Commit before attempting to change cloud shading
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@@ -1,7 +1,7 @@
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module Shader.Compile (
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setupVBO,
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setupVBO',
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makeShaderVAOEBO,
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setupVBOStatic,
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makeShaderEBO,
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makeShader,
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makeShader4,
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makeByteStringShaderUsingVAO,
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@@ -47,7 +47,7 @@ makeShader s shaderlist sizes pm = do
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}
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, vbo)
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makeShaderVAOEBO ::
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makeShaderEBO ::
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-- | First part of the name of the shader
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String ->
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-- | shader types
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@@ -58,14 +58,13 @@ makeShaderVAOEBO ::
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Int ->
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GLenum ->
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VBO ->
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IO (Shader, VAO, EBO)
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makeShaderVAOEBO s shaderlist sizes strd pm vbo = do
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IO (Shader, EBO)
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makeShaderEBO s shaderlist sizes strd pm vbo = do
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prog <- makeSourcedShader s shaderlist
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vao <- setupVAOvbo sizes strd vbo
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ebo <- setupEBO vao
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return
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( Shader prog pm
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, vao
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( Shader prog pm vao
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, ebo
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)
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@@ -102,8 +101,8 @@ setupVBO vertexsize = do
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GL_STREAM_DRAW
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return VBO {_vboName = vboname, _vboPtr = thePtr, _vboVertexSize = vertexsize}
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setupVBO' :: Int -> IO VBO
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setupVBO' vertexsize = do
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setupVBOStatic :: Int -> IO VBO
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setupVBOStatic vertexsize = do
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vboname <- mglCreate glCreateBuffers
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thePtr <- mallocArray (vertexsize * numDrawableElements)
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-- Allocate space
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@@ -13,6 +13,7 @@ module Shader.Data
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, vaoName
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, shaderUINT
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, shaderPrimitive
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, shaderVAO
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, textureObject
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@@ -45,6 +46,7 @@ data FullShader = FullShader
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data Shader = Shader
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{ _shaderUINT :: GLuint -- should be shaderID
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, _shaderPrimitive :: GLenum
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, _shaderVAO :: VAO
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}
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{- | Vertex array object: contains the reference to the object,
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and its buffer targets. -}
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@@ -0,0 +1,33 @@
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module Shader.Poke.Cloud (
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pokeCloud,
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) where
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import qualified Data.Vector.Unboxed as UV
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import Dodge.Data.Cloud
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import Foreign
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import Geometry
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import Graphics.GL.Core45
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pokeCloud :: Ptr Float -> Ptr GLushort -> (Int, Int) -> Cloud -> IO (Int, Int)
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pokeCloud vptr iptr (nv,ni) cl = do
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UV.imapM_ (pokeCloudVerx vptr cl nv) $ UV.fromList [(1, 1), (1, -1), (-1, -1), (-1, 1)]
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UV.imapM_ (pokeCloudIndex iptr nv ni) $ UV.fromList [0, 1, 2, 2, 1, 3]
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return (nv + 4, ni + 6)
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pokeCloudVerx :: Ptr Float -> Cloud -> Int -> Int -> (Float, Float) -> IO ()
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pokeCloudVerx ptr cl nv i (dx, dy) =
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UV.imapM_ (pokeCloudFloat ptr (nv + i)) $ UV.fromList
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[x, y, cz, 1, r, g, b, a, cx, cy, cz, rad, dx, dy, 0, 0]
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where
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V3 cx cy cz = _clPos cl
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V2 x y = V2 cx cy - rad *.* V2 dx dy
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rad = _clRad cl
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V4 r g b a = case _clPict cl of
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CloudColor _ _ col -> col
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DrawGasCloud col -> col
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pokeCloudFloat :: Ptr Float -> Int -> Int -> Float -> IO ()
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pokeCloudFloat ptr nv i = pokeElemOff ptr (nv * 16 + i)
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pokeCloudIndex :: Ptr GLushort -> Int -> Int -> Int -> Int -> IO ()
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pokeCloudIndex ptr nv ni ioff voff = pokeElemOff ptr (ni + ioff) (fromIntegral $ nv + voff)
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