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
This commit is contained in:
Nicole Dresselhaus 2014-04-04 11:15:00 +02:00
parent 8e0450a712
commit ba84ede01d
6 changed files with 135 additions and 48 deletions

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@ -37,5 +37,6 @@ executable Pioneers
linear >=1.3.1 && <1.4,
lens >=3.10.1 && <3.11,
SDL2 >= 0.1.0,
time >=1.4.0 && <1.5
time >=1.4.0 && <1.5,
GLUtil >= 0.7

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@ -1,8 +1,10 @@
#version 330
#version 110
uniform sampler2D blitTexture;
uniform sampler2D tex;
varying vec2 texcoord;
void main(void)
void main()
{
gl_FragColor = texture2D(tex, texcoord);
}

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@ -1,6 +1,10 @@
#version 330
#version 110
attribute vec2 position;
varying vec2 texcoord;
void main()
{
//null-program
gl_Position = vec4(position, 0.0, 1.0);
texcoord = position * vec2(0.5) + vec2(0.5);
}

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@ -1,6 +1,18 @@
{-# LANGUAGE BangPatterns, DoAndIfThenElse #-}
module Main where
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.Alloc (allocaBytes)
import Graphics.Rendering.OpenGL.GL.Texturing.Parameters (textureFilter)
import Graphics.Rendering.OpenGL.GL.Texturing.Specification (TextureTarget2D(Texture2D))
import Graphics.Rendering.OpenGL.GL.Texturing.Objects (textureBinding)
import Graphics.Rendering.OpenGL.GL.Texturing.Parameters (TextureFilter(..))
-- Monad-foo and higher functional stuff
import Control.Monad (unless, void, when, join)
import Control.Arrow ((***))
@ -16,8 +28,10 @@ import Control.Monad.RWS.Strict (RWST, ask, asks,
import Data.Distributive (distribute, collect)
-- FFI
import Foreign (Ptr, castPtr, with)
import Foreign (Ptr, castPtr, with, sizeOf)
import Foreign.C (CFloat)
import Foreign.C.Types (CInt)
import Data.Word (Word8)
-- Math
import Control.Lens ((^.), (.~), (%~))
@ -32,6 +46,7 @@ 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
@ -40,7 +55,8 @@ import Render.Misc (checkError,
createFrustum, getCam,
curb, tryWithTexture)
import Render.Render (initRendering,
initMapShader)
initMapShader,
initHud)
import UI.Callbacks
import UI.GUIOverlay
import Types
@ -84,6 +100,7 @@ main = do
--TTF.setFontStyle font TTFNormal
--TTF.setFontHinting font TTFHNormal
glHud <- initHud
let zDistClosest = 1
zDistFarthest = zDistClosest + 30
--TODO: Move near/far/fov to state for runtime-changability & central storage
@ -157,7 +174,7 @@ main = do
}
, _gl = GLState
{ _glMap = glMap
, _hudTexture = Nothing
, _glHud = glHud
}
, _game = GameState
{
@ -202,6 +219,9 @@ draw = do
liftIO $ do
--(vi,GL.UniformLocation proj) <- initShader
GL.clear [GL.ColorBuffer, GL.DepthBuffer]
GL.currentProgram GL.$= Just (state ^. gl.glMap.mapProgram)
checkError "clearing buffer"
--set up projection (= copy from state)
with (distribute frust) $ \ptr ->
@ -213,18 +233,18 @@ draw = do
with (distribute cam) $ \ptr ->
glUniformMatrix4fv vmat 1 0 (castPtr (ptr :: Ptr (M44 CFloat)))
checkError "copy cam"
--set up normal--Mat transpose((model*camera)^-1)
let normal = (case inv33 (fmap (^. _xyz) cam ^. _xyz) of
(Just a) -> a
Nothing -> eye3) :: M33 CFloat
nmap = collect id normal :: M33 CFloat --transpose...
with (distribute nmap) $ \ptr ->
glUniformMatrix3fv nmat 1 0 (castPtr (ptr :: Ptr (M33 CFloat)))
checkError "nmat"
glUniform1f tli (fromIntegral tessFac)
glUniform1f tlo (fromIntegral tessFac)
@ -236,17 +256,33 @@ draw = do
GL.vertexAttribPointer vi GL.$= fgVertexIndex
GL.vertexAttribArray vi GL.$= GL.Enabled
checkError "beforeDraw"
glPatchParameteri gl_PATCH_VERTICES 3
glPolygonMode gl_FRONT gl_LINE
glDrawArrays gl_PATCHES 0 (fromIntegral numVert)
checkError "draw"
checkError "draw map"
{-renderer <- getRenderer (env ^. windowObject)
-- Drawing HUD
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.$= Just (hud ^. hudTexture)
GL.bindBuffer GL.ArrayBuffer GL.$= 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 renderer tex Nothing Nothing) --function with "hole"
(\tex -> renderCopy winRenderer tex Nothing Nothing) --function with "hole"
--Nothing == whole source-tex, whole dest-tex
(return ()) --fail-case-}
@ -346,19 +382,20 @@ adjustWindow = do
frust = createFrustum fov near far ratio
liftIO $ glViewport 0 0 (fromIntegral fbWidth) (fromIntegral fbHeight)
modify $ camera.frustum .~ frust
hudTex <- liftIO $ do
putStrLn $ show (env ^. windowObject)
case state ^. gl.hudTexture of
Just tex -> destroyTexture tex
_ -> return ()
winRenderer <- getRenderer (env ^. windowObject)
createTexture
winRenderer -- where
PixelFormatRGBA8888 -- RGBA32-bit
TextureAccessStreaming -- change occasionally
fbWidth -- width
fbHeight -- height
modify $ gl.hudTexture .~ (Just hudTex) -- -}
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"
allocaBytes (fbWidth*fbHeight*4) $ \ptr -> do
let imData = take (fbWidth*fbHeight*4) (cycle [255,0,0,128] :: [Int8])
--putStrLn $ show imData
pokeArray ptr imData
texImage2D Texture2D GL.NoProxy 0 RGBA8 (GL.TextureSize2D (int fbWidth) (int fbHeight)) 0
(GL.PixelData GL.RGBA GL.UnsignedByte ptr)
checkError "setting up HUD-Tex"
processEvents :: Pioneers ()
processEvents = do

