Continue refactoring shaders

This commit is contained in:
2021-03-10 21:22:52 +01:00
parent 4a455cc7c9
commit a2fa713bde
10 changed files with 29 additions and 375 deletions
+4 -8
View File
@@ -2,6 +2,9 @@
{-# LANGUAGE DeriveFoldable, StandaloneDeriving #-}
module Picture.Render
where
import Shader
import Control.Lens
import Control.Monad
@@ -284,13 +287,6 @@ pokeLineVert pa pb n (p,c)
pokeCirc :: ThreePtrs -> Int -> RenderType -> IO Int
{-# INLINE pokeCirc #-}
--pokeCirc (pa,pb,pc) n (RenderCirc (p,c,s))
-- | n > 20000 * 2 = return n
-- | otherwise = do
-- pokeThreeOff pa n p
-- pokeFourOff pb n c
-- pokeElemOff pc n s
-- return (n+1)
pokeCirc _ n _ = return n
pokeText :: (Ptr Float, Ptr Float, Ptr Float) -> Int -> RenderType -> IO Int
@@ -342,7 +338,7 @@ threePtrsVAO :: VAO -> (Ptr Float, Ptr Float,Ptr Float)
threePtrsVAO vao = case (\(_,ps,_) -> ps) $ unzip3 $ _vaoBufferTargets vao of
(a:b:c:_) -> (a,b,c)
setShaderUniforms :: Float -> Float -> Point2 -> Point2 -> [FullShader] -> IO ()
setShaderUniforms :: Float -> Float -> Point2 -> Point2 -> [FullShader RenderType] -> IO ()
setShaderUniforms rot zoom (tranx,trany) (winx,winy) fss = do
let scalMat = Linear.Matrix.transpose $
V4 (V4 (2*zoom/winx) 0 0 (0::GLfloat))