Cleanup
This commit is contained in:
@@ -50,6 +50,7 @@ data RenderData = RenderData
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, _rboBaseBloom :: GLuint -- RenderbufferObject id
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, _matUBO :: GLuint -- BufferObject id
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, _isoMatUBO :: GLuint -- BufferObject id
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, _lightsUBO :: GLuint -- BufferObject id
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}
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makeLenses ''RenderData
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@@ -85,7 +85,10 @@ data DebugBool
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data ResFactor = FullRes | HalfRes | QuarterRes
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deriving (Show, Eq, Ord, Enum, Bounded)
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data ObjectShadows = GeoObjShads | CPUObjShads | NoObjShads
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data ObjectShadows = GeoObjShads
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| InstancingShads
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| CPUObjShads
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| NoObjShads
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deriving (Show, Eq, Ord, Enum, Bounded)
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data RoomClipping = NoRoomClipBoundaries | AllRoomClipBoundaries | IntersectingRoomClipBoundaries
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+5
-4
@@ -95,7 +95,8 @@ doDrawing win pdata u = do
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(_eboPtr $ _silhouetteEBO pdata)
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-- set the coordinate uniform ready for drawing elements using world coordinates
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glBindBufferBase GL_UNIFORM_BUFFER 0 (pdata ^. matUBO)
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bufferUBO (pdata ^. matUBO) $ perspectiveMatrixb rot camzoom trans wins viewFroms
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withArray (perspectiveMatrixb rot camzoom trans wins viewFroms) $ \ptr ->
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glNamedBufferSubData (pdata ^. matUBO) 0 64 ptr
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setViewportSize (round winx `div` resFact) (round winy `div` resFact)
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--bindFramebuffer Framebuffer $= fst (_fboBase pdata)
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboBase pdata)))
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@@ -317,9 +318,9 @@ fpsText x = color col $ text $ "ms/frame " ++ show x
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--------------------------------------------------------------------------------
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-- note: currently assume there is only one UBO, we only bind it once at setup
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bufferUBO :: GLuint -> [Float] -> IO ()
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bufferUBO ubo mat = withArray mat $ \ptr ->
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glNamedBufferSubData ubo 0 64 ptr
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--bufferUBO :: GLuint -> [Float] -> IO ()
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--bufferUBO ubo mat = withArray mat $ \ptr ->
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-- glNamedBufferSubData ubo 0 64 ptr
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setViewportSize :: Int -> Int -> IO ()
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setViewportSize x y =
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+25
-21
@@ -35,7 +35,10 @@ preloadRender = do
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isoUBO <- mglCreate glCreateBuffers
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withArray (isoMatrix 0 1 (V2 0 0) (V2 2 2)) $ \ptr ->
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glNamedBufferStorage isoUBO 64 ptr 0
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glBindBufferBase GL_UNIFORM_BUFFER 1 theUBO
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lightsubo <- mglCreate glCreateBuffers
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glNamedBufferData lightsubo 560 nullPtr GL_STREAM_DRAW
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glBindBufferBase GL_UNIFORM_BUFFER 1 lightsubo
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-- setup wall points VBO, VAOs and shaders
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wpVBOname <- mglCreate glCreateBuffers
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@@ -127,54 +130,54 @@ preloadRender = do
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shEdgeVAO = VAO{_vaoName = shEdgeVAOname, _vaoVBO = shVBO}
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-- lighting shaders
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lightingWallShadShad <-
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makeShaderUsingVAO "lighting/wallShadow" [vert', geom', frag'] EPoints wpVAO
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makeShaderUsingVAO "lighting/wallShadow" [vert, geom, frag] EPoints wpVAO
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>>= addUniforms ["lightPos"]
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lightingCapShad <-
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makeShaderUsingVAO "lighting/cap" [vert', geom', frag'] ETriangles shPosVAO
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makeShaderUsingVAO "lighting/cap" [vert, geom] ETriangles shPosVAO
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>>= addUniforms ["lightPos"]
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lightingLineShadowShad <-
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makeShaderUsingVAO "lighting/lineShadow" [vert', geom', frag'] ELinesAdjacency shEdgeVAO
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makeShaderUsingVAO "lighting/lineShadow" [vert, geom] ELinesAdjacency shEdgeVAO
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>>= addUniforms ["lightPos", "radiusUniform"]
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-- positional shader
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positionalBlankShad <- makeShader "positional/blank" [vert', frag'] [3] ETriangles
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positionalBlankShad <- makeShader "positional/blank" [vert, frag] [3] ETriangles
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-- 2D draw shaders
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bslist <- makeShader "dualTwoD/basic" [vert', frag'] [3, 4] ETriangles
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bslista <- makeShader "dualTwoD/basic" [vert', frag'] [3, 4] ETriangles
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aslist <- makeShader "dualTwoD/arc" [vert', frag'] [3, 4, 3] ETriangles
