isolated error. Map Rendering is missing Depth-Comp
- refactored a bit
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581cb142bb
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c10622d506
@ -308,11 +308,13 @@ adjustWindow = do
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textureFilter Texture2D GL.$= ((Linear', Nothing), Linear')
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textureFilter Texture2D GL.$= ((Linear', Nothing), Linear')
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texImage2D Texture2D GL.NoProxy 0 RGBA8 (GL.TextureSize2D fbCWidth fbCHeight) 0
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texImage2D Texture2D GL.NoProxy 0 RGBA8 (GL.TextureSize2D fbCWidth fbCHeight) 0
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(GL.PixelData GL.RGBA GL.UnsignedByte ptr)
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(GL.PixelData GL.RGBA GL.UnsignedByte ptr)
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textureBinding Texture2D GL.$= Nothing
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-- MAP
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-- MAP
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textureBinding Texture2D GL.$= Just maptexid
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textureBinding Texture2D GL.$= Just maptexid
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textureFilter Texture2D GL.$= ((Linear', Nothing), Linear')
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textureFilter Texture2D GL.$= ((Linear', Nothing), Linear')
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texImage2D Texture2D GL.NoProxy 0 RGBA8 (GL.TextureSize2D fbCWidth fbCHeight) 0
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texImage2D Texture2D GL.NoProxy 0 RGBA8 (GL.TextureSize2D fbCWidth fbCHeight) 0
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(GL.PixelData GL.RGBA GL.UnsignedByte ptr)
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(GL.PixelData GL.RGBA GL.UnsignedByte ptr)
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textureBinding Texture2D GL.$= Nothing
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allocaBytes (2048*2048) $ \ptr -> do
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allocaBytes (2048*2048) $ \ptr -> do
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let smapdata = genColorData (2048*2048) [0]
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let smapdata = genColorData (2048*2048) [0]
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pokeArray ptr smapdata
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pokeArray ptr smapdata
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@ -320,6 +322,7 @@ adjustWindow = do
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textureFilter Texture2D GL.$= ((Nearest,Nothing), Nearest)
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textureFilter Texture2D GL.$= ((Nearest,Nothing), Nearest)
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texImage2D Texture2D GL.NoProxy 0 GL.DepthComponent16 (GL.TextureSize2D 2048 2048) 0
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texImage2D Texture2D GL.NoProxy 0 GL.DepthComponent16 (GL.TextureSize2D 2048 2048) 0
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(GL.PixelData GL.DepthComponent GL.UnsignedByte ptr)
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(GL.PixelData GL.DepthComponent GL.UnsignedByte ptr)
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textureBinding Texture2D GL.$= Nothing
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checkError "setting up HUD-Tex"
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checkError "setting up HUD-Tex"
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return renderBuffer
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return renderBuffer
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modify $ gl.glRenderbuffer .~ rb
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modify $ gl.glRenderbuffer .~ rb
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@ -9,6 +9,8 @@ import Graphics.Rendering.OpenGL.GL.StateVar
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import Graphics.Rendering.OpenGL.GL.StringQueries
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import Graphics.Rendering.OpenGL.GL.StringQueries
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import Graphics.Rendering.OpenGL.GLU.Errors
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import Graphics.Rendering.OpenGL.GLU.Errors
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import Graphics.Rendering.OpenGL.GL.VertexArrayObjects
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import Graphics.Rendering.OpenGL.GL.VertexArrayObjects
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import Graphics.Rendering.OpenGL.GL.VertexArrays
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import Graphics.Rendering.OpenGL.GL.VertexSpec
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import Graphics.Rendering.OpenGL.GL.BufferObjects
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import Graphics.Rendering.OpenGL.GL.BufferObjects
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import Graphics.UI.SDL.Types (Texture)
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import Graphics.UI.SDL.Types (Texture)
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import System.IO (hPutStrLn, stderr)
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import System.IO (hPutStrLn, stderr)
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@ -180,3 +182,10 @@ withVBO b t a = do
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ret <- a
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ret <- a
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bindBuffer t $= Nothing
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bindBuffer t $= Nothing
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return ret
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return ret
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withVAA :: [AttribLocation] -> IO a -> IO a
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withVAA atts action = do
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mapM_ (\a -> vertexAttribArray a $= Enabled) atts
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ret <- action
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mapM_ (\a -> vertexAttribArray a $= Disabled) atts
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return ret
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@ -287,8 +287,7 @@ initRendering = do
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renderIQM :: IQM -> L.V3 CFloat -> L.V3 CFloat -> IO ()
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renderIQM :: IQM -> L.V3 CFloat -> L.V3 CFloat -> IO ()
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renderIQM m p@(L.V3 x y z) s@(L.V3 sx sy sz) = do
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renderIQM m p@(L.V3 x y z) s@(L.V3 sx sy sz) = do
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withVAO (vertexArrayObject m) $ do
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withVAO (vertexArrayObject m) $ do
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vertexAttribArray (AttribLocation 0) $= Enabled
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withVAA [(AttribLocation 0),(AttribLocation 1)] $ do
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vertexAttribArray (AttribLocation 1) $= Enabled
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checkError "setting array to enabled"
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checkError "setting array to enabled"
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bindBuffer ElementArrayBuffer $= Just (triangleBufferObject m)
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bindBuffer ElementArrayBuffer $= Just (triangleBufferObject m)
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checkError "bindBuffer"
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checkError "bindBuffer"
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@ -297,7 +296,6 @@ renderIQM m p@(L.V3 x y z) s@(L.V3 sx sy sz) = do
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drawElements Triangles n UnsignedInt nullPtr
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drawElements Triangles n UnsignedInt nullPtr
