Use DSA for renderbuffers
This commit is contained in:
+19
-19
@@ -12,25 +12,25 @@ import qualified Data.Vector.Mutable as MV
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import Control.Monad.Primitive
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data RenderData = RenderData
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{ _lightingWallShadShader :: FullShader'
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, _lightingLineShadowShader :: FullShader'
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, _positionalBlankShader :: FullShader'
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, _lightingCapShader :: FullShader'
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, _wallBlankShader :: FullShader'
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, _windowShader :: FullShader'
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, _wallTextureShader :: FullShader'
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, _textureArrayShader :: FullShader'
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, _fullscreenShader :: FullShader'
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, _lightingTextureShader :: FullShader'
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--, _fullscreenAlphaHalveShader :: FullShader'
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, _bloomBlurShader :: FullShader'
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, _colorBlurShader :: FullShader'
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, _barrelShader :: FullShader'
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, _grayscaleShader :: FullShader'
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, _shapeShader :: FullShader'
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{ _lightingWallShadShader :: FullShader
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, _lightingLineShadowShader :: FullShader
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, _positionalBlankShader :: FullShader
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, _lightingCapShader :: FullShader
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, _wallBlankShader :: FullShader
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, _windowShader :: FullShader
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, _wallTextureShader :: FullShader
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, _textureArrayShader :: FullShader
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, _fullscreenShader :: FullShader
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, _lightingTextureShader :: FullShader
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--, _fullscreenAlphaHalveShader :: FullShader
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, _bloomBlurShader :: FullShader
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, _colorBlurShader :: FullShader
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, _barrelShader :: FullShader
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, _grayscaleShader :: FullShader
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, _shapeShader :: FullShader
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, _shapeEBO :: EBO
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, _silhouetteEBO :: EBO
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, _pictureShaders :: MV.MVector (PrimState IO) FullShader'
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, _pictureShaders :: MV.MVector (PrimState IO) FullShader
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, _fbo2 :: (FramebufferObject, TextureObject)
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, _fbo3 :: (FramebufferObject, TextureObject)
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, _fboHalf1 :: (FramebufferObject, TextureObject)
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@@ -41,11 +41,11 @@ data RenderData = RenderData
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, _fboBloom :: (FramebufferObject, TextureObject)
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, _fboColor :: (FramebufferObject, TextureObject)
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, _fboPos :: (FramebufferObject, TextureObject)
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, _rboBaseBloom :: RenderbufferObject
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, _rboBaseBloom :: GLuint -- RenderbufferObject id
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, _fboLighting :: (FramebufferObject, TextureObject)
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, _fboLightingHigh :: (FramebufferObject, TextureObject)
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, _fboShadow :: (FramebufferObject, (TextureObject,TextureObject))
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, _matUBO :: GLuint
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, _matUBO :: GLuint -- BufferObject id
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}
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makeLenses ''RenderData
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@@ -40,28 +40,30 @@ setupShadowFramebuffer = do
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return (fboName,(toName,toName2))
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setupFramebufferGivenStencil
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:: RenderbufferObject
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:: GLuint -- RenderbufferObject
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-> IO (FramebufferObject, TextureObject)
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{-# INLINE setupFramebufferGivenStencil #-}
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setupFramebufferGivenStencil rboName = do
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fboName <- genObjectName
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bindFramebuffer Framebuffer $= fboName
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toName <- genObjectName
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framebufferRenderbuffer Framebuffer DepthStencilAttachment Renderbuffer rboName
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--framebufferRenderbuffer Framebuffer DepthStencilAttachment Renderbuffer rboName
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glFramebufferRenderbuffer GL_FRAMEBUFFER GL_DEPTH_STENCIL_ATTACHMENT GL_RENDERBUFFER rboName
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fboStatus <- framebufferStatus Framebuffer
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case fboStatus of
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Complete -> return ()
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_ -> putStrLn $ "Framebuffer with given stencil status: " ++ show fboStatus
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return (fboName,toName)
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setupFramebuffer2GivenStencil
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:: RenderbufferObject
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:: GLuint -- RenderbufferObject
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-> IO (FramebufferObject, (TextureObject,TextureObject))
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setupFramebuffer2GivenStencil rboName = do
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fboName <- genObjectName
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bindFramebuffer Framebuffer $= fboName
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toName <- genObjectName
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toName2 <- genObjectName
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framebufferRenderbuffer Framebuffer DepthStencilAttachment Renderbuffer rboName
