Cleanup, start to add creature silhouettes
This commit is contained in:
@@ -31,8 +31,9 @@ data RenderData = RenderData
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, _pictureShaders :: MV.MVector (PrimState IO) FullShader
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, _fbo2 :: (FramebufferObject, TextureObject)
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, _fbo3 :: (FramebufferObject, TextureObject)
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, _fboFourth1 :: (FramebufferObject, TextureObject)
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, _fboFourth2 :: (FramebufferObject, TextureObject)
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, _fboHalf1 :: (FramebufferObject, TextureObject)
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, _fboHalf2 :: (FramebufferObject, TextureObject)
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, _fboHalf3 :: (FramebufferObject, TextureObject)
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, _fboBase :: (FramebufferObject, (TextureObject, TextureObject))
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, _fboCloud :: (FramebufferObject, (TextureObject, TextureObject))
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, _fboBloom :: (FramebufferObject, TextureObject)
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@@ -26,6 +26,7 @@ import Dodge.Creature.SpreadGunCrit
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import Dodge.Creature.AutoCrit
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import Dodge.Creature.ChaseCrit
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import Dodge.Creature.ArmourChase
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import Dodge.Creature.Silhouette
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import Dodge.Data
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import Dodge.Default
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import Dodge.Item.Weapon
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@@ -146,6 +147,7 @@ startCr = defaultCreature
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, _crMvDir = pi/2
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, _crID = 0
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, _crPict = basicCrPict black
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, _crSilhouette = basicCrSilhouette
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, _crUpdate = stateUpdate yourControl
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, _crRad = 10
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, _crMass = 10
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@@ -6,9 +6,9 @@ import Geometry
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import qualified Data.IntMap as IM
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crToBox :: Creature -> [[Point3]]
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crToBox cr = map (map f . polyToTris) $ boxXYZ 10 10 15
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crToBox cr = map (map f . polyToTris) $ boxXYZ 8 8 15
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where
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f = (+ V3 (x-5) (y-5) 1)
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f = (+ V3 (x-4) (y-4) 1)
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V2 x y = _crPos cr
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youBox' :: World -> [[Point3]]
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youBox' w = crToBox' $ _creatures w IM.! 0
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@@ -17,9 +17,9 @@ youBox :: World -> [Point3]
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youBox = concat . youBox'
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crToBox' :: Creature -> [[Point3]]
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crToBox' cr = map (map f . polyToTris) $ boxXYZ 20 20 15
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crToBox' cr = map (map f . polyToTris) $ boxXYZ 12 12 15
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where
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f = (+ V3 (x-10) (y-10) 1)
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f = (+ V3 (x-6) (y-6) 0)
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V2 x y = _crPos cr
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youSil :: World -> [Point3]
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@@ -0,0 +1,26 @@
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module Dodge.Creature.Silhouette
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( creatureSilhouettes
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, basicCrSilhouette
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)
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where
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import Dodge.Data
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import Polyhedra
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import Geometry
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import qualified Data.IntMap as IM
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creatureSilhouettes :: World -> [Point3]
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creatureSilhouettes w = concatMap f . IM.elems $ _creatures w
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where
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f cr = _crSilhouette cr cr
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crBox :: [Point3]
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crBox = constructEdgesList . map (map f . polyToTris) $ boxXYZ 12 12 15
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where
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f = (+ V3 (-6) (-6) 0)
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basicCrSilhouette :: Creature -> [Point3]
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basicCrSilhouette cr = map theTrans crBox
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where
