Try to centralize the number of components per vertex in shapes

This commit is contained in:
2023-03-14 23:28:21 +00:00
parent cfddd1515f
commit 21f87b96d8
7 changed files with 27 additions and 32 deletions
+3 -7
View File
@@ -116,8 +116,6 @@ doDrawing' win pdata u = do
glClear $ sum [GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT]
glDepthFunc GL_LESS
-- draw wall occlusions from the camera's point of view
-- glEnable GL_CULL_FACE
-- glCullFace GL_BACK
glUseProgram (pdata ^. lightingWallShadShader . shadName)
glUniform3f (pdata ^?! lightingWallShadShader . shadUnis' . ix 0) vfx vfy 20
glUniform1f (pdata ^?! lightingWallShadShader . shadUnis' . ix 1) 100
@@ -139,7 +137,7 @@ doDrawing' win pdata u = do
glUseProgram (_shadName fs)
glBindVertexArray $ fs ^. shadVAO . vaoName
glDrawElements
(marshalEPrimitiveMode $ _shadPrim' $ fs)
(marshalEPrimitiveMode $ _shadPrim' fs)
(fromIntegral nIndices)
GL_UNSIGNED_SHORT
nullPtr
@@ -193,9 +191,6 @@ doDrawing' win pdata u = do
glDepthFunc GL_LEQUAL
glDepthMask GL_FALSE
glClearColor 0.5 0.5 0.5 0
--glBlendFunc GL_SRC_ALPHASaturate,One)
--blendColor $= Color4 0.5 0.5 0.5 0.5
--glBlendFuncSeparate GL_SRC_ALPHASaturate,One) , (One,GL_ONE_MINUS_SRC_ALPHA))
glBlendFuncSeparate GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA GL_ONE GL_ONE_MINUS_SRC_ALPHA
withArray [GL_COLOR_ATTACHMENT0, GL_NONE] $ \ptr -> glDrawBuffers 2 ptr
glClear GL_COLOR_BUFFER_BIT
@@ -224,6 +219,7 @@ doDrawing' win pdata u = do
(drawCPUShadows pdata ws)
glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
glClearColor 0 0 0 0
glInvalidateBufferData (pdata ^. vboShapes . vboName)
--apply lightmap to cloud buffer
glClearColor 0 0 0 0
glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboCloud pdata)))
@@ -279,7 +275,7 @@ doDrawing' win pdata u = do
glDepthMask GL_FALSE
glEnable GL_BLEND
glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
glBindBufferBase GL_UNIFORM_BUFFER 0 (pdata ^. isoMatUBO)
glBindBufferBase GL_UNIFORM_BUFFER 0 (pdata ^. orthonormalMatUBO)
renderLayer FixedCoordLayer shadV layerCounts
renderFoldable shadV $ fixedCoordPictures u
glDepthMask GL_TRUE