Work on rendering
This commit is contained in:
@@ -28,7 +28,6 @@ data RenderData = RenderData
|
|||||||
, _wallBlankShader :: FullShader
|
, _wallBlankShader :: FullShader
|
||||||
, _windowShader :: FullShader
|
, _windowShader :: FullShader
|
||||||
, _wallTextureShader :: FullShader
|
, _wallTextureShader :: FullShader
|
||||||
-- , _textureArrayShader :: (FullShader,VBO)
|
|
||||||
, _fullscreenShader :: FullShader
|
, _fullscreenShader :: FullShader
|
||||||
, _bloomBlurShader :: FullShader
|
, _bloomBlurShader :: FullShader
|
||||||
, _colorBlurShader :: FullShader
|
, _colorBlurShader :: FullShader
|
||||||
|
|||||||
+1
-2
@@ -206,11 +206,10 @@ doDrawing' win pdata u = do
|
|||||||
glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
|
glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
|
||||||
--apply lightmap to base buffer
|
--apply lightmap to base buffer
|
||||||
glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBase . _1 . unFBO)
|
glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBase . _1 . unFBO)
|
||||||
glBindTexture GL_TEXTURE_2D (pdata ^. fboLighting . _2 . unTO)
|
glBindTextureUnit 0 (pdata ^. fboLighting . _2 . unTO)
|
||||||
glEnable GL_BLEND
|
glEnable GL_BLEND
|
||||||
glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
|
glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
|
||||||
drawShader (_fullscreenShader pdata) 4
|
drawShader (_fullscreenShader pdata) 4
|
||||||
--drawShader (fst $ _fullscreenShader pdata) 4
|
|
||||||
with GL_COLOR_ATTACHMENT0 $ \ptr ->
|
with GL_COLOR_ATTACHMENT0 $ \ptr ->
|
||||||
glInvalidateNamedFramebufferData
|
glInvalidateNamedFramebufferData
|
||||||
(pdata ^. fboLighting . _1 . unFBO)
|
(pdata ^. fboLighting . _1 . unFBO)
|
||||||
|
|||||||
@@ -17,7 +17,6 @@ import qualified Data.Vector.Mutable as MV
|
|||||||
import Foreign
|
import Foreign
|
||||||
import Framebuffer.Setup
|
import Framebuffer.Setup
|
||||||
import Shader
|
import Shader
|
||||||
import Shader.Bind
|
|
||||||
import Shader.Compile
|
import Shader.Compile
|
||||||
import Shader.Data
|
import Shader.Data
|
||||||
import Shader.Parameters
|
import Shader.Parameters
|
||||||
@@ -145,14 +144,7 @@ preloadRender = do
|
|||||||
ptr
|
ptr
|
||||||
0
|
0
|
||||||
screentexturevao <- setupVAOvbo' [2,2] 4 screentexturevbo
|
screentexturevao <- setupVAOvbo' [2,2] 4 screentexturevbo
|
||||||
|
|
||||||
-- fsShad <- makeShaderSized "texture/simple" [vert, frag] [2, 2] 4 ETriangleStrip
|
|
||||||
-- -- note we directly poke the shader vertex data here
|
|
||||||
-- -- could possibly use an indirect draw call
|
|
||||||
-- pokeArray (shadVBOptr fsShad) $ concat cornerList
|
|
||||||
|
|
||||||
fsShad <- makeShaderUsingVAO "texture/simple" [vert, frag] ETriangleStrip screentexturevao
|
fsShad <- makeShaderUsingVAO "texture/simple" [vert, frag] ETriangleStrip screentexturevao
|
||||||
|
|
||||||
bloomBlurShad <- makeShaderUsingVAO "texture/bloomBlur" [vert, frag] ETriangleStrip screentexturevao
|
bloomBlurShad <- makeShaderUsingVAO "texture/bloomBlur" [vert, frag] ETriangleStrip screentexturevao
|
||||||
colorBlurShad <- makeShaderUsingVAO "texture/colorBlur" [vert, frag] ETriangleStrip screentexturevao
|
colorBlurShad <- makeShaderUsingVAO "texture/colorBlur" [vert, frag] ETriangleStrip screentexturevao
|
||||||
grayscaleShad <- makeShaderUsingVAO "texture/grayscale" [vert, frag] ETriangleStrip screentexturevao
|
grayscaleShad <- makeShaderUsingVAO "texture/grayscale" [vert, frag] ETriangleStrip screentexturevao
|
||||||
|
|||||||
Reference in New Issue
Block a user