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theTrans = (+ V3 x y 0)
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V2 x y = _crPos cr
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@@ -161,6 +161,7 @@ data Creature = Creature
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, _crMvDir :: Float
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, _crID :: Int
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, _crPict :: Creature -> World -> Picture
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, _crSilhouette :: Creature -> [Point3]
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, _crUpdate
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:: Creature
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-> World
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@@ -31,6 +31,7 @@ defaultCreature = Creature
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, _crMvDir = 0
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, _crID = 1
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, _crPict = \_ _ -> setLayer 0 $ onLayer CrLayer $ circleSolid 10
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, _crSilhouette = const []
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, _crUpdate = \cr _ -> (Endo id , Just cr)
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, _crRad = 10
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, _crMass = 10
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+22
-10
@@ -8,7 +8,8 @@ import Dodge.Data
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import Dodge.Config.Data
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import Dodge.Base.Window
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import Dodge.Render.Picture
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--import Dodge.Creature.ShadowBox
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import Dodge.Creature.ShadowBox
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import Dodge.Creature.Silhouette
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import Geometry
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import Render
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import Data.Preload.Render
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@@ -55,7 +56,8 @@ doDrawing pdata w = do
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nWalls <- poke224s (shadVBOptr $ _wallTextureShader pdata) wallPointsCol
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nSils <- pokePoint3s (shadVBOptr $ _lightingLineShadowShader pdata)
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$
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--youSil w ++
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--youSil w ++
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creatureSilhouettes w ++
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_foregroundEdgeVerx w
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-- poke foreground geometry for caps
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nCaps <- pokePoint3s (shadVBOptr $ _lightingCapShader pdata)
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@@ -75,9 +77,8 @@ doDrawing pdata w = do
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clear [ColorBuffer,DepthBuffer]
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depthFunc $= Just Less
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-- draw wall occlusions from the camera's point of view
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currentProgram $= Just (_shaderProgram $ _lightingOccludeShader pdata)
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uniform (head $ _shaderCustomUnis $ _lightingOccludeShader pdata)
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$= viewFrom3d
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currentProgram $= Just (_shadProg $ _lightingOccludeShader pdata)
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uniform (head $ _shadUnis $ _lightingOccludeShader pdata) $= viewFrom3d
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drawShader (_lightingOccludeShader pdata) nWalls
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--draw walls onto base buffer
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if w ^. config . wall_textured
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@@ -118,12 +119,12 @@ doDrawing pdata w = do
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--setup downscale viewport for blurring bloom
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viewport $= (Position 0 0
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, divideSize (2 * (w ^. config . shadow_resolution)) $ Size (round $ fstV2 wins) (round $ sndV2 wins))
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bindFramebuffer Framebuffer $= fst (_fboFourth1 pdata)
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bindFramebuffer Framebuffer $= fst (_fboHalf1 pdata)
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depthFunc $= Just Always
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textureBinding Texture2D $= Just (snd $ _fboBloom pdata)
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blend $= Disabled
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drawShader (_bloomBlurShader pdata) 4
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replicateM_ 5 $ pingPongBetween (_fboFourth1 pdata) (_fboFourth2 pdata) (_bloomBlurShader pdata)
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replicateM_ 5 $ pingPongBetween (_fboHalf1 pdata) (_fboHalf2 pdata) (_bloomBlurShader pdata)
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blend $= Enabled
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viewport $= (Position 0 0
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, divideSize (w ^. config . shadow_resolution) $ Size (round $ fstV2 wins) (round $ sndV2 wins))
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@@ -144,11 +145,21 @@ doDrawing pdata w = do
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drawBuffers $= [NoBuffers,FBOColorAttachment 1]