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eslist <- makeShader "dualTwoD/ellipse" [vert', geom', frag'] [3, 4] ETriangles
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bezierQuadShader <- makeShader "dualTwoD/bezierQuad" [vert', frag'] [3, 4, 4] ETriangleStrip
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bslist <- makeShader "dualTwoD/basic" [vert, frag] [3, 4] ETriangles
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bslista <- makeShader "dualTwoD/basic" [vert, frag] [3, 4] ETriangles
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aslist <- makeShader "dualTwoD/arc" [vert, frag] [3, 4, 3] ETriangles
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eslist <- makeShader "dualTwoD/ellipse" [vert, geom, frag] [3, 4] ETriangles
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bezierQuadShader <- makeShader "dualTwoD/bezierQuad" [vert, frag] [3, 4, 4] ETriangleStrip
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cslist <-
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makeShader "dualTwoD/character" [vert', frag'] [3, 4, 2] ETriangles
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makeShader "dualTwoD/character" [vert, frag] [3, 4, 2] ETriangles
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>>= vaddTextureNoFilter "data/texture/charMap.png"
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-- this should really be a 2d texture array
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basicTweakZShad <- makeShader "dualTwoD/basicTweakZ" [vert', frag'] [4, 4] ETriangles
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basicTweakZShad <- makeShader "dualTwoD/basicTweakZ" [vert, frag] [4, 4] ETriangles
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-- fullscreen shaders
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--fullscreenAlphaHalveShad <- makeShaderSized "fullscreen/alphaHalve" [vert,frag] [2] 4 ETriangleStrip
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--pokeArray (shadVBOptr fullscreenAlphaHalveShad) $ concat cornerListNoCoord
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-- texture shaders, no textures attached
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fsShad <- makeShaderSized "texture/simple" [vert', frag'] [2, 2] 4 ETriangleStrip
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fsShad <- makeShaderSized "texture/simple" [vert, frag] [2, 2] 4 ETriangleStrip
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-- note we directly poke the shader vertex data here
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-- could possibly use an indirect draw call
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pokeArray (shadVBOptr' fsShad) $ concat cornerList
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let fsshadvao = fsShad ^. shadVAO'
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bloomBlurShad <- makeShaderUsingVAO "texture/bloomBlur" [vert', frag'] ETriangleStrip fsshadvao
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colorBlurShad <- makeShaderUsingVAO "texture/colorBlur" [vert', frag'] ETriangleStrip fsshadvao
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grayscaleShad <- makeShaderUsingVAO "texture/grayscale" [vert', frag'] ETriangleStrip fsshadvao
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bloomBlurShad <- makeShaderUsingVAO "texture/bloomBlur" [vert, frag] ETriangleStrip fsshadvao
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colorBlurShad <- makeShaderUsingVAO "texture/colorBlur" [vert, frag] ETriangleStrip fsshadvao
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grayscaleShad <- makeShaderUsingVAO "texture/grayscale" [vert, frag] ETriangleStrip fsshadvao
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lightingTextureShad <-
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makeShaderUsingVAO "lighting/texture" [vert', frag'] ETriangleStrip fsshadvao
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makeShaderUsingVAO "lighting/texture" [vert, frag] ETriangleStrip fsshadvao
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>>= addUniforms ["lightPos", "lumRad"]
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barrelShad <- makeShader "texture/barrel" [vert', geom', frag'] [2, 2, 2, 1] EPoints
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barrelShad <- makeShader "texture/barrel" [vert, geom, frag] [2, 2, 2, 1] EPoints
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-- blank wallShader
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wallBlankShad <- makeShaderUsingVAO "wall/blank" [vert', geom', frag'] EPoints wpColVAO
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wallBlankShad <- makeShaderUsingVAO "wall/blank" [vert, geom, frag] EPoints wpColVAO
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-- textured wallShader
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wallTextureShad <-
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makeShaderUsingVAO "wall/texture" [vert', geom', frag'] EPoints wpColVAO
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makeShaderUsingVAO "wall/texture" [vert, geom, frag] EPoints wpColVAO
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>>= addTexture "data/texture/grayscaleDirt.png"
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---- texture array shader
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textArrayShad <-
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makeShader "texture/arrayPos" [vert', frag'] [3, 3] ETriangles
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makeShader "texture/arrayPos" [vert, frag] [3, 3] ETriangles
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>>= addTextureArray "data/texture/ayene_wooden_floor_transformed.png"
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-- >>= addTextureArray "data/texture/ayene_wooden_floor.png"
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-- bind fixed vertex data
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@@ -257,6 +260,7 @@ preloadRender = do
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, _rboBaseBloom = rboBaseBloomName
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, _matUBO = theUBO
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, _isoMatUBO = isoUBO
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, _lightsUBO = lightsubo
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}
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--------------------end preloadRender
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@@ -50,7 +50,7 @@ renderDataResizeUpdate xsize ysize xfull yfull rdata = do
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bbShad <-
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makeByteStringShaderUsingVAO
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"bloomBlur"
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[(vert', bbVert), (frag', bbFrag')]
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[(vert, bbVert), (frag, bbFrag')]
