moved draw-method into render and cleaned up imports
This commit is contained in:
parent
06bd9c4214
commit
45e2f3578c
165
src/Main.hs
165
src/Main.hs
@ -18,18 +18,14 @@ import Control.Concurrent.STM (TQueue,
|
||||
import Control.Monad.RWS.Strict (ask, evalRWST, get, liftIO, modify)
|
||||
import Control.Monad.Trans.State (evalStateT)
|
||||
import Data.Functor ((<$>))
|
||||
import Data.Distributive (distribute, collect)
|
||||
import Data.Monoid (mappend)
|
||||
|
||||
-- FFI
|
||||
import Foreign (Ptr, castPtr, with, sizeOf)
|
||||
import Foreign.C (CFloat)
|
||||
import Foreign.Marshal.Array (pokeArray)
|
||||
import Foreign.Marshal.Alloc (allocaBytes)
|
||||
|
||||
-- Math
|
||||
import Control.Lens ((^.), (.~), (%~))
|
||||
import qualified Linear as L
|
||||
|
||||
-- GUI
|
||||
import Graphics.UI.SDL as SDL
|
||||
@ -38,18 +34,16 @@ import Graphics.UI.SDL as SDL
|
||||
import qualified Graphics.Rendering.OpenGL.GL as GL
|
||||
import Graphics.Rendering.OpenGL.Raw.Core31
|
||||
import Data.Time (getCurrentTime, diffUTCTime)
|
||||
import Graphics.GLUtil.BufferObjects (offset0)
|
||||
|
||||
import Graphics.Rendering.OpenGL.Raw.ARB.TessellationShader
|
||||
-- Our modules
|
||||
import Map.Graphics
|
||||
import Render.Misc (checkError, createFrustum, curb,
|
||||
genColorData)
|
||||
import Render.Render (initRendering,
|
||||
initMapShader,
|
||||
initHud)
|
||||
initHud, render)
|
||||
import Render.Types
|
||||
import UI.Callbacks
|
||||
import Map.Graphics
|
||||
import Types
|
||||
import Importer.IQM.Parser
|
||||
import Data.Attoparsec.Char8 (parseTest)
|
||||
@ -189,155 +183,6 @@ main =
|
||||
--SDL.destroyRenderer renderer
|
||||
--destroyWindow window
|
||||
|
||||
-- Render-Pipeline
|
||||
|
||||
draw :: Pioneers ()
|
||||
draw = do
|
||||
state <- get
|
||||
let xa = state ^. camera.xAngle
|
||||
ya = state ^. camera.yAngle
|
||||
(GL.UniformLocation proj) = state ^. gl.glMap.shdrProjMatIndex
|
||||
(GL.UniformLocation nmat) = state ^. gl.glMap.shdrNormalMatIndex
|
||||
(GL.UniformLocation vmat) = state ^. gl.glMap.shdrViewMatIndex
|
||||
(GL.UniformLocation tli) = state ^. gl.glMap.shdrTessInnerIndex
|
||||
(GL.UniformLocation tlo) = state ^. gl.glMap.shdrTessOuterIndex
|
||||
vi = state ^. gl.glMap.shdrVertexIndex
|
||||
ni = state ^. gl.glMap.shdrNormalIndex
|
||||
ci = state ^. gl.glMap.shdrColorIndex
|
||||
numVert = state ^. gl.glMap.mapVert
|
||||
map' = state ^. gl.glMap.stateMap
|
||||
frust = state ^. camera.frustum
|
||||
camPos = state ^. camera.camObject
|
||||
zDist' = state ^. camera.zDist
|
||||
tessFac = state ^. gl.glMap.stateTessellationFactor
|
||||
when (state ^. ui . uiHasChanged) 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 "setting up buffer"
|
||||
--set up projection (= copy from state)
|
||||
with (distribute frust) $ \ptr ->
|
||||
glUniformMatrix4fv proj 1 0 (castPtr (ptr :: Ptr (L.M44 CFloat)))
|
||||
checkError "copy projection"
|
||||
|
||||
--set up camera
|
||||
let ! cam = getCam camPos zDist' xa ya
|
||||
with (distribute cam) $ \ptr ->
|
||||
glUniformMatrix4fv vmat 1 0 (castPtr (ptr :: Ptr (L.M44 CFloat)))
|
||||
checkError "copy cam"
|
||||
|
||||
--set up normal--Mat transpose((model*camera)^-1)
|
||||
let normal = (case L.inv33 (fmap (^. L._xyz) cam ^. L._xyz) of
|
||||
(Just a) -> a
|
||||
Nothing -> L.eye3) :: L.M33 CFloat
|
||||
nmap = collect id normal :: L.M33 CFloat --transpose...
