we can haz GUI?

we can.
This commit is contained in:
Nicole Dresselhaus 2014-04-05 23:09:57 +02:00
parent a24b562a88
commit 26903deb19
4 changed files with 63 additions and 8 deletions

View File

@ -5,8 +5,8 @@ import Data.Int (Int8)
import Graphics.Rendering.OpenGL.GL.Texturing.Specification (TextureSize2D)
import Graphics.Rendering.OpenGL.GL.PixelRectangles.ColorTable (PixelInternalFormat(..))
import Graphics.Rendering.OpenGL.GL.Texturing.Specification (texImage2D)
import Foreign.Marshal.Array (pokeArray)
import Control.Monad (liftM)
import Foreign.Marshal.Array (pokeArray)
import Foreign.Marshal.Alloc (allocaBytes)
import Graphics.Rendering.OpenGL.GL.Texturing.Parameters (textureFilter)
import Graphics.Rendering.OpenGL.GL.Texturing.Specification (TextureTarget2D(Texture2D))
@ -53,7 +53,8 @@ import Graphics.Rendering.OpenGL.Raw.ARB.TessellationShader
import Map.Map
import Render.Misc (checkError,
createFrustum, getCam,
curb, tryWithTexture)
curb, tryWithTexture,
genColorData)
import Render.Render (initRendering,
initMapShader,
initHud)
@ -191,7 +192,7 @@ main = do
{
}
, _ui = UIState
{
{ _uiHasChanged = True
}
}
@ -227,7 +228,10 @@ draw = do
tessFac = state ^. gl.glMap.stateTessellationFactor
window = env ^. windowObject
rb = state ^. gl.glRenderbuffer
if state ^. ui.uiHasChanged then
prepareGUI
else
return ()
liftIO $ do
--bind renderbuffer and set sample 0 as target
--GL.bindRenderbuffer GL.Renderbuffer GL.$= rb
@ -470,7 +474,7 @@ adjustWindow = do
allocaBytes (fbWidth*fbHeight*4) $ \ptr -> do
--default to ugly pink to see if
--somethings go wrong.
let imData = take (fbWidth*fbHeight*4) (cycle [255,0,255,0] :: [Int8])
let imData = genColorData (fbWidth*fbHeight) [255,0,255,0]
--putStrLn $ show imData
pokeArray ptr imData
-- HUD
@ -486,6 +490,7 @@ adjustWindow = do
checkError "setting up HUD-Tex"
return renderBuffer
modify $ gl.glRenderbuffer .~ rb
modify $ ui.uiHasChanged .~ True
processEvents :: Pioneers ()
processEvents = do

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@ -3,6 +3,7 @@ module Render.Misc where
import Control.Monad
import qualified Data.ByteString as B (ByteString)
import Data.Int (Int8)
import Graphics.Rendering.OpenGL.GL.Shaders
import Graphics.Rendering.OpenGL.GL.StateVar
import Graphics.Rendering.OpenGL.GL.StringQueries
@ -125,3 +126,8 @@ tryWithTexture t f fail' =
Just tex -> f tex
_ -> fail'
genColorData :: Int -- ^ Amount
-> [Int8] -- ^ [r,g,b,a], [r,g,b] - whatever should be repeatet.
-> [Int8]
genColorData n c = take ((length c)*n) (cycle c)

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@ -109,7 +109,7 @@ data GLState = GLState
}
data UIState = UIState
{
{ _uiHasChanged :: !Bool
}
data State = State

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@ -6,6 +6,14 @@ import Control.Monad.Trans (liftIO)
import Types
import UI.UITypes
import qualified Graphics.Rendering.OpenGL.GL as GL
import Control.Lens ((^.), (.~), (%~))
import Render.Misc (genColorData)
import Foreign.Marshal.Array (pokeArray)
import Foreign.Marshal.Alloc (allocaBytes)
import Control.Monad.RWS.Strict (get, liftIO, modify)
data Pixel = Pixel Int Int
getGUI :: [GUIAny]
@ -47,12 +55,48 @@ alternateClickHandler :: Pixel -> Pioneers ()
alternateClickHandler (Pixel x y) = liftIO $ putStrLn $ unwords ["alternate press on (",show x,",",show y,")"]
-- | informs the GUI to prepare a blitting of state ^. gl.hudTexture
-- | informs the GUI to prepare a blitting of state ^. gl.glHud.hudTexture
--
--TODO: should be done asynchronously at one point.
-- -> can't. if 2 Threads bind Textures its not sure
-- on which one the GPU will work.
-- "GL.textureBinding GL.Texture2D" is a State set
-- to the texture all following works on.
--
-- https://www.opengl.org/wiki/GLAPI/glTexSubImage2D for copy
prepareGUI :: Pioneers ()
prepareGUI = do
return ()
state <- get
let tex = (state ^. gl.glHud.hudTexture)
liftIO $ do
-- bind texture - all later calls work on this one.
GL.textureBinding GL.Texture2D GL.$= Just tex
mapM_ (copyGUI tex) getGUI
modify $ ui.uiHasChanged .~ False
--TODO: Perform border-checking ... is xoff + width and yoff+height inside the screen-coordinates..
copyGUI :: GL.TextureObject -> GUIAny -> IO ()
copyGUI tex widget = do
let (xoff, yoff, width, height) = getBoundary widget
int = fromInteger.toInteger --conversion between Int8, GLInt, Int, ...
--temporary color here. lateron better some getData-function to
--get a list of pixel-data or a texture.
color = case widget of
(GUIAnyC _) -> [255,0,0,128]
(GUIAnyB _ _) -> [255,255,0,255]
(GUIAnyP _) -> [128,128,128,255]
_ -> [255,0,255,255]
allocaBytes (width*height*4) $ \ptr -> do
--copy data into C-Array
pokeArray ptr (genColorData (width*height) color)
GL.texSubImage2D
GL.Texture2D
0
(GL.TexturePosition2D (int xoff) (int yoff))
(GL.TextureSize2D (int width) (int height))
(GL.PixelData GL.RGBA GL.UnsignedByte ptr)
mapM_ (copyGUI tex) (getChildren widget)
copyGUI _ _ = return ()
--TODO: Add scroll-Handler, return (Pioneers Bool) to indicate event-bubbling etc.
--TODO: Maybe queues are better?