Work on textures and lighting
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+13
-18
@@ -127,15 +127,15 @@ preloadRender = do
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poke (shadVBOptr shadowlightshader) 1
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-- 2D draw shaders
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bslist <- makeShader "dualTwoD/basic" [vert, frag] [3, 4] pmTriangles
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bslista <- makeShader4 "shape/basic" [vert, frag] shapeVerxSizes nShapeVerxComp pmTriangles shVBO
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bslist <- makeShaderVBO "dualTwoD/basic" [vert, frag] [3, 4] pmTriangles
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bslista <- makeShaderUsingVBO "shape/basic" [vert, frag] shapeVerxSizes nShapeVerxComp pmTriangles shVBO
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glVertexArrayElementBuffer (bslista ^. shaderVAO . vaoName) (shEBO' ^. eboName)
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--glVertexArrayElementBuffer (bslista ^. shaderVAO . vaoName) shEBOname
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aslist <- makeShader "dualTwoD/arc" [vert, frag] [3, 4, 3] pmTriangles
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eslist <- makeShader "dualTwoD/ellipse" [vert, geom, frag] [3, 4] pmTriangles
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aslist <- makeShaderVBO "dualTwoD/arc" [vert, frag] [3, 4, 3] pmTriangles
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eslist <- makeShaderVBO "dualTwoD/ellipse" [vert, geom, frag] [3, 4] pmTriangles
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cslist <-
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makeShader "picture/charArray" [vert, frag] [3, 4, 4] pmTriangles
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addBindTextureArray 50 "data/texture/charMapVert.png" 2 16 32 95 GL_NEAREST_MIPMAP_LINEAR GL_LINEAR
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makeShaderVBO "picture/charArray" [vert, frag] [3, 4, 4] pmTriangles
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initTexture2DArray 50 "data/texture/charMapVert.png" 2 16 32 95 GL_NEAREST_MIPMAP_LINEAR GL_LINEAR
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screentexturevbo <- mglCreate glCreateBuffers
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withArray (concat cornerList) $ \ptr ->
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@@ -145,26 +145,24 @@ preloadRender = do
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ptr
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0
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screentexturevao <- setupVAOvbo' [2,2] 4 screentexturevbo
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alphadivideshader <- makeShader4UsingVAO "texture2D/alphaDivide" [vert,frag] pmTriangleStrip screentexturevao
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fsShad <- makeShader4UsingVAO "texture/simple" [vert, frag] pmTriangleStrip screentexturevao
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alphadivideshader <- makeShaderUsingVAO "texture2D/alphaDivide" [vert,frag] pmTriangleStrip screentexturevao
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fsShad <- makeShaderUsingVAO "texture/simple" [vert, frag] pmTriangleStrip screentexturevao
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bloomBlurShad <- makeShaderUsingVAO "texture/bloomBlur" [vert, frag] pmTriangleStrip screentexturevao
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colorBlurShad <- makeShaderUsingVAO "texture/colorBlur" [vert, frag] pmTriangleStrip screentexturevao
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grayscaleShad <- makeShaderUsingVAO "texture/grayscale" [vert, frag] pmTriangleStrip screentexturevao
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lightingTextureShad <-
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makeShaderUsingVAO "lighting/texture" [vert, frag] pmTriangleStrip screentexturevao
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barrelShad <- makeShader "texture/barrel" [vert, geom, frag] [2, 2, 2, 1] pmPoints
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barrelShad <- makeShaderVBO "texture/barrel" [vert, geom, frag] [2, 2, 2, 1] pmPoints
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-- blank wallShader
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wallBlankShad <- makeShaderUsingVAO "wall/blank" [vert, geom, frag] pmPoints wpColVAO
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let wallverxstrd = 8
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wallvbo <- setupVBO wallverxstrd
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wallshader <- makeShader4 "wall/basic" [vert,geom,frag] [4,4] wallverxstrd pmPoints wallvbo
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wallshader <- makeShaderUsingVBO "wall/basic" [vert,geom,frag] [4,4] wallverxstrd pmPoints wallvbo
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let floorverxstrd = 8
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floorvbo <- setupVBOStatic floorverxstrd
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floorshader <- makeShader4 "floor/arrayPos" [vert, frag] [4,4] floorverxstrd pmTriangles floorvbo
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todiffusemap <- initTexture2DArray 3 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR "data/normalMaps/diffuseArray.png"
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tonormalmap <- initTexture2DArray 3 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR "data/normalMaps/normalArray.png"
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glBindTextureUnit 40 (todiffusemap ^. unTO)
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glBindTextureUnit 41 (tonormalmap ^. unTO)
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floorshader <- makeShaderUsingVBO "floor/arrayPos" [vert, frag] [4,4] floorverxstrd pmTriangles floorvbo
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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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let cloudverxsizes = [4,4,4,4]
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cloudvbo <- setupVBO (sum cloudverxsizes)
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@@ -220,7 +218,6 @@ preloadRender = do
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, _shadowWallShader = shadowwallshader
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, _shadowLightShader = shadowlightshader
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, _shadowCombineShader = shadowcombineshader
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, _wallBlankShader = wallBlankShad
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, _windowShader = wallBlankShad{_shaderVAO = winColVAO}
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, _fullscreenShader = fsShad
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, _alphaDivideShader = alphadivideshader
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@@ -249,8 +246,6 @@ preloadRender = do
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, _vboShapes = shVBO
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, _floorVBO = floorvbo
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, _floorShader = floorshader
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, _texaNormalMaps = tonormalmap
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, _texaDiffuse = todiffusemap
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, _wallVBO = wallvbo
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, _wallShader = wallshader
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, _cloudVBO = cloudvbo
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