|
||||
|
||||
with (distribute nmap) $ \ptr ->
|
||||
glUniformMatrix3fv nmat 1 0 (castPtr (ptr :: Ptr (L.M33 CFloat)))
|
||||
|
||||
checkError "nmat"
|
||||
|
||||
glUniform1f tli (fromIntegral tessFac)
|
||||
glUniform1f tlo (fromIntegral tessFac)
|
||||
|
||||
GL.bindBuffer GL.ArrayBuffer GL.$= Just map'
|
||||
GL.vertexAttribPointer ci GL.$= fgColorIndex
|
||||
GL.vertexAttribArray ci GL.$= GL.Enabled
|
||||
GL.vertexAttribPointer ni GL.$= fgNormalIndex
|
||||
GL.vertexAttribArray ni GL.$= GL.Enabled
|
||||
GL.vertexAttribPointer vi GL.$= fgVertexIndex
|
||||
GL.vertexAttribArray vi GL.$= GL.Enabled
|
||||
checkError "beforeDraw"
|
||||
|
||||
glPatchParameteri gl_PATCH_VERTICES 3
|
||||
|
||||
GL.cullFace GL.$= Just GL.Front
|
||||
|
||||
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.$= (GL.ToFloat, vad)
|
||||
GL.vertexAttribArray (hud ^. hudVertexIndex) GL.$= GL.Enabled
|
||||
|
||||
GL.bindBuffer GL.ElementArrayBuffer GL.$= Just (hud ^. hudEBO)
|
||||
GL.drawElements GL.TriangleStrip 4 GL.UnsignedInt offset0
|
||||
|
||||
|
||||
{-let winRenderer = env ^. renderer
|
||||
tryWithTexture
|
||||
(state ^. gl.hudTexture) --maybe tex
|
||||
(\tex -> renderCopy winRenderer tex Nothing Nothing) --function with "hole"
|
||||
--Nothing == whole source-tex, whole dest-tex
|
||||
(return ()) --fail-case-}
|
||||
|
||||
-- Main game loop
|
||||
|
||||
run :: Pioneers ()
|
||||
@ -408,6 +253,12 @@ run = do
|
||||
shouldClose' <- return $ state ^. window.shouldClose
|
||||
unless shouldClose' run
|
||||
|
||||
draw :: Pioneers ()
|
||||
draw = do
|
||||
state <- get
|
||||
when (state ^. ui . uiHasChanged) prepareGUI
|
||||
render
|
||||
|
||||
getArrowMovement :: Pioneers (Int, Int)
|
||||
getArrowMovement = do
|
||||
state <- get
|
||||
|
@ -4,20 +4,23 @@ module Render.Render where
|
||||
import qualified Data.ByteString as B
|
||||
import Foreign.Marshal.Array (withArray)
|
||||
import Foreign.Storable
|
||||
import Graphics.Rendering.OpenGL.GL.BufferObjects
|
||||
import Graphics.Rendering.OpenGL.GL.Framebuffer (clearColor)
|
||||
import Graphics.Rendering.OpenGL.GL.ObjectName
|
||||
import Graphics.Rendering.OpenGL.GL.PerFragment
|
||||
import Graphics.Rendering.OpenGL.GL.Shaders
|
||||
import Graphics.Rendering.OpenGL.GL.StateVar
|
||||
import Graphics.Rendering.OpenGL.GL.Texturing.Objects (TextureObject)
|
||||
import Graphics.Rendering.OpenGL.GL.VertexArrays (Capability (..),
|
||||
vertexAttribArray)
|
||||
import Graphics.Rendering.OpenGL.GL.VertexSpec
|
||||
import Graphics.Rendering.OpenGL.GL
|
||||
import Graphics.Rendering.OpenGL.Raw.Core31
|
||||
import Render.Misc
|
||||
import Graphics.Rendering.OpenGL.Raw.ARB.TessellationShader
|
||||
import Graphics.GLUtil.BufferObjects (offset0)
|
||||
import qualified Linear as L
|
||||
import Control.Lens ((^.))
