Fix autodoor wall rendering

This commit is contained in:
2021-03-21 13:10:07 +01:00
parent 4dc1f8e6bf
commit 19fa3c1667
4 changed files with 16 additions and 44 deletions
+6 -15
View File
@@ -7,15 +7,13 @@ module Picture.Preload
where
import Picture.Data
import Shader
import Geometry (Point2,Point3,Point4)
import Graphics.Rendering.OpenGL hiding (Point (..),translate,scale,imageHeight,imageWidth)
import Control.Lens
import Foreign
import Shader
import Geometry (Point2,Point3,Point4)
import qualified Control.Foldl as F
@@ -34,7 +32,6 @@ makeLenses ''RenderData
preloadRender :: IO RenderData
preloadRender = do
-- compile shader programs
-- lighting shaders
lsShad <- makeShader "lighting/lightmapCircle" [vert,geom,frag] [(0,4)] Points
(return . return . flat4)
@@ -63,17 +60,16 @@ preloadRender = do
,[[ 1,-1],[1,0]]
]
)
n <- F.foldM (pokeShader fsShad) [()]
n <- F.foldM (pokeShader fsShad) [()] -- fix fullscreen vertex positions now
-- background shader
bgShad <- makeTextureShader "background" [vert,geom,frag] [(0,4),(1,2)] Points pokeBGStrat
"data/texture/smudgedDirt.png"
-- input a list of (attribute location, attrib length) pairs
-- these will have buffers and pointers created
backgroundvao <- setupVAO [(0,4),(1,2)]
-- framebuffer for lighting
(fbo,fboTO) <- setupFramebuffer
-- reset to default framebuffer, ready for drawing direct to screen
bindFramebuffer Framebuffer $= defaultFramebufferObject
return $ RenderData
@@ -119,6 +115,7 @@ cleanUpRenderPreload pd = do
freeShaderPointers $ _lightSourceShader pd
freeShaderPointers $ _wallShadowShader pd
freeShaderPointers $ _backgroundShader pd
freeShaderPointers $ _fullscreenShader pd
{-# INLINE pokeBezQStrat #-}
pokeBezQStrat :: RenderType -> [[[Float]]]
@@ -144,9 +141,6 @@ pokeLineStrat _ = []
pokeEllStrat (RenderEllipse vs) = fmap (\((x,y,z),(r,g,b,a)) -> [[x,y,z],[r,g,b,a]]) vs
pokeEllStrat _ = []
bufferOffset :: Integral a => a -> Ptr b
bufferOffset = plusPtr nullPtr . fromIntegral
vert = VertexShader
geom = GeometryShader
frag = FragmentShader
@@ -154,9 +148,6 @@ frag = FragmentShader
pokeWPStrat :: (Point2,Point2) -> [[[Float]]]
pokeWPStrat ((x,y),(z,w)) = [[[x,y,z,w]]]
pokeLightWallStrat :: Point3 -> [[[Float]]]
pokeLightWallStrat (x,y,z) = [[[x,y,z]]]
pokeBGStrat :: a -> [[[Float]]]
pokeBGStrat = const []