renderer-tutorial/src/Scenes/Texture2DBatchedDynamic.hs
2020-08-29 22:13:25 +02:00

181 lines
4.8 KiB
Haskell

module Scenes.Texture2DBatchedDynamic where
import SDL (($=), get)
import qualified SDL
import qualified SDL.Internal.Numbered as SDL
import qualified Graphics.Rendering.OpenGL as GL
import qualified Graphics.GL.Functions as GLRaw
import Control.Monad
import Control.Concurrent.MVar
import Linear
import qualified Control.Lens as Lens
import Foreign
import Foreign.C.Types
import Foreign.Marshal.Array (withArray)
-- internal imports
import BindableClass
import BufferClass
import VertexArray
import VertexBufferDynamic
import IndexBuffer
import Shader
import Renderer
import Texture
import Scenes.SceneClass
data Texture2DBatchedDynamic = Texture2DBatchedDynamic
{ texModels :: MVar (M44 GL.GLfloat)
, texView :: MVar (M44 GL.GLfloat)
, texProj :: MVar (M44 GL.GLfloat)
, texVertArrObj :: GL.VertexArrayObject
, texVertArray :: VertexArray
, texVertBuf :: VertexBufferDynamic
, texIdxBufObj :: IndexBuffer GL.GLuint
, texShaderProg :: Shader
}
instance SceneClass Texture2DBatchedDynamic where
initScene = do
-- -- MATRICES
let mproj = ortho 0 800 0 600 (-1) 1 :: M44 GL.GLfloat
mview = mkTransformationMat (identity :: M33 GL.GLfloat) (V3 0 0 0)
mmodel = mkTransformationMat (identity :: M33 GL.GLfloat) (V3 0 0 0)
vao <- GL.genObjectName
va <- newVertexArray
GL.bindVertexArrayObject $= Just vao
-- create draw order indices
let indices = [0, 1, 2, 2, 3, 0, 4, 5, 6, 6, 7, 4] :: [GL.GLuint]
ibo <- newIndexBuffer indices
GL.blend $= GL.Enabled
GL.blendFunc $= (GL.SrcAlpha, GL.OneMinusSrcAlpha)
-- construct new VertexBuffer and fill it with data
vbo <- newVertexBufferDynamic
-- rebind the vertex buffer
bind vbo
-- enable and specify data layout of the in-memory vertices
layout <- newVertexBufferLayout
(fromIntegral $ 10 * sizeOf (undefined :: GL.GLfloat))
-- push vertex positions
pushElements
layout
0
GL.Float
3
(0 * (sizeOf (undefined :: GL.GLfloat)))
-- push vertex colors
pushElements
layout
1
GL.Float
4
(3 * (sizeOf (undefined :: GL.GLfloat)))
-- pusht texture coordinates
pushElements
layout
2
GL.Float
2
(7 * (sizeOf (undefined :: GL.GLfloat)))
-- pusht texture index
pushElements
layout
3
GL.Float
1
(9 * (sizeOf (undefined :: GL.GLfloat)))
addBuffer va vbo layout
-- -- TEXTURE
-- generate and bind texture
tex1 <- newTexture "res/textures/lynx.jpg" 0
tex2 <- newTexture "res/textures/brainbulb_on.flat.png" 1
bind tex1
bind tex2
-- -- tell the shader where to find the texture
sp <- newShader
[ ShaderSource GL.VertexShader "./res/shaders/vertbatch.shader"
, ShaderSource GL.FragmentShader "./res/shaders/fragbatch.shader"
]
bind sp
-- setUniform sp "u_texture" (texSlot tex)
-- unbind everything again
setUniformList sp "u_textures" [0 :: GL.GLint, 1]
setUniform sp "u_mvp" (mproj !*! mview !*! mmodel)
unbind va
unbind vbo
unbind ibo
unbind sp
-- store the mtrices for later adjustments
proj <- newMVar mproj
view <- newMVar mview
model <- newMVar mmodel
return $ Texture2DBatchedDynamic model view proj vao va vbo ibo sp
update (Texture2DBatchedDynamic _ _ _ vao _ vbo _ _) dt = do
let vertices = verticesToFloatList $ createQuad (V2 (dt * 500) 500) 0
++ createQuad (V2 500 (dt * 500)) 1
GL.bindVertexArrayObject $= Just vao
bind vbo
withArray vertices $ \ptr ->
GL.bufferSubData
(target vbo) -- ^ The target buffer
GL.WriteToBuffer -- ^ transfer direction
(CPtrdiff 0) -- ^ Offset of the written data in the buffer
(CPtrdiff (fromIntegral $ length vertices * sizeOf (undefined :: GL.GLfloat)))
-- ^ The size of the written data
ptr -- ^ Pointer to data
onEvents _ _ =
return ()
render (Texture2DBatchedDynamic model view proj vao va _ ibo sp) = do
-- retrieve matrices from MVars
GL.clearColor $= GL.Color4 0 0 0 1
clear
-- the actual drawing happens here
draw va ibo sp
createQuad :: V2 GL.GLfloat -> Int -> [Vertex]
createQuad pos@(V2 x y) index =
[ newVertex (V3 (x - 67) (y - 100) 0) (V4 0 0 0 1) (V2 0 0) (fromIntegral index)
, newVertex (V3 (x + 67) (y - 100) 0) (V4 0 0 0 1) (V2 1 0) (fromIntegral index)
, newVertex (V3 (x + 67) (y + 100) 0) (V4 0 0 0 1) (V2 1 1) (fromIntegral index)
, newVertex (V3 (x - 67) (y + 100) 0) (V4 0 0 0 1) (V2 0 1) (fromIntegral index)
]
verticesToFloatList :: [Vertex] -> [GL.GLfloat]
verticesToFloatList [] = []
verticesToFloatList ((Vertex (V3 x y z) (V4 r g b a) (V2 u v) idx _):verts) =
[x, y, z, r, g, b, a, u, v, idx] ++ verticesToFloatList verts