Use DSA for renderbuffers
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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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