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@ -1,9 +1,11 @@
{-# LANGUAGE BangPatterns #-}
{-# LANGUAGE BangPatterns, InstanceSigs, ExistentialQuantification #-}
module Render.Render where
import qualified Data.ByteString as B
import Data.Array.Storable
import qualified Data.Vector.Storable as V
import Foreign.Marshal.Array (withArray)
import Foreign.Storable (sizeOf)
import Foreign.Storable
import Graphics.Rendering.OpenGL.GL.BufferObjects
import Graphics.Rendering.OpenGL.GL.Framebuffer (clearColor)
import Graphics.Rendering.OpenGL.GL.ObjectName
@ -11,10 +13,16 @@ import Graphics.Rendering.OpenGL.GL.PerFragment
import Graphics.Rendering.OpenGL.GL.Shaders
import Graphics.Rendering.OpenGL.GL.StateVar
import Graphics.Rendering.OpenGL.GL.VertexArrays (Capability (..),
vertexAttribArray)
vertexAttribArray,
VertexArrayDescriptor,
DataType(Float))
import Graphics.Rendering.OpenGL.GL.VertexSpec
import Graphics.Rendering.OpenGL.Raw.Core31
import Render.Misc
import Foreign.Ptr (Ptr, wordPtrToPtr)
import Types
import Graphics.GLUtil.BufferObjects (makeBuffer)
mapVertexShaderFile :: String
mapVertexShaderFile = "shaders/map/vertex.shader"
@ -30,7 +38,6 @@ uiVertexShaderFile = "shaders/ui/vertex.shader"
uiFragmentShaderFile :: String
uiFragmentShaderFile = "shaders/ui/fragment.shader"
initBuffer :: [GLfloat] -> IO BufferObject
initBuffer varray =
let
@ -113,27 +120,51 @@ initMapShader = do
checkError "initShader"
return (program, colorIndex, normalIndex, vertexIndex, projectionMatrixIndex, viewMatrixIndex, modelMatrixIndex, normalMatrixIndex, tessLevelInner, tessLevelOuter)
{-initUIShader :: IO (
Program -- ^ the GLSL-program
, AttribLocation -- ^ the UI-Texture
)
initUIShader = do
! vertexSource <- B.readFile uiVertexShaderFile
! fragmentSource <- B.readFile uiFragmentShaderFile
initHud :: IO GLHud
initHud = do
! vertexSource <- B.readFile "shaders/ui/vertex.shader"
! fragmentSource <- B.readFile "shaders/ui/fragment.shader"
vertexShader <- compileShaderSource VertexShader vertexSource
checkError "compile Vertex"
checkError "compile UI-Vertex"
fragmentShader <- compileShaderSource FragmentShader fragmentSource
checkError "compile Frag"
checkError "compile UI-Fragment"
program <- createProgramUsing [vertexShader, fragmentShader]
checkError "compile Program"
tex <- genObjectName
currentProgram $= Just program
texIndex <- get (uniformLocation program "tex")
checkError "ui-tex"
-- | simple triangle over the whole screen.
let vertexBufferData = reverse [-1, -1, 1, -1, -1, 1, 1, 1] :: [GLfloat]
vertexIndex <- get (attribLocation program "position")
vertexAttribArray vertexIndex $= Enabled
checkError "vertexInd"
ebo <- makeBuffer ElementArrayBuffer ([0..3] :: [GLuint])
vbo <- makeBuffer ArrayBuffer vertexBufferData
att <- get (activeAttribs program)
putStrLn $ unlines $ "Attributes: ":map show att
putStrLn $ unlines $ ["Indices: ", show (colorIndex, normalIndex, vertexIndex)]
putStrLn $ unlines $ ["Indices: ", show (texIndex)]
checkError "initHud"
return GLHud
{ _hudTexture = tex
, _hudTexIndex = texIndex
, _hudVertexIndex = vertexIndex
, _hudVert = 4
, _hudVBO = vbo
, _hudEBO = ebo
, _hudProgram = program
}
checkError "initShader"
return (program, )-}
initRendering :: IO ()

