哪个Haskell GLSL绑定支持多个帧缓冲区?

时间:2014-07-09 11:46:50

标签: opengl haskell lua glsl love2d

我正在尝试使用带有 Haskell 的GLSL实现两次高斯模糊,我不知道应该使用哪个库来获得类似于下面提供的Löve2DLua代码的结果:

Löve2d代码(main.lua

LG = love.graphics

function love.load()
    time = love.timer.getTime()
    img = LG.newImage("moonbow.jpg")
    blur_pass = LG.newShader("pass.gs")
    horizontal_canvas = LG.newCanvas(img:getDimensions())
    vertical_canvas = LG.newCanvas(img:getDimensions())
    LG.setCanvas(horizontal_canvas)
    LG.setShader(blur_pass)
    blur_pass:send("horizontal", true)
    blur_pass:send("blurSize", 1 / img:getWidth())
    LG.draw(img)
    LG.setCanvas(vertical_canvas)
    blur_pass:send("horizontal", false)
    blur_pass:send("blurSize", 1 / img:getHeight())
    LG.draw(horizontal_canvas)
    LG.setShader()
    LG.setCanvas()
    time = love.timer.getTime() - time
end

function love.draw()
    LG.draw(vertical_canvas)
    LG.print("Time: " .. time * 10 .. "ms", 12, 12)
end

Löve2dGLSL着色器(pass.gs文件)

float gauss[51] = float[](0.9637, 0.9606, 0.9572, 0.9533, 0.9489, 0.9438, 0.9379, 0.9311, 0.9231, 0.9136, 0.9023, 0.8886, 0.8720, 0.8515, 0.8259, 0.7934, 0.7515, 0.6966, 0.6236, 0.5258, 0.3963, 0.2354, 0.0764, 0.0031, 0.0000, 0.0000, 0.0000, 0.0031, 0.0764, 0.2354, 0.3963, 0.5258, 0.6236, 0.6966, 0.7515, 0.7934, 0.8259, 0.8515, 0.8720, 0.8886, 0.9023, 0.9136, 0.9231, 0.9311, 0.9379, 0.9438, 0.9489, 0.9533, 0.9572, 0.9606, 0.9637);

extern float blurSize;
extern bool horizontal;

vec4 effect(vec4 _color, Image texture, vec2 texture_coords, vec2 screen_coords) {
    vec4 result = vec4(0);
    float sum = 0.0;
    if(horizontal) {
        for(int i = 0; i <= 51; i++) {
            result += Texel(texture, vec2(texture_coords.x - (float(i) - 25)*blurSize, texture_coords.y)) * (1.0 - gauss[i]);
            sum += (1.0 - gauss[i]);
        }
    } else {
        for(int i = 0; i <= 51; i++) {
            result += Texel(texture, vec2(texture_coords.x, texture_coords.y - (float(i) - 25)*blurSize)) * (1.0 - gauss[i]);
            sum += (1.0 - gauss[i]);
        }        
    }
    return result / sum;
}

我特别关心库的易用性多帧缓冲区(画布)以及发送内容到GLSL的简单方法背部。 那么,你推荐哪种Haskell GLSL绑定?

0 个答案:

没有答案