Cleanup
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@@ -17,7 +17,7 @@ data RenderData = RenderData
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, _lightingTextureShader :: Shader
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, _ceilingStencilShader :: Shader
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, _alphaDivideShader :: Shader
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, _windowShader :: Shader
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-- , _windowShader :: Shader
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, _windowPullShader :: Shader
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, _fullscreenShader :: Shader
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, _transparencyCompShader :: Shader
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+2
-2
@@ -97,8 +97,8 @@ doDrawing' win pdata u = do
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bufferShaderLayers shadV pokeCounts
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mapM_
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(uncurry bufferPokedVBO)
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[ (pdata ^. vboWindows, nWins)
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, (pdata ^. wallVBO, trueNWalls)
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[ --(pdata ^. vboWindows, nWins)
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(pdata ^. wallVBO, trueNWalls)
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, (_vboShapes pdata, nShapeVs)
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, (pdata ^. cloudVBO, nCloudVs)
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]
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+2
-15
@@ -41,20 +41,14 @@ preloadRender = do
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winssbo <- mglCreate glCreateBuffers
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let winssbosize = sizeOf (0::Float) * 8 * 1024
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-- winssboptr <- mallocBytes winssbosize
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glNamedBufferStorage winssbo (fromIntegral winssbosize) nullPtr GL_DYNAMIC_STORAGE_BIT
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glBindBufferBase GL_SHADER_STORAGE_BUFFER 1 winssbo
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--dummyvao <- mglCreate glCreateVertexArrays
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dummyvao <- mglCreate glGenVertexArrays
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winpull <- makeShaderUsingVAO "pull/window" [vert,frag] pmTriangles (VAO dummyvao)
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-- lightsubo <- mglCreate glCreateBuffers
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-- --glNamedBufferData lightsubo 640 nullPtr GL_STREAM_DRAW
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-- glNamedBufferStorage lightsubo 640 nullPtr GL_DYNAMIC_STORAGE_BIT
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-- glBindBufferBase GL_UNIFORM_BUFFER 1 lightsubo
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-- setup shape geometry/cap VBO and two VAOs
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putStrLn "Setup shape VBO, VAO, EBO"
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shVBO <- setupVBO shapeVerxSize
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@@ -80,13 +74,6 @@ preloadRender = do
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let wallverxstrd = 8
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wallvbo <- setupVBO (floatSize * wallverxstrd)
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winvbo <- setupVBO (floatSize * 8)
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windowshader <-
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makeShaderUsingVBO
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"wall/window"
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[vert, geom, frag]
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(toFloatVAs [4, 4])
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pmPoints
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winvbo
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wallshader <- makeShaderUsingVBO "wall/basic" [vert, geom, frag] (toFloatVAs [4, 4]) pmPoints wallvbo
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putStrLn "Setup lighting shaders"
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lightingWallShadShad <-
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@@ -193,7 +180,7 @@ preloadRender = do
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, _lightingLineShadowShader = lightingLineShadowShad
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, _lightingWallShadShader = lightingWallShadShad
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, _ceilingStencilShader = ceilingstencilshader
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, _windowShader = windowshader
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-- , _windowShader = windowshader
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, _windowPullShader = winpull
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, _fullscreenShader = fsShad
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, _transparencyCompShader = transcompshader
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@@ -331,3 +331,5 @@ withByteString :: Num t => BS.ByteString -> (Ptr b -> t -> IO a) -> IO a
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withByteString bs act =
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BU.unsafeUseAsCStringLen bs $ \(ptr, size) ->
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act (castPtr ptr) (fromIntegral size)
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--boVertex
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@@ -83,6 +83,14 @@ data VBO = VBO
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-- add int for AMOUNT of data poked!
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}
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data BOType = WindowPoss
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data FloatBO = FloatBO
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{ _boName :: GLuint
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, _boPtr :: Ptr Float
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, _boType :: BOType
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}
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data EBO = EBO
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{ _eboName :: GLuint
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, _eboPtr :: Ptr GLushort
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