Implement (not fully working) alternate shadow volumes
This commit is contained in:
+19
-12
@@ -3,6 +3,8 @@ module Dodge.Render (
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doDrawing,
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) where
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import qualified Data.Vector as V
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import Dodge.Render.Shadow
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import Control.Lens
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import Control.Monad
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import qualified Control.Monad.Parallel as MP
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@@ -105,14 +107,14 @@ doDrawing pdata u = do
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, (_windowShader pdata, nWins)
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, (_textureArrayShader pdata, nFls)
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]
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bindBuffer ElementArrayBuffer $= Just (_ebo $ _shapeEBO pdata)
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bindBuffer ElementArrayBuffer $= pdata ^? shapeEBO . ebo --Just (_ebo $ _shapeEBO pdata)
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bufferSubData
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ElementArrayBuffer
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WriteToBuffer
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0
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(fromIntegral $ glushortSize * nIndices)
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(_eboPtr $ _shapeEBO pdata)
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bindBuffer ElementArrayBuffer $= Just (_ebo $ _silhouetteEBO pdata)
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bindBuffer ElementArrayBuffer $= pdata ^? silhouetteEBO . ebo --Just (_ebo $ _silhouetteEBO pdata)
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bufferSubData
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ElementArrayBuffer
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WriteToBuffer
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@@ -127,9 +129,9 @@ doDrawing pdata u = do
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clear [ColorBuffer, DepthBuffer]
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depthFunc $= Just Less
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-- draw wall occlusions from the camera's point of view
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currentProgram $= Just (_shadProg lwShad)
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uniform (head $ _shadUnis lwShad) $= viewFrom3d
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bindVertexArrayObject $= Just (_vao $ _shadVAO lwShad)
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currentProgram $= lwShad ^? shadProg -- Just (_shadProg lwShad)
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uniform (_shadUnis lwShad V.! 0) $= viewFrom3d
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bindVertexArrayObject $= lwShad ^? shadVAO . vao -- Just (_vao $ _shadVAO lwShad)
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unless (debugOn Remove_LOS cfig) $
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glDrawArrays
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(marshalEPrimitiveMode $ _shadPrim lwShad)
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@@ -144,7 +146,7 @@ doDrawing pdata u = do
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--draw object shapes onto base buffer
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let fs = _shapeShader pdata
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currentProgram $= Just (_shadProg fs)
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bindVertexArrayObject $= Just (_vao $ _shadVAO fs)
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bindVertexArrayObject $= fs ^? shadVAO . vao -- Just (_vao $ _shadVAO fs)
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glDrawElements
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(marshalEPrimitiveMode $ _shadPrim fs)
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(fromIntegral nIndices)
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@@ -161,18 +163,21 @@ doDrawing pdata u = do
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nWalls
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nSilIndices
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nIndices
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(_graphics_object_shadows $ _uvConfig u)
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(snd $ snd $ _fboBase pdata)
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--(_graphics_object_shadows $ _uvConfig u)
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(u ^. uvConfig . graphics_object_shadows)
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(snd $ snd $ pdata ^. fboBase)
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(drawCPUShadows pdata ws)
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colorMask $= Color4 Enabled Enabled Enabled Enabled
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clearColor $= Color4 0 0 0 0
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--apply lightmap to base buffer
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bindFramebuffer Framebuffer $= fst (_fboBase pdata)
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textureBinding Texture2D $= Just (snd $ _fboLighting pdata)
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bindFramebuffer Framebuffer $= pdata ^. fboBase . _1 --fst (_fboBase pdata)
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--textureBinding Texture2D $= Just (snd $ _fboLighting pdata)
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textureBinding Texture2D $= pdata ^? fboLighting . _2 -- Just (snd $ _fboLighting pdata)
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blend $= Enabled
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blendFunc $= (Zero, OneMinusSrcColor)
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drawShader (_fullscreenShader pdata) 4
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--draw bloom onto bloom buffer
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bindFramebuffer Framebuffer $= fst (_fboBloom pdata)
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bindFramebuffer Framebuffer $= pdata ^. fboBloom . _1 --fst (_fboBloom pdata)
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clear [ColorBuffer]
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depthFunc $= Just Less
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blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
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@@ -185,7 +190,7 @@ doDrawing pdata u = do
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setViewportSize (round winx `div` (2 * resFact)) (round winy `div` (2 * resFact))
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bindFramebuffer Framebuffer $= fst (_fboHalf1 pdata)
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depthFunc $= Just Always
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textureBinding Texture2D $= Just (snd $ _fboBloom pdata)
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textureBinding Texture2D $= pdata ^? fboBloom . _2 -- Just (snd $ _fboBloom pdata)
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blend $= Disabled
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drawShader (_bloomBlurShader pdata) 4
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replicateM_ 9 $ pingPongBetween (_fboHalf1 pdata) (_fboHalf2 pdata) (_bloomBlurShader pdata)
