Work on textures and lighting
This commit is contained in:
+190
-183
@@ -2,7 +2,6 @@ module Render (
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createLightMap,
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renderLayer,
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pingPongBetween,
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bindTO,
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bindFBO,
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) where
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@@ -28,8 +27,7 @@ import Shader.Data
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-}
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createLightMap ::
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Configuration ->
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RenderData ->
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[(Point3, Float, Point3)] -> -- Lights
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ShadowRendering ->
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-- | number of walls
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Int ->
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@@ -37,173 +35,188 @@ createLightMap ::
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Int ->
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-- | number of "caps" to attempt to draw
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Int ->
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-- | whether to draw object shadows or not
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ObjectShadows ->
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-- | the texture object giving positions
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TO ->
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-- | the texture object giving normals
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TO ->
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[(Point3, Float, Point3)] -> -- Lights
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RenderData ->
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IO ()
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createLightMap cfig pdata lightPoints nWalls nSils nCaps shadsdrawtype
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positiontexture
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normaltexture
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= case shadsdrawtype of
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InstancingShads -> instanceLightMap cfig pdata lightPoints nWalls nSils nCaps positiontexture
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NoShadows -> do
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
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let ltextShad = _lightingTextureShader pdata
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-- we assume that the renderbuffer's depth has been correctly set elsewhere
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-- we will not be changing that here
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glDepthMask GL_FALSE
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-- clearColor is specified differently in preloadRender
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-- the colors are inverted
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withArray [1,1,1,1] $ \ptr -> glClearNamedFramebufferfv
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createLightMap cfig shadrendertype = case shadrendertype of
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InstancingShads -> instanceLightMap cfig
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NoShadows -> const . const . const renderLightingNoShadows
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NoLighting -> const . const . const . const . const . const renderFlatLighting
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_ -> renderShadows shadrendertype
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renderLightingNoShadows ::
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TO ->
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TO ->
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[(V3 GLfloat, GLfloat, V3 GLfloat)] ->
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RenderData ->
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IO ()
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renderLightingNoShadows positiontexture normaltexture lightPoints pdata = do
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
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let ltextShad = _lightingTextureShader pdata
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-- we assume that the renderbuffer's depth has been correctly set elsewhere
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-- we will not be changing that here
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glDepthMask GL_FALSE
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-- clearColor is specified differently in preloadRender
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-- the colors are inverted
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withArray [1, 1, 1, 1] $ \ptr ->
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glClearNamedFramebufferfv
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(pdata ^. fboLighting . _1 . unFBO)
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GL_COLOR
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0
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ptr
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-- for each of the lights:
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-- 1. stencil out the shadows from this light's point of view
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-- 2. calculate lighting based on each fragment's position
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-- to consider: adding normals/a "material" for each fragment
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glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
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glEnable GL_STENCIL_TEST
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glStencilOpSeparate GL_FRONT GL_KEEP GL_KEEP GL_INCR_WRAP
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glStencilOpSeparate GL_BACK GL_KEEP GL_KEEP GL_DECR_WRAP
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flip VFSM.mapM_ (VFSM.fromList lightPoints) $ \(V3 x y z, rad, V3 r g b) -> do
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glDepthFunc GL_LESS
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-- setup stencil
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glColorMask GL_FALSE GL_FALSE GL_FALSE GL_FALSE
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with 0 $ \ptr -> glClearNamedFramebufferiv
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-- for each of the lights:
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-- 1. stencil out the shadows from this light's point of view
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-- 2. calculate lighting based on each fragment's position
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-- to consider: adding normals/a "material" for each fragment
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glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
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glEnable GL_STENCIL_TEST
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glStencilOpSeparate GL_FRONT GL_KEEP GL_KEEP GL_INCR_WRAP
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glStencilOpSeparate GL_BACK GL_KEEP GL_KEEP GL_DECR_WRAP
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flip VFSM.mapM_ (VFSM.fromList lightPoints) $ \(V3 x y z, rad, V3 r g b) -> do
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glDepthFunc GL_LESS
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-- setup stencil
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glColorMask GL_FALSE GL_FALSE GL_FALSE GL_FALSE
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with 0 $ \ptr ->
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glClearNamedFramebufferiv
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(pdata ^. fboLighting . _1 . unFBO)
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GL_STENCIL
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0
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ptr
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glDisable GL_CULL_FACE
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glStencilFunc GL_ALWAYS 0 255
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--draw lightmap itself
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glDepthFunc GL_ALWAYS
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-- bind world position texture
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glBindTextureUnit 0 (positiontexture ^. unTO)
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glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
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glStencilFunc GL_EQUAL 0 255
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glUseProgram (ltextShad ^. shaderUINT)
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glUniform3f 0 x y z
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glUniform4f 1 r g b rad
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glBindVertexArray $ ltextShad ^. shaderVAO . vaoName
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glDrawArrays
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(_unPrimitiveMode (_shaderPrimitive ltextShad))
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0
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(fromIntegral (4 :: Int))
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--cleanup: may not be necessary, depending on what comes after...
