Implement something like deferred lighting
This commit is contained in:
@@ -1,13 +1,13 @@
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#version 430 core
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in vec4 vColor;
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in vec3 vPosition;
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in vec4 vCol;
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in vec3 vPos;
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in vec3 vparams;
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layout (location=0) out vec4 fColor;
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layout (location=1) out vec3 fPosition;
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layout (location=0) out vec4 fCol;
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layout (location=1) out vec4 fPos;
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void main()
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{
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float d = (dot(vec2(vparams.xy),vec2(vparams.xy)));
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if ( d > 1 || d < vparams.z ) {discard;}
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fColor = vColor;
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fPosition = vPosition;
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fCol = vCol;
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fPos = vec4(vPos,1);
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}
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@@ -1,14 +1,14 @@
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#version 430 core
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec4 color;
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layout (location = 0) in vec3 pos;
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layout (location = 1) in vec4 col;
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layout (location = 2) in vec3 boxXboxYwidth;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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out vec4 vColor;
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out vec3 vPosition;
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out vec4 vCol;
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out vec3 vPos;
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out vec3 vparams;
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void main() {
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gl_Position = theMat * vec4(position,1);
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vColor = color;
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gl_Position = theMat * vec4(pos,1);
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vCol = col;
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vparams = boxXboxYwidth;
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vPosition = position;
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vPos = pos;
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}
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@@ -2,9 +2,9 @@
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in vec4 vCol;
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in vec3 vPos;
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layout (location=0) out vec4 fCol;
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layout (location=1) out vec3 fPos;
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layout (location=1) out vec4 fPos;
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void main()
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{
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fCol = vCol;
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fPos = vPos;
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fPos = vec4(vPos,1);
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}
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@@ -1,7 +1,9 @@
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#version 430 core
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in vec4 vColor;
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out vec4 fColor;
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void main()
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{
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fColor = vColor;
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layout (location=0) out vec4 fCol;
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layout (location=1) out vec4 fPos;
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in vec4 vCol;
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in vec3 vPos;
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void main() {
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fCol = vCol;
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fPos = vec4(vPos,1) ;
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}
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@@ -2,11 +2,13 @@
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layout (location = 0) in vec4 position;
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layout (location = 1) in vec4 color;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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out vec4 vColor;
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out vec4 vCol;
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out vec3 vPos;
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void main()
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{
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vec4 posxy = theMat * vec4(position.xyz,1);
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vec4 posz = theMat * vec4(position.xyw,1);
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gl_Position = vec4(posxy.xy,posz.z,1);
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vColor = color;
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vCol = color;
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vPos = position.xyz;
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}
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@@ -3,7 +3,8 @@ in vec4 vColor;
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in vec2 boxOut;
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in vec2 boxIn;
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out vec4 fColor;
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layout (location=0) out vec4 fCol;
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layout (location=1) out vec4 fPos;
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void main()