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--framebufferRenderbuffer Framebuffer DepthStencilAttachment Renderbuffer rboName
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glFramebufferRenderbuffer GL_FRAMEBUFFER GL_DEPTH_STENCIL_ATTACHMENT GL_RENDERBUFFER rboName
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fboStatus <- framebufferStatus Framebuffer
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case fboStatus of
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Complete -> return ()
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@@ -9,7 +9,7 @@ where
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import Data.Preload.Render
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import Graphics.Rendering.OpenGL
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import Graphics.GL.Core43
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import Graphics.GL.Core45
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--import Foreign
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import Control.Lens
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import Control.Monad
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@@ -37,15 +37,20 @@ sizeFBOs xsize ysize xfull yfull rdata = do
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-- return rdata4
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resizeRBO
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:: RenderbufferObject
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:: GLuint -- RenderbufferObject
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-> Int
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-> Int
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-> IO ()
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resizeRBO rboName xsize ysize = do
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let xsize' = fromIntegral xsize
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ysize' = fromIntegral ysize
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bindRenderbuffer Renderbuffer $= rboName
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renderbufferStorage Renderbuffer Depth24Stencil8 (RenderbufferSize xsize' ysize')
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--bindRenderbuffer Renderbuffer $= rboName
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--renderbufferStorage Renderbuffer Depth24Stencil8 (RenderbufferSize xsize' ysize')
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glNamedRenderbufferStorage
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rboName
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GL_DEPTH24_STENCIL8
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xsize'
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ysize'
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updateFBOTO
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:: Int
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-> Int
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+12
-12
@@ -28,11 +28,7 @@ preloadRender :: IO RenderData
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preloadRender = do
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-- set up uniform buffer object
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theUBO <- mglCreateSingle glCreateBuffers
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--glBindBuffer GL_UNIFORM_BUFFER theUBO
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--bindBuffer UniformBuffer $= Just theUBO
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glNamedBufferData theUBO 64 nullPtr GL_STREAM_DRAW
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--bufferData UniformBuffer $= (64, nullPtr, StreamDraw)
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--bindBufferBase IndexedUniformBuffer 0 $= Just theUBO
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glBindBufferBase GL_UNIFORM_BUFFER 0 theUBO
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-- setup wall points VBO, VAOs and shaders
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wpVBOname <- mglCreateSingle glCreateBuffers
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@@ -58,11 +54,10 @@ preloadRender = do
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-- setup window points VBO, VAOs and shaders
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winVBOname <- mglCreateSingle glCreateBuffers
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winVBOptr <- mallocArray (8 * numDrawableWalls)
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bufferData ArrayBuffer
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$= ( fromIntegral $ floatSize * numDrawableWalls * 8
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, nullPtr
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, StreamDraw
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)
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glNamedBufferData wpVBOname
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( fromIntegral $ floatSize * numDrawableWalls * 8)
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nullPtr
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GL_STREAM_DRAW
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let winVBO = VBO{_vboName = winVBOname, _vboPtr = winVBOptr, _vboAttribSizes = [4, 4], _vboStride = 8}
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--winColVAOname <- genObjectName
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--bindVertexArrayObject $= Just winColVAOname
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@@ -180,9 +175,14 @@ preloadRender = do
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framebuf2 <- setupTextureFramebuffer 800 600
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framebuf3 <- setupTextureFramebuffer 800 600
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rboBaseBloomName <- genObjectName
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bindRenderbuffer Renderbuffer $= rboBaseBloomName
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renderbufferStorage Renderbuffer Depth24Stencil8 (RenderbufferSize 800 600)
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rboBaseBloomName <- mglCreateSingle glCreateRenderbuffers
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--bindRenderbuffer Renderbuffer $= rboBaseBloomName
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--renderbufferStorage Renderbuffer Depth24Stencil8 (RenderbufferSize 800 600)
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glNamedRenderbufferStorage
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rboBaseBloomName
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GL_DEPTH24_STENCIL8
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800
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600
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fboBaseName <- setupFramebuffer2GivenStencil rboBaseBloomName
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fboCloudName <- setupFramebuffer2GivenStencil rboBaseBloomName
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+3
-3
@@ -145,7 +145,7 @@ createLightMap pdata lightPoints nWalls nSils nCaps drawObjShads toPos drawCPUSh
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pingPongBetween ::
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(FramebufferObject, TextureObject) ->
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(FramebufferObject, TextureObject) ->
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FullShader' ->
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FullShader ->
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IO ()
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pingPongBetween (fb1, to1) (fb2, to2) fs = do
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bindFramebuffer Framebuffer $= fb2