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@ -9,6 +9,7 @@ import Data.Time (UTCTime)
import Linear.Matrix (M44)
import Control.Monad.RWS.Strict (RWST)
import Control.Lens
import Graphics.Rendering.OpenGL.GL.Texturing.Objects (TextureObject)
--Static Read-Only-State
@ -88,9 +89,19 @@ data GLMapState = GLMapState
, _mapProgram :: !GL.Program
}
data GLHud = GLHud
{ _hudTexture :: !TextureObject -- ^ Texture itself
, _hudTexIndex :: !GL.UniformLocation -- ^ Position of Texture in Shader
, _hudVertexIndex :: !GL.AttribLocation -- ^ Position of Vertices in Shader
, _hudVert :: !GL.NumArrayIndices -- ^ Number of Vertices to draw
, _hudVBO :: !GL.BufferObject -- ^ Vertex-Buffer-Object
, _hudEBO :: !GL.BufferObject -- ^ Element-Buffer-Object
, _hudProgram :: !GL.Program -- ^ Program for rendering HUD
}
data GLState = GLState
{ _glMap :: !GLMapState
, _hudTexture :: Maybe Texture
, _glHud :: !GLHud
}
data UIState = UIState
@ -111,6 +122,7 @@ data State = State
$(makeLenses ''State)
$(makeLenses ''GLState)
$(makeLenses ''GLMapState)
$(makeLenses ''GLHud)
$(makeLenses ''KeyboardState)
$(makeLenses ''ArrowKeyState)
$(makeLenses ''MouseState)