Textures work now.

Scene gets rendered and alpha-overlayed with HUD-Texture.

fixes #472 @2h
This commit is contained in:
Stefan Dresselhaus
2014-04-05 15:53:49 +02:00
parent 39341bf0f9
commit 189f9f84fa
4 changed files with 117 additions and 19 deletions

View File

@ -87,11 +87,18 @@ main = do
withOpenGL window $ do
--TTF.withInit $ do
--Create Renderbuffer & Framebuffer
-- We will render to this buffer to copy the result into textures
renderBuffer <- GL.genObjectName
frameBuffer <- GL.genObjectName
GL.bindFramebuffer GL.Framebuffer GL.$= frameBuffer
GL.bindRenderbuffer GL.Renderbuffer GL.$= renderBuffer
(Size fbWidth fbHeight) <- glGetDrawableSize window
initRendering
--generate map vertices
(mapBuffer, vert) <- getMapBufferObject
(mapprog, ci, ni, vi, pri, vii, mi, nmi, tli, tlo) <- initMapShader
(mapprog, ci, ni, vi, pri, vii, mi, nmi, tli, tlo, mapTex) <- initMapShader
putStrLn $ show window
eventQueue <- newTQueueIO :: IO (TQueue Event)
putStrLn "foo"
@ -130,6 +137,7 @@ main = do
, _stateMap = mapBuffer
, _mapVert = vert
, _mapProgram = mapprog
, _mapTexture = mapTex
}
env = Env
{ _eventsChan = eventQueue
@ -176,6 +184,8 @@ main = do
, _gl = GLState
{ _glMap = glMap
, _glHud = glHud
, _glRenderbuffer = renderBuffer
, _glFramebuffer = frameBuffer
}
, _game = GameState
{
@ -216,14 +226,52 @@ draw = do
zDist' = state ^. camera.zDist
tessFac = state ^. gl.glMap.stateTessellationFactor
window = env ^. windowObject
rb = state ^. gl.glRenderbuffer
prepareGUI
liftIO $ do
--bind renderbuffer and set sample 0 as target
--GL.bindRenderbuffer GL.Renderbuffer GL.$= rb
--GL.bindFramebuffer GL.Framebuffer GL.$= GL.defaultFramebufferObject
--checkError "bind renderbuffer"
--checkError "clear renderbuffer"
{-GL.framebufferRenderbuffer
GL.Framebuffer --framebuffer
(GL.ColorAttachment 1) --sample 1
GL.Renderbuffer --const
rb --buffer
checkError "setup renderbuffer"-}
-- draw map
--(vi,GL.UniformLocation proj) <- initShader
GL.bindFramebuffer GL.Framebuffer GL.$= (state ^. gl.glFramebuffer)
GL.bindRenderbuffer GL.Renderbuffer GL.$= (state ^. gl.glRenderbuffer)
GL.framebufferRenderbuffer
GL.Framebuffer
GL.DepthAttachment
GL.Renderbuffer
(state ^. gl.glRenderbuffer)
textureBinding GL.Texture2D GL.$= Just (state ^. gl.glMap.mapTexture)
GL.framebufferTexture2D
GL.Framebuffer
(GL.ColorAttachment 0)
GL.Texture2D
(state ^. gl.glMap.mapTexture)
0
-- Render to FrameBufferObject
GL.drawBuffers GL.$= [GL.FBOColorAttachment 0]
checkError "setup Render-Target"
GL.clear [GL.ColorBuffer, GL.DepthBuffer]
checkError "clear buffer"
GL.currentProgram GL.$= Just (state ^. gl.glMap.mapProgram)
checkError "clearing buffer"
checkError "setting up buffer"
--set up projection (= copy from state)
with (distribute frust) $ \ptr ->
glUniformMatrix4fv proj 1 0 (castPtr (ptr :: Ptr (M44 CFloat)))
@ -264,13 +312,32 @@ draw = do
glDrawArrays gl_PATCHES 0 (fromIntegral numVert)
checkError "draw map"
-- set sample 1 as target in renderbuffer
{-GL.framebufferRenderbuffer
GL.DrawFramebuffer --write-only
(GL.ColorAttachment 1) --sample 1
GL.Renderbuffer --const
rb --buffer-}
-- Render to BackBuffer (=Screen)