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{
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@@ -12,5 +13,6 @@ void main()
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// float e = sqrt(f(x,wStart)) + sqrt(f(y,wEnd)) - 1.0;
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float e = sqrt(boxIn.x) + sqrt(boxIn.y) - 1.0;
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if ( d < 0 || e > 0) { discard; }
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fColor = vColor;
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fCol = vColor;
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fPos = vec4(0,0,0,0) ;
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}
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@@ -1,15 +1,11 @@
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#version 430 core
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out vec4 FragColor;
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layout (location=0) out vec4 fCol;
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layout (location=1) out vec4 fPos;
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uniform sampler2D aTexture;
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in vec4 gColor;
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in vec2 gTexCoord;
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uniform sampler2D aTexture;
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void main()
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{
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FragColor = texture(aTexture, vec2 (gTexCoord.x * 0.0078125, gTexCoord.y)) * gColor;
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// FragColor = texture(aTexture, vTexCoord);
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// FragColor = gColor;
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// FragColor = vec4 (1,1,1,1);
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fCol = texture(aTexture, vec2 (gTexCoord.x * 0.0078125, gTexCoord.y)) * gColor;
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fPos = vec4(0,0,0,0);
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}
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@@ -1,16 +1,13 @@
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#version 430 core
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layout (location=0) out vec4 fCol;
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layout (location=1) out vec4 fPos;
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in vec4 gColC;
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in vec4 gColE;
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in vec3 gPos;
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in vec2 gBoundingBox;
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layout (location=0) out vec4 fCol;
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layout (location=1) out vec3 fPos;
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void main()
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{
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void main() {
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float d = dot(gBoundingBox,gBoundingBox);
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if ( d > 1) { discard; }
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fCol = mix (gColE , gColC, d);
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fPos = vPos;
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fPos = vec4(gPos,1);
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}
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@@ -21,6 +21,7 @@ data RenderData = RenderData
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, _wallTextureShader :: FullShader
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, _textureArrayShader :: FullShader
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, _fullscreenShader :: FullShader
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, _fullLightingShader :: FullShader
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, _fullscreenAlphaHalveShader :: FullShader
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--, _boxBlurShader :: FullShader
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, _bloomBlurShader :: FullShader
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+2
-8
@@ -8,7 +8,7 @@ import Dodge.Data
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import Dodge.Config.Data
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import Dodge.Base.Window
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import Dodge.Render.Picture
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import Dodge.Creature.ShadowBox
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--import Dodge.Creature.ShadowBox
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import Geometry
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import Render
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import Data.Preload.Render
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@@ -19,7 +19,7 @@ import Shader.Data
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import MatrixHelper
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--import Polyhedra.Data
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import Polyhedra
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import Tuple
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--import Tuple
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import Foreign
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--import Control.Applicative
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@@ -220,12 +220,6 @@ doDrawing pdata w = do
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eTicks <- SDL.ticks
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return (eTicks - sTicks)
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bindTO :: TextureObject -> IO ()
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bindTO t = textureBinding Texture2D $= Just t
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bindFBO :: FramebufferObject -> IO ()
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bindFBO fb = bindFramebuffer Framebuffer $= fb
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--------------------------------------------------------------------------------
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-- note: currently assume there is only one UBO, we only bind it once at setup
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bufferUBO :: [Float] -> IO ()
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@@ -23,7 +23,7 @@ sizeFBOs
