Refactor shader types

This commit is contained in:
2023-03-22 14:08:07 +00:00
parent c0579fae00
commit 5769477ad4
20 changed files with 303 additions and 330 deletions
+32 -32
View File
@@ -101,39 +101,39 @@ preloadRender = do
-- shEdgeVAO is unecessary?
-- lighting shaders
lightingWallShadShad <-
makeShaderUsingVAO "lighting/wallShadow" [vert, geom, frag] EPoints wpVAO
makeShaderUsingVAO "lighting/wallShadow" [vert, geom, frag] pmPoints wpVAO
lightingCapShad <-
makeShaderUsingVAO "lighting/cap" [vert, geom] ETriangles shPosVAO
makeShaderUsingVAO "lighting/cap" [vert, geom] pmTriangles shPosVAO
lightingLineShadowShad <-
makeShaderUsingVAO "lighting/lineShadow" [vert, geom] ELinesAdjacency shEdgeVAO
makeShaderUsingVAO "lighting/lineShadow" [vert, geom] pmLinesAdjacency shEdgeVAO
shadowedgeshader <-
makeShaderUsingVAO "shadow/edge" [vert, geom] ELinesAdjacency shEdgeVAO
makeShaderUsingVAO "shadow/edge" [vert, geom] pmLinesAdjacency shEdgeVAO
shadowcapshader <-
makeShaderUsingVAO "shadow/cap" [vert, geom] ETriangles shPosVAO
makeShaderUsingVAO "shadow/cap" [vert, geom] pmTriangles shPosVAO
shadowwallshader <-
makeShaderUsingVAO "shadow/wallShadow" [vert, geom] EPoints wpVAO
makeShaderUsingVAO "shadow/wallShadow" [vert, geom] pmPoints wpVAO
shadowlightshader <- makeShaderSized "shadow/light" [vert, geom, frag]
[1] 1
EPoints
shadowcombineshader <- makeShaderSized "shadow/combine" [vert,geom,frag] [1] 1 EPoints
pmPoints
shadowcombineshader <- makeShaderSized "shadow/combine" [vert,geom,frag] [1] 1 pmPoints
poke (shadVBOptr shadowlightshader) 1
-- positional shader
positionalBlankShad <- makeShader "positional/blank" [vert, frag] [3] ETriangles
positionalBlankShad <- makeShader "positional/blank" [vert, frag] [3] pmTriangles
-- 2D draw shaders
bslist <- makeShader "dualTwoD/basic" [vert, frag] [3, 4] ETriangles
bslista <- makeShader4 "shape/basic" [vert, frag] shapeVerxSizes nShapeVerxComp ETriangles shVBO
glVertexArrayElementBuffer (bslista ^. shadVAO . vaoName) (shEBO' ^. eboName)
--glVertexArrayElementBuffer (bslista ^. shadVAO . vaoName) shEBOname
aslist <- makeShader "dualTwoD/arc" [vert, frag] [3, 4, 3] ETriangles
eslist <- makeShader "dualTwoD/ellipse" [vert, geom, frag] [3, 4] ETriangles
bezierQuadShader <- makeShader "dualTwoD/bezierQuad" [vert, frag] [3, 4, 4] ETriangleStrip
bslist <- makeShader "dualTwoD/basic" [vert, frag] [3, 4] pmTriangles
bslista <- makeShader4 "shape/basic" [vert, frag] shapeVerxSizes nShapeVerxComp pmTriangles shVBO
glVertexArrayElementBuffer (bslista ^. shaderVAO . vaoName) (shEBO' ^. eboName)
--glVertexArrayElementBuffer (bslista ^. shaderVAO . vaoName) shEBOname
aslist <- makeShader "dualTwoD/arc" [vert, frag] [3, 4, 3] pmTriangles
eslist <- makeShader "dualTwoD/ellipse" [vert, geom, frag] [3, 4] pmTriangles
bezierQuadShader <- makeShader "dualTwoD/bezierQuad" [vert, frag] [3, 4, 4] pmTriangleStrip
cslist <-
makeShader "dualTwoD/character" [vert, frag] [3, 4, 2] ETriangles
makeShader "dualTwoD/character" [vert, frag] [3, 4, 2] pmTriangles
>>= _1 (vaddTextureNoFilter "data/texture/charMap.png")
-- this should really be a 2d texture array
basicTweakZShad <- makeShader "dualTwoD/basicTweakZ" [vert, frag] [4, 4] ETriangles
basicTweakZShad <- makeShader "dualTwoD/basicTweakZ" [vert, frag] [4, 4] pmTriangles
-- texture shaders, no textures attached
screentexturevbo <- mglCreate glCreateBuffers
@@ -144,25 +144,25 @@ preloadRender = do
ptr
0
screentexturevao <- setupVAOvbo' [2,2] 4 screentexturevbo
alphadivideshader <- makeShader4UsingVAO "texture2D/alphaDivide" [vert,frag] GL_TRIANGLE_STRIP screentexturevao
