canvas/app/Types/Sprite.hs
2020-02-08 00:15:53 +01:00

66 lines
1.7 KiB
Haskell

{-# LANGUAGE TypeFamilies #-}
module Types.Sprite where
import SDL (get, ($=))
import qualified Graphics.Rendering.OpenGL as GL
import qualified Graphics.GLUtil as GLU
import Codec.Picture
import Linear
-- internal imports
import Classes.Renderable
data SpriteRenderObjects = SpriteRenderObjects
{ roVAO :: GL.VertexArrayObject
, roVBO :: GL.BufferObject
}
data SpriteShaderObjects = SpriteShaderObjects
{ soProgram :: GLU.ShaderProgram
}
data Sprite = Sprite
{ spritePosition :: V2 Int
, spriteSize :: V2 Int
}
instance Renderable Sprite where
type VertexObjects Sprite = SpriteRenderObjects
type ShaderObjects Sprite = SpriteShaderObjects
init
(SpriteRenderObjects vao vbo)
(SpriteShaderObjects prog)
texture
_ = do
GL.currentProgram $= Just (GLU.program prog)
GL.bindVertexArrayObject $= Just vao
GL.activeTexture $= GL.TextureUnit 0
GL.textureBinding GL.Texture2D $= Just texture
GL.clearColor $= GL.Color4 1 1 1 1
draw
(SpriteRenderObjects vao vbo)
(SpriteShaderObjects prog)
(Sprite pos@(V2 px py) size) = do
let (V2 sx sy) = fmap fromIntegral size
model = fmap (fmap fromIntegral) $ V4
(V4 sx 0 0 px)
(V4 0 sy 0 py)
(V4 0 0 1 0)
(V4 0 0 0 1)
:: M44 Float
projection = ortho (-1920) 1920 (-1080) 1080 (-1) 1
putStrLn $ show model
GLU.setUniform prog "pm" (projection !*! model)
GL.drawArrays GL.Triangles 0 6
clean _ = do
GL.currentProgram $= (Nothing :: Maybe GL.Program)
GL.bindVertexArrayObject $= (Nothing :: Maybe GL.VertexArrayObject)
GL.texture GL.Texture2D $= GL.Disabled