Cleanup window buffers
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@@ -42,20 +42,17 @@ data RenderData = RenderData
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, _fboLighting :: (FBO, TO)
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, _rboBaseBloom :: GLuint -- RenderbufferObject id
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, _matUBO :: GLuint -- BufferObject id
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, _winSSBO :: GLuint
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, _wallSSBO :: GLuint
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-- , _winSSBO :: GLuint
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-- , _wallSSBO :: GLuint
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, _shapeSSBO :: GLuint
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, _ishapeSSBO :: GLuint
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-- , _ieshapeSSBO :: GLuint
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-- , _lightsUBO :: GLuint -- BufferObject id
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, _vboWindows :: VBO
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, _vboShapes :: VBO
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, _floorVBO :: VBO
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, _floorShader :: Shader
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, _chasmVBO :: VBO
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, _chasmShader :: Shader
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, _winVBO :: VBO
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, _wallVBO :: VBO
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-- , _wallShader :: Shader
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, _cloudVBO :: VBO
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, _cloudShader :: Shader
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, _cloudEBO :: UintBO
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+5
-7
@@ -69,7 +69,7 @@ doDrawing' win pdata u = do
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wp
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)
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( pokeWallsWindows
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(pdata ^. vboWindows . vboPtr)
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(pdata ^. winVBO . vboPtr)
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(pdata ^. wallVBO . vboPtr)
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windowPoints
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wallsToPoke
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@@ -107,10 +107,11 @@ doDrawing' win pdata u = do
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]
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-- set the coordinate uniform ready for drawing elements using world coordinates
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bufferPerspectiveMatrixUBO cfig (w ^. wCam) (pdata ^. matUBO)
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glNamedBufferSubData (pdata ^. winSSBO) 0
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glNamedBufferSubData (pdata ^. winVBO . vboName) 0
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(fromIntegral $ nWins * sizeOf (0::Float) * 8)
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(pdata ^. vboWindows . vboPtr)
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glNamedBufferSubData (pdata ^. wallSSBO) 0
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(pdata ^. winVBO . vboPtr)
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-- bufferFloatBO function
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glNamedBufferSubData (pdata ^. wallVBO . vboName) 0
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(fromIntegral $ trueNWalls * sizeOf (0::Float) * 8)
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(pdata ^. wallVBO . vboPtr)
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glNamedBufferSubData (pdata ^. shapeSSBO) 0
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@@ -120,9 +121,6 @@ doDrawing' win pdata u = do
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(fromIntegral $ nIndices * (sizeOf (0::GLuint)))
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(pdata ^. shapeEBO . uiboPtr)
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bufferEBO (pdata ^. silhouetteEBO) nSilIndices
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-- glNamedBufferSubData (pdata ^. ieshapeSSBO) 0
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-- (fromIntegral $ nSilIndices * (sizeOf (0::GLuint)))
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-- (pdata ^. silhouetteEBO . uiboPtr)
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setViewport _gr_world_res cfig
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBase . _1 . unFBO)
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glDepthMask GL_TRUE
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+12
-19
@@ -43,16 +43,22 @@ preloadRender = do
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let winssbosize = sizeOf (0::Float) * 8 * 1024
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glNamedBufferStorage winssbo (fromIntegral winssbosize) nullPtr GL_DYNAMIC_STORAGE_BIT
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glBindBufferBase GL_SHADER_STORAGE_BUFFER 1 winssbo
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winptr <- mallocBytes winssbosize
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let winvbo = VBO winssbo winptr 8
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let wallsn = 4096
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wallssbo <- mglCreate glCreateBuffers
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let wallssbosize = sizeOf (0::Float) * 8 * 2048
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let wallssbosize = sizeOf (0::Float) * 8 * wallsn
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glNamedBufferStorage wallssbo (fromIntegral wallssbosize) nullPtr GL_DYNAMIC_STORAGE_BIT
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glBindBufferBase GL_SHADER_STORAGE_BUFFER 2 wallssbo
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wallssboptr <- mallocBytes wallssbosize
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let wallvbo = VBO wallssbo wallssboptr 8
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shapessbo <- mglCreate glCreateBuffers
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let shapessbosize = fromIntegral (sizeOf (0::Float) * 12) * 65536
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glNamedBufferStorage shapessbo shapessbosize nullPtr GL_DYNAMIC_STORAGE_BIT
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glBindBufferBase GL_SHADER_STORAGE_BUFFER 3 shapessbo
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ishapessbo <- mglCreate glCreateBuffers
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let ishapessbosize = fromIntegral (sizeOf (0::GLuint) * 65536)
