224 lines
8.6 KiB
Haskell
224 lines
8.6 KiB
Haskell
--{-# LANGUAGE TemplateHaskell #-}
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--{-# OPTIONS_GHC -Wno-unused-top-binds #-}
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module Preload.Render
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( preloadRender
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, cleanUpRenderPreload
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)
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where
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import Shader
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import Shader.Data
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import Shader.Compile
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import Shader.AuxAddition
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import Shader.Parameters
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import Data.Preload.Render
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import Graphics.Rendering.OpenGL hiding (Point,translate,scale,imageHeight)
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import Graphics.GL.Core43
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--import Control.Lens
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import Control.Monad
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import Foreign
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import qualified Data.Vector.Mutable as MV
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numDrawableWalls :: Int
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numDrawableWalls = 5000
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preloadRender :: IO RenderData
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preloadRender = do
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-- set up uniform buffer object
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theUBO <- genObjectName
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bindBuffer UniformBuffer $= Just theUBO
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bufferData UniformBuffer $= (64, nullPtr, DynamicDraw)
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bindBufferBase IndexedUniformBuffer 0 $= Just theUBO
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-- setup wall points VBO, VAOs and shaders
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wpVBOname <- genObjectName
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wpVBOptr <- mallocArray (8 * numDrawableWalls)
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bindBuffer ArrayBuffer $= Just wpVBOname
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bufferData ArrayBuffer $=
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(fromIntegral $ floatSize * numDrawableWalls * 8
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, nullPtr
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, DynamicDraw
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)
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let wpVBO = VBO {_vbo = wpVBOname, _vboPtr = wpVBOptr, _vboAttribSizes = [4,4], _vboStride = 8}
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wpVAOname <- genObjectName
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bindVertexArrayObject $= Just wpVAOname
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bindBuffer ArrayBuffer $= Just wpVBOname
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setupVertexAttribPointer 0 4 8 0
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wpColVAOname <- genObjectName
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bindVertexArrayObject $= Just wpColVAOname
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setupVertexAttribPointer 0 4 8 0
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setupVertexAttribPointer 1 4 8 4
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let wpVAO = VAO {_vao = wpVAOname, _vaoVBO = wpVBO}
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wpColVAO = VAO {_vao = wpColVAOname, _vaoVBO = wpVBO}
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-- lighting shaders
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wsShad <- makeShader "lighting/occlude" [vert,geom,frag] [4] EPoints
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>>= addUniforms ["lightPos"]
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wlLightShad
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<- makeShaderUsingShaderVAO "lighting/wall" [vert,geom,frag] EPoints wsShad
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>>= addUniforms ["lightPos","radLum"]
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lightingSurfaceShad
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<- makeShader "lighting/surface" [vert,frag] [3] ETriangles
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>>= addUniforms ["lightPos","radLum"]
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lightingLineShadowShad
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<- makeShader "lighting/lineShadow" [vert,geom,frag] [3] ELinesAdjacency
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>>= addUniforms ["lightPos"]
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-- 2D draw shaders
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bslist <- makeShader "twoD/basic" [vert,frag] [3,4] ETriangles
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aslist <- makeShader "twoD/arc" [vert,frag] [3,4,3] ETriangles
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eslist <- makeShader "twoD/ellipse" [vert,geom,frag] [3,4] ETriangles
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bezierQuadShader <- makeShader "twoD/bezierQuad" [vert,frag] [3,4,4] ETriangleStrip
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cslist <- makeShader "twoD/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 "twoD/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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-- note we directly poke the shader vertex data here
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pokeArray (shadVBOptr fsShad) $ concat cornerList
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bloomBlurShad <- makeShaderUsingShaderVAO "texture/bloomBlur" [vert,frag] ETriangleStrip fsShad
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colorBlurShad <- makeShaderUsingShaderVAO "texture/colorBlur" [vert,frag] ETriangleStrip fsShad
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grayscaleShad <- makeShaderUsingShaderVAO "texture/grayscale" [vert,frag] ETriangleStrip fsShad
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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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wlBlank <- makeShader "wall/blank" [vert,geom,frag] [4,4] EPoints
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-- textured wallShader
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wlTexture <- makeShader "wall/texture" [vert,geom,frag] [4,4] EPoints
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>>= addTexture "data/texture/grayscaleDirt.png"
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---- texture array shader
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textArrayShad <- makeShader "texture/array" [vert,frag] [3,3] ETriangles
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>>= addTextureArray "data/texture/ayene_wooden_floor.png"
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-- bind fixed vertex data
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bindShaderBuffers [fsShad,fullscreenAlphaHalveShad] [4,4]
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framebuf2 <- setupTextureFramebuffer 800 600
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framebuf3 <- setupTextureFramebuffer 800 600
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rboLightingName <- genObjectName
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bindRenderbuffer Renderbuffer $= rboLightingName
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renderbufferStorage Renderbuffer Depth24Stencil8 (RenderbufferSize 800 600)
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fboLightingName <- newFramebufferGivenStencilAlpha rboLightingName
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rboBaseBloomName <- genObjectName
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bindRenderbuffer Renderbuffer $= rboBaseBloomName
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renderbufferStorage Renderbuffer Depth24Stencil8 (RenderbufferSize 800 600)
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fboBaseName <- newFramebufferGivenStencil rboBaseBloomName
