Interleave vertex buffer data
This commit is contained in:
+10
-6
@@ -38,8 +38,8 @@ makeLenses ''RenderData
|
||||
preloadRender :: IO RenderData
|
||||
preloadRender = do
|
||||
-- lighting shaders
|
||||
lightningFloorShad <- makeShader "lighting/floor" [vert,geom,frag] [4] Points
|
||||
(return . return . flat4 . _unRender1111)
|
||||
lightingFloorShad <- makeShader "lighting/floor" [vert,geom,frag] [4] Points
|
||||
pokeLightingFloorStrat
|
||||
wsShad <- makeShader "lighting/occlude" [vert,geom,frag] [4] Points pokeWPStrat
|
||||
>>= addUniforms ["lightPos"]
|
||||
wlLightShad
|
||||
@@ -62,21 +62,21 @@ preloadRender = do
|
||||
,[[-1,-1],[0,0]]
|
||||
,[[ 1,-1],[1,0]]
|
||||
]
|
||||
_ <- F.foldM (pokeShader fsShad) [RenderConst] -- fix fullscreen vertex positions now
|
||||
_ <- F.foldM (pokeShader' fsShad) [RenderConst] -- fix fullscreen vertex positions now
|
||||
boxBlurShad <- makeShader "texture/boxBlur" [vert,frag] [2,2] TriangleStrip $ const
|
||||
[[[-1, 1],[0,1]]
|
||||
,[[ 1, 1],[1,1]]
|
||||
,[[-1,-1],[0,0]]
|
||||
,[[ 1,-1],[1,0]]
|
||||
]
|
||||
_ <- F.foldM (pokeShader boxBlurShad) [RenderConst] -- fix fullscreen vertex positions now
|
||||
_ <- F.foldM (pokeShader' boxBlurShad) [RenderConst] -- fix fullscreen vertex positions now
|
||||
grayscaleShad <- makeShader "texture/grayscale" [vert,frag] [2,2] TriangleStrip $ const
|
||||
[[[-1, 1],[0,1]]
|
||||
,[[ 1, 1],[1,1]]
|
||||
,[[-1,-1],[0,0]]
|
||||
,[[ 1,-1],[1,0]]
|
||||
]
|
||||
_ <- F.foldM (pokeShader grayscaleShad) [RenderConst] -- fix fullscreen vertex positions now
|
||||
_ <- F.foldM (pokeShader' grayscaleShad) [RenderConst] -- fix fullscreen vertex positions now
|
||||
-- background shader
|
||||
bgShad <- makeShader "background" [vert,geom,frag] [4,2] Points pokeBGStrat
|
||||
>>= addTexture "data/texture/marbleSlabs.png"
|
||||
@@ -99,7 +99,7 @@ preloadRender = do
|
||||
bindFramebuffer Framebuffer $= defaultFramebufferObject
|
||||
return $ RenderData
|
||||
{ _pictureShaders = [bslist,lslist,cslist,aslist,eslist,bezierQuadShader]
|
||||
, _lightingFloorShader = lightningFloorShad
|
||||
, _lightingFloorShader = lightingFloorShad
|
||||
, _lightingOccludeShader = wsShad
|
||||
, _lightingWallShader = wlLightShad
|
||||
, _wallBlankShader = wlBlank
|
||||
@@ -193,6 +193,10 @@ pokeTriStrat,pokeCharStrat,pokeArcStrat,pokeLineStrat,pokeEllStrat :: RenderType
|
||||
pokeTriStrat (RenderPoly vs) = fmap (\(p,co) -> [flat3 p,flat4 co]) vs
|
||||
pokeTriStrat _ = []
|
||||
|
||||
pokeLightingFloorStrat :: RenderType -> [[[Float]]]
|
||||
pokeLightingFloorStrat Render1111{_unRender1111=x} = [[flat4 x]]
|
||||
pokeLightingFloorStrat _ = undefined
|
||||
|
||||
pokeCharStrat (RenderText vs) = fmap (\(a,b,c) -> [flat3 a, flat4 b, flat3 c]) vs
|
||||
pokeCharStrat _ = []
|
||||
|
||||
|
||||
@@ -34,7 +34,7 @@ setWallDepth
|
||||
setWallDepth pdata wallPoints (viewFromx,viewFromy) _ = do
|
||||
