Work on lightmaps, add file
This commit is contained in:
+106
-103
@@ -28,9 +28,8 @@ import Shader.Data
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createLightMap ::
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Configuration ->
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ShadowRendering ->
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-- | number of walls
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Int ->
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GLsizei ->
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-- | number of silhoutte lines to draw
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Int ->
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-- | number of "caps" to attempt to draw
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@@ -43,10 +42,10 @@ createLightMap ::
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RenderData ->
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IO ()
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createLightMap cfig shadrendertype = case shadrendertype of
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InstancingShads -> instanceLightMap cfig
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NoShadows -> const . const . const renderLightingNoShadows
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NoLighting -> const . const . const . const . const . const renderFlatLighting
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_ -> renderShadows shadrendertype
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InstancingShads -> instanceLightMap cfig
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NoShadows -> const . const . const renderLightingNoShadows
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NoLighting -> const . const . const . const . const . const renderFlatLighting
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_ -> renderShadows shadrendertype
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renderLightingNoShadows ::
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TO ->
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@@ -110,113 +109,117 @@ renderLightingNoShadows positiontexture normaltexture lightPoints pdata = do
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renderFlatLighting :: RenderData -> IO ()
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renderFlatLighting pdata = do
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
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withArray [1, 1, 1, 1] $ \ptr ->
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withArray [0, 0, 0, 1] $ \ptr ->
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glClearNamedFramebufferfv
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(pdata ^. fboLighting . _1 . unFBO)
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GL_COLOR
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0
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ptr
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with 1 $ \ptr ->
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glClearNamedFramebufferfv
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(pdata ^. fboLighting . _1 . unFBO)
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GL_DEPTH
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0
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ptr
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glDisable GL_CULL_FACE
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glDepthFunc GL_ALWAYS
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glDepthMask GL_FALSE
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renderShadows ::
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ShadowRendering ->
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GLsizei ->
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Int ->
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Int ->
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TO ->
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TO ->
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[(Point3, Float, Point3)] ->
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RenderData ->
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IO ()
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renderShadows shadrendertype nWalls nSils nCaps positiontexture normaltexture lightPoints pdata = do
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
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let llinesShad = _lightingLineShadowShader pdata
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lcapShad = _lightingCapShader pdata
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lwallShad = _lightingWallShadShader pdata
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ltextShad = _lightingTextureShader pdata
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-- we assume that the renderbuffer's depth has been correctly set elsewhere
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-- we will not be changing that here
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glDepthMask GL_FALSE
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-- clearColor is specified differently in preloadRender
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-- the colors are inverted
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withArray [1, 1, 1, 1] $ \ptr ->
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glClearNamedFramebufferfv
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(pdata ^. fboLighting . _1 . unFBO)
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GL_COLOR
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0
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ptr
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-- for each of the lights:
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-- 1. stencil out the shadows from this light's point of view
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-- 2. calculate lighting based on each fragment's position
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-- to consider: adding normals/a "material" for each fragment
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glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
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glEnable GL_STENCIL_TEST
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glStencilOpSeparate GL_FRONT GL_KEEP GL_KEEP GL_INCR_WRAP
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glStencilOpSeparate GL_BACK GL_KEEP GL_KEEP GL_DECR_WRAP
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flip VFSM.mapM_ (VFSM.fromList lightPoints) $ \(V3 x y z, rad, V3 r g b) -> do
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glDepthFunc GL_LESS
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-- setup stencil
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glColorMask GL_FALSE GL_FALSE GL_FALSE GL_FALSE
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with 0 $ \ptr ->
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glClearNamedFramebufferiv
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(pdata ^. fboLighting . _1 . unFBO)
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GL_STENCIL
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0
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ptr
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glDisable GL_CULL_FACE
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glStencilFunc GL_ALWAYS 0 255
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--draw wall shadows
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glUseProgram (_shaderUINT lwallShad)
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
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let llinesShad = _lightingLineShadowShader pdata
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lcapShad = _lightingCapShader pdata
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lwallShad = _lightingWallShadShader pdata
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ltextShad = _lightingTextureShader pdata
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-- we assume that the renderbuffer's depth has been correctly set elsewhere
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-- we will not be changing that here
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glDepthMask GL_FALSE
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-- clearColor is specified differently in preloadRender