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fboBloomName <- newFramebufferGivenStencil rboBaseBloomName
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fboColorName <- newFramebufferGivenStencil rboBaseBloomName
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fboFourth1Name <- setupTextureFramebuffer 300 300
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fboFourth2Name <- setupTextureFramebuffer 300 300
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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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-- set the clearColor to have 1 alpha
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clearColor $= Color4 0 0 0 1
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shadV <- MV.new 6
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zipWithM_ (MV.write shadV) [0..5]
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[ bslist -- note the ordering is very important
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, basicTweakZShad -- ShadNum
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, bezierQuadShader
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, cslist
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, aslist
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, eslist
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]
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return $ RenderData
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{ _pictureShaders = shadV
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, _lightingSurfaceShader = lightingSurfaceShad
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, _lightingLineShadowShader = lightingLineShadowShad
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, _lightingOccludeShader = wsShad {_shaderVAO = wpVAO}
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, _lightingWallShader = wlLightShad {_shaderVAO = wpVAO}
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, _wallBlankShader = wlBlank { _shaderVAO = wpColVAO }
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, _wallTextureShader = wlTexture { _shaderVAO = wpColVAO }
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, _textureArrayShader = textArrayShad
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, _fullscreenShader = fsShad
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, _fullscreenAlphaHalveShader = fullscreenAlphaHalveShad
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, _bloomBlurShader = bloomBlurShad
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, _colorBlurShader = colorBlurShad
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, _barrelShader = barrelShad
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, _grayscaleShader = grayscaleShad
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, _fbo2 = framebuf2
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, _fbo3 = framebuf3
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, _fboFourth1 = fboFourth1Name
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, _fboFourth2 = fboFourth2Name
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, _fboLighting = fboLightingName
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, _rboLighting = rboLightingName
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, _fboBase = fboBaseName
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, _fboBloom = fboBloomName
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, _fboColor = fboColorName
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, _rboBaseBloom = rboBaseBloomName
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, _matUBO = theUBO
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}
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cornerList :: [[Float]]
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cornerList =
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[[-1, 1,0,1]
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,[ 1, 1,1,1]
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,[-1,-1,0,0]
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,[ 1,-1,1,0]
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]
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cornerListNoCoord :: [[Float]]
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cornerListNoCoord =
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[[-1, 1]
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,[ 1, 1]
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,[-1,-1]
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,[ 1,-1]
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]
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--------------------end preloadRender
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newFramebufferGivenStencil
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:: RenderbufferObject
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-> IO (FramebufferObject, TextureObject)
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newFramebufferGivenStencil rboName = do
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fboName <- genObjectName
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bindFramebuffer Framebuffer $= fboName
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toName <- genObjectName
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framebufferRenderbuffer Framebuffer DepthStencilAttachment Renderbuffer rboName
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fboStatus <- framebufferStatus Framebuffer
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print fboStatus
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return (fboName,toName)
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newFramebufferGivenStencilAlpha
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:: RenderbufferObject
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-> IO (FramebufferObject, TextureObject)
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newFramebufferGivenStencilAlpha rboName = do
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fboName <- genObjectName
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bindFramebuffer Framebuffer $= fboName
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toName <- genObjectName
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framebufferRenderbuffer Framebuffer DepthStencilAttachment Renderbuffer rboName
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fboStatus <- framebufferStatus Framebuffer
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print fboStatus
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return (fboName,toName)
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setupTextureFramebuffer
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:: GLsizei
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-> GLsizei
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-> IO (FramebufferObject, TextureObject)
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setupTextureFramebuffer x y = do
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fboName <- genObjectName
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bindFramebuffer Framebuffer $= fboName
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fboTO <- genObjectName
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textureBinding Texture2D $= Just fboTO
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glTexStorage2D GL_TEXTURE_2D 1 GL_RGBA8 x y
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textureFilter Texture2D $= minMagFilter
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framebufferTexture2D Framebuffer (ColorAttachment 0) Texture2D fboTO 0
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fboStatus <- framebufferStatus Framebuffer
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print fboStatus
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return (fboName, fboTO)
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minMagFilter :: ((TextureFilter, Maybe TextureFilter),TextureFilter)
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minMagFilter = ((Nearest,Nothing),Nearest)
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cleanUpRenderPreload :: RenderData -> IO ()
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cleanUpRenderPreload pd = do
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-- TODO fix this
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--mapM_ freeShaderPointers $ _pictureShaders pd
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freeShaderPointers $ _lightingOccludeShader pd
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freeShaderPointers $ _fullscreenShader pd
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