schnell schnell
This commit is contained in:
parent
96476ac52e
commit
0d7f79ba99
7 changed files with 61 additions and 55 deletions
|
@ -7,6 +7,8 @@ class Renderable a where
|
|||
|
||||
type ShaderObjects a :: *
|
||||
|
||||
init :: IO ()
|
||||
init :: VertexObjects a -> ShaderObjects a -> a -> IO ()
|
||||
|
||||
draw :: VertexObjects a -> ShaderObjects a -> a -> IO ()
|
||||
|
||||
clean :: a -> IO ()
|
||||
|
|
40
app/Main.hs
40
app/Main.hs
|
@ -6,11 +6,12 @@ import Affection
|
|||
import SDL (($=))
|
||||
import qualified SDL
|
||||
|
||||
import qualified Rendering.Graphics.OpenGL as GL
|
||||
import qualified Graphics.Rendering.OpenGL as GL
|
||||
|
||||
import Codec.Picture
|
||||
|
||||
import Control.Monad (void)
|
||||
import Control.Monad.IO.Class (liftIO)
|
||||
|
||||
import Control.Concurrent.STM
|
||||
|
||||
|
@ -19,6 +20,9 @@ import qualified Data.Map.Strict as M
|
|||
-- internal imports
|
||||
|
||||
import Types
|
||||
import Types.Sprite
|
||||
import Renderer
|
||||
import Classes.Renderable as CR
|
||||
|
||||
main :: IO ()
|
||||
main =
|
||||
|
@ -27,9 +31,9 @@ main =
|
|||
, windowTitle = "canvas"
|
||||
, windowConfigs =
|
||||
[ ( 0
|
||||
, SDL.DefaultWindow
|
||||
, SDL.defaultWindow
|
||||
{ SDL.windowInitialSize = SDL.V2 1600 900
|
||||
, SDL.windowGraphicsContext = SL.OpenGLContext SDL.defaultOpenGL
|
||||
, SDL.windowGraphicsContext = SDL.OpenGLContext SDL.defaultOpenGL
|
||||
{ SDL.glProfile = SDL.Core SDL.Normal 3 3
|
||||
}
|
||||
}
|
||||
|
@ -37,20 +41,20 @@ main =
|
|||
]
|
||||
, initScreenMode = SDL.FullscreenDesktop
|
||||
, preLoop = return ()
|
||||
, eventLoop = MapM_ handle
|
||||
, updateLoop = updateLoop
|
||||
, drawLoop = drawLoop
|
||||
, loadState = loadState
|
||||
, eventLoop = mapM_ handle
|
||||
, updateLoop = updateLoopImpl
|
||||
, drawLoop = drawLoopImpl
|
||||
, loadState = loadStateImpl
|
||||
, cleanUp = (\_ -> return ())
|
||||
, canvasSize = Nothing
|
||||
}
|
||||
|
||||
loadState :: IO UserData
|
||||
loadState = do
|
||||
loadStateImpl :: IO UserData
|
||||
loadStateImpl = do
|
||||
void $ SDL.setMouseLocationMode SDL.RelativeLocation
|
||||
GL.depthFunc $= Just GL.Less
|
||||
|
||||
subs <- Subsystms
|
||||
subs <- Subsystems
|
||||
<$> (SubWindow <$> newTVarIO [])
|
||||
<*> (SubMouse <$> newTVarIO [])
|
||||
|
||||
|
@ -63,11 +67,17 @@ loadState = do
|
|||
}
|
||||
}
|
||||
|
||||
handle = return ()
|
||||
handle event = return ()
|
||||
|
||||
updateLoop = return ()
|
||||
updateLoopImpl dt = return ()
|
||||
|
||||
drawLoop = do
|
||||
drawLoopImpl = do
|
||||
ud@(UserData subs rassets) <- getAffection
|
||||
let (RenderAssets sDetails@(svo sso sdo)) = rassets
|
||||
mapM_ (draw svo sso) (assocs sdo)
|
||||
let (RenderAssets sDetails@(AssetDetails svo sso sdo)) = rassets
|
||||
