Start cleanup of shader records

This commit is contained in:
2025-11-12 21:37:28 +00:00
parent be64e786f9
commit cdf998a1e2
5 changed files with 55 additions and 61 deletions
+3 -6
View File
@@ -133,7 +133,7 @@ renderShadows shadrendertype nWalls nSils nCaps positiontexture normaltexture li
glBindFramebuffer GL_FRAMEBUFFER $ pdata ^. fboLighting . _1 . unFBO
let llinesShad = _lightingLineShadowShader pdata
lcapShad = _lightingCapShader pdata
lwallShad = _lightingWallShadShader pdata
shadwall = _shadWallShader pdata
ltextShad = _lightingTextureShader pdata
-- we assume that the renderbuffer's depth has been correctly set elsewhere
-- we will not be changing that here
@@ -173,15 +173,12 @@ renderShadows shadrendertype nWalls nSils nCaps positiontexture normaltexture li
-- the first bit has been used to stencil out "ceilings" under which we never draw
glStencilFunc GL_NOTEQUAL 128 255
--draw wall shadows
glUseProgram (_shaderUINT lwallShad)
glUseProgram shadwall
glUniform3f 0 x y z
glUniform1f 1 rad
--glBindVertexArray $ lwallShad ^. shaderVAO . vaoName -- Just (_vao $ _shadVAO lwallShad)
glBindVertexArray $ pdata ^. dummyVAO . vaoName -- Just (_vao $ _shadVAO lwallShad)
glDrawArrays
(_unPrimitiveMode $ _shaderPrimitive lwallShad)
0
(nWalls * 18)
glDrawArrays GL_TRIANGLES 0 (nWalls * 18)
case shadrendertype of
GeoObjShads -> do
--draw silhouette shadows