startTicks <- SDL.ticks
|
||||
colorMask $= Color4 Disabled Disabled Disabled Disabled
|
||||
nWalls <- F.foldM (pokeShader $ _lightingOccludeShader pdata) (map Render22 wallPoints)
|
||||
nWalls <- F.foldM (pokeShader' $ _lightingOccludeShader pdata) (map Render22 wallPoints)
|
||||
bindShaderBuffers [_lightingOccludeShader pdata] [nWalls]
|
||||
|
||||
currentProgram $= Just (_shaderProgram $ _lightingOccludeShader pdata)
|
||||
@@ -76,9 +76,9 @@ createLightMap pdata resDiv wallPoints lightPoints (viewFromx,viewFromy) pmat _
|
||||
bindFramebuffer Framebuffer $= _spareFBO pdata
|
||||
|
||||
-- store wall and light positions into buffer
|
||||
nWallLights <- F.foldM (pokeShader $ _lightingWallShader pdata) (map Render22 wallPoints)
|
||||
nWallLights <- F.foldM (pokeShader' $ _lightingWallShader pdata) (map Render22 wallPoints)
|
||||
bindShaderBuffers [_lightingWallShader pdata] [nWallLights]
|
||||
nWalls <- F.foldM (pokeShader $ _lightingOccludeShader pdata) (map Render22 wallPoints)
|
||||
nWalls <- F.foldM (pokeShader' $ _lightingOccludeShader pdata) (map Render22 wallPoints)
|
||||
bindShaderBuffers [_lightingOccludeShader pdata] [nWalls]
|
||||
-- set uniforms for shader that draws lights
|
||||
currentProgram $= Just (_shaderProgram $ _lightingWallShader pdata)
|
||||
@@ -114,8 +114,7 @@ createLightMap pdata resDiv wallPoints lightPoints (viewFromx,viewFromy) pmat _
|
||||
stencilTest $= Enabled
|
||||
forM_ lightPoints $ \(x,y,r,lum) -> do
|
||||
-- bind buffer for floor light circle
|
||||
let lightPtr = (\(_,ptr,_) -> ptr) $ head
|
||||
$ _vaoBufferTargets $ _shaderVAO $ _lightingFloorShader pdata
|
||||
let lightPtr = _vboPointer $ _vaoVBO $ _shaderVAO $ _lightingFloorShader pdata
|
||||
pokeFourOff lightPtr 0 (x,y,r,lum)
|
||||
-- stencil out walls
|
||||
colorMask $= Color4 Disabled Disabled Disabled Disabled
|
||||
@@ -200,7 +199,8 @@ renderBackground pdata rot camZoom (tranx,trany) (winx,winy) = do
|
||||
-- set drawing for on top
|
||||
--blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
|
||||
-- draw background
|
||||
bindArrayBuffers 1 $ _vaoBufferTargets $ _shaderVAO $ _backgroundShader pdata
|
||||
--bindArrayBuffers 1 $ _vaoBufferTargets $ _shaderVAO $ _backgroundShader pdata
|
||||
bindArrayBuffers' 1 $ _vaoVBO $ _shaderVAO $ _backgroundShader pdata
|
||||
currentProgram $= Just (_shaderProgram $ _backgroundShader pdata)
|
||||
bindVertexArrayObject $= Just (_vao $ _shaderVAO $ _backgroundShader pdata)
|
||||
let backPtr = (\(_,x,_) -> x) $ head $ _vaoBufferTargets $ _shaderVAO $ _backgroundShader pdata
|
||||
@@ -248,7 +248,7 @@ renderShader
|
||||
-> IO Word32
|
||||
renderShader shad dat = do
|
||||
sticks <- SDL.ticks
|
||||
i <- F.foldM (pokeShader shad) dat
|
||||
i <- F.foldM (pokeShader' shad) dat
|
||||
bindShaderBuffers [shad] [i]
|
||||
drawShader shad i
|
||||
eticks <- SDL.ticks
|
||||
|
||||
Reference in New Issue
Block a user