Cleanup
This commit is contained in:
+69
-88
@@ -94,40 +94,14 @@ doDrawing' win pdata u = do
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(V.fromList $ w ^. cWorld . lWorld . dusts)
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-- bind wall points, silhouette data, surface geometry
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bufferShaderLayers shadV pokeCounts
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mapM_
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(uncurry bufferPokedVBO)
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[ (_vboShapes pdata, nShapeVs)
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-- , (pdata ^. cloudVBO, nCloudVs) should probably do it this way
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-- eventually
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]
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mapM_
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(uncurry bufferEBO)
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[-- (_cloudEBO pdata, nCloudIs)
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(_shapeEBO pdata, nIndices)
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]
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bufferPokedVBO (_vboShapes pdata) nShapeVs
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bufferPokedVBO (pdata ^. winVBO) nWins
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bufferPokedVBO (pdata ^. wallVBO) trueNWalls
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bufferPokedVBO (pdata ^. cloudVBO) nCloudVs
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bufferEBO (_shapeEBO pdata) nIndices
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bufferEBO (pdata ^. silhouetteEBO) nSilIndices
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-- set the coordinate uniform ready for drawing elements using world coordinates
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bufferPerspectiveMatrixUBO cfig (w ^. wCam) (pdata ^. matUBO)
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glNamedBufferSubData (pdata ^. winVBO . vboName) 0
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(fromIntegral $ nWins * sizeOf (0::Float) * 8)
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(pdata ^. winVBO . vboPtr)
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-- bufferFloatBO function
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glNamedBufferSubData (pdata ^. wallVBO . vboName) 0
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(fromIntegral $ trueNWalls * sizeOf (0::Float) * 8)
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(pdata ^. wallVBO . vboPtr)
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-- glNamedBufferSubData (pdata ^. vboShapes . vboName) 0
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-- (fromIntegral $ nShapeVs * shapeVerxSize)
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-- (pdata ^. vboShapes . vboPtr)
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glNamedBufferSubData (pdata ^. shapeEBO . uiboName) 0
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(fromIntegral $ nIndices * (sizeOf (0::GLuint)))
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(pdata ^. shapeEBO . uiboPtr)
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bufferEBO (pdata ^. silhouetteEBO) nSilIndices
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-- withArray [0::Float,0,30,1,1,1,1,1] $
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-- glNamedBufferSubData (pdata ^. cloudVBO . vboName) 0
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-- (fromIntegral (sizeOf (0::Float)) * 8)
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glNamedBufferSubData (pdata ^. cloudVBO . vboName)
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0
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(fromIntegral $ 8 * nCloudVs * (sizeOf (0::Float)))
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(pdata ^. cloudVBO . vboPtr)
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setViewport _gr_world_res cfig
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBase . _1 . unFBO)
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glDepthMask GL_TRUE
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@@ -136,11 +110,11 @@ doDrawing' win pdata u = do
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-- clear depth and stencil buffers
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glStencilMask 255 -- to alter the entire stencil
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glClearNamedFramebufferfi
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(pdata ^. fboBase . _1 . unFBO)
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GL_DEPTH_STENCIL
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0
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1
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0
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(pdata ^. fboBase . _1 . unFBO)
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GL_DEPTH_STENCIL
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0
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1
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0
