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clear = FrameBuffer $ (DepthImage @1 1000, ColorImage @1 red) -- ...
clear' = FrameBuffer $ (DepthImage @1 1000, ColorImage @1 blue) -- ...
triangleRasterCtx = TriangleCtx CullNone PolygonFill NoOffset LastVertex
colorFragmentCtx = accumulationContext (DepthOp Less True, ColorOp NoBlending (V4 True True True True))
rasterizeWith = rasterizePrimitives
triangles = triangleRasterCtx
cubeVertexStream = fetch "stream4" (Attribute "position4" :: Vec 4 Float, Attribute "vertexUV" :: Vec 2 Float)
mapFragments2 s fs = accumulate colorFragmentCtx (\((a)) -> ((fs a))) s clear
transform s f = mapPrimitives (\(v,uv) -> (f v, uv)) s
rotate' v = (Uniform "MVP" :: Mat 4 4 Float) `PrimMulMatVec` v
sampler = Sampler LinearFilter MirroredRepeat $ Texture2D (V2 128 128) (PrjImageColor clear')
main = cubeVertexStream -- cube vertices
`transform` (scale 0.5 . rotate') -- scale them
& rasterizeWith triangles ((Smooth)) -- rasterize
`mapFragments2` (texture2D sampler)
& ScreenOut -- draw into screen
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