Cleanup
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File diff suppressed because one or more lines are too long
@@ -2,5 +2,5 @@
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out vec4 fColor;
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void main()
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{
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fColor = vec4 (0,0,0,0);
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fColor = vec4 (0,0,0,1);
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}
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@@ -5,7 +5,6 @@ layout (location=2) out vec4 fNorm;
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in vec2 tPos;
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in vec3 gTexCoords;
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in vec4 gPos;
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in vec4 gNorm;
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in vec4 gColor;
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in float gAng;
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layout (binding=40) uniform sampler2DArray diffuseSampler;
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@@ -6,7 +6,6 @@ in vec2 vTexAng[];
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out float gAng;
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out vec2 tPos;
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out vec4 gPos;
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out vec4 gNorm;
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out vec3 gTexCoords;
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// consider using isLHS to check if the wall is facing the center
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float isLHS (vec2 startV, vec2 testV)
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@@ -25,19 +24,15 @@ void main()
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float tcoordx = dist / 50;
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vec4 norm = vec4( d.y, -d.x, 0, 0);
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gPos = p1; tPos = vec2 ( 1,-1) ; gl_Position = vec4(theMat * p1);
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gNorm = gPos - norm;
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gTexCoords = vec3 (0,0,tcoordz);
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EmitVertex();
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gPos = p3; tPos = vec2 ( 1, 1) ; gl_Position = vec4(theMat * p3);
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gNorm = gPos - norm;
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gTexCoords = vec3 (0,2,tcoordz);
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EmitVertex();
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gPos = p2; tPos = vec2 (-1,-1) ; gl_Position = vec4(theMat * p2);
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gNorm = gPos - norm;
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gTexCoords = vec3 (tcoordx,0,tcoordz);
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EmitVertex();
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gPos = p4; tPos = vec2 (-1, 1) ; gl_Position = vec4(theMat * p4);
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gNorm = gPos - norm;
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gTexCoords = vec3 (tcoordx,2,tcoordz);
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EmitVertex();
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EndPrimitive();
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@@ -42,6 +42,8 @@ data RenderData = RenderData
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, _vboShapes :: VBO
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, _floorVBO :: VBO
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, _floorShader :: Shader
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, _chasmVBO :: VBO
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, _chasmShader :: Shader
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, _wallVBO :: VBO
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, _wallShader :: Shader
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, _cloudVBO :: VBO
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@@ -28,6 +28,7 @@ data CWorld = CWorld
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, _pathGraph :: Gr Point2 PathEdge
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, _numberFloorVerxs :: Int
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, _chasms :: [[Point2]]
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, _numberChasmVerxs :: Int
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}
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data CWGen = CWGen
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@@ -92,6 +92,7 @@ defaultCWorld =
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, _cwTiles = mempty
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, _numberFloorVerxs = 0
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, _chasms = mempty
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, _numberChasmVerxs = 0
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}
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defaultLWorld :: LWorld
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@@ -58,6 +58,7 @@ doDrawing' win pdata u = do
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viewFroms@(V2 vfx vfy) = w ^. wCam . camViewFrom
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shadV = _pictureShaders pdata
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nFls = w ^. cWorld . numberFloorVerxs
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nchs = w ^. cWorld . numberChasmVerxs
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-- bind as much data into vbos as feasible at this point
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-- count mutable vectors setup
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pokeCounts <- UMV.replicate (numLayers * numShads) 0
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@@ -181,6 +182,13 @@ doDrawing' win pdata u = do
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(fromIntegral nIndices)
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GL_UNSIGNED_SHORT
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nullPtr
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-- draw chasm shader blocking floor
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glUseProgram (pdata ^. chasmShader . shaderUINT)
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glBindVertexArray $ pdata ^. chasmShader . shaderVAO . vaoName
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glDrawArrays
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(_unPrimitiveMode $ pdata ^. chasmShader . shaderPrimitive)
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0
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(fromIntegral nchs)