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@@ -156,7 +156,7 @@ pingPongBetween (fb1, to1) (fb2, to2) fs = do
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drawShader fs 4
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renderFoldable ::
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MV.MVector (PrimState IO) FullShader' ->
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MV.MVector (PrimState IO) FullShader ->
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Picture ->
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IO ()
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renderFoldable shadV struct = do
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@@ -167,7 +167,7 @@ renderFoldable shadV struct = do
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------------------------------end renderFoldable
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renderLayer ::
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Layer ->
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MV.MVector (PrimState IO) FullShader' ->
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MV.MVector (PrimState IO) FullShader ->
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UMV.MVector (PrimState IO) Int ->
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IO ()
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renderLayer layer shads counts = do
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+7
-7
@@ -21,7 +21,7 @@ import Control.Monad.Primitive
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import Foreign
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import Graphics.GL.Core45
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drawShaderLay :: Int -> UMV.MVector (PrimState IO) Int -> Int -> FullShader' -> IO ()
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drawShaderLay :: Int -> UMV.MVector (PrimState IO) Int -> Int -> FullShader -> IO ()
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{-# INLINE drawShaderLay #-}
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drawShaderLay l countsVector shadIn fs = do
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i <- UMV.read countsVector shadIn
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@@ -40,7 +40,7 @@ drawShaderLay l countsVector shadIn fs = do
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(fromIntegral $ l*numSubElements)
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(fromIntegral i)
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drawShader :: FullShader' -> Int -> IO ()
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drawShader :: FullShader -> Int -> IO ()
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{-# INLINE drawShader #-}
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drawShader fs i = do
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--currentProgram $= Just (_shadProg fs)
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@@ -58,11 +58,11 @@ drawShader fs i = do
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0
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(fromIntegral i)
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freeShaderPointers' :: FullShader' -> IO ()
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freeShaderPointers' :: FullShader -> IO ()
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freeShaderPointers' = free . _vboPtr . _vaoVBO . _shadVAO'
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pokeBindFoldable
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:: MV.MVector (PrimState IO) FullShader'
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:: MV.MVector (PrimState IO) FullShader
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-> UMV.MVector (PrimState IO) Int
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-> Picture
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-> IO ()
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@@ -71,7 +71,7 @@ pokeBindFoldable shadV counts m = do
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bindShader shadV counts
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pokeBindFoldableLayer
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:: MV.MVector (PrimState IO) FullShader'
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:: MV.MVector (PrimState IO) FullShader
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-> UMV.MVector (PrimState IO) Int
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-> Picture
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-> IO ()
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@@ -79,10 +79,10 @@ pokeBindFoldableLayer shadV counts m = do
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pokeLayVerxs shadV counts m
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bindShaderLayers shadV counts
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shadVBOptr :: FullShader' -> Ptr Float
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shadVBOptr :: FullShader -> Ptr Float
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{-# INLINE shadVBOptr #-}
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shadVBOptr = _vboPtr . _vaoVBO . _shadVAO'
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shadVBOptr' :: FullShader' -> Ptr Float
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shadVBOptr' :: FullShader -> Ptr Float
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{-# INLINE shadVBOptr' #-}
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shadVBOptr' = _vboPtr . _vaoVBO . _shadVAO'
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@@ -21,10 +21,10 @@ import GLHelp
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-- I am not sure if this assumes that the shader is constructed directly before
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-- the texture is added...
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addTexture :: String -> FullShader' -> IO FullShader'
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addTexture :: String -> FullShader -> IO FullShader
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addTexture = addTexture2D 3 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR
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vaddTextureNoFilter :: String -> FullShader' -> IO FullShader'
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vaddTextureNoFilter :: String -> FullShader -> IO FullShader
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vaddTextureNoFilter = addTexture2D 1 GL_NEAREST GL_NEAREST
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addTexture2D
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@@ -32,7 +32,7 @@ addTexture2D
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-> GLenum -- minfilter
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-> GLenum -- magfilter
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-> String -- path to image
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-> FullShader' -> IO FullShader'
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-> FullShader -> IO FullShader
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addTexture2D nlev minfilt magfilt texpath shad = do
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Right cmap <- readImage texpath
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let texdata = convertRGBA8 cmap
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@@ -63,7 +63,7 @@ addTexture2D nlev minfilt magfilt texpath shad = do
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-- | for transforming a 256x256 image containing 64 tiles of 16x16 pixels into
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-- an image that was directly readable by glTexSubImage3D, used the
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-- transformation tilesToLine 8 128 on the underlying pixels.