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ptr
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glDisable GL_CULL_FACE
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glDisable GL_STENCIL_TEST
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NoLighting -> do
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
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glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
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withArray [0,0,0,1] $ \ptr -> glClearNamedFramebufferfv
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glStencilFunc GL_ALWAYS 0 255
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--draw lightmap itself
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glDepthFunc GL_ALWAYS
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-- bind world position texture
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glBindTextureUnit 0 (positiontexture ^. unTO)
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glBindTextureUnit 1 (normaltexture ^. unTO)
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glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
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glStencilFunc GL_EQUAL 0 255
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glUseProgram (ltextShad ^. shaderUINT)
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glUniform3f 0 x y z
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glUniform4f 1 r g b rad
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glBindVertexArray $ ltextShad ^. shaderVAO . vaoName
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glDrawArrays
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(_unPrimitiveMode (_shaderPrimitive ltextShad))
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0
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(fromIntegral (4 :: Int))
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--cleanup: may not be necessary, depending on what comes after...
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glDisable GL_CULL_FACE
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glDisable GL_STENCIL_TEST
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renderFlatLighting :: RenderData -> IO ()
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renderFlatLighting pdata = do
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
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withArray [1, 1, 1, 1] $ \ptr ->
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glClearNamedFramebufferfv
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(pdata ^. fboLighting . _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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with 1 $ \ptr ->
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glClearNamedFramebufferfv
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(pdata ^. fboLighting . _1 . unFBO)
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GL_DEPTH
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0
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ptr
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glDisable GL_CULL_FACE
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glBindTextureUnit 0 (positiontexture ^. unTO)
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glDepthFunc GL_ALWAYS
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glDepthMask GL_FALSE
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_ -> do
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
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let llinesShad = _lightingLineShadowShader pdata
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lcapShad = _lightingCapShader pdata
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lwallShad = _lightingWallShadShader pdata
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ltextShad = _lightingTextureShader pdata
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-- we assume that the renderbuffer's depth has been correctly set elsewhere
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-- we will not be changing that here
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glDepthMask GL_FALSE
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-- clearColor is specified differently in preloadRender
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-- the colors are inverted
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withArray [1,1,1,1] $ \ptr -> glClearNamedFramebufferfv
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(pdata ^. fboLighting . _1 . unFBO)
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GL_COLOR
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0
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ptr
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-- for each of the lights:
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-- 1. stencil out the shadows from this light's point of view
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-- 2. calculate lighting based on each fragment's position
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-- to consider: adding normals/a "material" for each fragment
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glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
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glEnable GL_STENCIL_TEST
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glStencilOpSeparate GL_FRONT GL_KEEP GL_KEEP GL_INCR_WRAP
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glStencilOpSeparate GL_BACK GL_KEEP GL_KEEP GL_DECR_WRAP
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flip VFSM.mapM_ (VFSM.fromList lightPoints) $ \(V3 x y z, rad, V3 r g b) -> do
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glDepthFunc GL_LESS
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-- setup stencil
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glColorMask GL_FALSE GL_FALSE GL_FALSE GL_FALSE
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with 0 $ \ptr -> glClearNamedFramebufferiv
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(pdata ^. fboLighting . _1 . unFBO)
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GL_STENCIL
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0
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ptr
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glDisable GL_CULL_FACE