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-- draw wall occlusions from the camera's point of view
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glStencilFunc GL_NOTEQUAL 128 255
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glStencilOp GL_KEEP GL_KEEP GL_REPLACE
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@@ -148,7 +122,7 @@ doDrawing' win pdata u = do
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glCullFace GL_BACK
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unless (debugOn Remove_LOS cfig) $ do
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glUseProgram (pdata ^. ceilingStencilShader . shaderUINT)
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-- glBindVertexArray $ pdata ^. ceilingStencilShader . shaderVAO . vaoName
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-- glBindVertexArray $ pdata ^. ceilingStencilShader . shaderVAO . vaoName
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glBindVertexArray $ pdata ^. dummyVAO . vaoName
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glEnable GL_DEPTH_CLAMP
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glDrawArrays
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@@ -168,12 +142,12 @@ doDrawing' win pdata u = do
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--draw walls onto base buffer
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glEnable GL_CULL_FACE
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glCullFace GL_BACK
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-- glUseProgram (pdata ^. wallShader . shaderUINT)
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-- glBindVertexArray $ pdata ^. wallShader . shaderVAO . vaoName
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-- glDrawArrays
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-- (_unPrimitiveMode $ pdata ^. wallShader . shaderPrimitive)
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-- 0
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-- (fromIntegral trueNWalls)
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-- glUseProgram (pdata ^. wallShader . shaderUINT)
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-- glBindVertexArray $ pdata ^. wallShader . shaderVAO . vaoName
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-- glDrawArrays
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-- (_unPrimitiveMode $ pdata ^. wallShader . shaderPrimitive)
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-- 0
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-- (fromIntegral trueNWalls)
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glUseProgram (pdata ^. pullWallShader . shaderUINT)
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--glBindVertexArray $ pdata ^. dummyVAO . vaoName
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glDrawArrays GL_TRIANGLES 0 (fromIntegral trueNWalls * 6)
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@@ -256,11 +230,11 @@ doDrawing' win pdata u = do
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glBindVertexArray $ pdata ^. cloudShader . shaderVAO . vaoName
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glDrawArrays GL_TRIANGLES 0 (fromIntegral nCloudVs * 6)
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--glDrawArrays GL_TRIANGLES 0 6
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-- glDrawElements
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-- (pdata ^. cloudShader . shaderPrimitive . unPrimitiveMode)
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-- (fromIntegral nCloudIs)
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-- GL_UNSIGNED_INT
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-- nullPtr
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-- glDrawElements
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-- (pdata ^. cloudShader . shaderPrimitive . unPrimitiveMode)
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-- (fromIntegral nCloudIs)
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-- GL_UNSIGNED_INT
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-- nullPtr
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glDepthMask GL_TRUE
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--setup downscale viewport for blurring bloom
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@@ -273,15 +247,18 @@ doDrawing' win pdata u = do
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-- this all needs more tuning + more thought
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-- a fade effect would be cool, so not to fully reset last frames bloom
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-- buffers...
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-- withArray [0, 0, 0, 0] $
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-- glClearNamedFramebufferfv (pdata ^. fboHalf1 . _1 . unFBO) GL_COLOR 0
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-- withArray [0, 0, 0, 0] $
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-- glClearNamedFramebufferfv (pdata ^. fboHalf2 . _1 . unFBO) GL_COLOR 0
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-- glBlendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
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-- withArray [0, 0, 0, 0] $
