Implement (not fully working) alternate shadow volumes
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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')
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@@ -93,4 +94,4 @@ tilesToLine n w = concat . concat . transpose . chunksOf n . chunksOf w
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addUniforms :: [String] -> FullShader -> IO FullShader
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addUniforms uniStrings shad = do
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uniLocs <- mapM (uniformLocation $ _shadProg shad) uniStrings
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return $ shad & shadUnis %~ (++ uniLocs)
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return $ shad & shadUnis %~ (V.++ V.fromList uniLocs)
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