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renderLayer 2 shadV layerCounts
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renderWindows pdata windowPoints
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-- --downscale transparency depths
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-- viewport $= (Position 0 0
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-- , divideSize (2 * (w ^. config . shadow_resolution)) $ Size (round $ fstV2 wins) (round $ sndV2 wins))
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-- bindFramebuffer Framebuffer $= fst (_fboHalf3 pdata)
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-- bindTO (snd $ snd $ _fboCloud pdata)
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-- depthFunc $= Just Always
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-- drawShader (_fullscreenShader pdata) 4
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-- viewport $= (Position 0 0
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-- , divideSize (w ^. config . shadow_resolution) $ Size (round $ fstV2 wins) (round $ sndV2 wins))
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----draw lightmap for cloud buffer
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depthMask $= Disabled
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blend $= Enabled
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----draw lightmap for cloud buffer
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bindFramebuffer Framebuffer $= fst (_fboLighting pdata)
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createLightMap pdata lightPoints nWalls nSils nCaps (snd $ snd $ _fboCloud pdata)
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-- createLightMap pdata lightPoints nWalls nSils nCaps (snd $ _fboHalf3 pdata)
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colorMask $= Color4 Enabled Enabled Enabled Enabled
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clearColor $= Color4 0 0 0 0
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--apply lightmap to cloud buffer
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@@ -167,7 +178,7 @@ doDrawing pdata w = do
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bindFramebuffer Framebuffer $= fst (_fboBase pdata)
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blend $= Enabled
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blendFunc $= (SrcAlpha, One)
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textureBinding Texture2D $= Just (snd $ _fboFourth1 pdata)
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textureBinding Texture2D $= Just (snd $ _fboHalf1 pdata)
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drawShader (_fullscreenShader pdata) 4
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blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
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--draw shadowed clouds onto base buffer
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@@ -233,7 +244,7 @@ renderWindows
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renderWindows pdata wps = do
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n <- poke224s (shadVBOptr $ _windowShader pdata) wps
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bindShaderBuffers [_windowShader pdata] [n]
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currentProgram $= Just (_shaderProgram $ _windowShader pdata)
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currentProgram $= Just (_shadProg $ _windowShader pdata)
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--cullFace $= Just Back
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drawShader (_windowShader pdata) n
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--cullFace $= Nothing
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@@ -246,3 +257,4 @@ renderTextureWalls pdata nWalls = do
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cullFace $= Just Back
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drawShader (_wallTextureShader pdata) nWalls
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cullFace $= Nothing
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@@ -31,7 +31,7 @@ sizeFBOs xsize ysize xfull yfull rdata = do
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rdata''' <- foldM (updateFBOTO xfull yfull minMagFilter GL_RGBA8) rdata''
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[fbo2, fbo3]
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foldM (updateFBOTO (xsize `div` 2) (ysize `div` 2) linMinMagFilter GL_RGBA16F) rdata'''
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[fboFourth1,fboFourth2]
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[fboHalf1,fboHalf2,fboHalf3]
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resizeRBO
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:: RenderbufferObject
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+13
-14
@@ -129,8 +129,9 @@ preloadRender = do
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fboLightingName <- setupFramebufferGivenStencil rboBaseBloomName
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fboLightingHighName <- setupFramebufferGivenStencil rboBaseBloomName
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fboFourth1Name <- setupTextureFramebuffer 300 300
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fboFourth2Name <- setupTextureFramebuffer 300 300
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fboHalf1Name <- setupTextureFramebuffer 300 300
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fboHalf2Name <- setupTextureFramebuffer 300 300
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fboHalf3Name <- setupTextureFramebuffer 300 300
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-- reset to default framebuffer, ready for drawing direct to screen
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bindFramebuffer Framebuffer $= defaultFramebufferObject
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@@ -150,26 +151,24 @@ preloadRender = do