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-- the colors are inverted
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withArray [1, 1, 1, 1] $ \ptr ->
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glClearNamedFramebufferfv
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(pdata ^. fboLighting . _1 . unFBO)
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GL_COLOR
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0
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ptr
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-- for each of the lights:
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-- 1. stencil out the shadows from this light's point of view
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-- 2. calculate lighting based on each fragment's position
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-- to consider: adding normals/a "material" for each fragment
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glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
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glEnable GL_STENCIL_TEST
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glStencilOpSeparate GL_FRONT GL_KEEP GL_KEEP GL_INCR_WRAP
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glStencilOpSeparate GL_BACK GL_KEEP GL_KEEP GL_DECR_WRAP
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flip VFSM.mapM_ (VFSM.fromList lightPoints) $ \(V3 x y z, rad, V3 r g b) -> do
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glDepthFunc GL_LESS
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-- setup stencil
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glColorMask GL_FALSE GL_FALSE GL_FALSE GL_FALSE
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with 0 $ \ptr ->
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glClearNamedFramebufferiv
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(pdata ^. fboLighting . _1 . unFBO)
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GL_STENCIL
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0
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ptr
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glDisable GL_CULL_FACE
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glStencilFunc GL_ALWAYS 0 255
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--draw wall shadows
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glUseProgram (_shaderUINT lwallShad)
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glUniform3f 0 x y z
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glUniform1f 1 rad
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glBindVertexArray $ lwallShad ^. shaderVAO . vaoName -- Just (_vao $ _shadVAO lwallShad)
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glDrawArrays
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(_unPrimitiveMode $ _shaderPrimitive lwallShad)
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0
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nWalls
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case shadrendertype of
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GeoObjShads -> do
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--draw silhouette shadows
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glEnable GL_DEPTH_CLAMP
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glUseProgram (_shaderUINT llinesShad)
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glUniform3f 0 x y z
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glUniform1f 1 rad
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glBindVertexArray $ lwallShad ^. shaderVAO . vaoName -- Just (_vao $ _shadVAO lwallShad)
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glDrawArrays
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(_unPrimitiveMode $ _shaderPrimitive lwallShad)
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0
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(fromIntegral nWalls)
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case shadrendertype of
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GeoObjShads -> do
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--draw silhouette shadows
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glEnable GL_DEPTH_CLAMP
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glUseProgram (_shaderUINT llinesShad)
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glUniform3f 0 x y z
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glUniform1f 1 rad
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glBindVertexArray (_vaoName $ _shaderVAO llinesShad)
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glDrawElements
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(_unPrimitiveMode $ _shaderPrimitive llinesShad)
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(fromIntegral nSils)
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GL_UNSIGNED_SHORT
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nullPtr
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--draw caps on the near plane as required
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glEnable GL_CULL_FACE
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glCullFace GL_BACK
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glCullFace GL_FRONT
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glUseProgram (_shaderUINT lcapShad)
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glUniform3f 0 x y z
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glBindVertexArray $ lcapShad ^. shaderVAO . vaoName --Just (_vao $ _shadVAO lcapShad)
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glDrawElements
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(_unPrimitiveMode $ _shaderPrimitive lcapShad)
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(fromIntegral nCaps)
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GL_UNSIGNED_SHORT
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nullPtr
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glDisable GL_DEPTH_CLAMP
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NoObjShads -> return ()
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--draw lightmap itself
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glDepthFunc GL_ALWAYS
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-- bind world position texture
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glDisable GL_CULL_FACE
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glBindTextureUnit 0 (positiontexture ^. unTO)
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glBindTextureUnit 1 (normaltexture ^. unTO)
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glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
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glStencilFunc GL_EQUAL 0 255
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glUseProgram (ltextShad ^. shaderUINT) --Just (_shadProg ltextShad)
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glBindVertexArray (_vaoName $ _shaderVAO llinesShad)
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glDrawElements
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(_unPrimitiveMode $ _shaderPrimitive llinesShad)
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(fromIntegral nSils)
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GL_UNSIGNED_SHORT
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nullPtr
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--draw caps on the near plane as required
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glEnable GL_CULL_FACE
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glCullFace GL_BACK
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glCullFace GL_FRONT
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glUseProgram (_shaderUINT lcapShad)
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glUniform3f 0 x y z
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glUniform4f 1 r g b rad
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glBindVertexArray $ ltextShad ^. shaderVAO . vaoName -- Just (_vao $ _shadVAO ltextShad)
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glDrawArrays
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(_unPrimitiveMode (_shaderPrimitive ltextShad))
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0
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(fromIntegral (4 :: Int))
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--cleanup: may not be necessary, depending on what comes after...