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-- glClearNamedFramebufferfv (pdata ^. fboHalf1 . _1 . unFBO) GL_COLOR 0
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-- withArray [0, 0, 0, 0] $
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-- glClearNamedFramebufferfv (pdata ^. fboHalf2 . _1 . unFBO) GL_COLOR 0
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-- glBlendFunc GL_ONE GL_ONE_MINUS_SRC_ALPHA
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drawShader (_bloomBlurShader pdata) 4
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when (cfig ^. gr_bloom) $ do
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replicateM_ 2 $ pingPongBetween
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(_fboHalf1 pdata) (_fboHalf2 pdata) (_bloomBlurShader pdata)
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replicateM_ 2 $
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pingPongBetween
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(_fboHalf1 pdata)
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(_fboHalf2 pdata)
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(_bloomBlurShader pdata)
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glEnable GL_BLEND
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setViewport _gr_world_res cfig
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--draw clouds onto cloud buffer
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@@ -302,20 +279,20 @@ doDrawing' win pdata u = do
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glBindVertexArray $ pdata ^. cloudShader . shaderVAO . vaoName
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glDrawArrays GL_TRIANGLES 0 (fromIntegral nCloudVs * 6)
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--glDrawArrays GL_TRIANGLES 0 6
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---- glDrawElements
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---- (pdata ^. cloudShader . shaderPrimitive . unPrimitiveMode)
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---- (fromIntegral nCloudIs)
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---- GL_UNSIGNED_INT
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---- nullPtr
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-- glEnable GL_CULL_FACE
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-- glEnable GL_DEPTH_CLAMP
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-- glCullFace GL_BACK
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---- drawShader (_windowShader pdata) nWins
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-- glDisable GL_DEPTH_CLAMP
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-- glDisable GL_CULL_FACE
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---- glDrawElements
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---- (pdata ^. cloudShader . shaderPrimitive . unPrimitiveMode)
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---- (fromIntegral nCloudIs)
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---- GL_UNSIGNED_INT
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---- nullPtr
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-- glEnable GL_CULL_FACE
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-- glEnable GL_DEPTH_CLAMP
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-- glCullFace GL_BACK
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---- drawShader (_windowShader pdata) nWins
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-- glDisable GL_DEPTH_CLAMP
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-- glDisable GL_CULL_FACE
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when (_gr_cloud_shadows cfig) $ do
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----render transparency depths
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-- glDepthMask GL_TRUE
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-- glDepthMask GL_TRUE
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glDepthFunc GL_ALWAYS
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glDisable GL_BLEND
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withArray [GL_NONE, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2] $
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@@ -333,7 +310,7 @@ doDrawing' win pdata u = do
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glBlendFunci 2 GL_SRC_ALPHA GL_ONE
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glUseProgram (pdata ^. cloudShader . shaderUINT)
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glBindVertexArray $ pdata ^. cloudShader . shaderVAO . vaoName
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-- glDepthMask GL_TRUE
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-- glDepthMask GL_TRUE
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glDrawArrays GL_TRIANGLES 0 (fromIntegral nCloudVs * 6)
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--glDrawArrays GL_TRIANGLES 0 6
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----glDrawElements
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@@ -342,12 +319,12 @@ doDrawing' win pdata u = do
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---- GL_UNSIGNED_INT
