move stuff around
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@ -37,7 +37,6 @@ executable pituicat
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, Scenes.Test
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, Scenes.Test
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, Map
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, Map
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, StateMachine
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, StateMachine
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, Texture
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, Renderer
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, Renderer
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-- other-extensions:
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-- other-extensions:
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build-depends: base >=4.13.0.0
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build-depends: base >=4.13.0.0
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@ -1,71 +0,0 @@
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module Texture where
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import Data.Vector.Storable as VS
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import qualified Graphics.Rendering.OpenGL as GL
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import SDL (($=), get)
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import Codec.Picture
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import Codec.Picture.Extra
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import Linear
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import Foreign
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import Foreign.Ptr
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-- internal imports
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import Classes.Graphics.Bindable
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import Types.Texture
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newTexture :: FilePath -> GL.GLuint -> IO (V2 Word, Texture)
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newTexture fp slot = do
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-- read in image from filesystem
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img <- flipVertically <$> convertRGBA8 <$>
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either (error $ "reading image file " <> fp <> " failed!") id <$>
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readImage fp
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-- extract the raw pointer from vector
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unsafeWith (imageData img) $ \ptr -> do
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-- create texture object
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tex <- Texture
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<$> GL.genObjectName
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<*> (pure $ GL.TextureUnit slot)
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-- <*> (pure fp)
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let dimensions = fromIntegral <$> V2 (imageWidth img) (imageHeight img)
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-- <*> (pure $ componentCount (VS.head $ imageData img))
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data_ = castPtr ptr
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-- bind texture
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bind tex
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-- set texture parameters
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GL.textureFilter GL.Texture2D $= ((GL.Linear', Nothing), GL.Linear')
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GL.textureWrapMode GL.Texture2D GL.S $= (GL.Repeated, GL.Clamp)
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GL.textureWrapMode GL.Texture2D GL.T $= (GL.Repeated, GL.Clamp)
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-- put data into GPU memory
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loadTexture tex dimensions data_
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-- unbind texture
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unbind tex
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-- -- throw away the data on the CPU side
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-- free (texData tex)
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-- pass texture object out
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return (fmap fromIntegral dimensions, tex)
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loadTexture :: Texture -> V2 GL.GLsizei -> Ptr () -> IO ()
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loadTexture tex dimensions data_ =
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let (V2 w h) = dimensions
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in GL.texImage2D
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GL.Texture2D
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GL.NoProxy
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0
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GL.RGBA'
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(GL.TextureSize2D w h)
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0
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(GL.PixelData GL.RGBA GL.UnsignedByte data_)
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@ -4,6 +4,18 @@ import SDL (($=), get)
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import qualified Graphics.Rendering.OpenGL as GL
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import qualified Graphics.Rendering.OpenGL as GL
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import SDL (($=), get)
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import Codec.Picture
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import Codec.Picture.Extra
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import Data.Vector.Storable (unsafeWith)
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import Linear
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import Foreign
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import Foreign.Ptr
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-- internal imports
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-- internal imports
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import Classes.Graphics.Bindable
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import Classes.Graphics.Bindable
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@ -21,3 +33,54 @@ instance Bindable Texture where
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GL.textureBinding GL.Texture2D $= Just (textureId t)
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GL.textureBinding GL.Texture2D $= Just (textureId t)
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unbind t = GL.textureBinding GL.Texture2D $= Nothing
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unbind t = GL.textureBinding GL.Texture2D $= Nothing
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newTexture :: FilePath -> GL.GLuint -> IO (V2 Word, Texture)
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newTexture fp slot = do
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-- read in image from filesystem
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img <- flipVertically <$> convertRGBA8 <$>
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either
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(\err -> error $ "reading image file " <> fp <> " failed: " <> err)
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id
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<$>
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readImage fp
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-- extract the raw pointer from vector
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unsafeWith (imageData img) $ \ptr -> do
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-- create texture object
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tex <- Texture
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<$> GL.genObjectName
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<*> (pure $ GL.TextureUnit slot)
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-- <*> (pure fp)
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let dimensions = fromIntegral <$> V2 (imageWidth img) (imageHeight img)
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-- <*> (pure $ componentCount (VS.head $ imageData img))
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data_ = castPtr ptr
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-- bind texture
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bind tex
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-- set texture parameters
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GL.textureFilter GL.Texture2D $= ((GL.Linear', Nothing), GL.Linear')
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GL.textureWrapMode GL.Texture2D GL.S $= (GL.Repeated, GL.Clamp)
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GL.textureWrapMode GL.Texture2D GL.T $= (GL.Repeated, GL.Clamp)
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-- put data into GPU memory
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loadTexture tex dimensions data_
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-- unbind texture
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unbind tex
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-- pass texture object out
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return (fmap fromIntegral dimensions, tex)
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loadTexture :: Texture -> V2 GL.GLsizei -> Ptr () -> IO ()
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loadTexture tex dimensions data_ =
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let (V2 w h) = dimensions
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in GL.texImage2D
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GL.Texture2D
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GL.NoProxy
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0
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GL.RGBA'
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(GL.TextureSize2D w h)
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0
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(GL.PixelData GL.RGBA GL.UnsignedByte data_)
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