284 lines
12 KiB
Haskell
284 lines
12 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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) where
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import GLHelp
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import Control.Lens
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import Control.Monad
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import Data.Preload.Render
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import qualified Data.Vector.Mutable as MV
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import Foreign
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import Framebuffer.Setup
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import Graphics.Rendering.OpenGL hiding (Point, imageHeight, scale, translate)
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import Shader
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import Shader.AuxAddition
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import Shader.Bind
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import Shader.Compile
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import Shader.Data
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import Shader.Parameters
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import Graphics.GL.Core45
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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, StreamDraw)
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bindBufferBase IndexedUniformBuffer 0 $= Just theUBO
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-- setup wall points VBO, VAOs and shaders
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wpVBOname <- mglCreateSingle glCreateBuffers
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wpVBOptr <- mallocArray (8 * numDrawableWalls)
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glBindBuffer GL_ARRAY_BUFFER wpVBOname
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bufferData ArrayBuffer
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$= ( fromIntegral $ floatSize * numDrawableWalls * 8
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, nullPtr
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, StreamDraw
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)
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let wpVBO = VBO{_vboName = 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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wpVAOname <- mglCreateSingle glCreateVertexArrays
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glBindVertexArray wpVAOname
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glBindBuffer GL_ARRAY_BUFFER wpVBOname
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setupVertexAttribPointer 0 4 8 0
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--wpColVAOname <- genObjectName
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--bindVertexArrayObject $= Just wpColVAOname
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wpColVAOname <- mglCreateSingle glCreateVertexArrays
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glBindVertexArray wpColVAOname
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setupVertexAttribPointer 0 4 8 0
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setupVertexAttribPointer 1 4 8 4
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let wpVAO = VAO{_vaoName = wpVAOname, _vaoVBO = wpVBO}
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wpColVAO = VAO{_vaoName = wpColVAOname, _vaoVBO = wpVBO}
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-- setup window points VBO, VAOs and shaders
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winVBOname <- mglCreateSingle glCreateBuffers
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winVBOptr <- mallocArray (8 * numDrawableWalls)
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glBindBuffer GL_ARRAY_BUFFER winVBOname
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bufferData ArrayBuffer
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$= ( fromIntegral $ floatSize * numDrawableWalls * 8
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, nullPtr
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, StreamDraw
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)
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let winVBO = VBO{_vboName = winVBOname, _vboPtr = winVBOptr, _vboAttribSizes = [4, 4], _vboStride = 8}
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--winColVAOname <- genObjectName
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--bindVertexArrayObject $= Just winColVAOname
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winColVAOname <- mglCreateSingle glCreateVertexArrays
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glBindVertexArray winColVAOname
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setupVertexAttribPointer 0 4 8 0
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setupVertexAttribPointer 1 4 8 4
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let winColVAO = VAO{_vaoName = winColVAOname, _vaoVBO = winVBO}
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-- setup shape geometry/cap VBO and two VAOs
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--shEBOname <- genObjectName
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shEBOptr <- mallocArray numDrawableElements
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shEBOname <- mglCreateSingle glCreateBuffers
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--bindBuffer ElementArrayBuffer $= Just shEBOname
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--bufferData ElementArrayBuffer
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-- $= ( fromIntegral $ glushortSize * numDrawableElements
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-- , nullPtr
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-- , StreamDraw
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-- )
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glNamedBufferData
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shEBOname
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( fromIntegral $ glushortSize * numDrawableElements)
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nullPtr
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GL_STREAM_DRAW
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let shEBO = EBO{_eboName = shEBOname, _eboPtr = shEBOptr}
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shVBOname <- mglCreateSingle glCreateBuffers
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shVBOptr <- mallocArray (7 * numDrawableElements)
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glBindBuffer GL_ARRAY_BUFFER shVBOname
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bufferData ArrayBuffer
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$= ( fromIntegral $ floatSize * numDrawableElements * 7
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, nullPtr
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, StreamDraw
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)
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let shVBO = VBO{_vboName = shVBOname, _vboPtr = shVBOptr, _vboAttribSizes = [4, 4], _vboStride = 8}
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--shPosColVAOname <- genObjectName
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--bindVertexArrayObject $= Just shPosColVAOname
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shPosColVAOname <- mglCreateSingle glCreateVertexArrays
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glBindVertexArray shPosColVAOname
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glBindBuffer GL_ARRAY_BUFFER shVBOname
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setupVertexAttribPointer 0 3 7 0
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setupVertexAttribPointer 1 4 7 3
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--bindBuffer ElementArrayBuffer $= Just shEBOname
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glBindBuffer GL_ELEMENT_ARRAY_BUFFER shEBOname
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--shPosVAOname <- genObjectName
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--bindVertexArrayObject $= Just shPosVAOname
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shPosVAOname <- mglCreateSingle glCreateVertexArrays
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glBindVertexArray shPosVAOname
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glBindBuffer GL_ARRAY_BUFFER shVBOname
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setupVertexAttribPointer 0 3 7 0