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return $ RenderData
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{ _pictureShaders = shadV
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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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, _wallBlankShader = wlBlank { _shaderVAO = wpColVAO }
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, _wallTextureShader = wlTexture { _shaderVAO = wpColVAO }
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, _windowShader = wlBlank { _shaderVAO = winColVAO }
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, _lightingOccludeShader = wsShad {_shadVAO = wpVAO}
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, _wallBlankShader = wlBlank { _shadVAO = wpColVAO }
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, _wallTextureShader = wlTexture { _shadVAO = wpColVAO }
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, _windowShader = wlBlank { _shadVAO = winColVAO }
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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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, _bloomBlurShader = bloomBlurShad
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, _colorBlurShader = colorBlurShad
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, _fullLightingShader = fullLightingShad
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, _bloomBlurShader = bloomBlurShad
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, _colorBlurShader = colorBlurShad
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, _barrelShader = barrelShad
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, _grayscaleShader = grayscaleShad
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, _fbo2 = framebuf2
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, _fbo3 = framebuf3
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, _fboFourth1 = fboFourth1Name
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, _fboFourth2 = fboFourth2Name
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, _fboHalf1 = fboHalf1Name
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, _fboHalf2 = fboHalf2Name
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, _fboHalf3 = fboHalf3Name
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, _fboLighting = fboLightingName
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, _fboLightingHigh = fboLightingHighName
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--, _rboLighting = rboLightingName
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+9
-9
@@ -61,19 +61,19 @@ createLightMap pdata lightPoints nWalls nSils nCaps toPos = do
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stencilOpSeparate Back $= (OpKeep,OpKeep,OpDecrWrap)
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stencilFunc $= (Always, 0, 255)
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--draw wall shadows
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currentProgram $= Just (_shaderProgram $ _lightingOccludeShader pdata)
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uniform (head $ _shaderCustomUnis $ _lightingOccludeShader pdata)
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currentProgram $= Just (_shadProg $ _lightingOccludeShader pdata)
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uniform (head $ _shadUnis $ _lightingOccludeShader pdata)
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$= Vector3 x y z
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drawShader (_lightingOccludeShader pdata) nWalls
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--draw silhouette shadows
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currentProgram $= Just (_shaderProgram $ _lightingLineShadowShader pdata)
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uniform (head $ _shaderCustomUnis $ _lightingLineShadowShader pdata)
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currentProgram $= Just (_shadProg $ _lightingLineShadowShader pdata)
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uniform (head $ _shadUnis $ _lightingLineShadowShader pdata)
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$= Vector3 x y z
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drawShader (_lightingLineShadowShader pdata) nSils
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cullFace $= Just Back
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--draw caps on the near plane as required
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currentProgram $= Just (_shaderProgram $ _lightingCapShader pdata)
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uniform (head $ _shaderCustomUnis $ _lightingCapShader pdata)
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currentProgram $= Just (_shadProg $ _lightingCapShader pdata)
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uniform (head $ _shadUnis $ _lightingCapShader pdata)
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$= Vector3 x y z
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drawShader (_lightingCapShader pdata) nCaps
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--draw lightmap itself
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@@ -83,10 +83,10 @@ createLightMap pdata lightPoints nWalls nSils nCaps toPos = do
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colorMask $= Color4 Enabled Enabled Enabled Enabled
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stencilOp $= (OpKeep,OpKeep,OpKeep)
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stencilFunc $= (Equal, 0, 255)
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currentProgram $= Just (_shaderProgram $ _fullLightingShader pdata)
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uniform (head $ _shaderCustomUnis $ _fullLightingShader pdata)
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currentProgram $= Just (_shadProg $ _fullLightingShader pdata)