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checkError "drawing model"
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checkError "drawing model"
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bindBuffer ElementArrayBuffer $= Nothing
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bindBuffer ElementArrayBuffer $= Nothing
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vertexAttribArray (AttribLocation 0) $= Disabled
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checkError "unbind buffer"
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checkError "unbind buffer"
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return ()
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return ()
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@ -322,13 +320,11 @@ drawMap = do
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glUniform1f tli (fromIntegral tessFac)
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glUniform1f tli (fromIntegral tessFac)
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glUniform1f tlo (fromIntegral tessFac)
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glUniform1f tlo (fromIntegral tessFac)
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bindBuffer ArrayBuffer $= Just map'
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withVBO map' ArrayBuffer $ do
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vertexAttribPointer ci $= fgColorIndex
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vertexAttribPointer ci $= fgColorIndex
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vertexAttribArray ci $= Enabled
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vertexAttribPointer ni $= fgNormalIndex
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vertexAttribPointer ni $= fgNormalIndex
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vertexAttribArray ni $= Enabled
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vertexAttribPointer vi $= fgVertexIndex
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vertexAttribPointer vi $= fgVertexIndex
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vertexAttribArray vi $= Enabled
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withVAA [ci,ni,vi] $ do
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checkError "beforeDraw"
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checkError "beforeDraw"
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glPatchParameteri gl_PATCH_VERTICES 3
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glPatchParameteri gl_PATCH_VERTICES 3
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@ -339,10 +335,6 @@ drawMap = do
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glDrawArrays gl_PATCHES 0 (fromIntegral numVert)
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glDrawArrays gl_PATCHES 0 (fromIntegral numVert)
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checkError "draw map"
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checkError "draw map"
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bindBuffer ArrayBuffer $= Nothing
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vertexAttribArray ci $= Disabled
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vertexAttribArray ni $= Disabled
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vertexAttribArray vi $= Disabled
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-- set sample 1 as target in renderbuffer
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-- set sample 1 as target in renderbuffer
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{-framebufferRenderbuffer
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{-framebufferRenderbuffer
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@ -405,16 +397,16 @@ render = do
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(state ^. gl.glRenderbuffer)-}
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(state ^. gl.glRenderbuffer)-}
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---- RENDER SHADOWMAP <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
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---- RENDER SHADOWMAP <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
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{- liftIO $ do
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liftIO $ do
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textureBinding Texture2D $= Just (state ^. gl.glMap.shadowMapTexture)
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-- textureBinding Texture2D $= Just (state ^. gl.glMap.shadowMapTexture)
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framebufferTexture2D
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{- framebufferTexture2D
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Framebuffer
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Framebuffer
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DepthAttachment
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DepthAttachment
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Texture2D
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Texture2D
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(state ^. gl.glMap.shadowMapTexture)
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(state ^. gl.glMap.shadowMapTexture)
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0
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0-}
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drawBuffer $= NoBuffers --color-buffer is not needed but must(?) be set up
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-- drawBuffer $= NoBuffers --color-buffer is not needed but must(?) be set up
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checkError "setup Render-Target"
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checkError "setup Render-Target"
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clear [DepthBuffer]
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clear [DepthBuffer]
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@ -432,9 +424,9 @@ render = do
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--TODO: needed?
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--TODO: needed?
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mat33ToGPU sunnmap nmat "nmat"
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mat33ToGPU sunnmap nmat "nmat"
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drawMap
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-- drawMap
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liftIO $ do
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{- liftIO $ do
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---- RENDER MAPOBJECTS --------------------------------------------
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---- RENDER MAPOBJECTS --------------------------------------------
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currentProgram $= Just (state ^. gl.glMap.objectProgram)
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currentProgram $= Just (state ^. gl.glMap.objectProgram)
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checkError "setting up shadowmap-program"
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checkError "setting up shadowmap-program"
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@ -454,7 +446,7 @@ render = do
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mapM_ renderObject (state ^. gl.glMap.mapObjects)
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mapM_ renderObject (state ^. gl.glMap.mapObjects)
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checkError "draw mapobjects"
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checkError "draw mapobjects"
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checkError "draw ShadowMap"-}
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checkError "draw ShadowMap"--}
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---- RENDER MAP IN TEXTURE <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
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---- RENDER MAP IN TEXTURE <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
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-- COLORMAP
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-- COLORMAP
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