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makeFrame (time :: Float)
(color :: Vec 4 Float)
(texture :: Texture)
(prims :: PrimitiveStream Triangle (Vec 4 Float, Vec 3 Float, Vec 3 Float))
= imageFrame (emptyDepthImage 1, emptyColorImage (V4 0 0 0.4 1))
`overlay`
prims
& mapPrimitives (\(p,n,uvw) ->
( perspective 0.1 100 45 1
*. lookat (V3 0 0 5) (V3 0 0 0) (V3 0 1 0)
*. rotMatrixX time
*. rotMatrixZ time
*. p
, V2 uvw%x (1 - uvw%y) ))
& rasterizePrimitives (TriangleCtx CullBack PolygonFill NoOffset LastVertex) ((Smooth))
& mapFragments (\((uv)) -> ((color * texture2D (Sampler PointFilter MirroredRepeat texture) uv )))
& accumulateWith (DepthOp Less True, ColorOp NoBlending (V4 True True True True))
main = renderFrame $
makeFrame (Uniform "time")
(Uniform "diffuseColor")
(Texture2DSlot "diffuseTexture")
(fetch "objects" (Attribute "position", Attribute "normal", Attribute "uvw"))
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