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uniform (head $ _shadUnis $ _fullLightingShader pdata)
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$= Vector3 x y z
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uniform (_shaderCustomUnis (_fullLightingShader pdata) !! 1)
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uniform (_shadUnis (_fullLightingShader pdata) !! 1)
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$= Vector4 r g b rad
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drawShader (_fullLightingShader pdata) 4
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--cleanup: may not be necessary, depending on what comes after...
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+16
-10
@@ -24,27 +24,33 @@ drawShaderLay :: Int -> UMV.MVector (PrimState IO) Int -> Int -> FullShader -> I
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{-# INLINE drawShaderLay #-}
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drawShaderLay l countsVector shadIn fs = do
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i <- UMV.read countsVector shadIn
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currentProgram $= Just (_shaderProgram fs)
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bindVertexArrayObject $= Just (_vao $ _shaderVAO fs)
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case _shaderTexture fs of
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currentProgram $= Just (_shadProg fs)
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bindVertexArrayObject $= Just (_vao $ _shadVAO fs)
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case _shadTex fs of
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Just ShaderTexture{_textureObject = txo}
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-> textureBinding Texture2D $= Just txo
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_ -> return ()
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glDrawArrays (marshalEPrimitiveMode $ _shaderDrawPrimitive fs) (fromIntegral $ l*numSubElements) (fromIntegral i)
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glDrawArrays
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(marshalEPrimitiveMode $ _shadPrim fs)
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(fromIntegral $ l*numSubElements)
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(fromIntegral i)
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drawShader :: FullShader -> Int -> IO ()
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{-# INLINE drawShader #-}
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drawShader fs i = do
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currentProgram $= Just (_shaderProgram fs)
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bindVertexArrayObject $= Just (_vao $ _shaderVAO fs)
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case _shaderTexture fs of
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currentProgram $= Just (_shadProg fs)
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bindVertexArrayObject $= Just (_vao $ _shadVAO fs)
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case _shadTex fs of
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Just ShaderTexture{_textureObject = txo}
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-> textureBinding Texture2D $= Just txo
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_ -> return ()
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glDrawArrays (marshalEPrimitiveMode $ _shaderDrawPrimitive fs) 0 (fromIntegral i)
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glDrawArrays
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(marshalEPrimitiveMode $ _shadPrim fs)
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0
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(fromIntegral i)
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freeShaderPointers :: FullShader -> IO ()
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freeShaderPointers fs = free $ _vboPtr $ _vaoVBO $ _shaderVAO fs
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freeShaderPointers fs = free $ _vboPtr $ _vaoVBO $ _shadVAO fs
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pokeBindFoldable
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:: MV.MVector (PrimState IO) FullShader
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@@ -66,4 +72,4 @@ pokeBindFoldableLayer shadV counts m = do
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shadVBOptr :: FullShader -> Ptr Float
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{-# INLINE shadVBOptr #-}
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shadVBOptr = _vboPtr . _vaoVBO . _shaderVAO
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shadVBOptr = _vboPtr . _vaoVBO . _shadVAO
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@@ -33,7 +33,7 @@ addTexture texturePath shad = do
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glTexSubImage2D GL_TEXTURE_2D 0 0 0 wtex htex GL_RGBA GL_UNSIGNED_BYTE ptr
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textureFilter Texture2DArray $= ((Linear',Just Linear') , Linear')
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generateMipmap' Texture2D
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return $ shad & shaderTexture ?~ ShaderTexture {_textureObject = textureOb}
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return $ shad & shadTex ?~ ShaderTexture {_textureObject = textureOb}
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vaddTextureNoFilter :: String -> FullShader -> IO FullShader
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vaddTextureNoFilter texturePath shad = do
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@@ -48,7 +48,7 @@ vaddTextureNoFilter texturePath shad = do
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--withArray texData $ \ptr -> do
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V.unsafeWith (imageData tex) $ \ptr -> do
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glTexSubImage2D GL_TEXTURE_2D 0 0 0 wtex htex GL_RGBA GL_UNSIGNED_BYTE ptr
