HUD-Texture renders.
HUD-Texture renders and the whole screen is black. Still TODO: - Will have to sort out alpha - Clean up refs #472 @5h
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@ -37,5 +37,6 @@ executable Pioneers
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linear >=1.3.1 && <1.4,
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lens >=3.10.1 && <3.11,
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SDL2 >= 0.1.0,
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time >=1.4.0 && <1.5
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time >=1.4.0 && <1.5,
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GLUtil >= 0.7
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@ -1,8 +1,10 @@
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#version 330
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#version 110
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uniform sampler2D blitTexture;
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uniform sampler2D tex;
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varying vec2 texcoord;
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void main(void)
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void main()
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{
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gl_FragColor = texture2D(tex, texcoord);
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}
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@ -1,6 +1,10 @@
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#version 330
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#version 110
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attribute vec2 position;
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varying vec2 texcoord;
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void main()
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{
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//null-program
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gl_Position = vec4(position, 0.0, 1.0);
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texcoord = position * vec2(0.5) + vec2(0.5);
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}
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75
src/Main.hs
75
src/Main.hs
@ -1,6 +1,18 @@
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{-# LANGUAGE BangPatterns, DoAndIfThenElse #-}
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module Main where
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import Data.Int (Int8)
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import Graphics.Rendering.OpenGL.GL.Texturing.Specification (TextureSize2D)
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import Graphics.Rendering.OpenGL.GL.PixelRectangles.ColorTable (PixelInternalFormat(..))
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import Graphics.Rendering.OpenGL.GL.Texturing.Specification (texImage2D)
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import Foreign.Marshal.Array (pokeArray)
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import Control.Monad (liftM)
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import Foreign.Marshal.Alloc (allocaBytes)
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import Graphics.Rendering.OpenGL.GL.Texturing.Parameters (textureFilter)
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import Graphics.Rendering.OpenGL.GL.Texturing.Specification (TextureTarget2D(Texture2D))
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import Graphics.Rendering.OpenGL.GL.Texturing.Objects (textureBinding)
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import Graphics.Rendering.OpenGL.GL.Texturing.Parameters (TextureFilter(..))
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-- Monad-foo and higher functional stuff
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import Control.Monad (unless, void, when, join)
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import Control.Arrow ((***))
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@ -16,8 +28,10 @@ import Control.Monad.RWS.Strict (RWST, ask, asks,
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import Data.Distributive (distribute, collect)
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-- FFI
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import Foreign (Ptr, castPtr, with)
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import Foreign (Ptr, castPtr, with, sizeOf)
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import Foreign.C (CFloat)
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import Foreign.C.Types (CInt)
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import Data.Word (Word8)
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-- Math
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import Control.Lens ((^.), (.~), (%~))
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@ -32,6 +46,7 @@ import Graphics.UI.SDL as SDL
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import qualified Graphics.Rendering.OpenGL.GL as GL
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import Graphics.Rendering.OpenGL.Raw.Core31
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import Data.Time (getCurrentTime, diffUTCTime)
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import Graphics.GLUtil.BufferObjects (offset0)
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import Graphics.Rendering.OpenGL.Raw.ARB.TessellationShader
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-- Our modules
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@ -40,7 +55,8 @@ import Render.Misc (checkError,
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createFrustum, getCam,
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curb, tryWithTexture)
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import Render.Render (initRendering,
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initMapShader)
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initMapShader,
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initHud)
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import UI.Callbacks
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import UI.GUIOverlay
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import Types
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@ -84,6 +100,7 @@ main = do
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--TTF.setFontStyle font TTFNormal
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--TTF.setFontHinting font TTFHNormal
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glHud <- initHud
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let zDistClosest = 1
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zDistFarthest = zDistClosest + 30
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--TODO: Move near/far/fov to state for runtime-changability & central storage
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@ -157,7 +174,7 @@ main = do
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}
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, _gl = GLState
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{ _glMap = glMap
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, _hudTexture = Nothing
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, _glHud = glHud
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}
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, _game = GameState
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{
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@ -202,6 +219,9 @@ draw = do
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liftIO $ do
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--(vi,GL.UniformLocation proj) <- initShader
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GL.clear [GL.ColorBuffer, GL.DepthBuffer]
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GL.currentProgram GL.$= Just (state ^. gl.glMap.mapProgram)
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checkError "clearing buffer"