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ETriangleStrip
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(rdata ^. fullscreenShader . shadVAO')
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return (rdata'{_bloomBlurShader = bbShad})
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+94
-11
@@ -42,7 +42,9 @@ createLightMap ::
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TO ->
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(Point3 -> Float -> IO ()) -> -- attempt at drawing shadow not using geo shader
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IO ()
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createLightMap pdata lightPoints nWalls nSils nCaps drawObjShads toPos drawCPUShadows = do
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createLightMap pdata lightPoints nWalls nSils nCaps shadsdrawtype toPos drawCPUShadows = case shadsdrawtype of
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InstancingShads -> instanceLightMap pdata lightPoints nWalls nSils nCaps toPos
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_ -> do
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let llinesShad = _lightingLineShadowShader pdata
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lcapShad = _lightingCapShader pdata
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lwallShad = _lightingWallShadShader pdata
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@@ -85,16 +87,12 @@ createLightMap pdata lightPoints nWalls nSils nCaps drawObjShads toPos drawCPUSh
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(marshalEPrimitiveMode $ _shadPrim' lwallShad)
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0
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(fromIntegral nWalls)
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case drawObjShads of
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case shadsdrawtype of
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GeoObjShads -> do
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--draw silhouette shadows
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--currentProgram $= Just (_shadProg llinesShad)
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--uniform (_shadUnis llinesShad V.! 0) $= Vector3 x y z
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--uniform (_shadUnis llinesShad V.! 1) $= rad
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glUseProgram (_shadProg' llinesShad)
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glUniform3f (_shadUnis' llinesShad V.! 0) x y z
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glUniform1f (_shadUnis' llinesShad V.! 1) rad
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--bindVertexArrayObject $= Just (_vaoName $ _shadVAO' llinesShad)
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glBindVertexArray (_vaoName $ _shadVAO' llinesShad)
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glDrawElements
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(marshalEPrimitiveMode $ _shadPrim' llinesShad)
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@@ -104,12 +102,8 @@ createLightMap pdata lightPoints nWalls nSils nCaps drawObjShads toPos drawCPUSh
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--draw caps on the near plane as required
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glEnable GL_CULL_FACE
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glCullFace GL_BACK
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--cullFace $= Just Back
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--currentProgram $= Just (_shadProg lcapShad)
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--uniform (_shadUnis lcapShad V.! 0) $= Vector3 x y z
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glUseProgram (_shadProg' lcapShad)
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glUniform3f (_shadUnis' lcapShad V.! 0) x y z
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--bindVertexArrayObject $= lcapShad ^? shadVAO' . vaoName --Just (_vao $ _shadVAO lcapShad)
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glBindVertexArray $ lcapShad ^. shadVAO' . vaoName --Just (_vao $ _shadVAO lcapShad)
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glDrawElements
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(marshalEPrimitiveMode $ _shadPrim' lcapShad)
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@@ -117,7 +111,96 @@ createLightMap pdata lightPoints nWalls nSils nCaps drawObjShads toPos drawCPUSh
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GL_UNSIGNED_SHORT
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nullPtr
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CPUObjShads -> drawCPUShadows (V3 x y z) rad
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_ -> return ()
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NoObjShads -> return ()
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--draw lightmap itself
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glEnable GL_DEPTH_TEST
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glDepthFunc GL_ALWAYS
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--depthFunc $= Just Always
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-- bind world position texture
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bindTO toPos
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glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
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--stencilOp $= (OpKeep, OpKeep, OpKeep)
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glStencilFunc GL_EQUAL 0 255
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--currentProgram $= ltextShad ^? shadProg --Just (_shadProg ltextShad)
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--uniform (_shadUnis ltextShad V.! 0) $= Vector3 x y z
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--uniform (_shadUnis ltextShad V.! 1) $= Vector4 r g b rad
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glUseProgram (ltextShad ^. shadProg') --Just (_shadProg ltextShad)
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glUniform3f (_shadUnis' ltextShad V.! 0) x y z
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glUniform4f (_shadUnis' ltextShad V.! 1) r g b rad
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--bindVertexArrayObject $= ltextShad ^? shadVAO' . vaoName -- Just (_vao $ _shadVAO ltextShad)
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glBindVertexArray $ ltextShad ^. shadVAO' . vaoName -- Just (_vao $ _shadVAO ltextShad)
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glDrawArrays
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(marshalEPrimitiveMode (_shadPrim' ltextShad))
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0
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(fromIntegral (4 :: Int))
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--cleanup: may not be necessary, depending on what comes after...