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glStencilFunc GL_ALWAYS 0 255
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--draw wall shadows
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glUseProgram (_shaderUINT lwallShad)
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glUniform3f 0 x y z
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glUniform1f 1 rad
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glBindVertexArray $ lwallShad ^. shaderVAO . vaoName -- Just (_vao $ _shadVAO lwallShad)
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glDrawArrays
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(_unPrimitiveMode $ _shaderPrimitive lwallShad)
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0
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(fromIntegral nWalls)
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case shadsdrawtype of
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GeoObjShads -> do
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--draw silhouette shadows
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glEnable GL_DEPTH_CLAMP
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glUseProgram (_shaderUINT llinesShad)
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glUniform3f 0 x y z
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glUniform1f 1 rad
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glBindVertexArray (_vaoName $ _shaderVAO llinesShad)
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glDrawElements
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(_unPrimitiveMode $ _shaderPrimitive llinesShad)
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(fromIntegral nSils)
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GL_UNSIGNED_SHORT
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nullPtr
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--draw caps on the near plane as required
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glEnable GL_CULL_FACE
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glCullFace GL_BACK
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glCullFace GL_FRONT
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glUseProgram (_shaderUINT lcapShad)
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glUniform3f 0 x y z
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glBindVertexArray $ lcapShad ^. shaderVAO . vaoName --Just (_vao $ _shadVAO lcapShad)
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glDrawElements
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(_unPrimitiveMode $ _shaderPrimitive lcapShad)
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(fromIntegral nCaps)
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GL_UNSIGNED_SHORT
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nullPtr
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glDisable GL_DEPTH_CLAMP
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NoObjShads -> return ()
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--draw lightmap itself
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glDepthFunc GL_ALWAYS
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-- bind world position texture
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glDisable GL_CULL_FACE
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glBindTextureUnit 0 (positiontexture ^. unTO)
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glBindTextureUnit 1 (normaltexture ^. unTO)
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glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
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glStencilFunc GL_EQUAL 0 255
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glUseProgram (ltextShad ^. shaderUINT) --Just (_shadProg ltextShad)
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glUniform3f 0 x y z
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glUniform4f 1 r g b rad
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glBindVertexArray $ ltextShad ^. shaderVAO . vaoName -- Just (_vao $ _shadVAO ltextShad)
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glDrawArrays
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(_unPrimitiveMode (_shaderPrimitive ltextShad))
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0
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(fromIntegral (4 :: Int))
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--cleanup: may not be necessary, depending on what comes after...
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glDisable GL_STENCIL_TEST
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glDisable GL_CULL_FACE
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glDepthFunc GL_ALWAYS
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glDepthMask GL_FALSE
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renderShadows shadrendertype nWalls nSils nCaps positiontexture normaltexture lightPoints pdata = do
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
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let llinesShad = _lightingLineShadowShader pdata
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lcapShad = _lightingCapShader pdata
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lwallShad = _lightingWallShadShader pdata
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ltextShad = _lightingTextureShader pdata
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-- we assume that the renderbuffer's depth has been correctly set elsewhere
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-- we will not be changing that here
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glDepthMask GL_FALSE
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-- clearColor is specified differently in preloadRender
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-- the colors are inverted
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withArray [1, 1, 1, 1] $ \ptr ->
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glClearNamedFramebufferfv
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(pdata ^. fboLighting . _1 . unFBO)
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GL_COLOR
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0
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ptr
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-- for each of the lights:
