readTexture fp
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img <- convertRGBA8 <$> either error id <$> readImage fp
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let size = V2 (imageWidth img) (imageHeight img)
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return (t, size)
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loadSprites :: IO (AssetDetails SpriteRenderObjects SpriteShaderObjects Sprite)
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loadSprites = do
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let lookups =
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[ ("lynx", "assets/img/lynx.png")
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]
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positions =
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[ (V2 0 0)
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]
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vertObj <- initSpriteRenderObjects
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shadObj <- initSpriteShaderObjects
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textObj <- initSpriteTextureObjects lookups
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return AssetDetails
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{ adVertObj = vertObj
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, adShadObj = shadObj
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, adTextObj = M.fromList $ map (\(k, v) -> (k, fst v)) (M.assocs textObj)
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, adDataObj = M.fromList $
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map
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(\(k, v) ->
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( k
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, map (\pos -> Sprite pos (snd v)) positions
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)
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)
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(M.assocs textObj)
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}
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