finished episode 30. Episodes in between were either theory or trivial.
This commit is contained in:
parent
74387cf18b
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10 changed files with 367 additions and 40 deletions
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@ -44,5 +44,6 @@ executable renderer-tutorial
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, Scenes.SceneClass
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, Scenes.ClearColor
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, Scenes.Texture2D
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, Scenes.Texture2DBatched
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hs-source-dirs: src
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default-language: Haskell2010
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16
res/shaders/fragbatch.shader
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16
res/shaders/fragbatch.shader
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@ -0,0 +1,16 @@
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#version 330 core
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layout(location = 0) out vec4 color;
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in vec4 v_color;
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in vec2 v_texCoord;
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in float v_texIndex;
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uniform sampler2D u_textures[2];
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void main()
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{
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//vec4 texColor = texture(u_texture, v_texCoord);
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int index = int(v_texIndex);
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color = texture(u_textures[index], v_texCoord);
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}
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20
res/shaders/vertbatch.shader
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20
res/shaders/vertbatch.shader
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@ -0,0 +1,20 @@
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#version 330 core
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layout(location = 0) in vec3 a_position;
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layout(location = 1) in vec4 a_color;
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layout(location = 2) in vec2 a_texCoord;
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layout(location = 3) in float a_texIndex;
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out vec4 v_color;
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out vec2 v_texCoord;
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out float v_texIndex;
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uniform mat4 u_mvp;
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void main()
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{
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gl_Position = u_mvp * vec4(a_position, 1);
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v_texCoord = a_texCoord;
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v_color = a_color;
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v_texIndex = a_texIndex;
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}
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BIN
res/textures/brainbulb_on.flat.png
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BIN
res/textures/brainbulb_on.flat.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 106 KiB |
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@ -44,6 +44,7 @@ import EventHandler
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import Scenes.SceneClass
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import Scenes.ClearColor
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import Scenes.Texture2D
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import Scenes.Texture2DBatched
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main :: IO ()
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main = do
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@ -171,6 +172,10 @@ sceneSwitch curScene evs = mapM_ (switch . SDL.eventPayload) evs
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isEmpty <- isEmptyMVar curScene
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when isEmpty $ do
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putMVar curScene =<< fmap Scene (initScene @Texture2D)
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SDL.KeycodeF3 -> do
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isEmpty <- isEmptyMVar curScene
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when isEmpty $ do
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putMVar curScene =<< fmap Scene (initScene @Texture2DBatched)
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_ ->
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return ()
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switch _ = return ()
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@ -14,6 +14,8 @@ import Linear
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import qualified Control.Lens as Lens
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import Foreign.Storable (sizeOf)
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-- internal imports
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import BindableClass
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@ -79,10 +81,21 @@ instance SceneClass Texture2D where
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-- enable and specify data layout of the in-memory vertices
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layout <- newVertexBufferLayout
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(fromIntegral $ 5 * sizeOf (undefined :: GL.GLfloat))
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-- push vertex positions
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pushElements layout GL.Float 3
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pushElements
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layout
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0
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GL.Float
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3
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(0 * (sizeOf (undefined :: GL.GLfloat)))
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-- pusht texture coordinates
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pushElements layout GL.Float 2
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pushElements
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layout
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1
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GL.Float
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2
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(3 * (sizeOf (undefined :: GL.GLfloat)))
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addBuffer va vbo layout
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224
src/Scenes/Texture2DBatched.hs
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224
src/Scenes/Texture2DBatched.hs
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@ -0,0 +1,224 @@
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module Scenes.Texture2DBatched where
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import SDL (($=), get)
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import qualified SDL
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import qualified SDL.Internal.Numbered as SDL
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import qualified Graphics.Rendering.OpenGL as GL
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import qualified Graphics.GL.Functions as GLRaw
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import Control.Monad
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import Control.Concurrent.MVar
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import Linear
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import qualified Control.Lens as Lens
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import Foreign.Storable (sizeOf)
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-- internal imports
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import BindableClass
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import BufferClass
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import VertexArray
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import VertexBuffer
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import IndexBuffer
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import Shader
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import Renderer
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import Texture
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import Scenes.SceneClass
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data Texture2DBatched = Texture2DBatched
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{ texModels :: MVar (M44 GL.GLfloat)
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, texView :: MVar (M44 GL.GLfloat)
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, texProj :: MVar (M44 GL.GLfloat)
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, texVertArrObj :: GL.VertexArrayObject
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, texVertArray :: VertexArray
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, texIdxBUfObj :: IndexBuffer GL.GLuint
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, texShaderProg :: Shader
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}
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instance SceneClass Texture2DBatched where
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initScene = do
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-- -- MATRICES
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let mproj = ortho 0 800 0 600 (-1) 1 :: M44 GL.GLfloat
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mview = mkTransformationMat (identity :: M33 GL.GLfloat) (V3 0 0 0)
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mmodel = mkTransformationMat (identity :: M33 GL.GLfloat) (V3 400 400 0)