GL.bindFramebuffer GL.Framebuffer GL.$= GL.defaultFramebufferObject
GL.drawBuffer GL.$= GL.BackBuffers
-- Drawing HUD
GL.clear [GL.ColorBuffer, GL.DepthBuffer]
checkError "clear buffer"
let hud = state ^. gl.glHud
stride = fromIntegral $ sizeOf (undefined::GLfloat) * 2
vad = GL.VertexArrayDescriptor 2 GL.Float stride offset0
GL.currentProgram GL.$= Just (hud ^. hudProgram)
GL.activeTexture GL.$= GL.TextureUnit 0
textureBinding GL.Texture2D GL.$= Just (hud ^. hudTexture)
GL.uniform (hud ^. hudTexIndex) GL.$= GL.Index1 (0::GL.GLint)
GL.activeTexture GL.$= GL.TextureUnit 1
textureBinding GL.Texture2D GL.$= Just (state ^. gl.glMap.mapTexture)
GL.uniform (hud ^. hudBackIndex) GL.$= GL.Index1 (1::GL.GLint)
GL.bindBuffer GL.ArrayBuffer GL.$= Just (hud ^. hudVBO)
GL.vertexAttribPointer (hud ^. hudVertexIndex) GL.$= (GL.ToFloat, vad)
@ -331,7 +398,7 @@ run = do
mults = sin $ state ^. camera.yAngle
modx x' = x' - 0.2 * kxrot * multc
- 0.2 * kyrot * mults
mody y' = y' - 0.2 * kxrot * mults
mody y' = y' + 0.2 * kxrot * mults
- 0.2 * kyrot * multc
modify $ (camera.camPosition.x %~ modx)
. (camera.camPosition.y %~ mody)
@ -383,20 +450,40 @@ adjustWindow = do
frust = createFrustum fov near far ratio
liftIO $ glViewport 0 0 (fromIntegral fbWidth) (fromIntegral fbHeight)
modify $ camera.frustum .~ frust
liftIO $ do
let texid = state ^. gl.glHud.hudTexture
int = fromInteger . toInteger
textureBinding Texture2D GL.$= Just texid
checkError "bind HUD-Tex"
textureFilter Texture2D GL.$= ((Linear', Nothing), Linear')
checkError "filter HUD-Tex"
rb <- liftIO $ do
-- bind ints to CInt for lateron.
let fbCWidth = (fromInteger.toInteger) fbWidth
fbCHeight = (fromInteger.toInteger) fbHeight
-- free old renderbuffer & create new (reuse is NOT advised!)
GL.deleteObjectName (state ^. gl.glRenderbuffer)
renderBuffer <- GL.genObjectName
GL.bindRenderbuffer GL.Renderbuffer GL.$= renderBuffer
GL.renderbufferStorage
GL.Renderbuffer -- use the only available renderbuffer
-- - must be this constant.
GL.DepthComponent' -- 32-bit float-rgba-color
(GL.RenderbufferSize fbCWidth fbCHeight) -- size of buffer
let hudtexid = state ^. gl.glHud.hudTexture
maptexid = state ^. gl.glMap.mapTexture
allocaBytes (fbWidth*fbHeight*4) $ \ptr -> do
let imData = take (fbWidth*fbHeight*4) (cycle [255,0,0,128] :: [Int8])
let imData = take (fbWidth*fbHeight*4) (cycle [255,0,0,64] :: [Int8])
--putStrLn $ show imData
pokeArray ptr imData
texImage2D Texture2D GL.NoProxy 0 RGBA8 (GL.TextureSize2D (int fbWidth) (int fbHeight)) 0
-- HUD
textureBinding Texture2D GL.$= Just hudtexid
textureFilter Texture2D GL.$= ((Linear', Nothing), Linear')
texImage2D Texture2D GL.NoProxy 0 RGBA8 (GL.TextureSize2D fbCWidth fbCHeight) 0
(GL.PixelData GL.RGBA GL.UnsignedByte ptr)
-- MAP
textureBinding Texture2D GL.$= Just maptexid
textureFilter Texture2D GL.$= ((Linear', Nothing), Linear')
texImage2D Texture2D GL.NoProxy 0 RGBA8 (GL.TextureSize2D fbCWidth fbCHeight) 0
(GL.PixelData GL.RGBA GL.UnsignedByte ptr)
checkError "setting up HUD-Tex"
return renderBuffer
modify $ gl.glRenderbuffer .~ rb
processEvents :: Pioneers ()
processEvents = do