Draw walls using vertex pulling

This commit is contained in:
2025-11-10 19:05:54 +00:00
parent 1546caa6a3
commit 1f01147821
8 changed files with 68 additions and 8 deletions
+2
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@@ -19,6 +19,7 @@ data RenderData = RenderData
, _alphaDivideShader :: Shader
-- , _windowShader :: Shader
, _windowPullShader :: Shader
, _pullWallShader :: Shader
, _fullscreenShader :: Shader
, _transparencyCompShader :: Shader
, _bloomBlurShader :: Shader
@@ -42,6 +43,7 @@ data RenderData = RenderData
, _rboBaseBloom :: GLuint -- RenderbufferObject id
, _matUBO :: GLuint -- BufferObject id
, _winSSBO :: GLuint
, _wallSSBO :: GLuint
-- , _lightsUBO :: GLuint -- BufferObject id
, _vboWindows :: VBO
, _vboShapes :: VBO
+13 -4
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@@ -113,6 +113,9 @@ doDrawing' win pdata u = do
glNamedBufferSubData (pdata ^. winSSBO) 0
(fromIntegral $ nWins * sizeOf (0::Float) * 8)
(pdata ^. vboWindows . vboPtr)
glNamedBufferSubData (pdata ^. wallSSBO) 0
(fromIntegral $ trueNWalls * sizeOf (0::Float) * 8)
(pdata ^. wallVBO . vboPtr)
setViewport _gr_world_res cfig
glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBase . _1 . unFBO)
glDepthMask GL_TRUE
@@ -162,12 +165,18 @@ doDrawing' win pdata u = do
--draw walls onto base buffer
glEnable GL_CULL_FACE
glCullFace GL_BACK
glUseProgram (pdata ^. wallShader . shaderUINT)
glBindVertexArray $ pdata ^. wallShader . shaderVAO . vaoName
-- glUseProgram (pdata ^. wallShader . shaderUINT)
-- glBindVertexArray $ pdata ^. wallShader . shaderVAO . vaoName
-- glDrawArrays
-- (_unPrimitiveMode $ pdata ^. wallShader . shaderPrimitive)
-- 0
-- (fromIntegral trueNWalls)
glUseProgram (pdata ^. pullWallShader . shaderUINT)
glBindVertexArray $ pdata ^. dummyVAO . vaoName
glDrawArrays
(_unPrimitiveMode $ pdata ^. wallShader . shaderPrimitive)
GL_TRIANGLES
0
(fromIntegral trueNWalls)
(fromIntegral trueNWalls * 6)
--draw object shapes onto base buffer
let fs = _shapeShader pdata
glUseProgram (_shaderUINT fs)
+1 -1
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@@ -32,7 +32,7 @@ import Data.Foldable
import Data.Monoid
testStringInit :: Universe -> [String]
testStringInit _ = []
testStringInit u = [show $ length $ u ^. uvWorld . cWorld . lWorld . walls]
-- [show $ foldMap (foldMap (Sum . length . (^. seObstacles)))
-- $ u ^. uvWorld . cWorld . incGraph]
-- foldMap prettyShort $ u ^? uvWorld . cWorld . lWorld . machines . ix 0 . mcType . _McProxSensor
+9 -1
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@@ -41,14 +41,20 @@ preloadRender = do
winssbo <- mglCreate glCreateBuffers
let winssbosize = sizeOf (0::Float) * 8 * 1024
glNamedBufferStorage winssbo (fromIntegral winssbosize) nullPtr GL_DYNAMIC_STORAGE_BIT
glBindBufferBase GL_SHADER_STORAGE_BUFFER 1 winssbo
wallssbo <- mglCreate glCreateBuffers
let wallssbosize = sizeOf (0::Float) * 8 * 2048
glNamedBufferStorage wallssbo (fromIntegral wallssbosize) nullPtr GL_DYNAMIC_STORAGE_BIT
glBindBufferBase GL_SHADER_STORAGE_BUFFER 2 wallssbo
dummyvao <- mglCreate glGenVertexArrays
winpull <- makeShaderUsingVAO "pull/window" [vert,frag] pmTriangles (VAO dummyvao)
wallpull <- makeShaderUsingVAO "pull/wall" [vert,frag] pmTriangles (VAO dummyvao)
-- setup shape geometry/cap VBO and two VAOs
putStrLn "Setup shape VBO, VAO, EBO"
shVBO <- setupVBO shapeVerxSize
@@ -182,6 +188,7 @@ preloadRender = do
, _ceilingStencilShader = ceilingstencilshader
-- , _windowShader = windowshader
, _windowPullShader = winpull
, _pullWallShader = wallpull
, _fullscreenShader = fsShad
, _transparencyCompShader = transcompshader
, _alphaDivideShader = alphadivideshader
@@ -203,6 +210,7 @@ preloadRender = do
, _rboBaseBloom = rboBaseBloomName
, _matUBO = theUBO
, _winSSBO = winssbo
, _wallSSBO = wallssbo
-- , _lightsUBO = lightsubo
, _vboWindows = winvbo
, _vboShapes = shVBO