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---- nullPtr
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---
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-- glEnable GL_CULL_FACE
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-- glEnable GL_DEPTH_CLAMP
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-- glCullFace GL_BACK
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---- drawShader (_windowShader pdata) nWins
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-- glDisable GL_DEPTH_CLAMP
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-- glDisable GL_CULL_FACE
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-- glEnable GL_CULL_FACE
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-- glEnable GL_DEPTH_CLAMP
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-- glCullFace GL_BACK
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---- drawShader (_windowShader pdata) nWins
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-- glDisable GL_DEPTH_CLAMP
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-- glDisable GL_CULL_FACE
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-- drawShader (_windowShader pdata) nWins
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboPos . _1 . unFBO)
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withArray [0, 0, 0, 0] $ \ptr ->
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@@ -386,8 +363,8 @@ doDrawing' win pdata u = do
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glDepthFunc GL_LEQUAL
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glCullFace GL_BACK
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glDisable GL_BLEND
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-- glDepthFunc GL_ALWAYS
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-- glDisable GL_CULL_FACE
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-- glDepthFunc GL_ALWAYS
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-- glDisable GL_CULL_FACE
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glUseProgram $ pdata ^. windowPullShader . shaderUINT
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glBindVertexArray $ pdata ^. dummyVAO . vaoName
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glDrawArrays GL_TRIANGLES 0 (fromIntegral nWins * 6)
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@@ -408,17 +385,16 @@ doDrawing' win pdata u = do
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drawShader (_fullscreenShader pdata) 4
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glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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-- bind base buffer for drawing clouds and bloom
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--glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboBase pdata)))
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBase . _1 . unFBO)
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-- --draw shadowed clouds onto base buffer
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-- glBindTextureUnit 0 (pdata ^. fboCloud . _2 . _1 . unTO)
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-- drawShader (_fullscreenShader pdata) 4
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-- --draw shadowed clouds onto base buffer
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-- glBindTextureUnit 0 (pdata ^. fboCloud . _2 . _1 . unTO)
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-- drawShader (_fullscreenShader pdata) 4
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glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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-- --draw windows onto base buffer
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-- --draw windows onto base buffer
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glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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glBindTextureUnit 0 (pdata ^. fboWindow . _2 . _1 . unTO)
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glBindTextureUnit 1 (pdata ^. fboWindow . _2 . _2 . unTO)
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@@ -433,8 +409,7 @@ doDrawing' win pdata u = do
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--glBlendFunc GL_ONE GL_ONE
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glBindTextureUnit 0 (_unTO . snd $ _fboHalf1 pdata)
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drawShader (_fullscreenShader pdata) 4
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-- glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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-- glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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--set viewport for radial distortion
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--setViewportSize (round winx) (round winy)
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@@ -479,10 +454,16 @@ doDrawing' win pdata u = do
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SDL.glSwapWindow win
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bufferPerspectiveMatrixUBO :: Config -> Camera -> GLuint -> IO ()
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bufferPerspectiveMatrixUBO cfig cam uboid = withArray
