Share wall points in buffer, part 1
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@@ -30,8 +30,11 @@ preloadRender = do
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wsShad <- makeShader "lighting/occlude" [vert,geom,frag] [4] EPoints pokeWPStrat
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>>= addUniforms ["lightPos"]
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wlLightShad
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<- makeShader "lighting/wall" [vert,geom,frag] [4] EPoints pokeWPStrat
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<- makeShaderUsingShaderVAO "lighting/wall" [vert,geom,frag] EPoints wsShad
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>>= addUniforms ["lightPos","radLum"]
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-- wlLightShad
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-- <- makeShader "lighting/wall" [vert,geom,frag] [4] EPoints pokeWPStrat
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-- >>= addUniforms ["lightPos","radLum"]
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lightingSurfaceShad
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<- makeShader "lighting/surface" [vert,frag] [3] ETriangles poke3
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>>= addUniforms ["lightPos","radLum"]
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+6
-4
@@ -69,8 +69,8 @@ createLightMap pdata resDiv wallPoints lightPoints fpics scPol = do
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viewport $= (vppos, vsize)
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textureBinding Texture2D $= Just (snd $ _fboLighting pdata)
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-- store wall and light positions into buffer
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nWallLights <- F.foldM (pokeShader $ _lightingWallShader pdata) (map Render22 wallPoints)
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bindShaderBuffers [_lightingWallShader pdata] [nWallLights]
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-- nWallLights <- F.foldM (pokeShader $ _lightingWallShader pdata) (map Render22 wallPoints)
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-- bindShaderBuffers [_lightingWallShader pdata] [nWallLights]
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nWalls <- F.foldM (pokeShader $ _lightingOccludeShader pdata) (map Render22 wallPoints)
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bindShaderBuffers [_lightingOccludeShader pdata] [nWalls]
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-- store foreground silhouette geometry into buffer
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@@ -89,7 +89,8 @@ createLightMap pdata resDiv wallPoints lightPoints fpics scPol = do
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cullFace $= Just Back
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-- draw walls from your point of view in order to set z buffer
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currentProgram $= Just (_shaderProgram $ _lightingWallShader pdata)
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drawShader (_lightingWallShader pdata) nWallLights
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--drawShader (_lightingWallShader pdata) nWallLights
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drawShader (_lightingWallShader pdata) nWalls
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--colorMask $= Color4 Disabled Disabled Disabled Disabled
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--currentProgram $= Just (_shaderProgram $ _lightingOccludeShader pdata)
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--uniform (head $ _shaderCustomUnis $ _lightingOccludeShader pdata)
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@@ -151,7 +152,8 @@ createLightMap pdata resDiv wallPoints lightPoints fpics scPol = do
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$= Vector3 x y z
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uniform (_shaderCustomUnis (_lightingWallShader pdata) !! 1)
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$= Vector2 r lum
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drawShader (_lightingWallShader pdata) nWallLights
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--drawShader (_lightingWallShader pdata) nWallLights
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drawShader (_lightingWallShader pdata) nWalls
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cullFace $= Nothing
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stencilTest $= Disabled
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blend $= Disabled
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@@ -1,5 +1,6 @@
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module Shader.Compile
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( makeShader
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, makeShaderUsingShaderVAO
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, makeSourcedShader
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, setupVAO
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) where
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@@ -13,6 +14,21 @@ import Control.Monad
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--import Control.Lens
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import Graphics.Rendering.OpenGL hiding (Point,translate,scale,imageHeight)
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-- | Takes the VAO and poke strategy from another shader
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makeShaderUsingShaderVAO
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:: String -- ^ First part of the name of the shader
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-> [ShaderType] -- ^ Filetype extensions
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-> EPrimitiveMode
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-> FullShader
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-> IO FullShader
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makeShaderUsingShaderVAO s shaderlist pm fs = do
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prog <- makeSourcedShader s shaderlist
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return $ fs
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{_shaderProgram = prog
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, _shaderDrawPrimitive = pm
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, _shaderTexture = Nothing
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, _shaderCustomUnis = []
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}
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{- |
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Compiles a full shader found within the shader directory.
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The shader is made up of files begining with the inputted string with extensions .vert, .geom etc.
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