Draw floors using vertex pulling

This commit is contained in:
2025-11-13 22:22:19 +00:00
parent 836c0ba772
commit cffa75c014
8 changed files with 34 additions and 34 deletions
+1 -1
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@@ -42,7 +42,7 @@ data RenderData = RenderData
, _lightUBO :: GLuint -- BufferObject id
, _vboShapes :: VBO
, _floorVBO :: VBO
, _floorShader :: Shader
, _floorShader :: GLuint
, _chasmVBO :: VBO
, _chasmShader :: GLuint
, _winVBO :: VBO
+2 -6
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@@ -155,13 +155,9 @@ doDrawing' win pdata u = do
glNamedFramebufferDrawBuffers (pdata ^. fboBase . _1 . unFBO) 3
glDepthMask GL_TRUE
--draw floor onto base buffer
glUseProgram (pdata ^. floorShader . shaderUINT)
glBindVertexArray $ pdata ^. floorShader . shaderVAO . vaoName
glUseProgram (pdata ^. floorShader)
glStencilFunc GL_EQUAL 0 255
glDrawArrays
(_unPrimitiveMode $ pdata ^. floorShader . shaderPrimitive)
0
(fromIntegral nFls)
glDrawArrays GL_TRIANGLES 0 (fromIntegral nFls)
--glDisable GL_STENCIL_TEST
glDisable GL_CULL_FACE
glEnable GL_BLEND
+11 -7
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@@ -1,23 +1,27 @@
module Dodge.WorldLoad (postUniverseLoadSideEffect) where
import Shader.Parameters
import Graphics.GL.Core45
import Control.Lens
import Control.Monad
import Data.Preload.Render
import Dodge.Data.Universe
import Shader.Bind
import Graphics.GL.Core45
import Shader.Data
import Shader.Parameters
import Shader.Poke.Floor
postUniverseLoadSideEffect :: Universe -> Universe
postUniverseLoadSideEffect = uvIOEffects %~
(\f uv -> (uvWorld . cWorld) (postWorldLoad (uv ^. preloadData . renderData)) uv >>= f)
postUniverseLoadSideEffect =
uvIOEffects
%~ (\f uv -> (uvWorld . cWorld) (postWorldLoad (uv ^. preloadData . renderData)) uv >>= f)
postWorldLoad :: RenderData -> CWorld -> IO CWorld
postWorldLoad rdata cw = do
nfloorvxs <- foldM (pokeTile (rdata ^. floorVBO . vboPtr)) 0 (cw ^. cwTiles)
bufferPokedVBO (rdata ^. floorVBO) nfloorvxs
let floorbo = (rdata ^. floorVBO . vboName)
floorptr = (rdata ^. floorVBO . vboPtr)
nfloorvxs <- foldM (pokeTile floorptr) 0 (cw ^. cwTiles)
glInvalidateBufferData floorbo
glNamedBufferStorage floorbo (fromIntegral $ 8 * nfloorvxs * floatSize) floorptr 0
glBindBufferBase GL_SHADER_STORAGE_BUFFER 8 floorbo
let chbo = rdata ^. chasmVBO . vboName
chptr = rdata ^. chasmVBO . vboPtr
nchasmvxs <- foldM (pokeChasm chptr) 0 (cw ^. chasms)
+5 -4
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@@ -130,16 +130,17 @@ preloadRender = do
barrelShad <- makeShaderVBO "texture/barrel" [vert, geom, frag] (toFloatVAs [2, 2, 2, 1]) pmPoints
-- blank wallShader
putStrLn "Setup floor VBO, shader"
let floorverxstrd = 8
floorvbo <- setupVBOStatic (floatSize * floorverxstrd)
floorshader <- makeShaderUsingVBO "floor/arrayPos" [vert, frag] (toFloatVAs [4, 4]) pmTriangles floorvbo
flvbo <- mglCreate glCreateBuffers
flptr <- mallocArray (8 * 65536)
let floorvbo = VBO flvbo flptr (8 * floatSize)
floorshader <- makeSourcedShader "floor/arrayPos" [vert, frag]
initTexture2DArraySquare 40 3 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR "data/normalMaps/diffuseArray.png"
initTexture2DArraySquare 41 3 GL_LINEAR_MIPMAP_LINEAR GL_LINEAR "data/normalMaps/normalArray.png"
putStrLn "Setup chasm VBO, shader"
chvbo <- mglCreate glCreateBuffers
chptr <- mallocArray (2 * 65536)
let chasmvbo = VBO chvbo chptr floatSize
let chasmvbo = VBO chvbo chptr (2 * floatSize)
chasmshader <- makeSourcedShader "chasm" [vert]
framebuf2 <- newTextureFramebuffer
framebuf3 <- newTextureFramebuffer
+1 -1
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@@ -23,7 +23,7 @@ pokeTileVerx tangent tilez ptr i (V2 x y, V2 s t) = do
return $ i + 1
pokeChasm :: Ptr Float -> Int -> [Point2] -> IO Int
pokeChasm ptr i ps = foldM (pokeChasmVerx ptr) i $ polyToTris ps
pokeChasm ptr i = foldM (pokeChasmVerx ptr) i . polyToTris
pokeChasmVerx :: Ptr Float -> Int -> Point2 -> IO Int
pokeChasmVerx ptr i p = do