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--set up projection (= copy from state)
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with (distribute frust) $ \ptr ->
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@ -241,12 +261,28 @@ draw = do
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glPolygonMode gl_FRONT gl_LINE
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glDrawArrays gl_PATCHES 0 (fromIntegral numVert)
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checkError "draw"
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checkError "draw map"
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{-renderer <- getRenderer (env ^. windowObject)
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-- Drawing HUD
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let hud = state ^. gl.glHud
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stride = fromIntegral $ sizeOf (undefined::GLfloat) * 2
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vad = GL.VertexArrayDescriptor 2 GL.Float stride offset0
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GL.currentProgram GL.$= Just (hud ^. hudProgram)
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GL.activeTexture GL.$= GL.TextureUnit 0
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textureBinding GL.Texture2D GL.$= Just (hud ^. hudTexture)
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GL.bindBuffer GL.ArrayBuffer GL.$= Just (hud ^. hudVBO)
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GL.vertexAttribPointer (hud ^. hudVertexIndex) GL.$= (GL.ToFloat, vad)
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GL.vertexAttribArray (hud ^. hudVertexIndex) GL.$= GL.Enabled
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GL.bindBuffer GL.ElementArrayBuffer GL.$= Just (hud ^. hudEBO)
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GL.drawElements GL.TriangleStrip 4 GL.UnsignedInt offset0
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{-let winRenderer = env ^. renderer
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tryWithTexture
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(state ^. gl.hudTexture) --maybe tex
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(\tex -> renderCopy renderer tex Nothing Nothing) --function with "hole"
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(\tex -> renderCopy winRenderer tex Nothing Nothing) --function with "hole"
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--Nothing == whole source-tex, whole dest-tex
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(return ()) --fail-case-}
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@ -346,19 +382,20 @@ adjustWindow = do
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frust = createFrustum fov near far ratio
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liftIO $ glViewport 0 0 (fromIntegral fbWidth) (fromIntegral fbHeight)
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modify $ camera.frustum .~ frust
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hudTex <- liftIO $ do
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putStrLn $ show (env ^. windowObject)
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case state ^. gl.hudTexture of
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Just tex -> destroyTexture tex
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_ -> return ()
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winRenderer <- getRenderer (env ^. windowObject)
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createTexture
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winRenderer -- where
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PixelFormatRGBA8888 -- RGBA32-bit
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TextureAccessStreaming -- change occasionally
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fbWidth -- width
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fbHeight -- height
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modify $ gl.hudTexture .~ (Just hudTex) -- -}
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liftIO $ do
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let texid = state ^. gl.glHud.hudTexture
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int = fromInteger . toInteger
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textureBinding Texture2D GL.$= Just texid
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checkError "bind HUD-Tex"
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textureFilter Texture2D GL.$= ((Linear', Nothing), Linear')
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checkError "filter HUD-Tex"
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allocaBytes (fbWidth*fbHeight*4) $ \ptr -> do
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let imData = take (fbWidth*fbHeight*4) (cycle [255,0,0,128] :: [Int8])
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--putStrLn $ show imData
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pokeArray ptr imData
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texImage2D Texture2D GL.NoProxy 0 RGBA8 (GL.TextureSize2D (int fbWidth) (int fbHeight)) 0
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(GL.PixelData GL.RGBA GL.UnsignedByte ptr)
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checkError "setting up HUD-Tex"
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processEvents :: Pioneers ()
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processEvents = do
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@ -1,9 +1,11 @@
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{-# LANGUAGE BangPatterns #-}
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{-# LANGUAGE BangPatterns, InstanceSigs, ExistentialQuantification #-}
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module Render.Render where
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import qualified Data.ByteString as B
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import Data.Array.Storable
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import qualified Data.Vector.Storable as V
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import Foreign.Marshal.Array (withArray)
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import Foreign.Storable (sizeOf)
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import Foreign.Storable
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import Graphics.Rendering.OpenGL.GL.BufferObjects
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import Graphics.Rendering.OpenGL.GL.Framebuffer (clearColor)
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import Graphics.Rendering.OpenGL.GL.ObjectName
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@ -11,10 +13,16 @@ import Graphics.Rendering.OpenGL.GL.PerFragment
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import Graphics.Rendering.OpenGL.GL.Shaders
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import Graphics.Rendering.OpenGL.GL.StateVar
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import Graphics.Rendering.OpenGL.GL.VertexArrays (Capability (..),
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vertexAttribArray)
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vertexAttribArray,
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VertexArrayDescriptor,
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DataType(Float))
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import Graphics.Rendering.OpenGL.GL.VertexSpec
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import Graphics.Rendering.OpenGL.Raw.Core31
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import Render.Misc
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import Foreign.Ptr (Ptr, wordPtrToPtr)
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import Types
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import Graphics.GLUtil.BufferObjects (makeBuffer)