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(perspectiveMatrixb (cam ^. camRot) (cam ^. camZoom) (cam ^. camCenter)
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(V2 (windowXFloat cfig) (windowYFloat cfig)) (cam ^. camViewFrom))
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$ glNamedBufferSubData uboid 0 64
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bufferPerspectiveMatrixUBO cfig cam uboid =
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withArray
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( perspectiveMatrixb
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(cam ^. camRot)
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(cam ^. camZoom)
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(cam ^. camCenter)
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(V2 (windowXFloat cfig) (windowYFloat cfig))
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(cam ^. camViewFrom)
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)
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$ glNamedBufferSubData uboid 0 64
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getDistortions :: Config -> World -> [Distortion]
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getDistortions cfig w
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+50
-49
@@ -2,10 +2,9 @@
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--{-# OPTIONS_GHC -Wno-unused-top-binds #-}
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module Preload.Render (
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preloadRender,
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-- cleanUpRenderPreload,
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-- cleanUpRenderPreload,
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) where
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import Shape.Parameters
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import Control.Concurrent
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--import Control.Lens
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import Control.Monad
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@@ -19,6 +18,8 @@ import Shader.AuxAddition
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import Shader.Compile
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import Shader.Data
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import Shader.Parameters
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import Shape.Parameters
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--import Shape.Parameters
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{- BINDING LIST:
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@@ -40,43 +41,42 @@ preloadRender = do
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glBindBufferBase GL_UNIFORM_BUFFER 0 theUBO
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winssbo <- mglCreate glCreateBuffers
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let winssbosize = sizeOf (0::Float) * 8 * 1024
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let winssbosize = sizeOf (0 :: Float) * 8 * 1024
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glNamedBufferStorage winssbo (fromIntegral winssbosize) nullPtr GL_DYNAMIC_STORAGE_BIT
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glBindBufferBase GL_SHADER_STORAGE_BUFFER 1 winssbo
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winptr <- mallocBytes winssbosize
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let winvbo = VBO winssbo winptr 8
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winptr <- mallocBytes winssbosize
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let winvbo = VBO winssbo winptr (sizeOf (0::Float) * 8)
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let wallsn = 4096
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wallssbo <- mglCreate glCreateBuffers
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let wallssbosize = sizeOf (0::Float) * 8 * wallsn
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let wallssbosize = sizeOf (0 :: Float) * 8 * wallsn
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glNamedBufferStorage wallssbo (fromIntegral wallssbosize) nullPtr GL_DYNAMIC_STORAGE_BIT
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glBindBufferBase GL_SHADER_STORAGE_BUFFER 2 wallssbo
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wallssboptr <- mallocBytes wallssbosize
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let wallvbo = VBO wallssbo wallssboptr 8
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wallssboptr <- mallocBytes wallssbosize
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let wallvbo = VBO wallssbo wallssboptr (sizeOf (0::Float) * 8)
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shapessbo <- mglCreate glCreateBuffers
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let shapessbosize = fromIntegral shapeVerxSize * 65536
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glNamedBufferStorage shapessbo shapessbosize nullPtr GL_DYNAMIC_STORAGE_BIT
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glBindBufferBase GL_SHADER_STORAGE_BUFFER 3 shapessbo
