Fix resize bug, resize RenderbufferObject of ping pong framebuffers
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+4
-13
@@ -31,8 +31,8 @@ data RenderData = RenderData
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, _spareFBO :: FramebufferObject
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, _fboTexture :: TextureObject
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, _fboRenderbufferObject :: RenderbufferObject
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, _fbo2 :: (FramebufferObject, TextureObject)
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, _fbo3 :: (FramebufferObject, TextureObject)
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, _fbo2 :: (FramebufferObject, TextureObject, RenderbufferObject)
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, _fbo3 :: (FramebufferObject, TextureObject, RenderbufferObject)
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}
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makeLenses ''RenderData
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@@ -47,7 +47,6 @@ preloadRender = do
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wlLightShad
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<- makeShader "lighting/wall" [vert,geom,frag] [(0,4)] Points pokeWPStrat
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>>= addUniforms ["lightPos","perpMat","radLum"]
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-- 2D draw shaders
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bslist <- makeShader "twoD/basic" [vert,frag] [(0,3),(1,4)] Triangles pokeTriStrat
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lslist <- makeShader "twoD/basic" [vert,frag] [(0,3),(1,4)] Lines pokeLineStrat
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@@ -58,7 +57,6 @@ preloadRender = do
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cslist <- makeShader "twoD/character" [vert,geom,frag]
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[(0,3),(1,4),(2,3)] Points pokeCharStrat
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>>= addTexture "data/texture/charMap.png"
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-- texture shaders, no textures attached
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fsShad <- makeShader "texture/simple" [vert,frag] [(0,2),(1,2)] TriangleStrip $ const
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[[[-1, 1],[0,1]]
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@@ -81,12 +79,9 @@ preloadRender = do
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,[[ 1,-1],[1,0]]
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]
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_ <- F.foldM (pokeShader grayscaleShad) [()] -- fix fullscreen vertex positions now
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-- background shader
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bgShad <- makeShader "background" [vert,geom,frag] [(0,4),(1,2)] Points pokeBGStrat
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>>= addTexture "data/texture/smudgedDirt.png"
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-- blank wallShader
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wlBlank <- makeShader "wall/blank" [vert,geom,frag] [(0,4),(1,4)] Points pokeWPColStrat
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-- >>= addTexture "data/texture/grayscaleDirt.png"
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@@ -95,16 +90,12 @@ preloadRender = do
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wlTexture <- makeShader "wall/texture" [vert,geom,frag] [(0,4),(1,4)] Points pokeWPColStrat
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>>= addTexture "data/texture/grayscaleDirt.png"
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>>= addUniforms ["perpMat"]
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-- framebuffer for lighting
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(fbo,fboTO,fboRBO) <- setupFramebufferWithStencil
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framebuf2 <- setupFramebuffer
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framebuf3 <- setupFramebuffer
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framebuf2 <- setupFramebufferWithStencil
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framebuf3 <- setupFramebufferWithStencil
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-- reset to default framebuffer, ready for drawing direct to screen
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bindFramebuffer Framebuffer $= defaultFramebufferObject
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return $ RenderData
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{ _pictureShaders = [bslist,lslist,cslist,aslist,eslist,bezierQuadShader]
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, _lightingFloorShader = lsShad
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@@ -21,6 +21,7 @@ import qualified Control.Foldl as F
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import Foreign hiding (rotate)
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import Graphics.Rendering.OpenGL hiding (Line,translate,scale,imageHeight,imageWidth,Polygon,Color,T)
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import Data.Foldable
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import Data.Tuple.Extra
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import Data.Maybe (fromJust)
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import qualified Data.IntMap.Strict as IM
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import qualified SDL
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@@ -145,7 +146,7 @@ createLightMap pdata resDiv wallPoints lightPoints (viewFromx,viewFromy) pmat =
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-- disable depth testing for blurring
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depthFunc $= Just Always
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-- draw the lightmap on a full size fbo
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bindFramebuffer Framebuffer $= fst (_fbo2 pdata)
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bindFramebuffer Framebuffer $= fst3 (_fbo2 pdata)
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colorMask $= Color4 Disabled Disabled Disabled Enabled
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bindShaderBuffers [_boxBlurShader pdata] [4]
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textureBinding Texture2D $= Just (_fboTexture pdata)
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@@ -169,14 +170,14 @@ Assumes no depth testing is done (depthFunc %= Just Always).
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-}
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pingPongBlur :: RenderData -> IO ()
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pingPongBlur pdata = do
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bindFramebuffer Framebuffer $= fst (_fbo3 pdata)
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textureBinding Texture2D $= Just (snd $ _fbo2 pdata)
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bindFramebuffer Framebuffer $= fst3 (_fbo3 pdata)
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textureBinding Texture2D $= Just (snd3 $ _fbo2 pdata)
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textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
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generateMipmap' Texture2D
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drawShader (_boxBlurShader pdata) 4
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bindFramebuffer Framebuffer $= fst (_fbo2 pdata)
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textureBinding Texture2D $= Just (snd $ _fbo3 pdata)
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bindFramebuffer Framebuffer $= fst3 (_fbo2 pdata)
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textureBinding Texture2D $= Just (snd3 $ _fbo3 pdata)
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textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
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generateMipmap' Texture2D
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drawShader (_boxBlurShader pdata) 4
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