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-- 1. stencil out the shadows from this light's point of view
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-- 2. calculate lighting based on each fragment's position
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-- to consider: adding normals/a "material" for each fragment
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glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
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glEnable GL_STENCIL_TEST
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glStencilOpSeparate GL_FRONT GL_KEEP GL_KEEP GL_INCR_WRAP
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glStencilOpSeparate GL_BACK GL_KEEP GL_KEEP GL_DECR_WRAP
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flip VFSM.mapM_ (VFSM.fromList lightPoints) $ \(V3 x y z, rad, V3 r g b) -> do
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glDepthFunc GL_LESS
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-- setup stencil
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glColorMask GL_FALSE GL_FALSE GL_FALSE GL_FALSE
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with 0 $ \ptr ->
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glClearNamedFramebufferiv
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(pdata ^. fboLighting . _1 . unFBO)
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GL_STENCIL
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0
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ptr
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glDisable GL_CULL_FACE
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glStencilFunc GL_ALWAYS 0 255
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--draw wall shadows
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glUseProgram (_shaderUINT lwallShad)
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glUniform3f 0 x y z
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glUniform1f 1 rad
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glBindVertexArray $ lwallShad ^. shaderVAO . vaoName -- Just (_vao $ _shadVAO lwallShad)
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glDrawArrays
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(_unPrimitiveMode $ _shaderPrimitive lwallShad)
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0
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(fromIntegral nWalls)
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case shadrendertype of
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GeoObjShads -> do
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--draw silhouette shadows
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glEnable GL_DEPTH_CLAMP
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glUseProgram (_shaderUINT llinesShad)
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glUniform3f 0 x y z
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glUniform1f 1 rad
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glBindVertexArray (_vaoName $ _shaderVAO llinesShad)
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glDrawElements
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(_unPrimitiveMode $ _shaderPrimitive llinesShad)
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(fromIntegral nSils)
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GL_UNSIGNED_SHORT
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nullPtr
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--draw caps on the near plane as required
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glEnable GL_CULL_FACE
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glCullFace GL_BACK
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glCullFace GL_FRONT
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glUseProgram (_shaderUINT lcapShad)
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glUniform3f 0 x y z
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glBindVertexArray $ lcapShad ^. shaderVAO . vaoName --Just (_vao $ _shadVAO lcapShad)
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glDrawElements
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(_unPrimitiveMode $ _shaderPrimitive lcapShad)
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(fromIntegral nCaps)
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GL_UNSIGNED_SHORT
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nullPtr
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glDisable GL_DEPTH_CLAMP
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NoObjShads -> return ()
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--draw lightmap itself
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glDepthFunc GL_ALWAYS
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-- bind world position texture
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glDisable GL_CULL_FACE
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glBindTextureUnit 0 (positiontexture ^. unTO)
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glBindTextureUnit 1 (normaltexture ^. unTO)
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glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
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glStencilFunc GL_EQUAL 0 255
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glUseProgram (ltextShad ^. shaderUINT) --Just (_shadProg ltextShad)
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glUniform3f 0 x y z
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glUniform4f 1 r g b rad
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glBindVertexArray $ ltextShad ^. shaderVAO . vaoName -- Just (_vao $ _shadVAO ltextShad)
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glDrawArrays
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(_unPrimitiveMode (_shaderPrimitive ltextShad))
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0
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(fromIntegral (4 :: Int))
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--cleanup: may not be necessary, depending on what comes after...
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glDisable GL_STENCIL_TEST
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lightsToArray :: [(Point3, Float, Point3)] -> [Float]
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lightsToArray xs =
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@@ -213,11 +226,9 @@ lightsToArray xs =
