Cleanup some silhouette edge buffers
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@@ -27,8 +27,8 @@ data RenderData = RenderData
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, _barrelShader :: (Shader,VBO)
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, _grayscaleShader :: Shader
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, _shapeShader :: Shader
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, _shapeEBO :: EBO
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, _silhouetteEBO :: EBO
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, _shapeEBO :: UintBO
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, _silhouetteEBO :: UintBO
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, _pictureShaders :: MV.MVector (PrimState IO) (Shader,VBO)
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, _fbo2 :: (FBO, TO)
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, _fbo3 :: (FBO, TO)
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@@ -46,7 +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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-- , _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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@@ -58,7 +58,7 @@ data RenderData = RenderData
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-- , _wallShader :: Shader
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, _cloudVBO :: VBO
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, _cloudShader :: Shader
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, _cloudEBO :: EBO
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, _cloudEBO :: UintBO
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, _screenTextureVAO :: VAO
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, _dummyVAO :: VAO
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}
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+10
-28
@@ -77,36 +77,33 @@ doDrawing' win pdata u = do
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( pokeShape
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(drawShadowsByImportance $ cfig ^. gr_shadow_size)
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(_vboPtr $ _vboShapes pdata)
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(_eboPtr $ _shapeEBO pdata)
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(_eboPtr $ _silhouetteEBO pdata)
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(_uiboPtr $ _shapeEBO pdata)
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(_uiboPtr $ _silhouetteEBO pdata)
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(0, 0, 0)
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ws
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)
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(nCloudVs', nCloudIs') <-
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-- Might want to sort the clouds based on z depth, not sure
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V.foldM'
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(pokeCloud (pdata ^. cloudVBO . vboPtr) (pdata ^. cloudEBO . eboPtr))
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(pokeCloud (pdata ^. cloudVBO . vboPtr) (pdata ^. cloudEBO . uiboPtr))
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(0, 0)
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(V.fromList $ w ^. cWorld . lWorld . clouds)
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(nCloudVs, nCloudIs) <-
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V.foldM'
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(pokeDust (pdata ^. cloudVBO . vboPtr) (pdata ^. cloudEBO . eboPtr))
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(pokeDust (pdata ^. cloudVBO . vboPtr) (pdata ^. cloudEBO . uiboPtr))
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(nCloudVs', nCloudIs')
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(V.fromList $ w ^. cWorld . lWorld . dusts)
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-- bind wall points, silhouette data, surface geometry
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bufferShaderLayers shadV pokeCounts
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mapM_
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(uncurry bufferPokedVBO)
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[ --(pdata ^. vboWindows, nWins)
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(pdata ^. wallVBO, trueNWalls)
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, (_vboShapes pdata, nShapeVs)
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[ (_vboShapes pdata, nShapeVs)
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, (pdata ^. cloudVBO, nCloudVs)
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]
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mapM_
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(uncurry bufferEBO)
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[ (_cloudEBO pdata, nCloudIs)
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, (_shapeEBO pdata, nIndices)
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, (_silhouetteEBO pdata, nSilIndices)
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]
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-- set the coordinate uniform ready for drawing elements using world coordinates
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bufferPerspectiveMatrixUBO cfig (w ^. wCam) (pdata ^. matUBO)
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@@ -116,31 +113,16 @@ doDrawing' win pdata u = do
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glNamedBufferSubData (pdata ^. wallSSBO) 0
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(fromIntegral $ trueNWalls * sizeOf (0::Float) * 8)
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(pdata ^. wallVBO . vboPtr)
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-- withArray
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-- [V4 0 0 0 (1:: Float)
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-- ,V4 0 0 0 0
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-- ,V4 0 0 0 0
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-- ,V4 1 1 0 1
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-- ,V4 0 0 0 0
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-- ,V4 0 0 0 0
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-- ,V4 0 1 0 1
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-- ,V4 0 0 0 0
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-- ,V4 0 0 0 0
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-- ]
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-- $ glNamedBufferSubData (pdata ^. shapeSSBO) 0
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-- (fromIntegral $ 9 * (sizeOf (0::Float)*12))
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-- withArray [0::GLuint,1,2] $
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-- glNamedBufferSubData (pdata ^. ishapeSSBO) 0
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-- (fromIntegral $ 3 * (sizeOf (0::GLuint)))
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glNamedBufferSubData (pdata ^. shapeSSBO) 0
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(fromIntegral $ nShapeVs * (sizeOf (0::Float)*12))
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(pdata ^. vboShapes . vboPtr)
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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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(pdata ^. shapeEBO . uiboPtr)
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bufferEBO (pdata ^. silhouetteEBO) nSilIndices
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-- glNamedBufferSubData (pdata ^. ieshapeSSBO) 0
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-- (fromIntegral $ nSilIndices * (sizeOf (0::GLuint)))
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-- (pdata ^. silhouetteEBO . uiboPtr)
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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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@@ -62,6 +62,7 @@ preloadRender = do
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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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ieptr <- mallocArray 65536 -- so we can go back to glushort...