liftIO $ do
|
||||
CR.init
|
||||
(svo :: VertexObjects Sprite)
|
||||
(sso :: ShaderObjects Sprite)
|
||||
(head $ M.elems sdo)
|
||||
mapM_ (draw (svo :: VertexObjects Sprite) (sso :: ShaderObjects Sprite)) (M.elems sdo)
|
||||
clean (head $ M.elems sdo)
|
||||
|
|
|
@ -3,9 +3,16 @@ module Renderer where
|
|||
import SDL (($=))
|
||||
|
||||
import qualified Graphics.Rendering.OpenGL as GL
|
||||
import qualified Graphics.GLUtil as GLU
|
||||
|
||||
import qualified Data.Map.Strict as M
|
||||
|
||||
import qualified Data.ByteString as BS
|
||||
|
||||
import Codec.Picture
|
||||
|
||||
import Linear
|
||||
|
||||
import Foreign
|
||||
|
||||
-- internal imports
|
||||
|
@ -36,7 +43,7 @@ initSpriteRenderObjects = do
|
|||
GL.bindBuffer GL.ArrayBuffer $= Nothing
|
||||
GL.bindVertexArrayObject $= Nothing
|
||||
|
||||
return (RenderObjects quadVAO quadVBO)
|
||||
return (SpriteRenderObjects quadVAO quadVBO)
|
||||
where
|
||||
rawVertices :: [Float]
|
||||
rawVertices =
|
||||
|
@ -53,33 +60,19 @@ initSpriteShaderObjects = do
|
|||
vertexShaderSrc <- BS.readFile "shader/vertex.sl"
|
||||
fragmentShaderSrc <- BS.readFile "shader/fragment.sl"
|
||||
|
||||
vertexShader <- GL.createShader Gl.VertexShader
|
||||
fragmentShader <- GL.createShader Gl.FragmentShader
|
||||
shaderProgram <- GLU.simpleShaderProgramBS vertexShaderSrc fragmentShaderSrc
|
||||
|
||||
GL.shaderSourceBS vertexShader $= vertexShaderSrc
|
||||
GL.ShaderSourceBS fragmentShader $= fragmentShaderSrc
|
||||
|
||||
GL.compileShader vertexShader
|
||||
GL.compileShader fragmentShader
|
||||
|
||||
shaderProgram <- GL.createProgram
|
||||
|
||||
GL.attachShader shaderProgram vertexShader
|
||||
GL.attachShader shaderProgram fragmentShader
|
||||
|
||||
GL.linkProgram shaderProgram
|
||||
|
||||
return (SpriteShaderObjects vertexShader fragmentShader shaderProgram)
|
||||
return (SpriteShaderObjects shaderProgram)
|
||||
|
||||
loadSprites :: IO (AssetDetails SpriteRenderObjects SpriteShaderObjects Sprite)
|
||||
loadSprites = do
|
||||
rawImg <- readImage "assets/img/lynx.jpg"
|
||||
let img = case eRawImg of
|
||||
Left err -> error err
|
||||
Right dynImg -> convertRGBA8 dynImg
|
||||
let img = case rawImg of
|
||||
Left err -> error err
|
||||
Right dynImg -> convertRGBA8 dynImg
|
||||
|
||||
vertObj <- initSpriteRenderObjects
|
||||
shadObj <- initSpriteShaderobjects
|
||||
shadObj <- initSpriteShaderObjects
|
||||
|
||||
return AssetDetails
|
||||
{ adVertObj = vertObj
|
||||
|
|
|
@ -1,9 +1,10 @@
|
|||
{-# LANGUAGE TypeFamilies #-}
|
||||
module Types.Sprite where
|
||||
|
||||
import SDL (get, ($=))
|
||||
|
||||
import qualified Graphics.Rendering.OpenGL as GL
|
||||
import qualified Graphics.GLUtil as GLUtil
|
||||
import qualified Graphics.GLUtil as GLU
|
||||
|
||||
import Codec.Picture
|
||||