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--shptr <- mallocArray (fromIntegral shapessbosize)
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shptr <- mallocArray (8 * 65536)
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let shVBO = VBO shapessbo shptr shapeVerxSize
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ishapessbo <- mglCreate glCreateBuffers
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let ishapessbosize = fromIntegral (sizeOf (0::GLuint) * 65536)
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let ishapessbosize = fromIntegral (sizeOf (0 :: GLuint) * 65536)
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glNamedBufferStorage ishapessbo ishapessbosize nullPtr GL_DYNAMIC_STORAGE_BIT
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glBindBufferBase GL_SHADER_STORAGE_BUFFER 4 ishapessbo
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ishptr <- mallocArray 65536
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ishptr <- mallocArray 65536
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let shEBO = UintBO ishapessbo ishptr
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ieshapessbo <- mglCreate glCreateBuffers
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let ieshapessbosize = fromIntegral (sizeOf (0::GLuint) * 65536)
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let ieshapessbosize = fromIntegral (sizeOf (0 :: GLuint) * 65536)
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glNamedBufferStorage ieshapessbo ieshapessbosize nullPtr GL_DYNAMIC_STORAGE_BIT
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glBindBufferBase GL_SHADER_STORAGE_BUFFER 5 ieshapessbo
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ieptr <- mallocArray 65536 -- so we can go back to glushort...
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ieptr <- mallocArray 65536 -- so we can go back to glushort...
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cloudbo <- mglCreate glCreateBuffers
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let cvsize = (sizeOf (0::Float)) * 8
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let cvsize = (sizeOf (0 :: Float)) * 8
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cloudbosize = fromIntegral cvsize * 65536 -- this should be changed
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glNamedBufferStorage cloudbo cloudbosize nullPtr GL_DYNAMIC_STORAGE_BIT
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glBindBufferBase GL_SHADER_STORAGE_BUFFER 6 cloudbo
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@@ -85,15 +85,14 @@ preloadRender = do
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dummyvao <- mglCreate glGenVertexArrays
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winpull <- makeShaderUsingVAO "pull/window" [vert, frag] pmTriangles (VAO dummyvao)
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winpull <- makeShaderUsingVAO "pull/window" [vert,frag] pmTriangles (VAO dummyvao)
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wallpull <- makeShaderUsingVAO "pull/wall" [vert,frag] pmTriangles (VAO dummyvao)
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wallpull <- makeShaderUsingVAO "pull/wall" [vert, frag] pmTriangles (VAO dummyvao)
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shapeshader <-
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makeShaderUsingVAO "shape/basic" [vert, frag] pmTriangles (VAO dummyvao)
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makeShaderUsingVAO "shape/basic" [vert, frag] pmTriangles (VAO dummyvao)
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cloudshader <- makeShaderUsingVAO "pull/cloud" [vert,frag] pmTriangles (VAO dummyvao)
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cloudshader <- makeShaderUsingVAO "pull/cloud" [vert, frag] pmTriangles (VAO dummyvao)
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putStrLn "Setup lighting shaders"
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lightingWallShadShad <-
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@@ -102,8 +101,12 @@ preloadRender = do
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makeShaderUsingVAO "lighting/cap" [vert] pmTriangles (VAO dummyvao)
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lightingLineShadowShad <-
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makeShaderUsingVAO "lighting/lineShadow" [vert] pmTriangles (VAO dummyvao)
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ceilingstencilshader <- makeShaderUsingVAO "ceiling/stencil" [vert] pmTriangles
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(VAO dummyvao)
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ceilingstencilshader <-
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makeShaderUsingVAO
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"ceiling/stencil"
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[vert]
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pmTriangles
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(VAO dummyvao)
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putStrLn "Setup 2D shaders"
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bslist <- makeShaderVBO "dualTwoD/basic" [vert, frag] (toFloatVAs [3, 4]) pmTriangles