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vao <- GL.genObjectName
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va <- newVertexArray
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GL.bindVertexArrayObject $= Just vao
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-- define vertices (positions of the rectangle corners) as List of Floats
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-- with added in texture coordinates
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let vertexPositions =
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-- 3D positions | VertexColor | tex coords | tex indx
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[ -67, -100, 0, 0.9, 0.8, 0, 1, 0, 0, 0
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, 67, -100, 0, 0.9, 0.8, 0, 1, 1, 0, 0
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, 67, 100, 0, 0.9, 0.8, 0, 1, 1, 1, 0
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, -67, 100, 0, 0.9, 0.8, 0, 1, 0, 1, 0
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, 133, -100, 0, 0, 0.5, 0.9, 1, 0, 0, 1
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, 267, -100, 0, 0, 0.5, 0.9, 1, 1, 0, 1
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, 267, 100, 0, 0, 0.5, 0.9, 1, 1, 1, 1
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, 133, 100, 0, 0, 0.5, 0.9, 1, 0, 1, 1
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] :: [GL.GLfloat]
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-- create draw order indices
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indices = [0, 1, 2, 2, 3, 0, 4, 5, 6, 6, 7, 4] :: [GL.GLuint]
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ibo <- newIndexBuffer indices
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GL.blend $= GL.Enabled
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GL.blendFunc $= (GL.SrcAlpha, GL.OneMinusSrcAlpha)
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-- construct new VertexBuffer and fill it with data
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vbo <- newVertexBuffer vertexPositions
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-- rebind the vertex buffer
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bind vbo
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-- enable and specify data layout of the in-memory vertices
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layout <- newVertexBufferLayout
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(fromIntegral $ 10 * sizeOf (undefined :: GL.GLfloat))
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-- push vertex positions
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pushElements
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layout
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0
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GL.Float
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3
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(0 * (sizeOf (undefined :: GL.GLfloat)))
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-- push vertex colors
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pushElements
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layout
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1
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GL.Float
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4
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(3 * (sizeOf (undefined :: GL.GLfloat)))
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-- pusht texture coordinates
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pushElements
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layout
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2
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GL.Float
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2
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(7 * (sizeOf (undefined :: GL.GLfloat)))
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-- pusht texture index
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pushElements
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layout
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3
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GL.Float
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1
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(9 * (sizeOf (undefined :: GL.GLfloat)))
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addBuffer va vbo layout
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-- -- TEXTURE
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-- generate and bind texture
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tex1 <- newTexture "res/textures/lynx.jpg" 0
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tex2 <- newTexture "res/textures/brainbulb_on.flat.png" 1
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bind tex1
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bind tex2
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-- -- tell the shader where to find the texture
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sp <- newShader
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[ ShaderSource GL.VertexShader "./res/shaders/vertbatch.shader"
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, ShaderSource GL.FragmentShader "./res/shaders/fragbatch.shader"
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]
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bind sp
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-- setUniform sp "u_texture" (texSlot tex)
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-- unbind everything again
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setUniformList sp "u_textures" [0 :: GL.GLint, 1]
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unbind va
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unbind vbo
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unbind ibo
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unbind sp
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-- store the mtrices for later adjustments
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proj <- newMVar mproj
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view <- newMVar mview
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model <- newMVar mmodel
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return $ Texture2DBatched model view proj vao va ibo sp
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update _ _ = return ()
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onEvents (Texture2DBatched model view proj vao va ibo sp) evs = do
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-- modify the mvars based on keystrokes
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moveObj proj view model evs
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render (Texture2DBatched model view proj vao va ibo sp) = do
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-- retrieve matrices from MVars
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mproj <- readMVar proj
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mview <- readMVar view
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GL.clearColor $= GL.Color4 0 0 0 1
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clear
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mmodel <- readMVar model
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bind sp
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setUniform sp "u_mvp" (mproj !*! mview !*! mmodel)
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-- the actual drawing happens here
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draw va ibo sp
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moveObj
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:: MVar (M44 GL.GLfloat)
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-> MVar (M44 GL.GLfloat)
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-> MVar (M44 GL.GLfloat)
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-> [SDL.Event]
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-> IO ()
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moveObj proj view model evs =
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modifyMVar_ proj (\mproj -> do
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modifyMVar_ view (\mview -> do
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modifyMVar_ model (\mmodel -> do
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let plusModel = foldl (\acc ev -> case SDL.eventPayload ev of
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(SDL.KeyboardEvent
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( SDL.KeyboardEventData
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_
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SDL.Pressed
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_
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(SDL.Keysym _ code mod)
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))
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->
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let trans =
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mkTransformationMat
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(identity :: M33 GL.GLfloat)
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( ( if SDL.keyModifierLeftShift mod
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then (-1)
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else 1
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)
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*
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( case code of
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SDL.KeycodeX ->
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V3 1 0 0
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SDL.KeycodeY ->
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V3 0 1 0
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_ ->
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V3 0 0 0
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)
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)
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!-!