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return $ shad & shaderTexture ?~ ShaderTexture {_textureObject = textureOb}
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return $ shad & shadTex ?~ ShaderTexture {_textureObject = textureOb}
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addTextureNoFilter :: String -> FullShader -> IO FullShader
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addTextureNoFilter texturePath shad = do
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@@ -62,7 +62,7 @@ addTextureNoFilter texturePath shad = do
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glTexStorage2D GL_TEXTURE_2D 1 GL_RGBA8 wtex htex
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V.unsafeWith (imageData tex) $ \ptr -> do
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glTexSubImage2D GL_TEXTURE_2D 0 0 0 wtex htex GL_RGBA GL_UNSIGNED_BYTE ptr
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return $ shad & shaderTexture ?~ ShaderTexture {_textureObject = textureOb}
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return $ shad & shadTex ?~ ShaderTexture {_textureObject = textureOb}
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-- | for transforming a 256x256 image containing 64 tiles of 16x16 pixels into
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-- an image that was directly readable by glTexSubImage3D, used the
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@@ -84,7 +84,7 @@ addTextureArray texturePath shad = do
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glTexSubImage3D GL_TEXTURE_2D_ARRAY 0 0 0 0 32 32 64 GL_RGBA GL_UNSIGNED_BYTE ptr
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textureFilter Texture2DArray $= ((Linear',Just Linear') , Linear')
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generateMipmap' Texture2DArray
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return $ shad & shaderTexture ?~ ShaderTexture {_textureObject = textureOb}
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return $ shad & shadTex ?~ ShaderTexture {_textureObject = textureOb}
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-- I am completely unclear on why this works with its current parameters
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tilesToLine
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@@ -96,5 +96,5 @@ tilesToLine n w = concat . concat . transpose . chunksOf n . chunksOf w
|
||||
|
||||
addUniforms :: [String] -> FullShader -> IO FullShader
|
||||
addUniforms uniStrings shad = do
|
||||
uniLocs <- mapM (uniformLocation $ _shaderProgram shad) uniStrings
|
||||
return $ shad & shaderCustomUnis %~ (++ uniLocs)
|
||||
uniLocs <- mapM (uniformLocation $ _shadProg shad) uniStrings
|
||||
return $ shad & shadUnis %~ (++ uniLocs)
|
||||
|
||||
+3
-3
@@ -29,7 +29,7 @@ bindShaderLayers :: MV.MVector (PrimState IO) FullShader -> UMV.MVector (PrimSta
|
||||
bindShaderLayers shads counts = MV.imapM_ f shads
|
||||
where
|
||||
f i shad = do
|
||||
let theVBO = _vaoVBO $ _shaderVAO shad
|
||||
let theVBO = _vaoVBO $ _shadVAO shad
|
||||
stride = sum $ _vboAttribSizes theVBO
|
||||
bindBuffer ArrayBuffer $= (Just . _vbo $ theVBO)
|
||||
VS.mapM_ (g stride theVBO) $ VS.enumFromStepN 0 1 6 -- [0..5]
|
||||
@@ -46,9 +46,9 @@ bindShaderLayers shads counts = MV.imapM_ f shads
|
||||
bindShader :: MV.MVector (PrimState IO) FullShader -> UMV.MVector (PrimState IO) Int -> IO ()
|
||||
bindShader shads counts = MV.imapM_ f shads
|
||||
where
|
||||
f i shad = UMV.read counts i >>= flip bindArrayBuffers (_vaoVBO . _shaderVAO $ shad)
|
||||
f i shad = UMV.read counts i >>= flip bindArrayBuffers (_vaoVBO . _shadVAO $ shad)
|
||||
|
||||
bindShaderBuffers :: [FullShader] -> [Int] -> IO ()
|
||||
bindShaderBuffers = zipWithM_ f
|
||||
where
|
||||
f fs i = bindArrayBuffers i $ _vaoVBO $ _shaderVAO fs
|
||||
f fs i = bindArrayBuffers i $ _vaoVBO $ _shadVAO fs
|
||||
|
||||
+23
-23
@@ -30,11 +30,11 @@ makeShader s shaderlist sizes pm = do
|
||||
prog <- makeSourcedShader s shaderlist
|
||||
vaob <- setupVAO sizes
|
||||
return $ FullShader
|
||||
{ _shaderProgram = prog
|
||||
, _shaderVAO = vaob
|
||||
, _shaderDrawPrimitive = pm
|
||||
, _shaderTexture = Nothing
|
||||
, _shaderCustomUnis = []
|
||||
{ _shadProg = prog
|
||||
, _shadVAO = vaob
|
||||
, _shadPrim = pm
|
||||
, _shadTex = Nothing
|
||||
, _shadUnis = []
|
||||
}
|
||||
makeByteStringShader
|
||||
:: String -- ^ (Arbitrary) name of the shader
|
||||
@@ -46,11 +46,11 @@ makeByteStringShader s shaderlist sizes pm = do
|
||||
prog <- makeShaderProgram s shaderlist
|
||||
vaob <- setupVAO sizes
|
||||
return $ FullShader
|
||||
{ _shaderProgram = prog
|
||||
, _shaderVAO = vaob
|
||||
, _shaderDrawPrimitive = pm
|
||||
, _shaderTexture = Nothing
|
||||
, _shaderCustomUnis = []
|
||||
{ _shadProg = prog
|
||||
, _shadVAO = vaob
|
||||
, _shadPrim = pm
|
||||
, _shadTex = Nothing
|
||||
, _shadUnis = []
|
||||
}
|
||||
makeByteStringShaderUsingVAO
|
||||
:: String -- ^ (Arbitrary) name of the shader
|
||||
@@ -61,10 +61,10 @@ makeByteStringShaderUsingVAO
|
||||
makeByteStringShaderUsingVAO s shaderlist pm fs = do
|
||||
prog <- makeShaderProgram s shaderlist
|
||||
return $ fs
|
||||
{ _shaderProgram = prog
|
||||
, _shaderDrawPrimitive = pm
|
||||
, _shaderTexture = Nothing
|
||||
, _shaderCustomUnis = []
|
||||
{ _shadProg = prog
|
||||
, _shadPrim = pm
|
||||
, _shadTex = Nothing
|
||||
, _shadUnis = []
|
||||
}
|
||||
|
||||
-- | Takes the VAO from another shader
|
||||
@@ -77,10 +77,10 @@ makeShaderUsingShaderVAO
|
||||
makeShaderUsingShaderVAO s shaderlist pm fs = do
|
||||
prog <- makeSourcedShader s shaderlist
|
||||
return $ fs
|
||||
{ _shaderProgram = prog
|
||||
, _shaderDrawPrimitive = pm
|
||||
, _shaderTexture = Nothing
|
||||
, _shaderCustomUnis = []
|
||||
{ _shadProg = prog
|
||||
, _shadPrim = pm
|
||||
, _shadTex = Nothing
|
||||
, _shadUnis = []
|
||||
}
|
||||
{- |
|
||||
Compiles a full shader found within the shader directory.