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@@ -224,6 +229,7 @@ doDrawing pdata u = do
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nIndices
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(_graphics_object_shadows $ _uvConfig u)
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(snd $ snd $ _fboCloud pdata)
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(drawCPUShadows pdata ws)
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colorMask $= Color4 Enabled Enabled Enabled Enabled
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clearColor $= Color4 0 0 0 0
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--apply lightmap to cloud buffer
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@@ -322,3 +328,4 @@ renderTextureWalls pdata nWalls = do
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cullFace $= Just Back
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drawShader (_wallTextureShader pdata) nWalls
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cullFace $= Nothing
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@@ -121,10 +121,9 @@ preloadRender = do
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>>= addUniforms ["lightPos"]
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lightingLineShadowShad
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<- makeShaderUsingVAO "lighting/lineShadow" [vert,geom,frag] ELinesAdjacency shEdgeVAO
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>>= addUniforms ["lightPos","lumRad"]
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>>= addUniforms ["lightPos","radiusUniform"]
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-- positional shader
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positionalBlankShad <- makeShader "positional/blank" [vert,frag] [3] ETriangles
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positionalBlankShad <- makeShader "positional/blank" [vert,frag] [3] ETriangles
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-- 2D draw shaders
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bslist <- makeShader "dualTwoD/basic" [vert,frag] [3,4] ETriangles
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bslista <- makeShader "dualTwoD/basic" [vert,frag] [3,4] ETriangles
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+91
-85
@@ -1,130 +1,136 @@
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module Render
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( createLightMap
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, divideSize
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, renderFoldable
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, renderLayer
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, pingPongBetween
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, bindTO
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, bindFBO
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) where
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import Dodge.Data.Config
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import Shader
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import Shader.ExtraPrimitive
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import Shader.Data
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import Data.Preload.Render
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import Picture.Data
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import Geometry.Data
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module Render (
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createLightMap,
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divideSize,
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renderFoldable,
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renderLayer,
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pingPongBetween,
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bindTO,
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bindFBO,
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) where
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import Foreign hiding (rotate)
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import Graphics.Rendering.OpenGL hiding (Line,translate,scale,imageHeight,Polygon,Color,T)
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import qualified Data.Vector.Unboxed.Mutable as UMV
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import qualified Data.Vector.Mutable as MV
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import Control.Lens
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import Control.Monad.Primitive
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import Graphics.GL.Core43
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import Data.Preload.Render
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import qualified Data.Vector as V
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--import Control.Monad
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import qualified Data.Vector.Fusion.Stream.Monadic as VFSM
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import qualified Data.Vector.Mutable as MV
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import qualified Data.Vector.Unboxed.Mutable as UMV
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import Dodge.Data.Config
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import Foreign hiding (rotate)
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import Geometry.Data
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import Graphics.GL.Core43
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import Graphics.Rendering.OpenGL hiding (Color, Line, Polygon, T, imageHeight, scale, translate)
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import Picture.Data
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import Shader
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import Shader.Data
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import Shader.ExtraPrimitive
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divideSize :: Int -> Size -> Size
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divideSize i (Size x y) = Size (div x $ fromIntegral i) (div y $ fromIntegral i)
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{- | Determine where light is shining in the world. -}
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createLightMap
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:: RenderData
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-> [(Point3,Float,Point3)] -- Lights
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-> Int -- ^ number of walls
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-> Int -- ^ number of silhoutte lines to draw
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-> Int -- ^ number of "caps" to attempt to draw
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-> ObjectShadows -- ^ whether to draw object shadows or not
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-> TextureObject -- ^ the texture object giving positions
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-> IO ()
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createLightMap pdata lightPoints nWalls nSils nCaps drawObjShads toPos = do
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let llsShad = _lightingLineShadowShader pdata
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let lcShad = _lightingCapShader pdata
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let lwShad = _lightingWallShadShader pdata
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let ltShad = _lightingTextureShader pdata
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-- | Determine where light is shining in the world.
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createLightMap ::
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RenderData ->
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[(Point3, Float, Point3)] -> -- Lights
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-- | number of walls
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Int ->
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-- | number of silhoutte lines to draw
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Int ->
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-- | number of "caps" to attempt to draw
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Int ->
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-- | whether to draw object shadows or not
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ObjectShadows ->
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-- | the texture object giving positions
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TextureObject ->
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(Point3 -> Float -> IO ()) -> -- attempt at drawing shadow not using geo shader
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IO ()
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createLightMap pdata lightPoints nWalls nSils nCaps drawObjShads toPos drawCPUShadows = do
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let llinesShad = _lightingLineShadowShader pdata
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lcapShad = _lightingCapShader pdata
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lwallShad = _lightingWallShadShader pdata
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ltextShad = _lightingTextureShader pdata
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-- we assume that the renderbuffer's depth has been correctly set elsewhere
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-- we will not be changing that here
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depthMask $= Disabled
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-- clearColor is specified differently in preloadRender
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clearColor $= Color4 1 1 1 1
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clear [ColorBuffer]
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-- for each of the lights:
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-- 1. stencil out the walls from this light's point of view
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-- for each of the lights:
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-- 1. stencil out the shadows from this light's point of view
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-- 2. calculate lighting based on each fragment's position
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-- to consider: adding normals/a "material" for each fragment
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blendFunc $= (Zero, OneMinusSrcColor)
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stencilTest $= Enabled
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flip VFSM.mapM_ (VFSM.fromList lightPoints) $ \(V3 x y z,rad,V3 r g b) -> do
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flip VFSM.mapM_ (VFSM.fromList lightPoints) $ \(V3 x y z, rad, V3 r g b) -> do
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depthFunc $= Just Less
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-- setup stencil
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colorMask $= Color4 Disabled Disabled Disabled Disabled
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clear [StencilBuffer]
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cullFace $= Nothing
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stencilOpSeparate Front $= (OpKeep,OpKeep,OpIncrWrap)
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stencilOpSeparate Back $= (OpKeep,OpKeep,OpDecrWrap)
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stencilOpSeparate Front $= (OpKeep, OpKeep, OpIncrWrap)
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stencilOpSeparate Back $= (OpKeep, OpKeep, OpDecrWrap)
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stencilFunc $= (Always, 0, 255)
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--draw wall shadows
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currentProgram $= Just (_shadProg lwShad)
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uniform (head $ _shadUnis lwShad)
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currentProgram $= Just (_shadProg lwallShad)
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uniform (_shadUnis lwallShad V.! 0)
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$= Vector3 x y z
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bindVertexArrayObject $= Just (_vao $ _shadVAO lwShad)
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glDrawArrays
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(marshalEPrimitiveMode $ _shadPrim lwShad)
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0
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bindVertexArrayObject $= lwallShad ^? shadVAO . vao -- Just (_vao $ _shadVAO lwallShad)
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glDrawArrays
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(marshalEPrimitiveMode $ _shadPrim lwallShad)
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0
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(fromIntegral nWalls)
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case drawObjShads of
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GeoObjShads -> do
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--draw silhouette shadows
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currentProgram $= Just (_shadProg llsShad)
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uniform (head $ _shadUnis $ _lightingLineShadowShader pdata)
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$= Vector3 x y z
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uniform (_shadUnis ltShad !! 1)
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$= Vector4 r g b rad
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bindVertexArrayObject $= Just (_vao $ _shadVAO llsShad)
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currentProgram $= Just (_shadProg llinesShad)
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uniform (_shadUnis llinesShad V.! 0) $= Vector3 x y z
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uniform (_shadUnis llinesShad V.! 1) $= rad
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bindVertexArrayObject $= Just (_vao $ _shadVAO llinesShad)
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glDrawElements
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(marshalEPrimitiveMode $ _shadPrim llsShad)
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(marshalEPrimitiveMode $ _shadPrim llinesShad)
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(fromIntegral nSils)
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GL_UNSIGNED_SHORT
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nullPtr
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--draw caps on the near plane as required
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cullFace $= Just Back
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currentProgram $= Just (_shadProg lcShad)
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uniform (head $ _shadUnis lcShad)
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$= Vector3 x y z
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bindVertexArrayObject $= Just (_vao $ _shadVAO lcShad)
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currentProgram $= Just (_shadProg lcapShad)
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uniform (_shadUnis lcapShad V.! 0) $= Vector3 x y z
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bindVertexArrayObject $= lcapShad ^? shadVAO . vao --Just (_vao $ _shadVAO lcapShad)
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glDrawElements
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(marshalEPrimitiveMode $ _shadPrim lcShad)
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(marshalEPrimitiveMode $ _shadPrim lcapShad)
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(fromIntegral nCaps)
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GL_UNSIGNED_SHORT
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nullPtr
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CPUObjShads -> drawCPUShadows (V3 x y z) rad
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_ -> return ()
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--draw lightmap itself
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depthFunc $= Just Always
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-- bind world position texture
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bindTO toPos
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colorMask $= Color4 Enabled Enabled Enabled Enabled
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stencilOp $= (OpKeep,OpKeep,OpKeep)
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stencilOp $= (OpKeep, OpKeep, OpKeep)
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stencilFunc $= (Equal, 0, 255)
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currentProgram $= Just (_shadProg ltShad)
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uniform (head $ _shadUnis ltShad)
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$= Vector3 x y z
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uniform (_shadUnis ltShad !! 1)
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$= Vector4 r g b rad
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bindVertexArrayObject $= Just (_vao $ _shadVAO ltShad)
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glDrawArrays
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(marshalEPrimitiveMode (_shadPrim ltShad))
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0
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(fromIntegral (4::Int))
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currentProgram $= ltextShad ^? shadProg --Just (_shadProg ltextShad)
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uniform (_shadUnis ltextShad V.! 0) $= Vector3 x y z
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uniform (_shadUnis ltextShad V.! 1) $= Vector4 r g b rad
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bindVertexArrayObject $= ltextShad ^? shadVAO . vao -- Just (_vao $ _shadVAO ltextShad)
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glDrawArrays
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(marshalEPrimitiveMode (_shadPrim ltextShad))
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0
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(fromIntegral (4 :: Int))
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--cleanup: may not be necessary, depending on what comes after...
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cullFace $= Nothing
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stencilTest $= Disabled
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-- assumes that vertices have already been sent to the shader
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pingPongBetween
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:: (FramebufferObject,TextureObject)
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-> (FramebufferObject,TextureObject)
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-> FullShader
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-> IO ()
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pingPongBetween (fb1,to1) (fb2,to2) fs = do
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pingPongBetween ::
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(FramebufferObject, TextureObject) ->
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(FramebufferObject, TextureObject) ->
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FullShader ->
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IO ()
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pingPongBetween (fb1, to1) (fb2, to2) fs = do
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bindFramebuffer Framebuffer $= fb2
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textureBinding Texture2D $= Just to1
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drawShader fs 4
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@@ -132,21 +138,21 @@ pingPongBetween (fb1,to1) (fb2,to2) fs = do
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textureBinding Texture2D $= Just to2
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drawShader fs 4
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renderFoldable
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:: MV.MVector (PrimState IO) FullShader
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-> Picture
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-> IO ()
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renderFoldable ::
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MV.MVector (PrimState IO) FullShader ->
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Picture ->
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IO ()
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renderFoldable shadV struct = do
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counts <- UMV.replicate 6 0
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pokeBindFoldable shadV counts struct
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MV.imapM_ (drawShaderLay 0 counts) shadV
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------------------------------end renderFoldable
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renderLayer
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:: Layer
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-> MV.MVector (PrimState IO) FullShader
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-> UMV.MVector (PrimState IO) Int
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-> IO ()
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renderLayer ::
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Layer ->
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MV.MVector (PrimState IO) FullShader ->
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UMV.MVector (PrimState IO) Int ->
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IO ()
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renderLayer layer shads counts = do
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let layerCounts = UMV.slice (ln * numLayers) 6 counts
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MV.imapM_ (drawShaderLay ln layerCounts) shads
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@@ -8,9 +8,10 @@ module Shader.AuxAddition
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) where
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import Shader.Data
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import qualified Data.Vector as V
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import Data.List.Extra
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import Codec.Picture
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import qualified Data.Vector.Storable as V
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import qualified Data.Vector.Storable as VS
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import Control.Lens
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import Graphics.Rendering.OpenGL hiding (Point,translate,scale,imageHeight)
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import Graphics.GL.Core43
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@@ -26,7 +27,7 @@ addTexture texturePath shad = do
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let wtex = fromIntegral $ imageWidth tex
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htex = fromIntegral $ imageHeight tex
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glTexStorage2D GL_TEXTURE_2D 3 GL_RGBA8 wtex htex
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V.unsafeWith (imageData tex) $ \ptr -> do
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VS.unsafeWith (imageData tex) $ \ptr -> do
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glTexSubImage2D GL_TEXTURE_2D 0 0 0 wtex htex GL_RGBA GL_UNSIGNED_BYTE ptr
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textureFilter Texture2DArray $= ((Linear',Just Linear') , Linear')
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generateMipmap' Texture2D
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@@ -42,7 +43,7 @@ vaddTextureNoFilter texturePath shad = do
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let wtex = fromIntegral $ imageWidth tex
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htex = fromIntegral $ imageHeight tex
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glTexStorage2D GL_TEXTURE_2D 1 GL_RGBA8 wtex htex
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V.unsafeWith (imageData tex) $ \ptr -> do
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VS.unsafeWith (imageData tex) $ \ptr -> do
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glTexSubImage2D GL_TEXTURE_2D 0 0 0 wtex htex GL_RGBA GL_UNSIGNED_BYTE ptr
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return $ shad & shadTex ?~ ShaderTexture {_textureObject = textureOb}
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@@ -56,7 +57,7 @@ addTextureNoFilter texturePath shad = do
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let wtex = fromIntegral $ imageWidth tex
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htex = fromIntegral $ imageHeight tex
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glTexStorage2D GL_TEXTURE_2D 1 GL_RGBA8 wtex htex
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V.unsafeWith (imageData tex) $ \ptr -> do
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VS.unsafeWith (imageData tex) $ \ptr -> do
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glTexSubImage2D GL_TEXTURE_2D 0 0 0 wtex htex GL_RGBA GL_UNSIGNED_BYTE ptr
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return $ shad & shadTex ?~ ShaderTexture {_textureObject = textureOb}
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@@ -75,7 +76,7 @@ addTextureArray texturePath shad = do
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glTexStorage3D GL_TEXTURE_2D_ARRAY 3 GL_RGBA8 32 32 64
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--writePng "atest.png" ((Image 256 256 (V.fromList texData)) :: Image PixelRGBA8)
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--withArray texData $ \ptr -> do
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V.unsafeWith (imageData tex) $ \ptr -> do
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VS.unsafeWith (imageData tex) $ \ptr -> do
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--glTexSubImage3D GL_TEXTURE_2D_ARRAY 0 0 0 0 32 32 64 GL_RGBA GL_UNSIGNED_BYTE ptr
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glTexSubImage3D GL_TEXTURE_2D_ARRAY 0 0 0 0 32 32 64 GL_RGBA GL_UNSIGNED_BYTE ptr
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textureFilter Texture2DArray $= ((Linear',Just Linear') , Linear')
|
||||
@@ -93,4 +94,4 @@ tilesToLine n w = concat . concat . transpose . chunksOf n . chunksOf w
|
||||
addUniforms :: [String] -> FullShader -> IO FullShader
|
||||
addUniforms uniStrings shad = do
|
||||
uniLocs <- mapM (uniformLocation $ _shadProg shad) uniStrings
|
||||
return $ shad & shadUnis %~ (++ uniLocs)
|
||||
return $ shad & shadUnis %~ (V.++ V.fromList uniLocs)
|
||||
|
||||
@@ -35,7 +35,7 @@ makeShader s shaderlist sizes pm = do
|
||||
, _shadVAO = vaob
|
||||
, _shadPrim = pm
|
||||
, _shadTex = Nothing
|
||||
, _shadUnis = []
|
||||
, _shadUnis = mempty
|
||||
}
|
||||
makeByteStringShader
|
||||
:: String -- ^ (Arbitrary) name of the shader
|
||||
@@ -51,7 +51,7 @@ makeByteStringShader s shaderlist sizes pm = do
|
||||
, _shadVAO = vaob
|
||||
, _shadPrim = pm
|
||||
, _shadTex = Nothing
|
||||
, _shadUnis = []
|
||||
, _shadUnis = mempty
|
||||
}
|
||||
makeByteStringShaderUsingVAO
|
||||
:: String -- ^ (Arbitrary) name of the shader
|
||||
@@ -65,7 +65,7 @@ makeByteStringShaderUsingVAO s shaderlist pm fs = do
|
||||
{ _shadProg = prog
|
||||
, _shadPrim = pm
|
||||
, _shadTex = Nothing
|
||||
, _shadUnis = []
|
||||
, _shadUnis = mempty
|
||||
}
|
||||
|
||||
-- | Takes the VAO from elsewhere
|
||||
@@ -82,7 +82,7 @@ makeShaderUsingVAO s shaderlist pm theVAO = do
|
||||
, _shadVAO = theVAO
|
||||
, _shadPrim = pm
|
||||
, _shadTex = Nothing
|
||||
, _shadUnis = []
|
||||
, _shadUnis = mempty
|
||||
}
|
||||
|
||||
-- | Takes the VAO from another shader
|
||||
@@ -98,7 +98,7 @@ makeShaderUsingShaderVAO s shaderlist pm fs = do
|
||||
{ _shadProg = prog
|
||||
, _shadPrim = pm
|
||||
, _shadTex = Nothing
|
||||
, _shadUnis = []
|
||||
, _shadUnis = mempty
|
||||
}
|
||||
{- |
|
||||
Compiles a full shader found within the shader directory.
|
||||
@@ -119,7 +119,7 @@ makeShaderSized s shaderlist sizes ndraw pm = do
|
||||
, _shadVAO = vaob
|
||||
, _shadPrim = pm
|
||||
, _shadTex = Nothing
|
||||
, _shadUnis = []
|
||||
, _shadUnis = mempty
|
||||
}
|
||||
|
||||
-- | Compile shader and get its uniform locations.
|
||||
|
||||
+2
-1
@@ -27,6 +27,7 @@ module Shader.Data
|
||||
, geom
|
||||
, frag
|
||||
) where
|
||||
import Data.Vector (Vector)
|
||||
import Graphics.Rendering.OpenGL
|
||||
import Foreign
|
||||
import Control.Lens
|
||||
@@ -36,7 +37,7 @@ data FullShader = FullShader
|
||||
, _shadVAO :: VAO
|
||||
, _shadPrim :: EPrimitiveMode
|
||||
, _shadTex :: Maybe ShaderTexture
|
||||
, _shadUnis :: [UniformLocation]
|
||||
, _shadUnis :: Vector UniformLocation
|
||||
}
|
||||
{- | Vertex array object: contains the reference to the object,
|
||||
and its buffer targets. -}
|
||||
|
||||
@@ -4,6 +4,7 @@ module Shader.Poke
|
||||
, pokeArrayOff
|
||||
, pokeShape
|
||||
, pokeWallsWindowsFloor
|
||||
, memoTopPrismEdgeIndices
|
||||
) where
|
||||
import Shader.Data
|
||||
import Shader.Parameters
|
||||
|
||||
+2
-1
@@ -18,7 +18,7 @@ shVfromList = id
|
||||
|
||||
{-# INLINE shEfromList #-}
|
||||
shEfromList = id
|
||||
newtype ShapeType = TopPrism Int
|
||||
newtype ShapeType = TopPrism { _prismSize :: Int }
|
||||
deriving newtype (Eq, Ord, Show, Read)
|
||||
--deriving stock Generic
|
||||
--deriving anyclass Flat
|
||||
@@ -43,6 +43,7 @@ pairToSV = uncurry ShapeV
|
||||
|
||||
makeLenses ''ShapeV
|
||||
makeLenses ''ShapeObj
|
||||
makeLenses ''ShapeType
|
||||
--type Shape' = Stream (Of ShapeObj) IO ()
|
||||
|
||||
type Shape = [ShapeObj]
|
||||
|
||||
Reference in New Issue
Block a user