Allow for multiple distortions at once
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+6
-4
@@ -367,12 +367,11 @@ doDrawing' win pdata u = do
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glUseProgram (pdata ^. fullscreenShader)
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glDrawArrays GL_TRIANGLES 0 6
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--(RadialDistortion (V2 a b) (V2 c d) (V2 e f) (V2 g h) _:_) -> do
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(RadialDistortion a b c d e f _:_) -> do
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rs -> do
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fbo2 . _1 . unFBO)
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-- pokeArray (pdata ^. barrelShader . _2 . vboPtr) [a, b, c, d, e, f, g, h]
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withArray [a, b, c, d, e, f] $
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withArray (concatMap rdToVec2s rs) $
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glNamedBufferSubData (pdata ^. barrelShader . _2 . vboName) 0
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(12 * fromIntegral (sizeOf (0 :: Float)))
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(12 * fromIntegral (length rs * sizeOf (0 :: Float)))
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glBindTextureUnit 1 $ pdata ^. fboBase . _2 . _1 . unTO
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glUseProgram (pdata ^. barrelShader . _1)
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glDrawArrays GL_TRIANGLES 0 6
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@@ -398,6 +397,9 @@ doDrawing' win pdata u = do
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renderLayer FixedCoordLayer shadV pokeCounts
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SDL.glSwapWindow win
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rdToVec2s :: Distortion -> [Point2]
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rdToVec2s (RadialDistortion a b c d e f _) = [a,b,c,d,e,f]
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bufferPerspectiveMatrixUBO :: Config -> Camera -> GLuint -> IO ()
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bufferPerspectiveMatrixUBO cfig cam uboid =
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withArray
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