Fix character array binding
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@@ -21,10 +21,9 @@ data RenderData = RenderData
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, _shadowWallShader :: Shader
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, _shadowLightShader :: (Shader,VBO)
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, _shadowCombineShader :: (Shader,VBO)
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, _positionalBlankShader :: (Shader,VBO)
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--, _positionalBlankShader :: (Shader,VBO)
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, _wallBlankShader :: Shader
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, _windowShader :: Shader
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, _wallTextureShader :: Shader
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, _fullscreenShader :: Shader
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, _bloomBlurShader :: Shader
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, _colorBlurShader :: Shader
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+9
-12
@@ -22,6 +22,13 @@ import Shader.Data
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import Shader.Parameters
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import Graphics.GL.Core45
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{- BINDING LIST:
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0 base
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40 texture array diffuse
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41 texture array normals
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50 charMapVert
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-}
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numDrawableWalls :: Int
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numDrawableWalls = 5000
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@@ -119,8 +126,6 @@ preloadRender = do
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shadowcombineshader <- makeShaderSized "shadow/combine" [vert,geom,frag] [1] 1 pmPoints
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poke (shadVBOptr shadowlightshader) 1
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-- positional shader
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positionalBlankShad <- makeShader "positional/blank" [vert, frag] [3] pmTriangles
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-- 2D draw shaders
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bslist <- makeShader "dualTwoD/basic" [vert, frag] [3, 4] pmTriangles
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bslista <- makeShader4 "shape/basic" [vert, frag] shapeVerxSizes nShapeVerxComp pmTriangles shVBO
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@@ -129,10 +134,8 @@ preloadRender = do
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aslist <- makeShader "dualTwoD/arc" [vert, frag] [3, 4, 3] pmTriangles
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eslist <- makeShader "dualTwoD/ellipse" [vert, geom, frag] [3, 4] pmTriangles
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cslist <-
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makeShader "picture/textureArray" [vert, frag] [3, 4, 4] pmTriangles
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-- >>= _1 (addTextureArray' "data/texture/charMapVert.png" 2 16 32 95 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR)
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>>= _1 (addTextureArray' "data/texture/charMapVert.png" 2 16 32 95 GL_NEAREST_MIPMAP_LINEAR GL_LINEAR)
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-- this should really be a 2d texture array
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makeShader "picture/charArray" [vert, frag] [3, 4, 4] pmTriangles
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addBindTextureArray 50 "data/texture/charMapVert.png" 2 16 32 95 GL_NEAREST_MIPMAP_LINEAR GL_LINEAR
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screentexturevbo <- mglCreate glCreateBuffers
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withArray (concat cornerList) $ \ptr ->
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@@ -152,9 +155,6 @@ preloadRender = do
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barrelShad <- makeShader "texture/barrel" [vert, geom, frag] [2, 2, 2, 1] pmPoints
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-- blank wallShader
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wallBlankShad <- makeShaderUsingVAO "wall/blank" [vert, geom, frag] pmPoints wpColVAO
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-- textured wallShader
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wallTextureShad <-
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makeShaderUsingVAO "wall/texture" [vert, geom, frag] pmPoints wpColVAO
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let wallverxstrd = 8
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wallvbo <- setupVBO wallverxstrd
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wallshader <- makeShader4 "wall/basic" [vert,geom,frag] [4,4] wallverxstrd pmPoints wallvbo
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@@ -220,11 +220,8 @@ preloadRender = do
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, _shadowWallShader = shadowwallshader
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, _shadowLightShader = shadowlightshader
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, _shadowCombineShader = shadowcombineshader
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, _positionalBlankShader = positionalBlankShad
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, _wallBlankShader = wallBlankShad
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, _wallTextureShader = wallTextureShad
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, _windowShader = wallBlankShad{_shaderVAO = winColVAO}
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-- , _textureArrayShader = textArrayShad
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, _fullscreenShader = fsShad
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, _alphaDivideShader = alphadivideshader
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, _lightingTextureShader = lightingTextureShad
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@@ -2,7 +2,7 @@ module Shader.AuxAddition
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( addSamplerTexture2D
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, vaddTextureNoFilter
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, addTextureArray
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, addTextureArray'
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, addBindTextureArray
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, initTexture2D
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, initTexture2DArray
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, tilesToLine
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@@ -128,9 +128,9 @@ addTextureArray texturePath (shad,vbo) = do
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return (shad & shaderTextures .:~ TO texname
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, vbo)
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addTextureArray' :: String -> GLsizei -> GLsizei -> GLsizei -> GLsizei -> GLenum -> GLenum
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-> Shader -> IO Shader
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addTextureArray' fp nlev w h d minfilt magfilt shad = do
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addBindTextureArray :: GLuint -> String -> GLsizei -> GLsizei -> GLsizei -> GLsizei -> GLenum -> GLenum
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-> IO ()
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addBindTextureArray bindpoint fp nlev w h d minfilt magfilt = do
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Right cmap <- readImage fp
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let texdata = convertRGBA8 cmap
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texname <- mglCreate $ glCreateTextures GL_TEXTURE_2D_ARRAY
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@@ -140,7 +140,7 @@ addTextureArray' fp nlev w h d minfilt magfilt shad = do
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glGenerateTextureMipmap texname
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glTextureParameteri texname GL_TEXTURE_MIN_FILTER (unsafeCoerce minfilt)
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glTextureParameteri texname GL_TEXTURE_MAG_FILTER (unsafeCoerce magfilt)
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return (shad & shaderTextures .:~ TO texname )
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glBindTextureUnit bindpoint texname
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tilesToLine
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:: Int -- ^ Parameter a
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