Remove RenderType datatype

This commit is contained in:
2021-07-30 11:53:51 +02:00
parent c67feb485f
commit 834464db51
31 changed files with 164 additions and 227 deletions
+15 -52
View File
@@ -5,14 +5,12 @@ module Preload.Render
, cleanUpRenderPreload
)
where
import Picture.Data
import Shader
import Shader.Data
import Shader.Compile
import Shader.AuxAddition
import Shader.Parameters
import Data.Preload.Render
import Geometry.Data
import Graphics.Rendering.OpenGL hiding (Point,translate,scale,imageHeight)
import Graphics.GL.Core43
@@ -52,45 +50,44 @@ preloadRender = do
wpColVAO = VAO {_vao = wpColVAOname, _vaoVBO = wpVBO}
-- lighting shaders
wsShad <- makeShader "lighting/occlude" [vert,geom,frag] [4] EPoints pokeWPStrat
wsShad <- makeShader "lighting/occlude" [vert,geom,frag] [4] EPoints
>>= addUniforms ["lightPos"]
wlLightShad
<- makeShaderUsingShaderVAO "lighting/wall" [vert,geom,frag] EPoints wsShad
>>= addUniforms ["lightPos","radLum"]
lightingSurfaceShad
<- makeShader "lighting/surface" [vert,frag] [3] ETriangles poke3
<- makeShader "lighting/surface" [vert,frag] [3] ETriangles
>>= addUniforms ["lightPos","radLum"]
lightingLineShadowShad
<- makeShader "lighting/lineShadow" [vert,geom,frag] [3] ELinesAdjacency poke3
<- makeShader "lighting/lineShadow" [vert,geom,frag] [3] ELinesAdjacency
>>= addUniforms ["lightPos"]
-- 2D draw shaders
bslist <- makeVShader "twoD/basic" [vert,frag] [3,4] ETriangles isPolyV
aslist <- makeVShader "twoD/arc" [vert,frag] [3,4,3] ETriangles isArcV
eslist <- makeVShader "twoD/ellipse" [vert,geom,frag] [3,4] ETriangles isEllV
bezierQuadShader <- makeVShader "twoD/bezierQuad" [vert,frag] [3,4,4] ETriangleStrip isBezV
cslist <- makeVShader "twoD/character" [vert,frag] [3,4,2] ETriangles isTextV
bslist <- makeVShader "twoD/basic" [vert,frag] [3,4] ETriangles
aslist <- makeVShader "twoD/arc" [vert,frag] [3,4,3] ETriangles
eslist <- makeVShader "twoD/ellipse" [vert,geom,frag] [3,4] ETriangles
bezierQuadShader <- makeVShader "twoD/bezierQuad" [vert,frag] [3,4,4] ETriangleStrip
cslist <- makeVShader "twoD/character" [vert,frag] [3,4,2] ETriangles
>>= vaddTextureNoFilter "data/texture/charMap.png"
-- this should really be a 2d texture array
basicTweakZShad <- makeVShader "twoD/basicTweakZ" [vert,frag] [4,4] ETriangles isPolyzV
basicTweakZShad <- makeVShader "twoD/basicTweakZ" [vert,frag] [4,4] ETriangles
-- fullscreen shaders
fullscreenAlphaHalveShad <- makeShaderSized "fullscreen/alphaHalve" [vert,frag] [2] 4 ETriangleStrip $
const cornerListNoCoord
fullscreenAlphaHalveShad <- makeShaderSized "fullscreen/alphaHalve" [vert,frag] [2] 4 ETriangleStrip
pokeArray (shadVBOptr fullscreenAlphaHalveShad) $ concat cornerListNoCoord
-- texture shaders, no textures attached
fsShad <- makeShaderSized "texture/simple" [vert,frag] [2,2] 4 ETriangleStrip $ const cornerList
fsShad <- makeShaderSized "texture/simple" [vert,frag] [2,2] 4 ETriangleStrip
-- note we directly poke the shader vertex data here
pokeArray (shadVBOptr fsShad) $ concat cornerList
bloomBlurShad <- makeShaderUsingShaderVAO "texture/bloomBlur" [vert,frag] ETriangleStrip fsShad
colorBlurShad <- makeShaderUsingShaderVAO "texture/colorBlur" [vert,frag] ETriangleStrip fsShad
grayscaleShad <- makeShaderUsingShaderVAO "texture/grayscale" [vert,frag] ETriangleStrip fsShad
barrelShad <- makeShader "texture/barrel" [vert,geom,frag] [2,2,2,1] EPoints pokeRadDist
barrelShad <- makeShader "texture/barrel" [vert,geom,frag] [2,2,2,1] EPoints
-- blank wallShader
wlBlank <- makeShader "wall/blank" [vert,geom,frag] [4,4] EPoints pokeWPColStrat
wlBlank <- makeShader "wall/blank" [vert,geom,frag] [4,4] EPoints
-- textured wallShader
wlTexture <- makeShader "wall/texture" [vert,geom,frag] [4,4] EPoints pokeWPColStrat
wlTexture <- makeShader "wall/texture" [vert,geom,frag] [4,4] EPoints
>>= addTexture "data/texture/grayscaleDirt.png"
---- texture array shader
textArrayShad <- makeShader "texture/array" [vert,frag] [3,3] ETriangles poke33
textArrayShad <- makeShader "texture/array" [vert,frag] [3,3] ETriangles
>>= addTextureArray "data/texture/ayene_wooden_floor.png"
-- bind fixed vertex data
bindShaderBuffers [fsShad,fullscreenAlphaHalveShad] [4,4]
@@ -224,37 +221,3 @@ vert, geom, frag :: ShaderType
vert = VertexShader
geom = GeometryShader
frag = FragmentShader
poke3 :: RenderType -> [[Float]]
poke3 (Render3 vs) = map flat3 vs
poke3 _ = undefined
pokeWPStrat :: RenderType -> [[Float]]
pokeWPStrat Render22{_unRender22 = ((V2 x y),(V2 z w))} = [[x,y,z,w]]
pokeWPStrat _ = undefined
pokeRadDist :: RenderType -> [[Float]]
pokeRadDist Render2221{_unRender2221 = (V2 a b,V2 c d,V2 e f,g)} = [[a,b,c,d,e,f,g]]
pokeRadDist _ = undefined
pokeWPColStrat :: RenderType -> [[Float]]
pokeWPColStrat Render22x4{_unRender22x4=((V2 x y,V2 z w),V4 r g b a)} = [[x,y,z,w,r,g,b,a]]
pokeWPColStrat _ = undefined
poke33 :: RenderType -> [[Float]]
poke33 Render3x3{_unRender3x3=(V3 x y z,V3 a b c)} = [[x,y,z,a,b,c]]
poke33 _ = undefined
isPolyV, isArcV, isEllV, isTextV, isBezV, isPolyzV :: VertexType -> Bool
isPolyV PolyV = True
isPolyV _ = False
isArcV (ArcV _) = True
isArcV _ = False
isEllV EllV = True
isEllV _ = False
isTextV (TextV _) = True
isTextV _ = False
isBezV (BezV _) = True
isBezV _ = False
isPolyzV (PolyzV _) = True
isPolyzV _ = False