{-# LANGUAGE OverloadedStrings #-} 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 import Types initSpriteRenderObjects = do quadVAO <- GL.genObjectName quadVBO <- GL.genObjectName GL.bindBuffer GL.ArrayBuffer $= Just quadVBO withArray rawVertices $ \ptr -> GL.bufferData GL.ArrayBuffer $= ( fromIntegral $ length rawVertices * sizeOf (0 :: Float) , ptr , GL.StaticDraw ) GL.bindVertexArrayObject $= Just quadVAO GL.vertexAttribArray (GL.AttribLocation 0) $= GL.Enabled GL.vertexAttribPointer (GL.AttribLocation 0) $= ( GL.ToFloat , GL.VertexArrayDescriptor 4 GL.Float 0 (plusPtr nullPtr 0) ) -- GL.bindBuffer GL.ArrayBuffer $= Nothing GL.bindVertexArrayObject $= Nothing return (SpriteRenderObjects quadVAO quadVBO) rawVertices :: [Float] rawVertices = [ 0, 1, 0, 1 , 1, 0, 1, 0 , 0, 0, 0, 0 , 0, 1, 0, 1 , 1, 1, 1, 1 , 1, 0, 1, 0 ] initSpriteShaderObjects = do vertexShaderSrc <- BS.readFile "shader/vertex.sl" fragmentShaderSrc <- BS.readFile "shader/fragment.sl" shaderProgram <- GLU.simpleShaderProgramBS vertexShaderSrc fragmentShaderSrc return (SpriteShaderObjects shaderProgram) initSpriteTextureObjects :: [(String, FilePath)] -> IO (M.Map AssetId (GL.TextureObject, V2 Int)) initSpriteTextureObjects lookupList = do M.fromList <$> mapM (\(name, fp) -> do -- texture <- Gl.genObjectName -- GL.bindBuffer GL.ArrayBuffer $= Just texture -- withArray rawVertices $ \ptr -> -- GL.bufferData GL.ArrayBuffer $= -- ( fromIntegral $ length rawVertices * sizeof (0 :: Float) -- , ptr -- , GL.StaticDraw -- ) -- GL.vertexAttribPointer (GL.AttribLocation 1) $= -- ( GL.ToFloat -- , GL.VertexArrayDescriptor 2 GL.Float 0 (plusPtr nullPtr 0) -- ) ts <- loadTex fp return (name, ts) ) lookupList loadTex :: FilePath -> IO (GL.TextureObject, V2 Int) loadTex fp = do t <- either error id <$> GLU.readTexture fp img <- convertRGBA8 <$> either error id <$> readImage fp let size = V2 (imageWidth img) (imageHeight img) return (t, size) loadSprites :: IO (AssetDetails SpriteRenderObjects SpriteShaderObjects Sprite) loadSprites = do let lookups = [ ("lynx", "assets/img/lynx.png") ] positions = [ (V2 0 0) ] vertObj <- initSpriteRenderObjects shadObj <- initSpriteShaderObjects textObj <- initSpriteTextureObjects lookups return AssetDetails { adVertObj = vertObj , adShadObj = shadObj , adTextObj = M.fromList $ map (\(k, v) -> (k, fst v)) (M.assocs textObj) , adDataObj = M.fromList $ map (\(k, v) -> ( k , map (\pos -> Sprite pos (snd v)) positions ) ) (M.assocs textObj) }