Add dependencies, play around with clouds/transparency layer
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+7
-23
@@ -51,18 +51,11 @@ preloadRender = do
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setupVertexAttribPointer 1 4 8 4
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let wpVAO = VAO {_vao = wpVAOname, _vaoVBO = wpVBO}
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wpColVAO = VAO {_vao = wpColVAOname, _vaoVBO = wpVBO}
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-- lighting shaders
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wsShad <- makeShader "lighting/occlude" [vert,geom,frag] [4] EPoints
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>>= addUniforms ["lightPos"]
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wlLightShad
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<- makeShaderUsingShaderVAO "lighting/wall" [vert,geom,frag] EPoints wsShad
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>>= addUniforms ["lightPos","lumRad"]
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lightingSurfaceShad
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<- makeShader "lighting/surface" [vert,frag] [3] ETriangles
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>>= addUniforms ["lightPos","lumRad"]
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lightingCapShad
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<- makeShaderUsingShaderVAO "lighting/cap" [vert,geom,frag] ETriangles lightingSurfaceShad
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<- makeShader "lighting/cap" [vert,geom,frag] [3] ETriangles
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>>= addUniforms ["lightPos"]
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lightingLineShadowShad
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<- makeShader "lighting/lineShadow" [vert,geom,frag] [3] ELinesAdjacency
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@@ -77,8 +70,8 @@ preloadRender = do
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-- this should really be a 2d texture array
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basicTweakZShad <- makeShader "dualTwoD/basicTweakZ" [vert,frag] [4,4] ETriangles
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-- fullscreen shaders
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fullscreenAlphaHalveShad <- makeShaderSized "fullscreen/alphaHalve" [vert,frag] [2] 4 ETriangleStrip
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pokeArray (shadVBOptr fullscreenAlphaHalveShad) $ concat cornerListNoCoord
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--fullscreenAlphaHalveShad <- makeShaderSized "fullscreen/alphaHalve" [vert,frag] [2] 4 ETriangleStrip
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--pokeArray (shadVBOptr fullscreenAlphaHalveShad) $ concat cornerListNoCoord
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-- texture shaders, no textures attached
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fsShad <- makeShaderSized "texture/simple" [vert,frag] [2,2] 4 ETriangleStrip
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-- note we directly poke the shader vertex data here
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@@ -100,7 +93,7 @@ preloadRender = do
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>>= addTextureArray "data/texture/ayene_wooden_floor_transformed.png"
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-- >>= addTextureArray "data/texture/ayene_wooden_floor.png"
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-- bind fixed vertex data
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bindShaderBuffers [fsShad,fullscreenAlphaHalveShad] [4,4]
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bindShaderBuffers [fsShad] [4,4]
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framebuf2 <- setupTextureFramebuffer 800 600
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framebuf3 <- setupTextureFramebuffer 800 600
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@@ -141,17 +134,17 @@ preloadRender = do
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return $ RenderData
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{ _pictureShaders = shadV
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, _lightingSurfaceShader = lightingSurfaceShad
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--, _lightingSurfaceShader = lightingSurfaceShad
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, _lightingCapShader = lightingCapShad
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, _lightingLineShadowShader = lightingLineShadowShad
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, _lightingOccludeShader = wsShad {_shaderVAO = wpVAO}
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, _lightingWallShader = wlLightShad {_shaderVAO = wpVAO}
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--, _lightingWallShader = wlLightShad {_shaderVAO = wpVAO}
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, _wallBlankShader = wlBlank { _shaderVAO = wpColVAO }
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, _wallTextureShader = wlTexture { _shaderVAO = wpColVAO }
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, _textureArrayShader = textArrayShad
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, _fullscreenShader = fsShad
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, _fullLightingShader = fullLightingShad
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, _fullscreenAlphaHalveShader = fullscreenAlphaHalveShad
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--, _fullscreenAlphaHalveShader = fullscreenAlphaHalveShad
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, _bloomBlurShader = bloomBlurShad
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, _colorBlurShader = colorBlurShad
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, _barrelShader = barrelShad
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@@ -178,15 +171,6 @@ cornerList =
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,[-1,-1,0,0]
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,[ 1,-1,1,0]
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]
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cornerListNoCoord :: [[Float]]
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cornerListNoCoord =
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[[-1, 1]
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,[ 1, 1]
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,[-1,-1]
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,[ 1,-1]
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]
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cleanUpRenderPreload :: RenderData -> IO ()
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cleanUpRenderPreload pd = do
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-- TODO fix this
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