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@@ -120,20 +123,18 @@ preloadRender = do
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, aslist
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, eslist
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]
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-- initTexture2DArray 50 "data/texture/charMapVertBig.png" 2 32 64 95 GL_NEAREST_MIPMAP_LINEAR GL_LINEAR
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--initTexture2DArray 50 "data/texture/charMapVert16Block.png" 2 16 32 95 GL_NEAREST GL_NEAREST
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--initTexture2DArray 50 "data/charMaps/charMapVert16Tall.png" 2 16 32 95 GL_NEAREST GL_NEAREST
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-- GL_NEAREST_MIPMAP_LINEAR GL_LINEAR ?
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initTexture2DArray 50 "data/charMaps/cMap16x32.Custom.png" 2 16 32 256 GL_NEAREST GL_NEAREST
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--initTexture2DArray 50 "data/texture/charMapVert8Block.png" 2 8 16 95 GL_NEAREST GL_NEAREST
|
||||
--initTexture2DArray 50 "data/texture/charMapVertBig.png" 2 32 64 95 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR
|
||||
--initTexture2DArray 50 "data/texture/charMapVertBig.png" 2 32 64 95 GL_LINEAR_MIPMAP_NEAREST GL_LINEAR
|
||||
|
||||
putStrLn "Setup full screen shaders"
|
||||
(_, screentexturevao) <- setupStaticVBOVAO (toFloatVAs [2, 2]) (concat cornerList)
|
||||
alphadivideshader <- makeShaderUsingVAO "texture2D/alphaDivide" [vert, frag] pmTriangleStrip screentexturevao
|
||||
fsShad <- makeShaderUsingVAO "texture/simple" [vert, frag] pmTriangleStrip screentexturevao
|
||||
transcompshader <- makeShaderUsingVAO
|
||||
"fullscreen/transparencyComp" [vert, frag] pmTriangleStrip screentexturevao
|
||||
transcompshader <-
|
||||
makeShaderUsingVAO
|
||||
"fullscreen/transparencyComp"
|
||||
[vert, frag]
|
||||
pmTriangleStrip
|
||||
screentexturevao
|
||||
bloomBlurShad <- makeShaderUsingVAO "texture/bloomBlur" [vert, frag] pmTriangleStrip screentexturevao
|
||||
colorBlurShad <- makeShaderUsingVAO "texture/colorBlur" [vert, frag] pmTriangleStrip screentexturevao
|
||||
grayscaleShad <- makeShaderUsingVAO "texture/grayscale" [vert, frag] pmTriangleStrip screentexturevao
|
||||
@@ -158,11 +159,11 @@ preloadRender = do
|
||||
(toFloatVAs [3])
|
||||
pmTriangles
|
||||
chasmvbo
|
||||
-- putStrLn "Setup cloud VBO, shader"
|
||||
-- let cloudverxsizes = [4, 4, 4]
|
||||
-- cloudvbo <- setupVBO (floatSize * sum cloudverxsizes)
|
||||
-- (cloudshader, cloudebo) <-
|
||||
-- makeShaderEBO "cloud/basic" [vert, frag] (toFloatVAs cloudverxsizes) pmTriangles cloudvbo
|
||||
-- putStrLn "Setup cloud VBO, shader"
|
||||
-- let cloudverxsizes = [4, 4, 4]
|
||||
-- cloudvbo <- setupVBO (floatSize * sum cloudverxsizes)
|
||||
-- (cloudshader, cloudebo) <-
|
||||
-- makeShaderEBO "cloud/basic" [vert, frag] (toFloatVAs cloudverxsizes) pmTriangles cloudvbo
|
||||
framebuf2 <- newTextureFramebuffer
|
||||
framebuf3 <- newTextureFramebuffer
|
||||
|
||||
@@ -200,8 +201,8 @@ preloadRender = do
|
||||
, _lightingLineShadowShader = lightingLineShadowShad
|
||||
, _lightingWallShadShader = lightingWallShadShad
|
||||
, _ceilingStencilShader = ceilingstencilshader
|
||||
-- , _windowShader = windowshader
|
||||
, _windowPullShader = winpull
|
||||
, -- , _windowShader = windowshader
|
||||
_windowPullShader = winpull
|
||||
, _pullWallShader = wallpull
|
||||
, _fullscreenShader = fsShad
|
||||
, _transparencyCompShader = transcompshader
|
||||
@@ -223,25 +224,25 @@ preloadRender = do
|
||||
, _fboPos = fboPosName
|
||||
, _rboBaseBloom = rboBaseBloomName
|
||||
, _matUBO = theUBO
|
||||
-- , _winSSBO = winssbo
|
||||
-- , _wallSSBO = wallssbo
|
||||
-- , _shapeSSBO = shapessbo
|
||||
-- , _ishapeSSBO = ishapessbo
|
||||
-- , _ieshapeSSBO = ieshapessbo
|
||||
-- , _lightsUBO = lightsubo
|
||||
-- , _vboWindows = winvbo
|
||||
, _vboShapes = shVBO
|
||||
, -- , _winSSBO = winssbo
|
||||
-- , _wallSSBO = wallssbo
|
||||
-- , _shapeSSBO = shapessbo
|
||||
-- , _ishapeSSBO = ishapessbo
|
||||
-- , _ieshapeSSBO = ieshapessbo
|
||||
-- , _lightsUBO = lightsubo
|
||||
-- , _vboWindows = winvbo
|
||||
_vboShapes = shVBO
|
||||
, _floorVBO = floorvbo
|
||||
, _floorShader = floorshader
|
||||
, _chasmVBO = chasmvbo
|
||||
, _chasmShader = chasmshader
|
||||
, _wallVBO = wallvbo
|
||||
, _winVBO = winvbo
|
||||
-- , _wallShader = wallshader
|
||||
, _cloudVBO = cloudvbo
|
||||
, -- , _wallShader = wallshader
|
||||
_cloudVBO = cloudvbo
|
||||
, _cloudShader = cloudshader
|
||||
-- , _cloudEBO = cloudebo
|
||||
, _screenTextureVAO = screentexturevao
|
||||
, -- , _cloudEBO = cloudebo
|
||||
_screenTextureVAO = screentexturevao
|
||||
, _dummyVAO = VAO dummyvao
|
||||
}
|
||||
|
||||
|
||||
+3
-5
@@ -83,12 +83,10 @@ data VBO = VBO
|
||||
-- add int for AMOUNT of data poked!
|
||||
}
|
||||
|
||||
data BOType = WindowPoss
|
||||
|
||||
data FloatBO = FloatBO
|
||||
{ _boName :: GLuint
|
||||
, _boPtr :: Ptr Float
|
||||
, _boType :: BOType
|
||||
{ _flboName :: GLuint
|
||||
, _flboPtr :: Ptr Float
|
||||
, _flboStride :: Int
|
||||
}
|
||||
|
||||
data UintBO = UintBO
|
||||
|
||||
Reference in New Issue
Block a user