This commit is contained in:
2023-03-10 09:45:40 +00:00
parent dc3faeed63
commit cda7116930
5 changed files with 28 additions and 15 deletions
-6
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@@ -1,6 +0,0 @@
#version 450 core
out vec4 fColor;
void main()
{
fColor = vec4(0,1,0,1);
}
-6
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@@ -1,6 +0,0 @@
#version 450 core
out vec4 fColor;
void main()
{
// fColor = vec4 (0,0,0,0);
}
+6 -2
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@@ -17,14 +17,18 @@ newtype TO = TO {_unTO :: GLuint}
data RenderData = RenderData
{ _lightingWallShadShader :: FullShader
, _lightingLineShadowShader :: FullShader
, _positionalBlankShader :: FullShader
, _lightingCapShader :: FullShader
, _lightingTextureShader :: FullShader
, _shadowEdgeShader :: FullShader
, _shadowCapShader :: FullShader
, _shadowWallShader :: FullShader
, _shadowLightShader :: FullShader
, _positionalBlankShader :: FullShader
, _wallBlankShader :: FullShader
, _windowShader :: FullShader
, _wallTextureShader :: FullShader
, _textureArrayShader :: FullShader
, _fullscreenShader :: FullShader
, _lightingTextureShader :: FullShader
, --, _fullscreenAlphaHalveShader :: FullShader
_bloomBlurShader :: FullShader
, _colorBlurShader :: FullShader
+10 -1
View File
@@ -138,6 +138,11 @@ preloadRender = do
lightingLineShadowShad <-
makeShaderUsingVAO "lighting/lineShadow" [vert, geom] ELinesAdjacency shEdgeVAO
>>= addUniforms ["lightPos", "radiusUniform"]
shadowedgeshader <-
makeShaderUsingVAO "lighting/lineShadow" [vert, geom] ELinesAdjacency shEdgeVAO
>>= addUniforms ["lightPos", "radiusUniform"]
-- positional shader
positionalBlankShad <- makeShader "positional/blank" [vert, frag] [3] ETriangles
-- 2D draw shaders
@@ -232,8 +237,12 @@ preloadRender = do
, _silhouetteEBO = silEBO
, _lightingCapShader = lightingCapShad
, _lightingLineShadowShader = lightingLineShadowShad
, _positionalBlankShader = positionalBlankShad
, _lightingWallShadShader = lightingWallShadShad
, _shadowEdgeShader = shadowedgeshader
, _shadowCapShader = shadowedgeshader
, _shadowWallShader = shadowedgeshader
, _shadowLightShader = shadowedgeshader
, _positionalBlankShader = positionalBlankShad
, _wallBlankShader = wallBlankShad
, _wallTextureShader = wallTextureShad
, _windowShader = wallBlankShad{_shadVAO' = winColVAO}
+12
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@@ -137,6 +137,18 @@ createLightMap pdata lightPoints nWalls nSils nCaps shadsdrawtype toPos drawCPUS
glDisable GL_CULL_FACE
glDisable GL_STENCIL_TEST
instanceLightMap ::
RenderData ->
[(Point3, Float, Point3)] -> -- Lights
-- | number of walls
Int ->
-- | number of silhoutte lines to draw
Int ->
-- | number of "caps" to attempt to draw
Int ->
-- | the texture object giving positions
TO ->
IO ()
instanceLightMap pdata lightPoints nWalls nSils nCaps toPos = do
let llinesShad = _lightingLineShadowShader pdata
lcapShad = _lightingCapShader pdata