Remove renderbuffer from ping-pong framebuffers
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+3
-30
@@ -54,7 +54,6 @@ doDrawing pdata w = do
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--viewFroms@(viewFromx,viewFromy) = _cameraViewFrom w
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viewFroms = _cameraViewFrom w
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pic = worldPictures w
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-- bind wall points and colors to vbo
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nWalls <- F.foldM (pokeShader $ _wallTextureShader pdata) (map Render22x4 wallPointsCol)
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bindShaderBuffers [_wallTextureShader pdata] [nWalls]
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@@ -143,7 +142,7 @@ doDrawing pdata w = do
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depthFunc $= Just Always
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blendFunc $= (One,Zero)
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-- perform any radial distortion
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case _radDistortion w of
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[] -> do
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bindTO $ snd $ _fboBase pdata
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@@ -156,32 +155,13 @@ doDrawing pdata w = do
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_ <- F.foldM (pokeShader $ _barrelShader pdata) [Render2221 distParam]
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bindShaderBuffers [_barrelShader pdata] [1]
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drawShader (_barrelShader pdata) 1
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fboList = take (length rds - 1) (concat (repeat [fst3 $ _fbo2 pdata,fst3 $ _fbo3 pdata]))
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fboList = take (length rds - 1) (concat (repeat [fst $ _fbo2 pdata,fst $ _fbo3 pdata]))
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++ [defaultFramebufferObject]
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toList = snd (_fboBase pdata) : concat (repeat [snd3 $ _fbo2 pdata,snd3 $ _fbo3 pdata])
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toList = snd (_fboBase pdata) : concat (repeat [snd $ _fbo2 pdata,snd $ _fbo3 pdata])
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bindings = zipWith (>>) (map bindFBO fboList) (map bindTO toList)
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activeTexture $= TextureUnit 1
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sequence_ $ zipWith (>>) bindings $ map bindDrawDist rds
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activeTexture $= TextureUnit 0
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--activeTexture $= TextureUnit 1
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--bindTO $ snd $ _fboBase pdata
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--let fbolist =
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--let bindDrawDist :: (Point2,Point2,Point2,Float) -> IO ()
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-- bindDrawDist distParam = do
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-- _ <- F.foldM (pokeShader $ _barrelShader pdata) [Render2221 distParam]
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-- bindShaderBuffers [_barrelShader pdata] [1]
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-- drawShader (_barrelShader pdata) 1
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--sequence_ $ zipWith (>>)
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-- (map bindFBO $ concat $ repeat [fst3 $ _fbo2 pdata, fst3 $ _fbo3 pdata])
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-- $ zipWith (>>)
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-- (map bindDrawDist (_radDistortion w) ++ [activeTexture $= TextureUnit 0])
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-- (map bindTO $ concat $ repeat [snd3 $ _fbo2 pdata, snd3 $ _fbo3 pdata])
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--bindFramebuffer Framebuffer $= defaultFramebufferObject
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----bufferUBO $ perspectiveMatrixb rot camzoom trans wins viewFroms
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--drawShader (_fullscreenShader pdata) 4
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-- draw overlay
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bufferUBO $ isoMatrix 0 1 (0,0) (2,2)
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--depthFunc $= Just Always
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@@ -199,11 +179,6 @@ bindTO t = textureBinding Texture2D $= Just t
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bindFBO :: FramebufferObject -> IO ()
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bindFBO fb = bindFramebuffer Framebuffer $= fb
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fst3 :: (a,b,c) -> a
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fst3 (x,_,_) = x
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snd3 :: (a,b,c) -> b
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snd3 (_,x,_) = x
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--------------------------------------------------------------------------------
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-- note: currently assume there is only one UBO, we only bind it once at setup
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bufferUBO :: [Float] -> IO ()
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@@ -213,7 +188,6 @@ bufferUBO mat = withArray mat $ \ptr ->
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renderBlankWalls
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:: RenderData
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-> Int -- ^ number of walls
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-- -> GLmatrix GLfloat
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-> IO ()
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renderBlankWalls pdata nWalls = do
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cullFace $= Just Back
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@@ -223,7 +197,6 @@ renderBlankWalls pdata nWalls = do
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renderWindows
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:: RenderData
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-> [((Point2,Point2),Point4)] -- ^ List: wall positions and color
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-- -> GLmatrix GLfloat
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-> IO ()
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renderWindows pdata wps = do
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n <- F.foldM (pokeShader $ _wallBlankShader pdata) (map Render22x4 wps)
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