Work on distortion shader
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@@ -22,7 +22,7 @@ data RenderData = RenderData
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, _fullscreenShader :: GLuint
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, _transparencyCompShader :: GLuint
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, _bloomBlurShader :: GLuint
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, _barrelShader :: (Shader,VBO)
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, _barrelShader :: (GLuint,VBO)
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, _shapeShader :: GLuint
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, _shapeEBO :: UintBO
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, _silhouetteEBO :: UintBO
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@@ -10,5 +10,5 @@ testEvent :: World -> World
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testEvent w = fromMaybe w $ do
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cpos <- w ^? cWorld . lWorld . creatures . ix 0 . crPos . _xy
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let distR = 50
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distortionBulge = RadialDistortion cpos (cpos + V2 distR 0) (cpos + V2 0 distR) 1.9
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distortionBulge = RadialDistortion cpos (V2 distR 0) (cpos + V2 0 distR) 1.9
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return $ w & cWorld . lWorld . distortions .~ [distortionBulge]
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+6
-4
@@ -25,7 +25,6 @@ import Graphics.GL.Core45
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import MatrixHelper
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import Render
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import qualified SDL
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import Shader
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import Shader.Bind
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import Shader.Data
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import Shader.Poke
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@@ -369,10 +368,13 @@ doDrawing' win pdata u = do
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glDrawArrays GL_TRIANGLES 0 6
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(RadialDistortion (V2 a b) (V2 c d) (V2 e f) g:_) -> do
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fbo2 . _1 . unFBO)
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pokeArray (shadVBOptr $ _barrelShader pdata) [a, b, c, d, e, f, g]
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bufferPokedVBO (snd $ _barrelShader pdata) 1
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pokeArray (pdata ^. barrelShader . _2 . vboPtr) [a, b, c, d, e, f]
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withArray [a, b, c, d, e, f, g] $
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glNamedBufferSubData (pdata ^. barrelShader . _2 . vboName) 0
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(6 * fromIntegral (sizeOf (0 :: Float)))
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glBindTextureUnit 1 $ pdata ^. fboBase . _2 . _1 . unTO
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drawShader (fst $ _barrelShader pdata) 1
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glUseProgram (pdata ^. barrelShader . _1)
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glDrawArrays GL_TRIANGLES 0 6
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glBindTextureUnit 0 $ pdata ^. fbo2 . _2 . unTO
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glBindFramebuffer GL_FRAMEBUFFER 0
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glUseProgram (pdata ^. fullscreenShader)
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@@ -127,7 +127,14 @@ preloadRender = do
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transcompshader <- makeSourcedShader "fullscreen/transparencyComp" [vert, frag]
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bloomBlurShad <- makeSourcedShader "texture/bloomBlur" [vert, frag]
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lightingTextureShad <- makeSourcedShader "lighting/texture" [vert, frag]
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barrelShad <- makeShaderVBO "texture/barrel" [vert, geom, frag] (toFloatVAs [2, 2, 2, 1]) pmPoints
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distbo <- mglCreate glCreateBuffers
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let distbosize = sizeOf (0 :: Float) * 6 * 1024
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glNamedBufferStorage distbo (fromIntegral distbosize) nullPtr GL_DYNAMIC_STORAGE_BIT
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glBindBufferBase GL_SHADER_STORAGE_BUFFER 9 distbo
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distptr <- mallocBytes distbosize
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let distvbo = VBO distbo distptr (sizeOf (0::Float) * 6)
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barrelShad <- makeSourcedShader "texture/barrel" [vert,frag]
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putStrLn "Setup floor VBO, shader"
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flvbo <- mglCreate glCreateBuffers
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@@ -183,7 +190,7 @@ preloadRender = do
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, _alphaDivideShader = alphadivideshader
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, _lightingTextureShader = lightingTextureShad
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, _bloomBlurShader = bloomBlurShad
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, _barrelShader = barrelShad
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, _barrelShader = (barrelShad,distvbo)
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, _fbo2 = framebuf2
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, _fboHalf1 = fboHalf1Name
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, _fboHalf2 = fboHalf2Name
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+1
-20
@@ -1,13 +1,8 @@
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module Shader (
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drawShaderLay,
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shadVBOptr,
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drawShader,
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) where
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module Shader (drawShaderLay) where
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import Control.Lens
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import Control.Monad.Primitive
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import qualified Data.Vector.Unboxed.Mutable as UMV
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import Foreign
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import Graphics.GL.Core45
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import Shader.Data
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import Shader.Parameters
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@@ -22,17 +17,3 @@ drawShaderLay l countsVector shadIn fs = do
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(_unPrimitiveMode $ _shaderPrimitive $ fst fs)
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(fromIntegral $ l * numSubElements)
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(fromIntegral i)
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drawShader :: Shader -> Int -> IO ()
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{-# INLINE drawShader #-}
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drawShader fs i = do
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glUseProgram (_shaderUINT fs)
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glBindVertexArray $ fs ^. shaderVAO . unVAO
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glDrawArrays
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(_unPrimitiveMode $ _shaderPrimitive fs)
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0
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(fromIntegral i)
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shadVBOptr :: (Shader, VBO) -> Ptr Float
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{-# INLINE shadVBOptr #-}
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shadVBOptr = _vboPtr . snd
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