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--bindBuffer ElementArrayBuffer $= Just shEBOname
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glBindBuffer GL_ELEMENT_ARRAY_BUFFER shEBOname
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let shPosColVAO = VAO{_vaoName = shPosColVAOname, _vaoVBO = shVBO}
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shPosVAO = VAO{_vaoName = shPosVAOname, _vaoVBO = shVBO}
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--setup silhouette edge VAO
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--shEdgeVAOname <- genObjectName
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--bindVertexArrayObject $= Just shEdgeVAOname
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shEdgeVAOname <- mglCreateSingle glCreateVertexArrays
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glBindVertexArray shEdgeVAOname
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glBindBuffer GL_ARRAY_BUFFER shVBOname
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setupVertexAttribPointer 0 3 7 0
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--setup ebo for silhouette edges
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silEBOname <- mglCreateSingle glCreateBuffers
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silEBOptr <- mallocArray numDrawableElements
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-- it may be important to bind this while the correct VAO is bound
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glBindBuffer GL_ELEMENT_ARRAY_BUFFER silEBOname --bindBuffer ElementArrayBuffer $= Just silEBOname
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--bindBuffer ElementArrayBuffer $= Just silEBOname
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glNamedBufferData
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silEBOname
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( fromIntegral $ glushortSize * numDrawableElements)
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nullPtr
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GL_STREAM_DRAW
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let silEBO = EBO{_eboName = silEBOname, _eboPtr = silEBOptr}
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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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>>= addUniforms ["lightPos"]
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lightingCapShad <-
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makeShaderUsingVAO "lighting/cap" [vert', geom', frag'] 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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>>= 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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-- 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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cslist <-
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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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-- 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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-- 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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lightingTextureShad <-
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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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-- blank wallShader
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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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>>= 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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>>= 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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bindShaderBuffers' [fsShad] [4, 4]
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framebuf2 <- setupTextureFramebuffer 800 600
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framebuf3 <- setupTextureFramebuffer 800 600
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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 <- setupFramebuffer2GivenStencil rboBaseBloomName
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fboCloudName <- setupFramebuffer2GivenStencil rboBaseBloomName
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fboBloomName <- setupFramebufferGivenStencil rboBaseBloomName
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fboColorName <- setupFramebufferGivenStencil rboBaseBloomName
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fboPosName <- setupFramebufferGivenStencil rboBaseBloomName
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fboLightingName <- setupFramebufferGivenStencil rboBaseBloomName
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fboLightingHighName <- setupFramebufferGivenStencil rboBaseBloomName
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fboShadowName <- setupShadowFramebuffer
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fboHalf1Name <- setupTextureFramebuffer 300 300
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fboHalf2Name <- setupTextureFramebuffer 300 300
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fboHalf3Name <- 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_
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(MV.write shadV)
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[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 $
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RenderData
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{ _pictureShaders = shadV
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, _shapeShader = bslista{_shadVAO' = shPosColVAO}
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, _shapeEBO = shEBO
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, _silhouetteEBO = silEBO
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, _lightingCapShader = lightingCapShad
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, _lightingLineShadowShader = lightingLineShadowShad
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, _positionalBlankShader = positionalBlankShad
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, _lightingWallShadShader = lightingWallShadShad
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, _wallBlankShader = wallBlankShad
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, _wallTextureShader = wallTextureShad
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, _windowShader = wallBlankShad{_shadVAO' = winColVAO}
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, _textureArrayShader = textArrayShad
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, _fullscreenShader = fsShad
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, _lightingTextureShader = lightingTextureShad
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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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, _fboHalf1 = fboHalf1Name
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, _fboHalf2 = fboHalf2Name
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, _fboHalf3 = fboHalf3Name
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, _fboLighting = fboLightingName
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, _fboLightingHigh = fboLightingHighName
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, _fboShadow = fboShadowName
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, _fboBase = fboBaseName
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, _fboCloud = fboCloudName
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, _fboBloom = fboBloomName
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, _fboColor = fboColorName
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, _fboPos = fboPosName
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, _rboBaseBloom = rboBaseBloomName
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, _matUBO = theUBO
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}
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--------------------end preloadRender
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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, 0, 0]
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, [1, 1, 1, 1]
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, [1, -1, 1, 0]
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]
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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' $ _lightingWallShadShader pd
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freeShaderPointers' $ _fullscreenShader pd
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