preapare for textures
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93
src/Types/Graphics/Texture.hs
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93
src/Types/Graphics/Texture.hs
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{-# LANGUAGE OverloadedStrings #-}
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module Graphics.Texture where
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import SDL (($=), get)
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import qualified Graphics.Rendering.OpenGL as GL
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import Codec.Picture
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import Codec.Picture.Extra
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import Data.Either
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import Data.Vector.Storable as VS
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import Data.String (fromString)
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import Foreign.Ptr
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import Foreign.Marshal.Alloc (free)
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import Linear
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-- internal imports
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import Classes.Graphics.Bindable
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data Texture = Texture
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{ texId :: GL.TextureObject
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, texSlot :: GL.TextureUnit
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}
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instance Bindable Texture where
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bind t = do
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GL.activeTexture $= texSlot t
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GL.textureBinding GL.Texture2D $= Just (texId t)
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unbind _ = GL.textureBinding GL.Texture2D $= Nothing
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newTexture :: FilePath -> GL.GLuint -> IO (Either String Texture)
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newTexture fp slot = do
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eimg <- readImage fp
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case eimg of
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Left err ->
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let mesg = ("reading file " <> fp <> " failed: " <> show err)
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logIO Error (fromString mesg)
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return $ Left mesg
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Right rawImg -> do
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-- convert image format
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let img = flipVertically $ convertRGBA8 rawImg
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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 $ Right 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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