fsShad <- makeShader4UsingVAO "texture/simple" [vert, frag] GL_TRIANGLE_STRIP screentexturevao
bloomBlurShad <- makeShaderUsingVAO "texture/bloomBlur" [vert, frag] ETriangleStrip screentexturevao
colorBlurShad <- makeShaderUsingVAO "texture/colorBlur" [vert, frag] ETriangleStrip screentexturevao
grayscaleShad <- makeShaderUsingVAO "texture/grayscale" [vert, frag] ETriangleStrip screentexturevao
alphadivideshader <- makeShader4UsingVAO "texture2D/alphaDivide" [vert,frag] pmTriangleStrip screentexturevao
fsShad <- makeShader4UsingVAO "texture/simple" [vert, frag] pmTriangleStrip screentexturevao
bloomBlurShad <- makeShaderUsingVAO "texture/bloomBlur" [vert, frag] pmTriangleStrip screentexturevao
colorBlurShad <- makeShaderUsingVAO "texture/colorBlur" [vert, frag] pmTriangleStrip screentexturevao
grayscaleShad <- makeShaderUsingVAO "texture/grayscale" [vert, frag] pmTriangleStrip screentexturevao
lightingTextureShad <-
makeShaderUsingVAO "lighting/texture" [vert, frag] ETriangleStrip screentexturevao
barrelShad <- makeShader "texture/barrel" [vert, geom, frag] [2, 2, 2, 1] EPoints
makeShaderUsingVAO "lighting/texture" [vert, frag] pmTriangleStrip screentexturevao
barrelShad <- makeShader "texture/barrel" [vert, geom, frag] [2, 2, 2, 1] pmPoints
-- blank wallShader
wallBlankShad <- makeShaderUsingVAO "wall/blank" [vert, geom, frag] EPoints wpColVAO
wallBlankShad <- makeShaderUsingVAO "wall/blank" [vert, geom, frag] pmPoints wpColVAO
-- textured wallShader
wallTextureShad <-
makeShaderUsingVAO "wall/texture" [vert, geom, frag] EPoints wpColVAO
makeShaderUsingVAO "wall/texture" [vert, geom, frag] pmPoints wpColVAO
let wallverxstrd = 8
wallvbo <- setupVBO wallverxstrd
wallshader <- makeShader4 "wall/basic" [vert,geom,frag] [4,4] wallverxstrd EPoints wallvbo
wallshader <- makeShader4 "wall/basic" [vert,geom,frag] [4,4] wallverxstrd pmPoints wallvbo
let floorverxstrd = 8
floorvbo <- setupVBOStatic floorverxstrd
floorshader <- makeShader4 "floor/arrayPos" [vert, frag] [4,4] floorverxstrd ETriangles floorvbo
floorshader <- makeShader4 "floor/arrayPos" [vert, frag] [4,4] floorverxstrd pmTriangles floorvbo
tonormalmap <- initTexture2DArray 3 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR "data/normalMaps/normalArray.png"
todiffusemap <- initTexture2DArray 3 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR "data/normalMaps/diffuseArray.png"
@@ -170,7 +170,7 @@ preloadRender = do
cloudvbo <- setupVBO (sum cloudverxsizes)
(cloudshader, cloudebo)
<- makeShaderEBO "cloud/basic" [vert, frag] cloudverxsizes (sum cloudverxsizes)
GL_TRIANGLES cloudvbo
pmTriangles cloudvbo
framebuf2 <- setupTextureFramebuffer 800 600
framebuf3 <- setupTextureFramebuffer 800 600
@@ -211,7 +211,7 @@ preloadRender = do
return $
RenderData
{ _pictureShaders = shadV
, _shapeShader = bslista -- & shadVAO' .~ shPosColVAO
, _shapeShader = bslista -- & shaderVAO' .~ shPosColVAO
, _shapeEBO = shEBO'
, _silhouetteEBO = silEBO
, _lightingCapShader = lightingCapShad
@@ -225,7 +225,7 @@ preloadRender = do
, _positionalBlankShader = positionalBlankShad
, _wallBlankShader = wallBlankShad
, _wallTextureShader = wallTextureShad
, _windowShader = wallBlankShad{_shadVAO = winColVAO}
, _windowShader = wallBlankShad{_shaderVAO = winColVAO}
-- , _textureArrayShader = textArrayShad
, _fullscreenShader = fsShad
, _alphaDivideShader = alphadivideshader
+1 -1
View File
@@ -51,6 +51,6 @@ renderDataResizeUpdate xsize ysize xfull yfull rdata = do
makeByteStringShaderUsingVAO
"bloomBlur"
[(vert, bbVert), (frag, bbFrag')]
ETriangleStrip
pmTriangleStrip
(rdata ^. screenTextureVAO)
return (rdata'{_bloomBlurShader = bbShad})