|
||||
@@ -97,11 +97,11 @@ makeShaderSized s shaderlist sizes ndraw pm = do
|
||||
prog <- makeSourcedShader s shaderlist
|
||||
vaob <- setupVAOSized sizes ndraw
|
||||
return $ FullShader
|
||||
{ _shaderProgram = prog
|
||||
, _shaderVAO = vaob
|
||||
, _shaderDrawPrimitive = pm
|
||||
, _shaderTexture = Nothing
|
||||
, _shaderCustomUnis = []
|
||||
{ _shadProg = prog
|
||||
, _shadVAO = vaob
|
||||
, _shadPrim = pm
|
||||
, _shadTex = Nothing
|
||||
, _shadUnis = []
|
||||
}
|
||||
|
||||
-- | Compile shader and get its uniform locations.
|
||||
|
||||
+10
-10
@@ -10,11 +10,11 @@ module Shader.Data
|
||||
-- | Lens functions
|
||||
, vao
|
||||
, vaoVBO
|
||||
, shaderProgram
|
||||
, shaderVAO
|
||||
, shaderDrawPrimitive
|
||||
, shaderTexture
|
||||
, shaderCustomUnis
|
||||
, shadProg
|
||||
, shadVAO
|
||||
, shadPrim
|
||||
, shadTex
|
||||
, shadUnis
|
||||
, vbo
|
||||
, vboPtr
|
||||
, vboAttribSizes
|
||||
@@ -29,11 +29,11 @@ import Foreign
|
||||
import Control.Lens
|
||||
{- | Datatype containing the necessary information for a single shader. -}
|
||||
data FullShader = FullShader
|
||||
{ _shaderProgram :: Program
|
||||
, _shaderVAO :: VAO
|
||||
, _shaderDrawPrimitive :: EPrimitiveMode
|
||||
, _shaderTexture :: Maybe ShaderTexture
|
||||
, _shaderCustomUnis :: [UniformLocation]
|
||||
{ _shadProg :: Program
|
||||
, _shadVAO :: VAO
|
||||
, _shadPrim :: EPrimitiveMode
|
||||
, _shadTex :: Maybe ShaderTexture
|
||||
, _shadUnis :: [UniformLocation]
|
||||
}
|
||||
{- | Vertex array object: contains the reference to the object,
|
||||
and its buffer targets. -}
|
||||
|
||||
+2
-2
@@ -29,7 +29,7 @@ pokeVerxs vbos count vxs = VS.mapM_ (pokeVerx vbos count) $ VS.fromList vxs
|
||||
pokeVerx :: MV.MVector (PrimState IO) FullShader -> UMV.MVector (PrimState IO) Int -> Verx -> IO ()
|
||||
pokeVerx vbos offsets Verx{_vxPos=thePos,_vxCol=theCol,_vxExt=ext,_vxShadNum=theShadNum} = do
|
||||
typeOff <- UMV.unsafeRead offsets sn
|
||||
basePtr <- _vboPtr . _vaoVBO . _shaderVAO <$> MV.read vbos sn
|
||||
basePtr <- _vboPtr . _vaoVBO . _shadVAO <$> MV.read vbos sn
|
||||
let thePtr = plusPtr basePtr (typeOff * pokeStride sn * floatSize)
|
||||
poke34 thePtr thePos theCol
|
||||
pokeArrayOff thePtr 7 ext
|
||||
@@ -48,7 +48,7 @@ pokeLayVerx :: MV.MVector (PrimState IO) FullShader -> UMV.MVector (PrimState IO
|
||||
--{-# INLINE pokeLayVerx #-}
|
||||
pokeLayVerx vbos counts vx = do
|
||||
theOff <- UMV.unsafeRead counts vecPos
|
||||
basePtr <- _vboPtr . _vaoVBO . _shaderVAO <$> MV.unsafeRead vbos sn
|
||||
basePtr <- _vboPtr . _vaoVBO . _shadVAO <$> MV.unsafeRead vbos sn
|
||||
let thePtr = plusPtr basePtr ((theOff + layOff) * theStride * floatSize)
|
||||
poke34 thePtr thePos theCol
|
||||
pokeArrayOff thePtr 7 (_vxExt vx)
|
||||
|
||||
Reference in New Issue
Block a user