Continue shader refactor
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+5
-13
@@ -5,6 +5,7 @@ module Preload.Render (
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cleanUpRenderPreload,
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) where
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import Shader.Parameters
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import Control.Concurrent
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import Control.Lens
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import Control.Monad
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@@ -18,7 +19,6 @@ import Shader
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import Shader.AuxAddition
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import Shader.Compile
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import Shader.Data
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import Shader.Parameters
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import Shape.Data
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{- BINDING LIST:
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@@ -68,7 +68,7 @@ preloadRender = do
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-- setup shape geometry/cap VBO and two VAOs
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putStrLn "Setup shape VBO, VAO, EBO"
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shVBO <- setupVBO nShapeVerxComp
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shVBO <- setupVBO (nShapeVerxComp)
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shPosVAO <- setupVAOUsingVBO [VertexAttribute 4 GL_FLOAT GL_FALSE 0] shVBO
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shEBO <- setupEBO shPosVAO
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-- note the shape shader vao is distinct from the position vao, but they
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@@ -83,8 +83,8 @@ preloadRender = do
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putStrLn "Setup wall/windows VBO, VAO, EBO, shader"
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let wallverxstrd = 8
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wallvbo <- setupVBO wallverxstrd
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winvbo <- setupVBO 8
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wallvbo <- setupVBO (wallverxstrd)
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winvbo <- setupVBO (8)
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windowshader <- makeShaderUsingVBO "wall/blank" [vert, geom, frag] (toFloatVAs [4, 4]) pmPoints winvbo
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wallshader <- makeShaderUsingVBO "wall/basic" [vert, geom, frag] (toFloatVAs [4, 4]) pmPoints wallvbo
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putStrLn "Setup lighting shaders"
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@@ -124,15 +124,7 @@ preloadRender = do
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--initTexture2DArray 50 "data/texture/charMapVertBig.png" 2 32 64 95 GL_LINEAR_MIPMAP_NEAREST GL_LINEAR
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putStrLn "Setup full screen shaders"
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-- screentexturevbo <- mglCreate glCreateBuffers
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-- withArray (concat cornerList) $ \ptr ->
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-- glNamedBufferStorage
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-- screentexturevbo
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-- (fromIntegral $ floatSize * length (concat cornerList))
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-- ptr
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-- 0
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-- screentexturevao <- setupVAOvbo (toFloatVAs [2, 2]) 4 screentexturevbo
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(_,screentexturevao) <- setupStaticVBO (toFloatVAs [2,2]) (concat cornerList)
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(_,screentexturevao) <- setupStaticVBOVAO (toFloatVAs [2,2]) (concat cornerList)
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alphadivideshader <- makeShaderUsingVAO "texture2D/alphaDivide" [vert, frag] pmTriangleStrip screentexturevao
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fsShad <- makeShaderUsingVAO "texture/simple" [vert, frag] pmTriangleStrip screentexturevao
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bloomBlurShad <- makeShaderUsingVAO "texture/bloomBlur" [vert, frag] pmTriangleStrip screentexturevao
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@@ -13,7 +13,7 @@ module Shader.Compile (
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setupVertexAttribPointer,
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makeSourcedShader,
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toFloatVAs,
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setupStaticVBO
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setupStaticVBOVAO
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) where
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import Foreign.C.Types
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@@ -104,8 +104,8 @@ setupVBO vertexsize = do
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-- the input ptr is assumed to contain the correct amount of data according to
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-- the specified number and type of vertices
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-- note the VBO here does not have a sensible ptr value
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setupStaticVBO :: Storable a => [VertexAttribute] -> [a] -> IO (VBO,VAO)
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setupStaticVBO vas vdata = withArrayLen vdata $ \i ptr -> do
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setupStaticVBOVAO :: Storable a => [VertexAttribute] -> [a] -> IO (VBO,VAO)
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setupStaticVBOVAO vas vdata = withArrayLen vdata $ \i ptr -> do
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vboname <- mglCreate glCreateBuffers
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glNamedBufferStorage
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vboname
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