Implement something like deferred lighting

This commit is contained in:
2021-09-01 00:37:07 +01:00
parent 2d139adc8f
commit 1c587d4b9a
13 changed files with 90 additions and 71 deletions
+2 -8
View File
@@ -8,7 +8,7 @@ import Dodge.Data
import Dodge.Config.Data
import Dodge.Base.Window
import Dodge.Render.Picture
import Dodge.Creature.ShadowBox
--import Dodge.Creature.ShadowBox
import Geometry
import Render
import Data.Preload.Render
@@ -19,7 +19,7 @@ import Shader.Data
import MatrixHelper
--import Polyhedra.Data
import Polyhedra
import Tuple
--import Tuple
import Foreign
--import Control.Applicative
@@ -220,12 +220,6 @@ doDrawing pdata w = do
eTicks <- SDL.ticks
return (eTicks - sTicks)
bindTO :: TextureObject -> IO ()
bindTO t = textureBinding Texture2D $= Just t
bindFBO :: FramebufferObject -> IO ()
bindFBO fb = bindFramebuffer Framebuffer $= fb
--------------------------------------------------------------------------------
-- note: currently assume there is only one UBO, we only bind it once at setup
bufferUBO :: [Float] -> IO ()