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call 0.1.4.1 → 0.1.4.2

raw patch · 5 files changed

+10/−24 lines, 5 files

Files

call.cabal view
@@ -1,5 +1,5 @@ name:                call-version:             0.1.4.1+version:             0.1.4.2 synopsis:            The call game engine description:         Call is a minimalistic game engine that supports 2D/3D graphics and sounds. homepage:            https://github.com/fumieval/call
shaders/fragment.glsl view
@@ -1,4 +1,4 @@-#version 330+#version 150 out vec4 fragColor;  // Texture@@ -14,8 +14,6 @@ uniform vec4 diffuse; uniform float normalMix; uniform float textureMix;-uniform float envAdd;-uniform float envMul;  void main(void){   // vec3 n = mix(normal, texture(normalMap, UV).rgb * 2 - 1, normalMix);@@ -23,8 +21,5 @@   vec4 d = mix(vec4(1.0), texture(tex, UV).rgba, textureMix) * diffuse;    fragColor = vec4(d.rgb, d.a);--  fragColor += texture(env, envUV).rgba * envAdd;-  fragColor *= mix(vec4(1.0), texture(env, envUV).rgba, envMul);  }
shaders/vertex.glsl view
@@ -1,4 +1,4 @@-#version 330+#version 150 uniform mat4 projection; uniform mat4 matrices[13]; uniform int level;@@ -8,8 +8,6 @@ in vec3 in_Position; in vec2 in_UV; in vec3 in_Normal;-out vec3 lightDir;-out vec3 normal;  void main(void) {   mat4 model = mat4(1.0);@@ -19,13 +17,4 @@   }   gl_Position = projection * model * vec4(in_Position, 1.0);   UV = in_UV;--  if(useEnv)-  {-    vec3 refl = reflect( normalize(vec3(model * vec4(in_Position, 1.0))), in_Normal );-    float m = 2.0 * sqrt( refl.x*refl.x + refl.y*refl.y + (refl.z+1.0)*(refl.z+1.0) );-    envUV = refl.xy / m + 0.5;-  }-  normal = in_Normal;-  lightDir = vec3(0.0); }
src/Call/Internal/GLFW.hs view
@@ -22,6 +22,7 @@ import Linear import qualified Graphics.Rendering.OpenGL.Raw as GL import qualified Graphics.Rendering.OpenGL.GL as GL+import qualified Graphics.Rendering.OpenGL.GLU.Errors as GL import qualified Graphics.UI.GLFW as GLFW import Unsafe.Coerce import qualified Data.Vector.Storable as V@@ -32,7 +33,7 @@ import qualified Data.Text.IO as Text import qualified Data.Text.Encoding as Text import Foreign.C (CFloat)-import Foreign (nullPtr, plusPtr, sizeOf)+import Foreign import Paths_call data System = System   { refRegion :: IORef (Box V2 Float)@@ -57,7 +58,7 @@   let siz = GL.TextureSize2D (gsizei w) (gsizei h)   V.unsafeWith v     $ GL.texImage2D GL.Texture2D GL.NoProxy 0 GL.RGBA8 siz 0-    . GL.PixelData GL.ABGR GL.UnsignedInt8888+    . GL.PixelData GL.RGBA GL.UnsignedByte   return (tex, fromIntegral w / 2, fromIntegral h / 2)  releaseTexture :: Texture -> IO ()@@ -69,6 +70,7 @@  endFrame :: System -> IO Bool endFrame sys = do+  -- mapM_ print =<< GL.get GL.errors   GLFW.swapBuffers $ theWindow sys   GLFW.pollEvents   GLFW.windowShouldClose (theWindow sys)@@ -86,7 +88,7 @@     _ -> return Nothing    GLFW.windowHint $ GLFW.WindowHint'ContextVersionMajor 3-  GLFW.windowHint $ GLFW.WindowHint'ContextVersionMinor 3+  GLFW.windowHint $ GLFW.WindowHint'ContextVersionMinor 2   GLFW.windowHint $ GLFW.WindowHint'OpenGLProfile GLFW.OpenGLProfile'Core   GLFW.windowHint $ GLFW.WindowHint'OpenGLForwardCompat True 
src/Call/System.hs view
@@ -408,8 +408,8 @@       withLoc "envAdd" $ \loc -> GL.glUniform1f loc 1       (tex, _, _) <- fetchTexture fo bmp h       GL.activeTexture $= GL.TextureUnit 1-      GL.textureFilter GL.Texture2D $= ((GL.Linear', Nothing), GL.Linear')       GL.textureBinding GL.Texture2D $= Just tex+      GL.textureFilter GL.Texture2D $= ((GL.Linear', Nothing), GL.Linear')       m c       withLoc "useEnv" $ \loc -> GL.glUniform1i loc 0       withLoc "envAdd" $ \loc -> GL.glUniform1f loc 0@@ -420,8 +420,8 @@       (tex, _, _) <- fetchTexture fo bmp h        GL.activeTexture $= GL.TextureUnit 1-      GL.textureFilter GL.Texture2D $= ((GL.Linear', Nothing), GL.Linear')       GL.textureBinding GL.Texture2D $= Just tex+      GL.textureFilter GL.Texture2D $= ((GL.Linear', Nothing), GL.Linear')       m c       withLoc "useEnv" $ \loc -> GL.glUniform1i loc 0       withLoc "envMul" $ \loc -> GL.glUniform1f loc 0