|
||||
import Control.Monad.RWS.Strict (liftIO)
|
||||
import qualified Control.Monad.RWS.Strict as RWS (get)
|
||||
import Data.Distributive (distribute, collect)
|
||||
-- FFI
|
||||
import Foreign (Ptr, castPtr, with)
|
||||
import Foreign.C (CFloat)
|
||||
|
||||
import Map.Graphics
|
||||
import Types
|
||||
import Render.Misc
|
||||
import Render.Types
|
||||
import Graphics.GLUtil.BufferObjects (makeBuffer)
|
||||
|
||||
mapVertexShaderFile :: String
|
||||
@ -176,3 +179,137 @@ initRendering = do
|
||||
depthFunc $= Just Less
|
||||
glCullFace gl_BACK
|
||||
checkError "initRendering"
|
||||
|
||||
render :: Pioneers ()
|
||||
render = do
|
||||
state <- RWS.get
|
||||
let xa = state ^. camera.xAngle
|
||||
ya = state ^. camera.yAngle
|
||||
(UniformLocation proj) = state ^. gl.glMap.shdrProjMatIndex
|
||||
(UniformLocation nmat) = state ^. gl.glMap.shdrNormalMatIndex
|
||||
(UniformLocation vmat) = state ^. gl.glMap.shdrViewMatIndex
|
||||
(UniformLocation tli) = state ^. gl.glMap.shdrTessInnerIndex
|
||||
(UniformLocation tlo) = state ^. gl.glMap.shdrTessOuterIndex
|
||||
vi = state ^. gl.glMap.shdrVertexIndex
|
||||
ni = state ^. gl.glMap.shdrNormalIndex
|
||||
ci = state ^. gl.glMap.shdrColorIndex
|
||||
numVert = state ^. gl.glMap.mapVert
|
||||
map' = state ^. gl.glMap.stateMap
|
||||
frust = state ^. camera.Types.frustum
|
||||
camPos = state ^. camera.camObject
|
||||
zDist' = state ^. camera.zDist
|
||||
tessFac = state ^. gl.glMap.stateTessellationFactor
|
||||
liftIO $ do
|
||||
---- RENDER MAP IN TEXTURE ------------------------------------------
|
||||
|
||||
bindFramebuffer Framebuffer $= (state ^. gl.glFramebuffer)
|
||||
bindRenderbuffer Renderbuffer $= (state ^. gl.glRenderbuffer)
|
||||
framebufferRenderbuffer
|
||||
Framebuffer
|
||||
DepthAttachment
|
||||
Renderbuffer
|
||||
(state ^. gl.glRenderbuffer)
|
||||
textureBinding Texture2D $= Just (state ^. gl.glMap.mapTexture)
|
||||
|
||||
framebufferTexture2D
|
||||
Framebuffer
|
||||
(ColorAttachment 0)
|
||||
Texture2D
|
||||
(state ^. gl.glMap.mapTexture)
|
||||
0
|
||||
|
||||
-- Render to FrameBufferObject
|
||||
drawBuffers $= [FBOColorAttachment 0]
|
||||
checkError "setup Render-Target"
|
||||
|
||||
clear [ColorBuffer, DepthBuffer]
|
||||
checkError "clear buffer"
|
||||
|
||||
|
||||
currentProgram $= Just (state ^. gl.glMap.mapProgram)
|
||||
|
||||
checkError "setting up buffer"
|
||||
--set up projection (= copy from state)
|
||||
with (distribute frust) $ \ptr ->
|
||||
glUniformMatrix4fv proj 1 0 (castPtr (ptr :: Ptr (L.M44 CFloat)))
|
||||
checkError "copy projection"
|
||||
|
||||
--set up camera
|
||||
let ! cam = getCam camPos zDist' xa ya
|
||||
with (distribute cam) $ \ptr ->
|
||||
glUniformMatrix4fv vmat 1 0 (castPtr (ptr :: Ptr (L.M44 CFloat)))
|
||||
checkError "copy cam"
|
||||
|
||||
--set up normal--Mat transpose((model*camera)^-1)
|
||||
let normal' = (case L.inv33 (fmap (^. L._xyz) cam ^. L._xyz) of
|
||||
(Just a) -> a
|
||||
Nothing -> L.eye3) :: L.M33 CFloat
|
||||
nmap = collect id normal' :: L.M33 CFloat --transpose...
