Use ssbos for edge shadows
Seems quite slow as is
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@@ -46,6 +46,7 @@ data RenderData = RenderData
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, _wallSSBO :: GLuint
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, _shapeSSBO :: GLuint
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, _ishapeSSBO :: GLuint
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, _ieshapeSSBO :: GLuint
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-- , _lightsUBO :: GLuint -- BufferObject id
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, _vboWindows :: VBO
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, _vboShapes :: VBO
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@@ -138,6 +138,9 @@ doDrawing' win pdata u = do
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glNamedBufferSubData (pdata ^. ishapeSSBO) 0
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(fromIntegral $ nIndices * (sizeOf (0::GLuint)))
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(pdata ^. shapeEBO . eboPtr)
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glNamedBufferSubData (pdata ^. ieshapeSSBO) 0
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(fromIntegral $ nSilIndices * (sizeOf (0::GLuint)))
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(pdata ^. silhouetteEBO . eboPtr)
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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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@@ -58,6 +58,11 @@ preloadRender = do
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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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ieshapessbo <- mglCreate glCreateBuffers
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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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dummyvao <- mglCreate glGenVertexArrays
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winpull <- makeShaderUsingVAO "pull/window" [vert,frag] pmTriangles (VAO dummyvao)
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@@ -98,7 +103,8 @@ preloadRender = do
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--makeShaderUsingVAO "lighting/cap" [vert, geom] pmTriangles shPosVAO
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makeShaderUsingVAO "lighting/cap" [vert] pmTriangles (VAO dummyvao)
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lightingLineShadowShad <-
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makeShaderUsingVAO "lighting/lineShadow" [vert, geom] pmLinesAdjacency shedgevao
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--makeShaderUsingVAO "lighting/lineShadow" [vert, geom] pmLinesAdjacency shedgevao
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makeShaderUsingVAO "lighting/lineShadow" [vert] pmTriangles shedgevao
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ceilingstencilshader <- makeShaderUsingVAO "ceiling/stencil" [vert] pmTriangles
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(VAO dummyvao)
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@@ -226,6 +232,7 @@ preloadRender = do
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, _wallSSBO = wallssbo
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, _shapeSSBO = shapessbo
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, _ishapeSSBO = ishapessbo
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, _ieshapeSSBO = ieshapessbo
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-- , _lightsUBO = lightsubo
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, _vboWindows = winvbo
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, _vboShapes = shVBO
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+11
-6
@@ -186,12 +186,17 @@ renderShadows shadrendertype nWalls nSils nCaps positiontexture normaltexture li
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glUseProgram (_shaderUINT llinesShad)
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glUniform3f 0 x y z
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glUniform1f 1 rad
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glBindVertexArray (_vaoName $ _shaderVAO llinesShad)
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glDrawElements
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(_unPrimitiveMode $ _shaderPrimitive llinesShad)
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(fromIntegral nSils)
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GL_UNSIGNED_INT
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nullPtr
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--glBindVertexArray (_vaoName $ _shaderVAO llinesShad)
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glBindVertexArray (pdata ^. dummyVAO . vaoName)
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glDrawArrays
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GL_TRIANGLES
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0
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((fromIntegral nSils * 6) `div` 4)
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--glDrawElements
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-- (_unPrimitiveMode $ _shaderPrimitive llinesShad)
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-- (fromIntegral nSils)
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-- GL_UNSIGNED_INT
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-- nullPtr
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--draw caps on the near plane as required
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glEnable GL_CULL_FACE
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glCullFace GL_FRONT
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