moved GLMapState: _renderedMapTexture to State: _mapTexture
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b095907d9b
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8605440539
@ -14,7 +14,7 @@ import Control.Lens ((^.), (.~), (%~))
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-- data consistency/conversion
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import Control.Concurrent (threadDelay)
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import Control.Concurrent.STM (TQueue, newTQueueIO, atomically)
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import Control.Concurrent.STM.TVar (newTVarIO, writeTVar, readTVar)
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import Control.Concurrent.STM.TVar (newTVarIO, writeTVar, readTVar, readTVarIO)
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import Control.Monad.RWS.Strict (ask, evalRWST, get, liftIO, modify)
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import Data.Functor ((<$>))
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@ -89,7 +89,8 @@ main = do
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initRendering
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--generate map vertices
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curMap <- exportedMap
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glMap' <- initMapShader 4 =<< getMapBufferObject curMap
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(glMap', tex) <- initMapShader 4 =<< getMapBufferObject curMap
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tex' <- newTVarIO tex
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eventQueue <- newTQueueIO :: IO (TQueue SDL.Event)
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now <- getCurrentTime
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--font <- TTF.openFont "fonts/ttf-04B_03B_/04B_03B_.TTF" 10
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@ -140,6 +141,7 @@ main = do
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, _tessClockTime = now
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}
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, _camera = cam'
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, _mapTexture = tex'
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, _camStack = camStack'
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, _mouse = MouseState
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{ _isDragging = False
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@ -325,8 +327,8 @@ adjustWindow = do
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let hudtexid = state ^. gl.glHud.hudTexture
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maptexid = state ^. gl.glMap.renderedMapTexture
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smaptexid = state ^. gl.glMap.shadowMapTexture
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maptexid <- liftIO $ readTVarIO (state ^. mapTexture)
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allocaBytes (fbWidth*fbHeight*4) $ \ptr -> do
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--default to ugly pink to see if
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--somethings go wrong.
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@ -62,7 +62,7 @@ initBuffer varray =
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initMapShader ::
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Int -- ^ initial Tessallation-Factor
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-> (BufferObject,NumArrayIndices) -- ^ Buffer with Data and DataDescriptor
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-> IO GLMapState
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-> IO (GLMapState, TextureObject)
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initMapShader tessFac (buf, vertDes) = do
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! vertexSource <- B.readFile mapVertexShaderFile
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! tessControlSource <- B.readFile mapTessControlShaderFile
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@ -131,7 +131,7 @@ initMapShader tessFac (buf, vertDes) = do
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testobj <- parseIQM "models/box.iqm"
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let
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objs = [MapObject testobj (L.V3 0 10 0) (MapObjectState ())]
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objs = [MapObject testobj (L.V3 0 10 0) (MapObjectState ())]
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currentProgram $= Nothing
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@ -210,11 +210,10 @@ initMapShader tessFac (buf, vertDes) = do
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, shdrMOTessOuterIndex = UniformLocation 0 --tessLevelOuter'
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}
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return GLMapState
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return (GLMapState
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{ _mapProgram = program
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, _mapShaderData = sdata
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, _mapObjectShaderData = smodata
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, _renderedMapTexture = tex
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, _stateTessellationFactor = tessFac
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, _stateMap = buf
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, _mapVert = vertDes
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@ -224,7 +223,7 @@ initMapShader tessFac (buf, vertDes) = do
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, _mapObjects = objs
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, _objectProgram = objProgram
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, _shadowMapProgram = shadowProgram
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}
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}, tex)
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initHud :: IO GLHud
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initHud = do
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@ -295,7 +294,7 @@ renderIQM m p@(L.V3 x y z) s@(L.V3 sx sy sz) = do
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renderObject :: MapObject -> IO ()
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renderObject (MapObject model pos@(L.V3 x y z) _{-state-}) =
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renderIQM model pos (L.V3 1 1 1)
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renderIQM model pos (L.V3 1 1 1)
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drawMap :: Pioneers ()
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drawMap = do
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@ -444,12 +443,13 @@ render = do
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---- RENDER MAP IN TEXTURE <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
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-- COLORMAP
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textureBinding Texture2D $= Just (state ^. gl.glMap.renderedMapTexture)
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tex <- liftIO $ readTVarIO (state ^. mapTexture)
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textureBinding Texture2D $= Just tex
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framebufferTexture2D
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Framebuffer
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(ColorAttachment 0)
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Texture2D
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(state ^. gl.glMap.renderedMapTexture)
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tex
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0
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-- Render to FrameBufferObject
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@ -501,7 +501,8 @@ render = do
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uniform (hud ^. hudTexIndex) $= Index1 (0::GLint)
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activeTexture $= TextureUnit 1
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textureBinding Texture2D $= Just (state ^. gl.glMap.renderedMapTexture)
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tex <- liftIO $ readTVarIO (state ^. mapTexture)
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textureBinding Texture2D $= Just tex
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uniform (hud ^. hudBackIndex) $= Index1 (1::GLint)
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bindBuffer ArrayBuffer $= Just (hud ^. hudVBO)
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@ -11,7 +11,7 @@ import Linear.Matrix (M44)
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import Linear (V3)
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import Control.Monad.RWS.Strict (RWST, liftIO, get)
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import Control.Monad.Writer.Strict
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import Control.Monad (when)
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--import Control.Monad (when)
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import Control.Lens
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import Graphics.Rendering.OpenGL.GL.Texturing.Objects (TextureObject)
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import Render.Types
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@ -111,7 +111,6 @@ data GLMapState = GLMapState
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, _stateMap :: !GL.BufferObject
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, _mapVert :: !GL.NumArrayIndices
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, _mapProgram :: !GL.Program
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, _renderedMapTexture :: !TextureObject --TODO: Probably move to UI?
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, _overviewTexture :: !TextureObject
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, _shadowMapTexture :: !TextureObject
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, _mapTextures :: ![TextureObject] --TODO: Fix size on list?
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@ -174,8 +173,8 @@ data GLState = GLState
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data UIState = UIState
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{ _uiHasChanged :: !Bool
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, _uiMap :: !(Map.HashMap UIId (GUIWidget Pioneers))
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, _uiObserverEvents :: !(Map.HashMap EventKey [EventHandler Pioneers])
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, _uiMap :: Map.HashMap UIId (GUIWidget Pioneers)
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, _uiObserverEvents :: Map.HashMap EventKey [EventHandler Pioneers]
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, _uiRoots :: !([UIId])
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, _uiButtonState :: !UIButtonState
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}
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@ -183,6 +182,7 @@ data UIState = UIState
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data State = State
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{ _window :: !WindowState
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, _camera :: TVar CameraState
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, _mapTexture :: TVar TextureObject
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, _camStack :: TVar (Map.HashMap UIId (CameraState, TextureObject))
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, _io :: !IOState
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, _mouse :: !MouseState
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