|
||||
|
||||
with (distribute nmap) $ \ptr ->
|
||||
glUniformMatrix3fv nmat 1 0 (castPtr (ptr :: Ptr (L.M33 CFloat)))
|
||||
|
||||
checkError "nmat"
|
||||
|
||||
glUniform1f tli (fromIntegral tessFac)
|
||||
glUniform1f tlo (fromIntegral tessFac)
|
||||
|
||||
bindBuffer ArrayBuffer $= Just map'
|
||||
vertexAttribPointer ci $= fgColorIndex
|
||||
vertexAttribArray ci $= Enabled
|
||||
vertexAttribPointer ni $= fgNormalIndex
|
||||
vertexAttribArray ni $= Enabled
|
||||
vertexAttribPointer vi $= fgVertexIndex
|
||||
vertexAttribArray vi $= Enabled
|
||||
checkError "beforeDraw"
|
||||
|
||||
glPatchParameteri gl_PATCH_VERTICES 3
|
||||
|
||||
cullFace $= Just Front
|
||||
|
||||
glDrawArrays gl_PATCHES 0 (fromIntegral numVert)
|
||||
checkError "draw map"
|
||||
|
||||
-- set sample 1 as target in renderbuffer
|
||||
{-framebufferRenderbuffer
|
||||
DrawFramebuffer --write-only
|
||||
(ColorAttachment 1) --sample 1
|
||||
Renderbuffer --const
|
||||
rb --buffer-}
|
||||
|
||||
---- COMPOSE RENDERING --------------------------------------------
|
||||
-- Render to BackBuffer (=Screen)
|
||||
bindFramebuffer Framebuffer $= defaultFramebufferObject
|
||||
drawBuffer $= BackBuffers
|
||||
-- Drawing HUD
|
||||
clear [ColorBuffer, DepthBuffer]
|
||||
checkError "clear buffer"
|
||||
|
||||
let hud = state ^. gl.glHud
|
||||
stride = fromIntegral $ sizeOf (undefined::GLfloat) * 2
|
||||
vad = VertexArrayDescriptor 2 Float stride offset0
|
||||
currentProgram $= Just (hud ^. hudProgram)
|
||||
|
||||
activeTexture $= TextureUnit 0
|
||||
textureBinding Texture2D $= Just (hud ^. hudTexture)
|
||||
uniform (hud ^. hudTexIndex) $= Index1 (0::GLint)
|
||||
|
||||
activeTexture $= TextureUnit 1
|
||||
textureBinding Texture2D $= Just (state ^. gl.glMap.mapTexture)
|
||||
uniform (hud ^. hudBackIndex) $= Index1 (1::GLint)
|
||||
|
||||
bindBuffer ArrayBuffer $= Just (hud ^. hudVBO)
|
||||
vertexAttribPointer (hud ^. hudVertexIndex) $= (ToFloat, vad)
|
||||
vertexAttribArray (hud ^. hudVertexIndex) $= Enabled
|
||||
|
||||
bindBuffer ElementArrayBuffer $= Just (hud ^. hudEBO)
|
||||
drawElements TriangleStrip 4 UnsignedInt offset0
|
||||
|
||||
|
||||
{-let winRenderer = env ^. renderer
|
||||
tryWithTexture
|
||||
(state ^. hudTexture) --maybe tex
|
||||
(\tex -> renderCopy winRenderer tex Nothing Nothing) --function with "hole"
|
||||
--Nothing == whole source-tex, whole dest-tex
|
||||
(return ()) --fail-case-}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user