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addTextureArray :: String -> FullShader' -> IO FullShader'
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addTextureArray :: String -> FullShader -> IO FullShader
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addTextureArray texturePath shad = do
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err <- glGetError
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print err
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@@ -87,10 +87,10 @@ tilesToLine
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-> [a]
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tilesToLine n w = concat . concat . transpose . chunksOf n . chunksOf w
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addUniforms :: [String] -> FullShader' -> IO FullShader'
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addUniforms :: [String] -> FullShader -> IO FullShader
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addUniforms uniStrings shad = do foldM addUniform shad uniStrings
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addUniform :: FullShader' -> String -> IO FullShader'
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addUniform :: FullShader -> String -> IO FullShader
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addUniform shad unistr = BS.useAsCString (pack unistr) $ \cstr -> do
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loc <- glGetUniformLocation (_shadProg' shad) cstr
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return $ shad & shadUnis' %~ (V.++ V.fromList [loc])
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+4
-4
@@ -27,7 +27,7 @@ bindArrayBuffers numVs theVBO = do
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(fromIntegral $ floatSize * numVs * sum (_vboAttribSizes theVBO))
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(_vboPtr theVBO)
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bindShaderLayers :: MV.MVector (PrimState IO) FullShader' -> UMV.MVector (PrimState IO) Int -> IO ()
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bindShaderLayers :: MV.MVector (PrimState IO) FullShader -> UMV.MVector (PrimState IO) Int -> IO ()
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bindShaderLayers shads counts = MV.imapM_ f shads
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where
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f i shad = do
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@@ -47,17 +47,17 @@ bindShaderLayers shads counts = MV.imapM_ f shads
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(fromIntegral $ floatSize * numVs * stride)
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(_vboPtr theVBO `plusPtr` (floatSize * stride * numSubElements * lay))
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bindShader :: MV.MVector (PrimState IO) FullShader' -> UMV.MVector (PrimState IO) Int -> IO ()
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bindShader :: MV.MVector (PrimState IO) FullShader -> UMV.MVector (PrimState IO) Int -> IO ()
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bindShader shads counts = MV.imapM_ f shads
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where
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f i shad = UMV.read counts i >>= flip bindArrayBuffers (_vaoVBO . _shadVAO' $ shad)
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bindShaderBuffers :: [FullShader'] -> [Int] -> IO ()
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bindShaderBuffers :: [FullShader] -> [Int] -> IO ()
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bindShaderBuffers = zipWithM_ f
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where
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f fs i = bindArrayBuffers i $ _vaoVBO $ _shadVAO' fs
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bindShaderBuffers' :: [FullShader'] -> [Int] -> IO ()
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bindShaderBuffers' :: [FullShader] -> [Int] -> IO ()
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bindShaderBuffers' = zipWithM_ f
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where
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f fs i = bindArrayBuffers i $ _vaoVBO $ _shadVAO' fs
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@@ -29,12 +29,12 @@ makeShader ::
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-- | The input vertex sizes
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[Int] ->
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EPrimitiveMode ->
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IO FullShader'
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IO FullShader
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makeShader s shaderlist sizes pm = do
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prog <- makeSourcedShader s shaderlist
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vaob <- setupVAO sizes
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return $
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FullShader'
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FullShader
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{ _shadProg' = prog
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, _shadVAO' = vaob
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, _shadPrim' = pm
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@@ -49,11 +49,11 @@ makeByteStringShaderUsingVAO ::
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[(GLenum, BS.ByteString)] ->
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EPrimitiveMode ->
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VAO ->
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IO FullShader'
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IO FullShader
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makeByteStringShaderUsingVAO s shaderlist pm vao = do
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prog <- makeShaderProgram s shaderlist
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return $
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FullShader'
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FullShader
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{ _shadProg' = prog
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, _shadVAO' = vao
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, _shadPrim' = pm
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@@ -69,11 +69,11 @@ makeShaderUsingVAO ::
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[GLenum] ->
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EPrimitiveMode ->
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VAO ->
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IO FullShader'
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IO FullShader
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makeShaderUsingVAO s shaderlist pm theVAO = do
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prog <- makeSourcedShader s shaderlist
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return $
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FullShader'
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FullShader
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{ _shadProg' = prog
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, _shadVAO' = theVAO
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, _shadPrim' = pm
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@@ -95,12 +95,12 @@ makeShaderSized ::
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-- | Number of vertexes that can be poked
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Int ->
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EPrimitiveMode ->
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IO FullShader'
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IO FullShader
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makeShaderSized s shaderlist sizes ndraw pm = do
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prog <- makeSourcedShader s shaderlist
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vaob <- setupVAOSized ndraw sizes
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return $
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FullShader'
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FullShader
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{ _shadProg' = prog
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, _shadVAO' = vaob
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, _shadPrim' = pm
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+3
-3
@@ -6,7 +6,7 @@ module Shader.Data
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, VBO (..)
