Some cleanup of rendering/poking, remove forcefield gun

This commit is contained in:
2024-10-01 13:19:34 +01:00
parent 6438da0037
commit d357d5a03c
11 changed files with 64 additions and 148 deletions
+9 -9
View File
@@ -59,8 +59,8 @@ doDrawing' win pdata u = do
shadV = _pictureShaders pdata
nFls = w ^. cWorld . numberFloorVerxs
-- bind as much data into vbos as feasible at this point
-- count mutable vectors setup (what is the 6 here?)
layerCounts <- UMV.replicate (numLayers * 6) 0
-- count mutable vectors setup
pokeCounts <- UMV.replicate (numLayers * numShads) 0
-- attempt to poke in parallel
let wswp = wallSPics <> worldSPic cfig u
ws = wswp ^. _1
@@ -70,7 +70,7 @@ doDrawing' win pdata u = do
(\_ a b -> return (a, b))
( pokeLayVerxs
shadV
layerCounts
pokeCounts
wp
)
( pokeWallsWindows
@@ -94,7 +94,7 @@ doDrawing' win pdata u = do
(V.fromList $ w ^. cWorld . lWorld . clouds)
--(sortOn (^. clPos . _3) $ w ^. cWorld . lWorld . clouds)
-- bind wall points, silhouette data, surface geometry
bufferShaderLayers shadV layerCounts
bufferShaderLayers shadV pokeCounts
mapM_
(uncurry bufferPokedVBO)
[ (pdata ^. vboWindows, nWins)
@@ -219,9 +219,9 @@ doDrawing' win pdata u = do
glDepthFunc GL_LESS
glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
glDepthMask GL_FALSE
renderLayer BloomNoZWrite shadV layerCounts
renderLayer BloomNoZWrite shadV pokeCounts
glDepthMask GL_TRUE
renderLayer BloomLayer shadV layerCounts
renderLayer BloomLayer shadV pokeCounts
--setup downscale viewport for blurring bloom
--setViewportSize (round winx `div` (2 * resFact)) (round winy `div` (2 * resFact))
setViewport _graphics_downsize_resolution cfig
@@ -253,7 +253,7 @@ doDrawing' win pdata u = do
GL_COLOR
0
ptr
-- renderLayer MidLayer shadV layerCounts
-- renderLayer MidLayer shadV pokeCounts
glUseProgram (pdata ^. cloudShader . shaderUINT)
glBindVertexArray $ pdata ^. cloudShader . shaderVAO . vaoName
glDrawElements
@@ -372,11 +372,11 @@ doDrawing' win pdata u = do
--glDepthMask GL_TRUE
glEnable GL_BLEND
glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
renderLayer DebugLayer shadV layerCounts
renderLayer DebugLayer shadV pokeCounts
glBindBufferBase GL_UNIFORM_BUFFER 0 (pdata ^. matUBO)
withArray (scaleMatrix (2 / windowXFloat cfig) (2 / windowYFloat cfig))
$ \ptr -> glNamedBufferSubData (pdata ^. matUBO) 0 64 ptr
renderLayer FixedCoordLayer shadV layerCounts
renderLayer FixedCoordLayer shadV pokeCounts
SDL.glSwapWindow win
getDistortions :: Configuration -> World -> [Distortion]