DSA glClear
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+22
-9
@@ -112,8 +112,18 @@ doDrawing' win pdata u = do
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setViewportSize (round winx `div` resFact) (round winy `div` resFact)
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboBase pdata)))
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glDepthMask GL_TRUE
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glClearColor 0 0 0 1
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glClear $ sum [GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT]
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-- the following clear may not be necessary
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withArray [0,0,0,1] $ \ptr -> glClearNamedFramebufferfv
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(pdata ^. fboBase . _1 . unFBO)
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GL_COLOR
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0
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ptr
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with 1 $ \ptr -> glClearNamedFramebufferfv
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(pdata ^. fboBase . _1 . unFBO)
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GL_DEPTH
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0
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ptr
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glDepthFunc GL_LESS
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-- draw wall occlusions from the camera's point of view
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glUseProgram (pdata ^. lightingWallShadShader . shadName)
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@@ -163,7 +173,6 @@ doDrawing' win pdata u = do
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(pdata ^. fboBase . _2 . _2)
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(drawCPUShadows pdata ws)
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glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
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glClearColor 0 0 0 0
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--apply lightmap to base buffer
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBase . _1 . unFBO)
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glBindTexture GL_TEXTURE_2D (pdata ^. fboLighting . _2 . unTO)
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@@ -177,7 +186,11 @@ doDrawing' win pdata u = do
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ptr
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--draw bloom onto bloom buffer
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBloom . _1 . unFBO)
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glClear GL_COLOR_BUFFER_BIT
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withArray [0,0,0,0] $ \ptr -> glClearNamedFramebufferfv
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(pdata ^. fboBloom . _1 . unFBO)
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GL_COLOR
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0
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ptr
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glDepthFunc GL_LESS
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glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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glDepthMask GL_FALSE
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@@ -198,10 +211,13 @@ doDrawing' win pdata u = do
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboCloud pdata)))
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glDepthFunc GL_LEQUAL
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glDepthMask GL_FALSE
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glClearColor 0.5 0.5 0.5 0
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glBlendFuncSeparate GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA GL_ONE GL_ONE_MINUS_SRC_ALPHA
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withArray [GL_COLOR_ATTACHMENT0, GL_NONE] $ \ptr -> glDrawBuffers 2 ptr
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glClear GL_COLOR_BUFFER_BIT
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withArray [0.5,0.5,0.5,0] $ \ptr -> glClearNamedFramebufferfv
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(pdata ^. fboCloud . _1 . unFBO)
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GL_COLOR
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0
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ptr
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renderLayer MidLayer shadV layerCounts
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drawShader (_windowShader pdata) nWins
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-- when (_graphics_cloud_shadows cfig) $ do
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@@ -225,11 +241,8 @@ doDrawing' win pdata u = do
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-- (_graphics_object_shadows $ _uvConfig u)
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-- (snd $ snd $ _fboCloud pdata)
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-- (drawCPUShadows pdata ws)
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-- glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
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-- glClearColor 0 0 0 0
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glInvalidateBufferData (pdata ^. vboShapes . vboName)
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--apply lightmap to cloud buffer
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glClearColor 0 0 0 0
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboCloud pdata)))
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glDepthMask GL_FALSE
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withArray [GL_COLOR_ATTACHMENT0, GL_NONE] $ \ptr -> glDrawBuffers 2 ptr
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