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t (V3 a b c, _, _) = [a, b, c, 1]
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s (_, d, V3 e f g) = [e, f, g, d]
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instanceLightMap ::
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Configuration ->
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RenderData ->
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[(Point3, Float, Point3)] -> -- Lights
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|
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-- | number of walls
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Int ->
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||||
-- | number of silhoutte lines to draw
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@@ -226,8 +237,11 @@ instanceLightMap ::
|
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Int ->
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||||
-- | the texture object giving positions
|
||||
TO ->
|
||||
TO ->
|
||||
[(Point3, Float, Point3)] -> -- Lights
|
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RenderData ->
|
||||
IO ()
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instanceLightMap cfig pdata lightPoints nWalls nSils nCaps toPos = do
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instanceLightMap cfig nWalls nSils nCaps toPos tanormals lightPoints pdata = do
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let lcapShad = _shadowCapShader pdata
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(xsize, ysize) = getWindowSize cfig
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withArray (lightsToArray lightPoints) $ \ptr ->
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@@ -251,16 +265,18 @@ instanceLightMap cfig pdata lightPoints nWalls nSils nCaps toPos = do
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1
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glBindFramebuffer GL_FRAMEBUFFER $ pdata ^. fboShadow . _1 . unFBO
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||||
glDepthMask GL_FALSE
|
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withArray [0,0,0,0] $ \ptr -> glClearNamedFramebufferfv
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(pdata ^. fboShadow . _1 . unFBO)
|
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GL_COLOR
|
||||
0
|
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ptr
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with 0 $ \ptr -> glClearNamedFramebufferiv
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(pdata ^. fboShadow . _1 . unFBO)
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GL_STENCIL
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0
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ptr
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withArray [0, 0, 0, 0] $ \ptr ->
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glClearNamedFramebufferfv
|
||||
(pdata ^. fboShadow . _1 . unFBO)
|
||||
GL_COLOR
|
||||
0
|
||||
ptr
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with 0 $ \ptr ->
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glClearNamedFramebufferiv
|
||||
(pdata ^. fboShadow . _1 . unFBO)
|
||||
GL_STENCIL
|
||||
0
|
||||
ptr
|
||||
-- stencil out the shadows from each light's point of view
|
||||
-- setup stencil
|
||||
glEnable GL_STENCIL_TEST
|
||||
@@ -303,8 +319,7 @@ instanceLightMap cfig pdata lightPoints nWalls nSils nCaps toPos = do
|
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glStencilFunc GL_EQUAL 0 255
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glUseProgram (pdata ^. shadowLightShader . _1 . shaderUINT)
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-- bind world position texture
|
||||
bindTO toPos
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-- glBindVertexArray $ pdata ^. shadowLightShader . shaderVAO' . vaoName
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glBindTextureUnit 0 (toPos ^. unTO)
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glDrawArrays
|
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(_unPrimitiveMode $ pdata ^. shadowLightShader . _1 . shaderPrimitive)
|
||||
0
|
||||
@@ -313,12 +328,13 @@ instanceLightMap cfig pdata lightPoints nWalls nSils nCaps toPos = do
|
||||
glDisable GL_STENCIL_TEST
|
||||
--draw to the lighting framebuffer here
|
||||
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
|
||||
withArray [1,1,1,1] $ \ptr -> glClearNamedFramebufferfv
|
||||
(pdata ^. fboLighting . _1 . unFBO)
|
||||
GL_COLOR
|
||||
0
|
||||
ptr
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||||
glBindTexture GL_TEXTURE_2D_ARRAY (pdata ^. fboShadow . _2 . _1 . unTO)
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||||
withArray [1, 1, 1, 1] $ \ptr ->
|
||||
glClearNamedFramebufferfv
|
||||
(pdata ^. fboLighting . _1 . unFBO)
|
||||
GL_COLOR
|
||||
0
|
||||
ptr
|
||||
glBindTextureUnit 0 (pdata ^. fboShadow . _2 . _1 . unTO)
|
||||
glEnable GL_BLEND
|
||||
glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
|
||||
glUseProgram (pdata ^. shadowCombineShader . _1 . shaderUINT)
|
||||
@@ -339,20 +355,16 @@ pingPongBetween ::
|
||||
Shader ->
|
||||
IO ()
|
||||
pingPongBetween (fb1, to1) (fb2, to2) fs = do
|
||||
--bindFramebuffer Framebuffer $= fb2
|
||||
glBindFramebuffer GL_FRAMEBUFFER (_unFBO fb2)
|
||||
--textureBinding Texture2D $= Just to1
|
||||
glBindTexture GL_TEXTURE_2D (_unTO to1)
|
||||
glBindTextureUnit 0 (_unTO to1)
|
||||
drawShader fs 4
|
||||
--bindFramebuffer Framebuffer $= fb1
|
||||
glBindFramebuffer GL_FRAMEBUFFER (_unFBO fb1)
|
||||
--textureBinding Texture2D $= Just to2
|
||||
glBindTexture GL_TEXTURE_2D (_unTO to2)
|
||||
glBindTextureUnit 0 (_unTO to2)
|
||||
drawShader fs 4
|
||||
|
||||
renderLayer ::
|
||||
Layer ->
|
||||
MV.MVector (PrimState IO) (Shader,VBO) ->
|
||||
MV.MVector (PrimState IO) (Shader, VBO) ->
|
||||
UMV.MVector (PrimState IO) Int ->
|
||||
IO ()
|
||||
renderLayer layer shads counts = do
|
||||
@@ -361,11 +373,6 @@ renderLayer layer shads counts = do
|
||||
where
|
||||
ln = layerNum layer
|
||||
|
||||
bindTO :: TO -> IO ()
|
||||
bindTO t = glBindTexture GL_TEXTURE_2D (_unTO t)
|
||||
|
||||
--textureBinding Texture2D $= Just t
|
||||
|
||||
bindFBO :: FBO -> IO ()
|
||||
bindFBO fb =
|
||||
--bindFramebuffer Framebuffer $= fb
|
||||
|
||||
Reference in New Issue
Block a user