Work on rendering

This commit is contained in:
2023-03-21 13:26:18 +00:00
parent ba240723f3
commit 7caf7ba987
3 changed files with 1 additions and 11 deletions
-1
View File
@@ -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
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@@ -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)
-8
View File
@@ -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