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-> IO RenderData
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sizeFBOs xsize ysize xfull yfull rdata = do
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resizeRBO (_rboBaseBloom rdata) xsize ysize
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rdata' <- updateFBOTO2 xsize ysize minMagFilter GL_RGBA8 GL_RGBA16F rdata fboBase
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rdata' <- updateFBOTO2 xsize ysize linMinMagFilter GL_RGBA8 GL_RGBA16F rdata fboBase
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>>= flip (foldM (updateFBOTO xsize ysize minMagFilter GL_RGBA8))
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[fboColor,fboLighting,fboLightingHigh]
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rdata'' <- foldM (updateFBOTO xsize ysize linMinMagFilter GL_RGBA16F) rdata'
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@@ -94,6 +94,7 @@ resizeFBOTO2 (fboName,(toOld1,toOld2)) xsize ysize mmfilt inFormat1 inFormat2 =
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glTexStorage2D GL_TEXTURE_2D 1 inFormat2 xsize' ysize'
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textureFilter Texture2D $= mmfilt
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framebufferTexture2D Framebuffer (ColorAttachment 1) Texture2D toName2 0
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drawBuffers $= [FBOColorAttachment 0,FBOColorAttachment 1]
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fboStatus <- framebufferStatus Framebuffer
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putStrLn $ "after resize, framebuffer status:" ++ show fboStatus
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return (fboName, (toName1,toName2))
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+10
-6
@@ -69,13 +69,13 @@ preloadRender = do
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>>= addUniforms ["lightPos"]
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-- 2D draw shaders
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bslist <- makeShader "dualTwoD/basic" [vert,frag] [3,4] ETriangles
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aslist <- makeShader "twoD/arc" [vert,frag] [3,4,3] ETriangles
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eslist <- makeShader "twoD/ellipse" [vert,geom,frag] [3,4] ETriangles
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bezierQuadShader <- makeShader "twoD/bezierQuad" [vert,frag] [3,4,4] ETriangleStrip
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cslist <- makeShader "twoD/character" [vert,frag] [3,4,2] ETriangles
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aslist <- makeShader "dualTwoD/arc" [vert,frag] [3,4,3] ETriangles
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eslist <- makeShader "dualTwoD/ellipse" [vert,geom,frag] [3,4] ETriangles
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bezierQuadShader <- makeShader "dualTwoD/bezierQuad" [vert,frag] [3,4,4] ETriangleStrip
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cslist <- makeShader "dualTwoD/character" [vert,frag] [3,4,2] ETriangles
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>>= vaddTextureNoFilter "data/texture/charMap.png"
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-- this should really be a 2d texture array
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basicTweakZShad <- makeShader "twoD/basicTweakZ" [vert,frag] [4,4] ETriangles
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basicTweakZShad <- makeShader "dualTwoD/basicTweakZ" [vert,frag] [4,4] ETriangles
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-- fullscreen shaders
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fullscreenAlphaHalveShad <- makeShaderSized "fullscreen/alphaHalve" [vert,frag] [2] 4 ETriangleStrip
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pokeArray (shadVBOptr fullscreenAlphaHalveShad) $ concat cornerListNoCoord
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@@ -83,9 +83,12 @@ preloadRender = do
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fsShad <- makeShaderSized "texture/simple" [vert,frag] [2,2] 4 ETriangleStrip
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-- note we directly poke the shader vertex data here
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pokeArray (shadVBOptr fsShad) $ concat cornerList
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bloomBlurShad <- makeShaderUsingShaderVAO "texture/bloomBlur" [vert,frag] ETriangleStrip fsShad
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colorBlurShad <- makeShaderUsingShaderVAO "texture/colorBlur" [vert,frag] ETriangleStrip fsShad
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grayscaleShad <- makeShaderUsingShaderVAO "texture/grayscale" [vert,frag] ETriangleStrip fsShad
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fullLightingShad <- makeShaderUsingShaderVAO "lighting/texture" [vert,frag] ETriangleStrip fsShad
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>>= addUniforms ["lightPos","lumRad"]
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barrelShad <- makeShader "texture/barrel" [vert,geom,frag] [2,2,2,1] EPoints
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-- blank wallShader
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wlBlank <- makeShader "wall/blank" [vert,geom,frag] [4,4] EPoints
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@@ -93,7 +96,7 @@ preloadRender = do
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wlTexture <- makeShader "wall/texture" [vert,geom,frag] [4,4] EPoints
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>>= addTexture "data/texture/grayscaleDirt.png"
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---- texture array shader
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textArrayShad <- makeShader "texture/array" [vert,frag] [3,3] ETriangles
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textArrayShad <- makeShader "texture/arrayPos" [vert,frag] [3,3] ETriangles
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>>= addTextureArray "data/texture/ayene_wooden_floor_transformed.png"
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-- >>= addTextureArray "data/texture/ayene_wooden_floor.png"
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-- bind fixed vertex data
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@@ -147,6 +150,7 @@ preloadRender = do
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, _wallTextureShader = wlTexture { _shaderVAO = wpColVAO }
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, _textureArrayShader = textArrayShad