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(identity :: M44 GL.GLfloat)
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in acc !+! trans
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_ -> acc
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)
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zero
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evs
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let retval = mmodel !+! plusModel
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when (not $ plusModel == zero) $
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print ("Current Position of object: " <>
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show (Lens.view translation $ retval))
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return retval
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)
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return mview
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)
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return mproj
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)
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@ -21,6 +21,8 @@ import Control.Concurrent.MVar
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import Linear
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import Foreign.Marshal.Utils (with)
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import Foreign.Marshal.Array (withArray)
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import Foreign.Storable
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import Foreign.Ptr
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-- internal imports
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@ -116,6 +118,37 @@ newShader shaderSrc = do
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Shader program shaderSrc <$> newMVar []
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-- pass uniform values into Shader program
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setUniformList :: (Storable a, GL.Uniform a) => Shader -> String -> [a] -> IO ()
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setUniformList (Shader shaderProgram _ shaderUniforms) uniname data_ = do
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-- check if uniform location is already cached
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locs <- readMVar shaderUniforms
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-- retrieve uniform location
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let unilocs = filter
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(\(ShaderUniform name _) -> name == uniname)
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locs
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case unilocs of
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[] -> do
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print ("Unknown uniform: " <> uniname)
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print "Retrieving uniform location from shader program"
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loc@(GL.UniformLocation locNum) <- get $ GL.uniformLocation shaderProgram uniname
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if locNum < 0
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then
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print ("Uniform does not exist in shader program: " <> uniname)
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else do
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-- set the data
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withArray data_ $ \ptr ->
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GL.uniformv loc (fromIntegral $ length data_) ptr
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--GL.uniform loc $= data_
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-- add uniform to cache
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modifyMVar_ shaderUniforms
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(\list -> return $ ShaderUniform uniname loc : list)
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[ShaderUniform _ loc] ->
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-- set the data
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withArray data_ $ \ptr ->
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GL.uniformv loc (fromIntegral $ length data_) ptr
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setUniform :: (GL.Uniform a) => Shader -> String -> a -> IO ()
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setUniform (Shader shaderProgram _ shaderUniforms) uniname data_ = do
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-- check if uniform location is already cached
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@ -136,6 +169,8 @@ setUniform (Shader shaderProgram _ shaderUniforms) uniname data_ = do
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print ("Uniform does not exist in shader program: " <> uniname)
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else do
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-- set the data
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--withArray data_ $ \ptr ->
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-- GL.uniformv loc (length data_) ptr
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GL.uniform loc $= data_
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-- add uniform to cache
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modifyMVar_ shaderUniforms
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@ -23,10 +23,10 @@ import BindableClass
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data Texture = Texture
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{ texId :: GL.TextureObject
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, texSlot :: GL.TextureUnit
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, texPath :: FilePath
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, texDimensions :: V2 GL.GLsizei
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, texBPP :: Int
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, texData :: Ptr ()
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-- , texPath :: FilePath
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-- , texDimensions :: V2 GL.GLsizei
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-- , texBPP :: Int
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-- , texData :: Ptr ()
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}
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instance Bindable Texture where
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tex <- Texture
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<$> GL.genObjectName
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<*> (pure $ GL.TextureUnit slot)
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<*> (pure fp)
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<*> (pure $ fmap fromIntegral $ V2 (imageWidth img) (imageHeight img))
