Refactor shaders, commit before major deletion of old code

This commit is contained in:
2021-03-10 19:34:15 +01:00
parent da86de6918
commit 06a8ae7c99
5 changed files with 70 additions and 19 deletions
+24 -14
View File
@@ -403,6 +403,8 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
wmata <- (newMatrix RowMajor $ concatMap vToL $ vToL wmat) :: IO (GLmatrix GLfloat)
-- set common uniforms
setShaderUniforms rot zoom (tranx,trany) (winx,winy) (_listShaders pdata)
forM_ [_basicShader pdata
,_textShader pdata
,_circShader pdata
@@ -454,6 +456,21 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
-- set drawing for on top
blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
clear [DepthBuffer]
-- draw background
bindArrayBuffers 1 $ _vaoBufferTargets $ _backVAO pdata
depthFunc $= Just Less
currentProgram $= Just (fst $ _backShader pdata)
bindVertexArrayObject $= Just (_vao $ _backVAO pdata)
let backPtr = (\(_,x,_) -> x) $ head $ _vaoBufferTargets $ _backVAO pdata
backPtr2 = (\(_,x,_) -> x) $ (_vaoBufferTargets $ _backVAO pdata) !! 1
pokeFourOff backPtr 0 (tranx,trany,rot,zoom)
pokeTwoOff backPtr2 0 (winx,winy)
textureBinding Texture2D $= Just (_textures pdata !! 1)
drawArrays Points (fromIntegral 0) (fromIntegral 1)
depthFunc $= Just Lequal
-- draw layer 0
ticks2 <- renderTree' pdata rot zoom (tranx,trany) (winx,winy) $ picToLTree (Just 0) pic
--((picToAlt 0 pic) :: [RenderType])
@@ -472,6 +489,13 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
,0,0,0,1
]
) :: IO (GLmatrix GLfloat)
forM_ (_listShaders pdata) $ \shad -> do
currentProgram $= Just (_shaderProgram shad)
uniform (_shaderUniforms shad !! 0) $= Vector2 (2::Float) 2
uniform (_shaderUniforms shad !! 1) $= (1::Float)
uniform (_shaderUniforms shad !! 2) $= (0::Float)
uniform (_shaderUniforms shad !! 3) $= Vector2 (0::Float) 0
uniform (_shaderUniforms shad !! 4) $= idmat
forM_ [_basicShader pdata
,_textShader pdata
,_circShader pdata
@@ -500,7 +524,6 @@ renderTree' pdata rot zoom (tranx,trany) (winx,winy) tree = do
pokeStartTicks <- SDL.ticks
let slist = _listShaders pdata
setShaderUniforms rot zoom (tranx,trany) (winx,winy) slist
is <- F.foldM (pokeShaders slist) tree
@@ -534,7 +557,6 @@ renderTree pdata rot zoom (tranx,trany) (winx,winy) tree = do
-- the idea of doing as much of this at once, rather than interweaving with draw
-- calls, is to prevent opengl from waiting for a draw call to finish
-- before it performs another state change
bindArrayBuffers 1 $ _vaoBufferTargets $ _backVAO pdata
bindArrayBuffers nTriVs $ _vaoBufferTargets $ _triVAO pdata
bindArrayBuffers nCircVs $ _vaoBufferTargets $ _circVAO pdata
bindArrayBuffers nArcVs $ _vaoBufferTargets $ _arcVAO pdata
@@ -542,18 +564,6 @@ renderTree pdata rot zoom (tranx,trany) (winx,winy) tree = do
bindArrayBuffers nTextVs $ _vaoBufferTargets $ _textVAO pdata
bindArrayBuffers nEllVs $ _vaoBufferTargets $ _ellipseVAO pdata
depthFunc $= Just Less
currentProgram $= Just (fst $ _backShader pdata)
bindVertexArrayObject $= Just (_vao $ _backVAO pdata)
let backPtr = (\(_,x,_) -> x) $ head $ _vaoBufferTargets $ _backVAO pdata
backPtr2 = (\(_,x,_) -> x) $ (_vaoBufferTargets $ _backVAO pdata) !! 1
pokeFourOff backPtr 0 (tranx,trany,rot,zoom)
pokeTwoOff backPtr2 0 (winx,winy)
textureBinding Texture2D $= Just (_textures pdata !! 1)
drawArrays Points (fromIntegral 0) (fromIntegral 1)
depthFunc $= Just Lequal
-- draw triangles
currentProgram $= Just (fst $ _basicShader pdata)