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, _fullscreenShader = fsShad
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, _fullLightingShader = fullLightingShad
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, _fullscreenAlphaHalveShader = fullscreenAlphaHalveShad
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, _bloomBlurShader = bloomBlurShad
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, _colorBlurShader = colorBlurShad
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+36
-16
@@ -95,28 +95,41 @@ createLightMap pdata lightPoints nWalls nSils nsurfVs = do
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drawShader (_lightingCapShader pdata) (nSils - 6)
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-- depthClamp $= Disabled
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-- use Lequal to redraw surfaces above already drawn surfaces
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depthFunc $= Just Lequal
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-- draw geometry surfaces
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--cullFace $= Just Back
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depthFunc $= Just Always
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cullFace $= Nothing
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--colorMask $= Color4 Disabled Disabled Disabled Enabled
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bindTO $ snd $ snd $ _fboBase pdata
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colorMask $= Color4 Enabled Enabled Enabled Enabled
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stencilOp $= (OpKeep,OpKeep,OpKeep)
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stencilFunc $= (Equal, 0, 255)
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currentProgram $= Just (_shaderProgram $ _lightingSurfaceShader pdata)
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uniform (head $ _shaderCustomUnis $ _lightingSurfaceShader pdata)
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currentProgram $= Just (_shaderProgram $ _fullLightingShader pdata)
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uniform (head $ _shaderCustomUnis $ _fullLightingShader pdata)
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$= Vector3 x y z
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uniform (_shaderCustomUnis (_lightingSurfaceShader pdata) !! 1)
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uniform (_shaderCustomUnis (_fullLightingShader pdata) !! 1)
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$= Vector4 r g b rad
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drawShader (_lightingSurfaceShader pdata) nsurfVs
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-- draw wall light "circles"
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currentProgram $= Just (_shaderProgram $ _lightingWallShader pdata)
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uniform (head $ _shaderCustomUnis $ _lightingWallShader pdata)
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$= Vector3 x y z
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uniform (_shaderCustomUnis (_lightingWallShader pdata) !! 1)
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$= Vector4 r g b rad
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drawShader (_lightingWallShader pdata) nWalls
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drawShader (_fullLightingShader pdata) 4
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-- -- use Lequal to redraw surfaces above already drawn surfaces
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-- depthFunc $= Just Lequal
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-- -- draw geometry surfaces
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-- --cullFace $= Just Back
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-- cullFace $= Nothing
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-- --colorMask $= Color4 Disabled Disabled Disabled Enabled
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-- colorMask $= Color4 Enabled Enabled Enabled Enabled
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-- stencilOp $= (OpKeep,OpKeep,OpKeep)
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-- stencilFunc $= (Equal, 0, 255)
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-- currentProgram $= Just (_shaderProgram $ _lightingSurfaceShader pdata)
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-- uniform (head $ _shaderCustomUnis $ _lightingSurfaceShader pdata)
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-- $= Vector3 x y z
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-- uniform (_shaderCustomUnis (_lightingSurfaceShader pdata) !! 1)
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-- $= Vector4 r g b rad
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-- drawShader (_lightingSurfaceShader pdata) nsurfVs
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-- -- draw wall light "circles"
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-- currentProgram $= Just (_shaderProgram $ _lightingWallShader pdata)
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-- uniform (head $ _shaderCustomUnis $ _lightingWallShader pdata)
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-- $= Vector3 x y z
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-- uniform (_shaderCustomUnis (_lightingWallShader pdata) !! 1)
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-- $= Vector4 r g b rad
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-- drawShader (_lightingWallShader pdata) nWalls
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cullFace $= Nothing
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stencilTest $= Disabled
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{- | Blur between two framebuffers.
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@@ -211,3 +224,10 @@ pokeFourOff ptr n (x,y,z,w) = do
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pokeElemOff ptr (4*n+1) y
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pokeElemOff ptr (4*n+2) z
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pokeElemOff ptr (4*n+3) w
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bindTO :: TextureObject -> IO ()
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bindTO t = textureBinding Texture2D $= Just t
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bindFBO :: FramebufferObject -> IO ()
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bindFBO fb = bindFramebuffer Framebuffer $= fb
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