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<*> (pure $ componentCount (VS.head $ imageData img))
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<*> (pure $ castPtr ptr)
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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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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
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loadTexture tex dimensions data_
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-- unbind texture
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unbind tex
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@ -76,9 +76,9 @@ newTexture fp slot = do
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-- pass texture object out
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return tex
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loadTexture :: Texture -> IO ()
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loadTexture tex =
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let (V2 w h) = texDimensions 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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@ -86,4 +86,4 @@ loadTexture tex =
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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 (texData tex))
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(GL.PixelData GL.RGBA GL.UnsignedByte data_)
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@ -52,51 +52,64 @@ addBuffer va vb layout = do
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bind vb
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-- enable and fill out the vertex attrib pointer(s)
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list <- readMVar (vblElements layout)
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let indexed = zip [0 ..] list
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dataElementSize e = case e of
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let dataElementSize e = case e of
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GL.Float -> sizeOf (undefined :: GL.GLfloat)
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x -> error ("No size computation implemented fof: " <> show x)
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mapM_
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(\(index, elem) -> do
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let offset = fromIntegral $
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foldl
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(\acc (index, elem) -> acc + vbleCount elem)
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0
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(filter ((< index) . fst) indexed) :: Int
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GL.vertexAttribArray (GL.AttribLocation $ fromIntegral index) $=
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(\(VertexBufferLayoutElement index type_ count offset handling) -> do
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GL.vertexAttribArray (GL.AttribLocation index) $=
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GL.Enabled
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GL.vertexAttribPointer (GL.AttribLocation $ fromIntegral index) $=
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( vbleHandling elem
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GL.vertexAttribPointer (GL.AttribLocation index) $=
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( handling
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, GL.VertexArrayDescriptor
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-- number of components to our attribute
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(vbleCount elem)
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count
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-- datatype of elements
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(vbleType elem)
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-- ???
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(sum (map vbleCount list) * fromIntegral (dataElementSize (vbleType elem)))
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-- offset from beginnning of vertex
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(plusPtr nullPtr (offset * dataElementSize (vbleType elem)))
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type_
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-- Stride (How big is one Vertex in bytes)
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(vblStride layout)
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-- offset from beginnning of vertex in bytes
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(plusPtr nullPtr offset)
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)
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)
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indexed
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list
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unbind va
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unbind vb
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newtype VertexBufferLayout = VertexBufferLayout
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data VertexBufferLayout = VertexBufferLayout
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{ vblElements :: MVar [VertexBufferLayoutElement]
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, vblStride :: GL.GLsizei
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}
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data VertexBufferLayoutElement = VertexBufferLayoutElement
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{ vbleType :: GL.DataType
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{ vbleIndex :: GL.GLuint
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, vbleType :: GL.DataType
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, vbleCount :: GL.GLint
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, vbleOffset :: Int
|
||||
, vbleHandling :: GL.IntegerHandling
|
||||
}
|
||||
|
||||
newVertexBufferLayout :: IO VertexBufferLayout
|
||||
newVertexBufferLayout = VertexBufferLayout
|
||||
newVertexBufferLayout :: GL.GLsizei -> IO VertexBufferLayout
|
||||
newVertexBufferLayout stride = VertexBufferLayout
|
||||
<$> newMVar []
|
||||
<*> pure stride
|
||||
|
||||
pushElements :: VertexBufferLayout -> GL.DataType -> GL.GLint -> IO ()
|
||||
pushElements vbl type_ count = do
|
||||
pushElements
|
||||
:: VertexBufferLayout
|
||||
-> GL.GLuint
|
||||
-> GL.DataType
|
||||
-> GL.GLint
|
||||
-> Int
|
||||
-> IO ()
|
||||
pushElements vbl index type_ count offset = do
|
||||
modifyMVar_ (vblElements vbl) $ \list ->
|
||||
return (list ++ [VertexBufferLayoutElement type_ count GL.ToNormalizedFloat])
|
||||
return
|
||||
(list ++
|
||||
[VertexBufferLayoutElement
|
||||
index
|
||||
type_
|
||||
count
|
||||
offset
|
||||
GL.ToNormalizedFloat
|
||||
]
|
||||
)
|
||||
|
|
Loading…
Reference in a new issue