Changed OpenGL-Lvl to 3.30 with Tessellation-Ext
- figured out how to enable extensions refs #471 @1h
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@ -1,4 +1,4 @@
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#version 400
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#version 330
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//#include "3rdParty/noise.glsl"
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@ -1,4 +1,5 @@
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#version 400
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#version 330
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#extension GL_ARB_tessellation_shader : require
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layout(vertices = 3) out;
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in vec3 vPosition[];
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@ -1,4 +1,6 @@
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#version 400
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#version 330
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#extension GL_ARB_tessellation_shader : require
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layout(triangles, equal_spacing, cw) in;
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in vec3 tcPosition[];
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@ -1,4 +1,4 @@
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#version 400
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#version 330
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//vertex-data
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in vec4 Color;
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11
src/Main.hs
11
src/Main.hs
@ -24,7 +24,6 @@ import Control.Lens ((^.), (.~), (%~))
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import Linear as L
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-- GUI
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import qualified Graphics.UI.SDL as SDL (Position)
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import Graphics.UI.SDL as SDL
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--import Graphics.UI.SDL.TTF as TTF
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--import Graphics.UI.SDL.TTF.Types
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@ -32,7 +31,7 @@ import Graphics.UI.SDL as SDL
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-- Render
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import qualified Graphics.Rendering.OpenGL.GL as GL
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import Graphics.Rendering.OpenGL.Raw.Core31
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import Data.Time (getCurrentTime, UTCTime, diffUTCTime)
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import Data.Time (getCurrentTime, diffUTCTime)
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import Graphics.Rendering.OpenGL.Raw.ARB.TessellationShader
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-- Our modules
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@ -73,6 +72,13 @@ main = do
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--font <- TTF.openFont "fonts/ttf-04B_03B_/04B_03B_.TTF" 10
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--TTF.setFontStyle font TTFNormal
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--TTF.setFontHinting font TTFHNormal
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{-winRenderer <- getRenderer window
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hudTex <- createTexture
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winRenderer -- where
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PixelFormatRGBA8888 -- RGBA32-bit
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TextureAccessStreaming -- change occasionally
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1024 -- width
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600 -- height-}
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let zDistClosest = 1
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zDistFarthest = zDistClosest + 30
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@ -145,6 +151,7 @@ main = do
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}
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, _gl = GLState
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{ _glMap = glMap
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, _hudTexture = Nothing
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}
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, _game = GameState
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{
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@ -3,7 +3,7 @@ module Types where
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import Control.Concurrent.STM (TQueue)
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import qualified Graphics.Rendering.OpenGL.GL as GL
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import Graphics.UI.SDL as SDL (Event, Window)
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import Graphics.UI.SDL as SDL (Event, Window, Texture)
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import Foreign.C (CFloat)
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import Data.Time (UTCTime)
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import Linear.Matrix (M44)
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@ -88,6 +88,7 @@ data GLMapState = GLMapState
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data GLState = GLState
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{ _glMap :: !GLMapState
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, _hudTexture :: Maybe Texture
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}
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data State = State
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