Fix character array binding

This commit is contained in:
2023-03-23 14:59:20 +00:00
parent 05d1d3d1eb
commit b352d17f72
8 changed files with 15 additions and 126 deletions
+1 -2
View File
@@ -21,10 +21,9 @@ data RenderData = RenderData
, _shadowWallShader :: Shader
, _shadowLightShader :: (Shader,VBO)
, _shadowCombineShader :: (Shader,VBO)
, _positionalBlankShader :: (Shader,VBO)
--, _positionalBlankShader :: (Shader,VBO)
, _wallBlankShader :: Shader
, _windowShader :: Shader
, _wallTextureShader :: Shader
, _fullscreenShader :: Shader
, _bloomBlurShader :: Shader
, _colorBlurShader :: Shader
+9 -12
View File
@@ -22,6 +22,13 @@ import Shader.Data
import Shader.Parameters
import Graphics.GL.Core45
{- BINDING LIST:
0 base
40 texture array diffuse
41 texture array normals
50 charMapVert
-}
numDrawableWalls :: Int
numDrawableWalls = 5000
@@ -119,8 +126,6 @@ preloadRender = do
shadowcombineshader <- makeShaderSized "shadow/combine" [vert,geom,frag] [1] 1 pmPoints
poke (shadVBOptr shadowlightshader) 1
-- positional shader
positionalBlankShad <- makeShader "positional/blank" [vert, frag] [3] pmTriangles
-- 2D draw shaders
bslist <- makeShader "dualTwoD/basic" [vert, frag] [3, 4] pmTriangles
bslista <- makeShader4 "shape/basic" [vert, frag] shapeVerxSizes nShapeVerxComp pmTriangles shVBO
@@ -129,10 +134,8 @@ preloadRender = do
aslist <- makeShader "dualTwoD/arc" [vert, frag] [3, 4, 3] pmTriangles
eslist <- makeShader "dualTwoD/ellipse" [vert, geom, frag] [3, 4] pmTriangles
cslist <-
makeShader "picture/textureArray" [vert, frag] [3, 4, 4] pmTriangles
-- >>= _1 (addTextureArray' "data/texture/charMapVert.png" 2 16 32 95 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR)
>>= _1 (addTextureArray' "data/texture/charMapVert.png" 2 16 32 95 GL_NEAREST_MIPMAP_LINEAR GL_LINEAR)
-- this should really be a 2d texture array
makeShader "picture/charArray" [vert, frag] [3, 4, 4] pmTriangles
addBindTextureArray 50 "data/texture/charMapVert.png" 2 16 32 95 GL_NEAREST_MIPMAP_LINEAR GL_LINEAR
screentexturevbo <- mglCreate glCreateBuffers
withArray (concat cornerList) $ \ptr ->
@@ -152,9 +155,6 @@ preloadRender = do
barrelShad <- makeShader "texture/barrel" [vert, geom, frag] [2, 2, 2, 1] pmPoints
-- blank wallShader
wallBlankShad <- makeShaderUsingVAO "wall/blank" [vert, geom, frag] pmPoints wpColVAO
-- textured wallShader
wallTextureShad <-
makeShaderUsingVAO "wall/texture" [vert, geom, frag] pmPoints wpColVAO
let wallverxstrd = 8
wallvbo <- setupVBO wallverxstrd
wallshader <- makeShader4 "wall/basic" [vert,geom,frag] [4,4] wallverxstrd pmPoints wallvbo
@@ -220,11 +220,8 @@ preloadRender = do
, _shadowWallShader = shadowwallshader
, _shadowLightShader = shadowlightshader
, _shadowCombineShader = shadowcombineshader
, _positionalBlankShader = positionalBlankShad
, _wallBlankShader = wallBlankShad
, _wallTextureShader = wallTextureShad
, _windowShader = wallBlankShad{_shaderVAO = winColVAO}
-- , _textureArrayShader = textArrayShad
, _fullscreenShader = fsShad
, _alphaDivideShader = alphadivideshader
, _lightingTextureShader = lightingTextureShad
+5 -5
View File
@@ -2,7 +2,7 @@ module Shader.AuxAddition
( addSamplerTexture2D
, vaddTextureNoFilter
, addTextureArray
, addTextureArray'
, addBindTextureArray
, initTexture2D
, initTexture2DArray
, tilesToLine
@@ -128,9 +128,9 @@ addTextureArray texturePath (shad,vbo) = do
return (shad & shaderTextures .:~ TO texname
, vbo)
addTextureArray' :: String -> GLsizei -> GLsizei -> GLsizei -> GLsizei -> GLenum -> GLenum
-> Shader -> IO Shader
addTextureArray' fp nlev w h d minfilt magfilt shad = do
addBindTextureArray :: GLuint -> String -> GLsizei -> GLsizei -> GLsizei -> GLsizei -> GLenum -> GLenum
-> IO ()
addBindTextureArray bindpoint fp nlev w h d minfilt magfilt = do
Right cmap <- readImage fp
let texdata = convertRGBA8 cmap
texname <- mglCreate $ glCreateTextures GL_TEXTURE_2D_ARRAY
@@ -140,7 +140,7 @@ addTextureArray' fp nlev w h d minfilt magfilt shad = do
glGenerateTextureMipmap texname
glTextureParameteri texname GL_TEXTURE_MIN_FILTER (unsafeCoerce minfilt)
glTextureParameteri texname GL_TEXTURE_MAG_FILTER (unsafeCoerce magfilt)
return (shad & shaderTextures .:~ TO texname )
glBindTextureUnit bindpoint texname
tilesToLine
:: Int -- ^ Parameter a