|
||||
|
@ -18,15 +19,13 @@ data SpriteRenderObjects = SpriteRenderObjects
|
|||
, roVBO :: GL.BufferObject
|
||||
}
|
||||
|
||||
data SpriteShaderObjects = SpriteShaderobjects
|
||||
{ soVertexShader :: GL.Shader
|
||||
, soFragmentShader :: GL.Shader
|
||||
, soProgram :: GL.Program
|
||||
data SpriteShaderObjects = SpriteShaderObjects
|
||||
{ soProgram :: GLU.ShaderProgram
|
||||
}
|
||||
|
||||
data Sprite = Sprite
|
||||
{ spritePosition :: V2 Int
|
||||
, SpriteImage :: Image PixelRGBA8
|
||||
, spriteImage :: Image PixelRGBA8
|
||||
}
|
||||
|
||||
instance Renderable Sprite where
|
||||
|
@ -34,22 +33,20 @@ instance Renderable Sprite where
|
|||
|
||||
type ShaderObjects Sprite = SpriteShaderObjects
|
||||
|
||||
init (SpriteRenderObjects vao vbo) = do
|
||||
GL.currenProgram $= Just prog
|
||||
init (SpriteRenderObjects vao vbo) (SpriteShaderObjects prog) _ = do
|
||||
GL.currentProgram $= Just (GLU.program prog)
|
||||
GL.bindVertexArrayObject $= Just vao
|
||||
|
||||
draw
|
||||
(SpriteRenderObjects vao vbo)
|
||||
(SpriteShaderObjects vs fs prog)
|
||||
(SpriteShaderObjects prog)
|
||||
(Sprite pos@(V2 px py) img) = do
|
||||
let model = mkTransformation
|
||||
(Quaternion (V3 0 0 0) 1 :: Quaternion Float)
|
||||
(Quaternion 1 (V3 0 0 0) :: Quaternion Float)
|
||||
(fmap fromIntegral $ V3 px py 0 :: V3 Float)
|
||||
GLU.setUniform program "model" model
|
||||
uLoc <- get (GL.uniformLocation prog "model")
|
||||
GL.uniform uLoc $= model
|
||||
GLU.setUniform prog "model" model
|
||||
GL.drawArrays GL.Triangles 0 6
|
||||
|
||||
clean =
|
||||
GL.currenProgram $= Nothing
|
||||
GL.bindVertexArrayObject $= Nothing
|
||||
clean _ = do
|
||||
GL.currentProgram $= (Nothing :: Maybe GL.Program)
|
||||
GL.bindVertexArrayObject $= (Nothing :: Maybe GL.VertexArrayObject)
|
||||
|
|
|
@ -16,6 +16,8 @@ import Codec.Picture
|
|||
|
||||
import Types.Sprite
|
||||
|
||||
import Classes.Renderable
|
||||
|
||||
data UserData = UserData
|
||||
{ udSubsystems :: Subsystems
|
||||
, udRenderAssets :: RenderAssets
|
||||
|
|
|
@ -29,10 +29,12 @@ executable canvas
|
|||
, affection
|
||||
, sdl2 ^>=2.5.0.0
|
||||
, OpenGL
|
||||
, GLUtil
|
||||
, JuicyPixels
|
||||
, JuicyPixels-extra
|
||||
, stm
|
||||
, containers
|
||||
, linear
|
||||
, bytestring
|
||||
hs-source-dirs: app
|
||||
default-language: Haskell2010
|
||||
|
|
|
@ -3,10 +3,10 @@ in vec2 TexCoords;
|
|||
out vec4 color;
|
||||
|
||||
uniform sampler2D image;
|
||||
#uniform vec3 spriteColor;
|
||||
//uniform vec3 spriteColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
#color = vec4(spriteColor, 1.0) * texture(image, TexCoords);
|
||||
//color = vec4(spriteColor, 1.0) * texture(image, TexCoords);
|
||||
color = texture(image, TexCoords);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue