Implement (not fully working) alternate shadow volumes
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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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