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glDisable GL_STENCIL_TEST
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glBindVertexArray $ lcapShad ^. shaderVAO . vaoName --Just (_vao $ _shadVAO lcapShad)
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glDrawElements
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(_unPrimitiveMode $ _shaderPrimitive lcapShad)
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(fromIntegral nCaps)
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GL_UNSIGNED_SHORT
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nullPtr
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glDisable GL_DEPTH_CLAMP
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_ -> return ()
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--draw lightmap itself
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glDepthFunc GL_ALWAYS
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-- bind world position texture
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glDisable GL_CULL_FACE
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glBindTextureUnit 0 (positiontexture ^. unTO)
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glBindTextureUnit 1 (normaltexture ^. unTO)
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glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
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glStencilFunc GL_EQUAL 0 255
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glUseProgram (ltextShad ^. shaderUINT) --Just (_shadProg ltextShad)
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glUniform3f 0 x y z
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glUniform4f 1 r g b rad
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glBindVertexArray $ ltextShad ^. shaderVAO . vaoName -- Just (_vao $ _shadVAO ltextShad)
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glDrawArrays
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(_unPrimitiveMode (_shaderPrimitive ltextShad))
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0
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(fromIntegral (4 :: Int))
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--cleanup: may not be necessary, depending on what comes after...
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glDisable GL_STENCIL_TEST
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lightsToArray :: [(Point3, Float, Point3)] -> [Float]
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lightsToArray xs =
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@@ -228,9 +231,8 @@ lightsToArray xs =
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instanceLightMap ::
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Configuration ->
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-- | number of walls
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Int ->
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GLsizei ->
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-- | number of silhoutte lines to draw
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Int ->
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-- | number of "caps" to attempt to draw
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@@ -293,7 +295,7 @@ instanceLightMap cfig nWalls nSils nCaps toPos tanormals lightPoints pdata = do
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glDrawArrays
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(_unPrimitiveMode $ pdata ^. shadowWallShader . shaderPrimitive)
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0
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(fromIntegral nWalls)
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nWalls
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--draw silhouette shadows
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glUseProgram $ pdata ^. shadowEdgeShader . shaderUINT
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glBindVertexArray $ pdata ^. shadowEdgeShader . shaderVAO . vaoName
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@@ -320,6 +322,7 @@ instanceLightMap cfig nWalls nSils nCaps toPos tanormals lightPoints pdata = do
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glUseProgram (pdata ^. shadowLightShader . _1 . shaderUINT)
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-- bind world position texture
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glBindTextureUnit 0 (toPos ^. unTO)
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glBindTextureUnit 1 (tanormals ^. unTO)
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glDrawArrays
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(_unPrimitiveMode $ pdata ^. shadowLightShader . _1 . shaderPrimitive)
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0
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