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glDisable GL_CULL_FACE
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glDisable GL_STENCIL_TEST
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instanceLightMap pdata lightPoints nWalls nSils nCaps toPos = do
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let llinesShad = _lightingLineShadowShader pdata
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lcapShad = _lightingCapShader pdata
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lwallShad = _lightingWallShadShader pdata
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ltextShad = _lightingTextureShader pdata
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-- we assume that the renderbuffer's depth has been correctly set elsewhere
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-- we will not be changing that here
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glDepthMask GL_FALSE
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-- clearColor is specified differently in preloadRender
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-- the colors are inverted
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glClearColor 1 1 1 1
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glClear GL_COLOR_BUFFER_BIT
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-- for each of the lights:
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-- 1. stencil out the shadows from this light's point of view
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-- 2. calculate lighting based on each fragment's position
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-- to consider: adding normals/a "material" for each fragment
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glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
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glEnable GL_STENCIL_TEST
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--stencilTest $= Enabled
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glStencilOpSeparate GL_FRONT GL_KEEP GL_KEEP GL_INCR_WRAP
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--stencilOpSeparate Front $= (OpKeep, OpKeep, OpIncrWrap)
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--stencilOpSeparate Back $= (OpKeep, OpKeep, OpDecrWrap)
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glStencilOpSeparate GL_BACK GL_KEEP GL_KEEP GL_DECR_WRAP
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flip VFSM.mapM_ (VFSM.fromList lightPoints) $ \(V3 x y z, rad, V3 r g b) -> do
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glDepthFunc GL_LESS
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-- setup stencil
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glColorMask GL_FALSE GL_FALSE GL_FALSE GL_FALSE
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glClear GL_STENCIL_BUFFER_BIT
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glDisable GL_CULL_FACE
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--cullFace $= Nothing
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glStencilFunc GL_ALWAYS 0 255
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--draw wall shadows
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--currentProgram $= Just (_shadProg lwallShad)
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glUseProgram (_shadProg' lwallShad)
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--uniform (_shadUnis lwallShad V.! 0)
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-- $= Vector3 x y z
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glUniform3f (_shadUnis' lwallShad V.! 0) x y z
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--bindVertexArrayObject $= lwallShad ^? shadVAO' . vaoName -- Just (_vao $ _shadVAO lwallShad)
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glBindVertexArray $ lwallShad ^. shadVAO' . vaoName -- Just (_vao $ _shadVAO lwallShad)
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glDrawArrays
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(marshalEPrimitiveMode $ _shadPrim' lwallShad)
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0
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(fromIntegral nWalls)
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--draw silhouette shadows
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glUseProgram (_shadProg' llinesShad)
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glUniform3f (_shadUnis' llinesShad V.! 0) x y z
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glUniform1f (_shadUnis' llinesShad V.! 1) rad
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glBindVertexArray (_vaoName $ _shadVAO' llinesShad)
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glDrawElements
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(marshalEPrimitiveMode $ _shadPrim' llinesShad)
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(fromIntegral nSils)
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GL_UNSIGNED_SHORT
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nullPtr
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--draw caps on the near plane as required
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glEnable GL_CULL_FACE
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glCullFace GL_BACK
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glUseProgram (_shadProg' lcapShad)
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glUniform3f (_shadUnis' lcapShad V.! 0) x y z
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glBindVertexArray $ lcapShad ^. shadVAO' . vaoName --Just (_vao $ _shadVAO lcapShad)
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glDrawElements
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(marshalEPrimitiveMode $ _shadPrim' lcapShad)
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(fromIntegral nCaps)
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GL_UNSIGNED_SHORT
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nullPtr
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--draw lightmap itself
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glEnable GL_DEPTH_TEST
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glDepthFunc GL_ALWAYS
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+7
-7
@@ -25,9 +25,9 @@ module Shader.Data
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, shadTex'
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, shadUnis'
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-- | Synonyms
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, vert'
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, geom'
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, frag'
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, vert
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, geom
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, frag
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) where
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import Data.Vector (Vector)
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import Graphics.GL.Core45
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@@ -80,10 +80,10 @@ data EPrimitiveMode
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| EPolygon
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| EPatches
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-- | Short synonyms for shader types
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vert', geom', frag' :: GLenum
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vert' = GL_VERTEX_SHADER
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geom' = GL_GEOMETRY_SHADER
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frag' = GL_FRAGMENT_SHADER
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vert, geom, frag :: GLenum
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vert = GL_VERTEX_SHADER
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geom = GL_GEOMETRY_SHADER
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frag = GL_FRAGMENT_SHADER
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makeLenses ''VAO
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makeLenses ''VBO
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makeLenses ''FullShader
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