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dummyvao <- mglCreate glGenVertexArrays
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@@ -83,12 +84,12 @@ preloadRender = do
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shapeVerxAttributes
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pmTriangles
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shVBO
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glVertexArrayElementBuffer (shapeshader ^. shaderVAO . vaoName) (shEBO ^. eboName)
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glVertexArrayElementBuffer (shapeshader ^. shaderVAO . vaoName) (shEBO ^. uiboName)
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--setup silhouette edge VAO
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putStrLn "Setup silhouette VAO, EBO"
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shedgevao <- setupVAOUsingVBO [VertexAttribute 4 GL_FLOAT GL_FALSE 0] shVBO
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shedgeebo <- setupEBO shedgevao
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-- putStrLn "Setup silhouette VAO, EBO"
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-- shedgevao <- setupVAOUsingVBO [VertexAttribute 4 GL_FLOAT GL_FALSE 0] shVBO
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-- shedgeebo <- setupEBO shedgevao
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putStrLn "Setup wall/windows VBO, VAO, EBO, shader"
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let wallverxstrd = 8
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@@ -104,7 +105,7 @@ preloadRender = do
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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] pmTriangles shedgevao
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makeShaderUsingVAO "lighting/lineShadow" [vert] pmTriangles (VAO dummyvao)
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ceilingstencilshader <- makeShaderUsingVAO "ceiling/stencil" [vert] pmTriangles
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(VAO dummyvao)
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@@ -200,7 +201,7 @@ preloadRender = do
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{ _pictureShaders = shadV
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, _shapeShader = shapeshader -- & shaderVAO' .~ shPosColVAO
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, _shapeEBO = shEBO
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, _silhouetteEBO = shedgeebo
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, _silhouetteEBO = UintBO ieshapessbo ieptr
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, _lightingCapShader = lightingCapShad
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, _lightingLineShadowShader = lightingLineShadowShad
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, _lightingWallShadShader = lightingWallShadShad
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@@ -232,7 +233,7 @@ 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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-- , _ieshapeSSBO = ieshapessbo
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-- , _lightsUBO = lightsubo
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, _vboWindows = winvbo
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, _vboShapes = shVBO
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+3
-3
@@ -25,13 +25,13 @@ bufferPokedVBO theVBO numVs =
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(fromIntegral $ numVs * _vboVertexBytes theVBO)
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(_vboPtr theVBO)
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bufferEBO :: EBO -> Int -> IO ()
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bufferEBO :: UintBO -> Int -> IO ()
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bufferEBO ebo numis =
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glNamedBufferSubData
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(ebo ^. eboName)
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(ebo ^. uiboName)
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0
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(fromIntegral $ gluintSize * numis)
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(ebo ^. eboPtr)
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(ebo ^. uiboPtr)
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bufferShaderLayers :: MV.MVector (PrimState IO) (Shader, VBO) -> UMV.MVector (PrimState IO) Int -> IO ()
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bufferShaderLayers shads counts = MV.imapM_ f shads
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@@ -59,11 +59,11 @@ makeShaderEBO ::
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[VertexAttribute] ->
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PrimitiveMode ->
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VBO ->
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IO (Shader, EBO)
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IO (Shader, UintBO)
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makeShaderEBO s shaderlist sizes pm vbo = do
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shad <- makeShaderUsingVBO s shaderlist sizes pm vbo
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ebo <- setupEBO (shad ^. shaderVAO)
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glVertexArrayElementBuffer (shad ^. shaderVAO . vaoName) (ebo ^. eboName)
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glVertexArrayElementBuffer (shad ^. shaderVAO . vaoName) (ebo ^. uiboName)
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return (shad, ebo)
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makeShaderUsingVBO ::
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@@ -189,19 +189,17 @@ setupVAOUsingVBO vas vbo = do
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(fromIntegral strd)
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return VAO{_vaoName = vaoname}
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setupEBO :: VAO -> IO EBO
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setupEBO :: VAO -> IO UintBO
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setupEBO vao = do
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eboptr <- mallocArray 65536 -- so we can go back to glushort...
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eboname <- mglCreate glCreateBuffers
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--glNamedBufferData
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glNamedBufferStorage
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eboname
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(fromIntegral $ gluintSize * 65536)
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nullPtr
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GL_DYNAMIC_STORAGE_BIT
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--GL_STREAM_DRAW
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glVertexArrayElementBuffer (vao ^. vaoName) eboname
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return $ EBO eboname eboptr
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return $ UintBO eboname eboptr
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setupVBOVAO :: [VertexAttribute] -> IO (VAO, VBO)
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setupVBOVAO vas = do
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+10
-4
@@ -91,9 +91,14 @@ data FloatBO = FloatBO
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, _boType :: BOType
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}
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data EBO = EBO
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{ _eboName :: GLuint
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, _eboPtr :: Ptr GLuint
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data UintBO = UintBO
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{ _uiboName :: GLuint
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, _uiboPtr :: Ptr GLuint
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}
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data SSBO a = SSBO
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{ _ssboName :: GLuint
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, _ssboPtr :: Ptr a
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}
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-- | Datatype containing the reference to a texture object.
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@@ -124,7 +129,8 @@ pmPatches = PrimitiveMode GL_PATCHES
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makeLenses ''VAO
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makeLenses ''VBO
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makeLenses ''EBO
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makeLenses ''UintBO
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makeLenses ''SSBO
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makeLenses ''ShaderTexture
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makeLenses ''Shader
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makeLenses ''FBO
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