Commit before attempting to change cloud shading

This commit is contained in:
2023-03-20 15:09:13 +00:00
parent f4038fde46
commit 7ba374c1fd
8 changed files with 103 additions and 24 deletions
+16
View File
@@ -5,6 +5,7 @@ module Dodge.Render (
--import qualified Data.Vector as V
import Shader.Poke.Cloud
import GLHelp
import Control.Lens
import Control.Monad
@@ -95,6 +96,14 @@ doDrawing' win pdata u = do
, (pdata ^. wallVBO, trueNWalls)
]
bufferPokedVBO (_vboShapes pdata) nShapeVs
(nCloudVs,nCloudIs) <- foldM (pokeCloud (pdata ^. cloudVBO . vboPtr) (pdata ^. cloudEBO . eboPtr))
(0,0) (w ^. cWorld . lWorld . clouds)
bufferPokedVBO (pdata ^. cloudVBO) nCloudVs
glNamedBufferSubData
(_eboName $ _cloudEBO pdata)
0
(fromIntegral $ glushortSize * nCloudIs)
(_eboPtr $ _cloudEBO pdata)
glNamedBufferSubData
(_eboName $ _shapeEBO pdata)
0
@@ -242,6 +251,13 @@ doDrawing' win pdata u = do
0
ptr
renderLayer MidLayer shadV layerCounts
-- glUseProgram (pdata ^. cloudShader . shaderUINT)
-- glBindVertexArray $ pdata ^. cloudShader . shaderVAO . vaoName
-- glDrawElements
-- (pdata ^. cloudShader . shaderPrimitive)
-- (fromIntegral nCloudIs)
-- GL_UNSIGNED_SHORT
-- nullPtr
drawShader (_windowShader pdata) nWins
-- when (_graphics_cloud_shadows cfig) $ do
-- ----render transparency depths