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mapVertexShaderFile :: String
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mapVertexShaderFile = "shaders/map/vertex.shader"
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@ -30,7 +38,6 @@ uiVertexShaderFile = "shaders/ui/vertex.shader"
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uiFragmentShaderFile :: String
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uiFragmentShaderFile = "shaders/ui/fragment.shader"
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initBuffer :: [GLfloat] -> IO BufferObject
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initBuffer varray =
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let
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@ -113,27 +120,51 @@ initMapShader = do
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checkError "initShader"
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return (program, colorIndex, normalIndex, vertexIndex, projectionMatrixIndex, viewMatrixIndex, modelMatrixIndex, normalMatrixIndex, tessLevelInner, tessLevelOuter)
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{-initUIShader :: IO (
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Program -- ^ the GLSL-program
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, AttribLocation -- ^ the UI-Texture
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)
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initUIShader = do
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! vertexSource <- B.readFile uiVertexShaderFile
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! fragmentSource <- B.readFile uiFragmentShaderFile
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initHud :: IO GLHud
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initHud = do
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! vertexSource <- B.readFile "shaders/ui/vertex.shader"
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! fragmentSource <- B.readFile "shaders/ui/fragment.shader"
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vertexShader <- compileShaderSource VertexShader vertexSource
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checkError "compile Vertex"
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checkError "compile UI-Vertex"
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fragmentShader <- compileShaderSource FragmentShader fragmentSource
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checkError "compile Frag"
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checkError "compile UI-Fragment"
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program <- createProgramUsing [vertexShader, fragmentShader]
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checkError "compile Program"
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tex <- genObjectName
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currentProgram $= Just program
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texIndex <- get (uniformLocation program "tex")
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checkError "ui-tex"
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-- | simple triangle over the whole screen.
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let vertexBufferData = reverse [-1, -1, 1, -1, -1, 1, 1, 1] :: [GLfloat]
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vertexIndex <- get (attribLocation program "position")
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vertexAttribArray vertexIndex $= Enabled
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checkError "vertexInd"
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ebo <- makeBuffer ElementArrayBuffer ([0..3] :: [GLuint])
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vbo <- makeBuffer ArrayBuffer vertexBufferData
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att <- get (activeAttribs program)
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putStrLn $ unlines $ "Attributes: ":map show att
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putStrLn $ unlines $ ["Indices: ", show (colorIndex, normalIndex, vertexIndex)]
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putStrLn $ unlines $ ["Indices: ", show (texIndex)]
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checkError "initHud"
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return GLHud
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{ _hudTexture = tex
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, _hudTexIndex = texIndex
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, _hudVertexIndex = vertexIndex
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, _hudVert = 4
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, _hudVBO = vbo
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, _hudEBO = ebo
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, _hudProgram = program
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}
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checkError "initShader"
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return (program, )-}
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initRendering :: IO ()
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14
src/Types.hs
14
src/Types.hs
@ -9,6 +9,7 @@ import Data.Time (UTCTime)
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import Linear.Matrix (M44)
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import Control.Monad.RWS.Strict (RWST)
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import Control.Lens
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import Graphics.Rendering.OpenGL.GL.Texturing.Objects (TextureObject)
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--Static Read-Only-State
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@ -88,9 +89,19 @@ data GLMapState = GLMapState
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, _mapProgram :: !GL.Program
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}
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data GLHud = GLHud
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{ _hudTexture :: !TextureObject -- ^ Texture itself
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, _hudTexIndex :: !GL.UniformLocation -- ^ Position of Texture in Shader
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, _hudVertexIndex :: !GL.AttribLocation -- ^ Position of Vertices in Shader
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, _hudVert :: !GL.NumArrayIndices -- ^ Number of Vertices to draw
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, _hudVBO :: !GL.BufferObject -- ^ Vertex-Buffer-Object
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, _hudEBO :: !GL.BufferObject -- ^ Element-Buffer-Object
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, _hudProgram :: !GL.Program -- ^ Program for rendering HUD
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}
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data GLState = GLState
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{ _glMap :: !GLMapState
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, _hudTexture :: Maybe Texture
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, _glHud :: !GLHud
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}
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data UIState = UIState
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@ -111,6 +122,7 @@ data State = State
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$(makeLenses ''State)
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$(makeLenses ''GLState)
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$(makeLenses ''GLMapState)
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$(makeLenses ''GLHud)
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$(makeLenses ''KeyboardState)
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$(makeLenses ''ArrowKeyState)
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$(makeLenses ''MouseState)
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