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--draw floor onto base buffer
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glUseProgram (pdata ^. floorShader . shaderUINT)
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glBindVertexArray $ pdata ^. floorShader . shaderVAO . vaoName
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@@ -31,15 +31,15 @@ worldSPic cfig u =
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<> foldup floorItemSPic (filtOn _flItPos (_unNIntMap . _floorItems))
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<> foldup btSPic (filtOn _btPos _buttons)
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<> foldup (mcSPic (u ^. uvWorld . cWorld . lWorld)) (filtOn _mcPos _machines)
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<> foldMap' drawChasm (u ^. uvWorld . cWorld . chasms)
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-- <> foldMap' drawChasm (u ^. uvWorld . cWorld . chasms)
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where
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w = _uvWorld u
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foldup = foldMap'
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filtOn f g = IM.filter (pointIsClose . f) (g (_lWorld (_cWorld w)))
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pointIsClose = cullPoint cfig w
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drawChasm :: [Point2] -> SPic
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drawChasm = noShape . color green . setDepth 2 . polygon
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--drawChasm :: [Point2] -> SPic
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--drawChasm = noShape . color green . setDepth 2 . polygon
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drawPulseBall :: PulseBall -> SPic
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drawPulseBall pb =
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@@ -19,4 +19,10 @@ postWorldLoad rdata cw = do
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0
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(cw ^. cwTiles)
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bufferPokedVBO (rdata ^. floorVBO) nfloorvxs
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nchasmvxs <- foldM (pokeChasm (rdata ^. chasmVBO . vboPtr))
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0
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(cw ^. chasms)
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bufferPokedVBO (rdata ^. chasmVBO) nchasmvxs
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return $ cw & numberFloorVerxs .~ nfloorvxs
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& numberChasmVerxs .~ nchasmvxs
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@@ -114,6 +114,11 @@ preloadRender = do
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initTexture2DArraySquare 40 3 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR "data/normalMaps/diffuseArray.png"
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initTexture2DArraySquare 41 3 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR "data/normalMaps/normalArray.png"
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putStrLn "Setup chasm VBO, shader"
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let chasmverxstrd = 3
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chasmvbo <- setupVBOStatic (floatSize * chasmverxstrd)
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chasmshader <- makeShaderUsingVBO "positional/blank" [vert, frag] (toFloatVAs [3]) pmTriangles chasmvbo
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putStrLn "Setup cloud VBO, shader"
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let cloudverxsizes = [4, 4, 4, 4]
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cloudvbo <- setupVBO (floatSize * sum cloudverxsizes)
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@@ -179,6 +184,8 @@ preloadRender = do
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, _vboShapes = shVBO
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, _floorVBO = floorvbo
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, _floorShader = floorshader
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, _chasmVBO = chasmvbo
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, _chasmShader = chasmshader
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, _wallVBO = wallvbo
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, _wallShader = wallshader
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, _cloudVBO = cloudvbo
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@@ -116,7 +116,7 @@ setupStaticVBOVAO vas vdata = withArrayLen vdata $ \i ptr -> do
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setupVBOStatic :: Int -> IO VBO
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setupVBOStatic vertexsize = do
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vboname <- mglCreate glCreateBuffers
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thePtr <- mallocArray (vertexsize * numDrawableVertices)
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thePtr <- mallocBytes (vertexsize * numDrawableVertices)
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-- Allocate space
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glNamedBufferData
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vboname
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@@ -1,5 +1,6 @@
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module Shader.Poke.Floor (
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pokeTile,
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pokeChasm,
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) where
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import Control.Monad
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@@ -19,3 +20,12 @@ pokeTileVerx tangent tilez ptr i (V2 x y, V2 s t) = do
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let a = argV tangent
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zipWithM_ (\off -> pokeElemOff ptr (i * 8 + off)) [0 ..] [x, y, 1, 1, s, t, tilez, a]
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return $ i + 1
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pokeChasm :: Ptr Float -> Int -> [Point2] -> IO Int
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pokeChasm ptr i ps =
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foldM (pokeChasmVerx ptr) i $ polyToTris ps
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pokeChasmVerx :: Ptr Float -> Int -> Point2 -> IO Int
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pokeChasmVerx ptr i (V2 x y) = do
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zipWithM_ (\off -> pokeElemOff ptr (i * 3 + off)) [0 ..] [x, y, 0]
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return $ i + 1
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