module Graphics.Rendering.Ombra.OutBuffer.Types where
import Data.Proxy
import Graphics.Rendering.Ombra.Shader.Types
import Graphics.Rendering.Ombra.Shader.Language.Types
import Graphics.Rendering.Ombra.Texture.Types
data GBufferSampler t o = FragmentShaderOutput o => GBufferSampler [GSampler2D]
newtype DepthBufferSampler t = DepthBufferSampler GSampler2D
data OutDepthBuffer
data OutBufferInfo o where
EmptyFloatGBuffer :: FragmentShaderOutput o
=> TextureParameters
-> OutBufferInfo o
EmptyByteGBuffer :: FragmentShaderOutput o
=> TextureParameters
-> OutBufferInfo o
EmptyDepthBuffer :: TextureParameters
-> OutBufferInfo OutDepthBuffer
EmptyDepthStencilBuffer :: TextureParameters
-> OutBufferInfo OutDepthBuffer
data OutBuffer t o where
TextureFloatGBuffer :: FragmentShaderOutput o
=> [LoadedTexture]
-> OutBuffer t o
TextureByteGBuffer :: FragmentShaderOutput o
=> [LoadedTexture]
-> OutBuffer t o
TextureDepthBuffer :: LoadedTexture
-> OutBuffer t OutDepthBuffer
TextureDepthStencilBuffer :: LoadedTexture
-> OutBuffer t OutDepthBuffer
instance FragmentShaderOutput o => MultiShaderType (GBufferSampler t o) where
type ExprMST (GBufferSampler t o) = [ExprMST GSampler2D]
mapMST f (GBufferSampler x) = GBufferSampler $ map f x
foldrMST f s (GBufferSampler x) = foldr f s x
toExprMST (GBufferSampler x) = map toExprMST x
fromExprMST = GBufferSampler . map fromExprMST
instance FragmentShaderOutput o => ShaderInput (GBufferSampler t o) where
buildMST f i = (GBufferSampler $ take n infiniteSamplers, i + n)
where n = textureCount (Proxy :: Proxy o)
infiniteSamplers = map f [i ..]
instance FragmentShaderOutput o => Uniform (GBufferSampler t o) where
type CPUUniform (GBufferSampler t o) = GBuffer t o
foldrUniform _ f s buf =
foldr (\u s -> f (UniformTexture $ TextureLoaded u) s)
s (textures buf)
instance MultiShaderType (DepthBufferSampler t) where
type ExprMST (DepthBufferSampler t) = ExprMST GSampler2D
mapMST f (DepthBufferSampler x) = DepthBufferSampler $ f x
foldrMST f s (DepthBufferSampler x) = foldrMST f s x
toExprMST (DepthBufferSampler x) = toExprMST x
fromExprMST = DepthBufferSampler . fromExprMST
instance ShaderInput (DepthBufferSampler t) where
buildMST f i = (DepthBufferSampler $ f i, i + 1)
instance Uniform (DepthBufferSampler t) where
type CPUUniform (DepthBufferSampler t) = DepthBuffer t
foldrUniform _ f s buf =
f (UniformTexture . TextureLoaded . head . textures $ buf) s
type GBuffer = OutBuffer
type DepthBuffer t = OutBuffer t OutDepthBuffer
type GBufferInfo = OutBufferInfo
type DepthBufferInfo = OutBufferInfo OutDepthBuffer
textures :: OutBuffer t o -> [LoadedTexture]
textures (TextureFloatGBuffer ts) = ts
textures (TextureByteGBuffer ts) = ts
textures (TextureDepthBuffer t) = [t]
textures (TextureDepthStencilBuffer t) = [t]
castBuffer :: OutBuffer t o -> OutBuffer t' o
castBuffer (TextureFloatGBuffer ts) = TextureFloatGBuffer ts
castBuffer (TextureByteGBuffer ts) = TextureByteGBuffer ts
castBuffer (TextureDepthBuffer t) = TextureDepthBuffer t
castBuffer (TextureDepthStencilBuffer t) = TextureDepthStencilBuffer t