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glNamedBufferStorage ishapessbo ishapessbosize nullPtr GL_DYNAMIC_STORAGE_BIT
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@@ -70,7 +76,6 @@ preloadRender = do
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wallpull <- makeShaderUsingVAO "pull/wall" [vert,frag] pmTriangles (VAO dummyvao)
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-- setup shape geometry/cap VBO and two VAOs
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putStrLn "Setup shape VBO, VAO, EBO"
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shVBO <- setupVBO shapeVerxSize
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shPosVAO <- setupVAOUsingVBO [VertexAttribute 4 GL_FLOAT GL_FALSE 0] shVBO
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@@ -86,30 +91,17 @@ preloadRender = do
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shVBO
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glVertexArrayElementBuffer (shapeshader ^. shaderVAO . vaoName) (shEBO ^. uiboName)
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--setup silhouette edge VAO
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-- putStrLn "Setup silhouette VAO, EBO"
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-- shedgevao <- setupVAOUsingVBO [VertexAttribute 4 GL_FLOAT GL_FALSE 0] shVBO
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-- shedgeebo <- setupEBO shedgevao
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putStrLn "Setup wall/windows VBO, VAO, EBO, shader"
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let wallverxstrd = 8
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wallvbo <- setupVBO (floatSize * wallverxstrd)
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winvbo <- setupVBO (floatSize * 8)
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-- wallshader <- makeShaderUsingVBO "wall/basic" [vert, geom, frag] (toFloatVAs [4, 4]) pmPoints wallvbo
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-- winvbo <- setupVBO (floatSize * 8)
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putStrLn "Setup lighting shaders"
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lightingWallShadShad <-
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--makeShaderUsingVBO "lighting/wallShadow" [vert, geom] (toFloatVAs [4]) pmPoints wallvbo
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makeShaderUsingVAO "lighting/wallShadow" [vert] pmTriangles (VAO dummyvao)
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lightingCapShad <-
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--makeShaderUsingVAO "lighting/cap" [vert, geom] pmTriangles shPosVAO
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makeShaderUsingVAO "lighting/cap" [vert] pmTriangles (VAO dummyvao)
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lightingLineShadowShad <-
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--makeShaderUsingVAO "lighting/lineShadow" [vert, geom] pmLinesAdjacency shedgevao
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makeShaderUsingVAO "lighting/lineShadow" [vert] pmTriangles (VAO dummyvao)
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ceilingstencilshader <- makeShaderUsingVAO "ceiling/stencil" [vert] pmTriangles
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(VAO dummyvao)
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-- makeShaderUsingVBO "ceiling/stencil" [vert, geom] (toFloatVAs [4]) pmPoints wallvbo
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putStrLn "Setup 2D shaders"
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bslist <- makeShaderVBO "dualTwoD/basic" [vert, frag] (toFloatVAs [3, 4]) pmTriangles
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@@ -229,19 +221,20 @@ preloadRender = do
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, _fboPos = fboPosName
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, _rboBaseBloom = rboBaseBloomName
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, _matUBO = theUBO
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, _winSSBO = winssbo
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, _wallSSBO = wallssbo
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-- , _winSSBO = winssbo
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-- , _wallSSBO = wallssbo
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, _shapeSSBO = shapessbo
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, _ishapeSSBO = ishapessbo
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-- , _ieshapeSSBO = ieshapessbo
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-- , _lightsUBO = lightsubo
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, _vboWindows = winvbo
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-- , _vboWindows = winvbo
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, _vboShapes = shVBO
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, _floorVBO = floorvbo
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, _floorShader = floorshader
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, _chasmVBO = chasmvbo
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, _chasmShader = chasmshader
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, _wallVBO = wallvbo
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, _winVBO = winvbo
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-- , _wallShader = wallshader
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, _cloudVBO = cloudvbo
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, _cloudShader = cloudshader
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+6
-6
@@ -26,12 +26,12 @@ bufferPokedVBO theVBO numVs =
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(_vboPtr theVBO)
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bufferEBO :: UintBO -> Int -> IO ()
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bufferEBO ebo numis =
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glNamedBufferSubData
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(ebo ^. uiboName)
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0
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(fromIntegral $ gluintSize * numis)
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(ebo ^. uiboPtr)
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bufferEBO x i =
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glNamedBufferSubData (x ^. uiboName) 0 (fromIntegral $ gluintSize * i) (x ^. uiboPtr)
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--bufferFloatBO :: VBO -> Int -> IO ()
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--bufferFloatBO x i = undefined
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-- glNamedBufferSubData (x ^. uiboName) 0 (fromIntegral $ gluintSize * i) (x ^. uiboPtr)
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bufferShaderLayers :: MV.MVector (PrimState IO) (Shader, VBO) -> UMV.MVector (PrimState IO) Int -> IO ()
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bufferShaderLayers shads counts = MV.imapM_ f shads
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