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, EBO (..)
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-- , FullShader (..)
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, FullShader' (..)
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, FullShader (..)
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, ShaderTexture (..)
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, EPrimitiveMode (..)
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-- | Lens functions
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@@ -35,7 +35,7 @@ import Graphics.GL.Core43
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import Foreign
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import Control.Lens
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{- | Datatype containing the necessary information for a single shader. -}
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data FullShader' = FullShader'
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data FullShader = FullShader
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{ _shadProg' :: GLuint -- should be shaderID
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, _shadVAO' :: VAO
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, _shadPrim' :: EPrimitiveMode
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@@ -87,5 +87,5 @@ geom' = GL_GEOMETRY_SHADER
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frag' = GL_FRAGMENT_SHADER
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makeLenses ''VAO
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makeLenses ''VBO
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makeLenses ''FullShader'
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makeLenses ''FullShader
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makeLenses ''EBO
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+4
-4
@@ -25,14 +25,14 @@ import Control.Monad.Primitive
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--import qualified Control.Monad.Parallel as MP
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pokeVerxs
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:: MV.MVector (PrimState IO) FullShader'
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:: MV.MVector (PrimState IO) FullShader
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-> UMV.MVector (PrimState IO) Int
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-> Picture
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-> IO ()
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--pokeVerxs vbos count = S.mapM_ (pokeVerx vbos count) . S.each
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pokeVerxs vbos count = VFSM.mapM_ (pokeVerx vbos count) . VFSM.fromList
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pokeVerx :: MV.MVector (PrimState IO) FullShader' -> UMV.MVector (PrimState IO) Int -> Verx -> IO ()
|
||||
pokeVerx :: MV.MVector (PrimState IO) FullShader -> UMV.MVector (PrimState IO) Int -> Verx -> IO ()
|
||||
pokeVerx vbos offsets Verx{_vxPos=thePos,_vxCol=theCol,_vxExt=ext,_vxShadNum=theShadNum} = do
|
||||
typeOff <- UMV.unsafeRead offsets sn
|
||||
basePtr <- _vboPtr . _vaoVBO . _shadVAO' <$> MV.unsafeRead vbos sn
|
||||
@@ -183,14 +183,14 @@ pokeJustV ptr nv sh = do
|
||||
V4 d e f g = _svCol sh
|
||||
|
||||
pokeLayVerxs
|
||||
:: MV.MVector (PrimState IO) FullShader'
|
||||
:: MV.MVector (PrimState IO) FullShader
|
||||
-> UMV.MVector (PrimState IO) Int
|
||||
-> Picture
|
||||
-> IO ()
|
||||
--pokeLayVerxs vbos counts = S.mapM_ (pokeLayVerx vbos counts) . S.each
|
||||
pokeLayVerxs vbos counts = VFSM.mapM_ (pokeLayVerx vbos counts) . VFSM.fromList
|
||||
|
||||
pokeLayVerx :: MV.MVector (PrimState IO) FullShader' -> UMV.MVector (PrimState IO) Int -> Verx -> IO ()
|
||||
pokeLayVerx :: MV.MVector (PrimState IO) FullShader -> UMV.MVector (PrimState IO) Int -> Verx -> IO ()
|
||||
--{-# INLINE pokeLayVerx #-}
|
||||
pokeLayVerx vbos counts vx = do
|
||||
theOff <- UMV.unsafeRead counts vecPos
|
||||
|
||||
Reference in New Issue
Block a user