Add various helpers for creating polyhedra
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@@ -26,8 +26,6 @@ preloadRender = do
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bindBufferBase IndexedUniformBuffer 0 $= Just theUBO
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-- lighting shaders
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lightingFloorShad <- makeShader "lighting/floor" [vert,geom,frag] [4] Points
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pokeLightingFloorStrat
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wsShad <- makeShader "lighting/occlude" [vert,geom,frag] [4] Points pokeWPStrat
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>>= addUniforms ["lightPos"]
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wlLightShad
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@@ -80,7 +78,6 @@ preloadRender = do
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{ _pictureShaders = [bslist,lslist,cslist,aslist,eslist,bezierQuadShader]
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, _lightingSurfaceShader = lightingSurfaceShad
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, _lightingLineShadowShader = lightingLineShadowShad
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, _lightingFloorShader = lightingFloorShad
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, _lightingOccludeShader = wsShad
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, _lightingWallShader = wlLightShad
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, _wallBlankShader = wlBlank
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@@ -153,7 +150,6 @@ setupFramebuffer = do
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cleanUpRenderPreload :: RenderData -> IO ()
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cleanUpRenderPreload pd = do
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mapM_ freeShaderPointers $ _pictureShaders pd
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freeShaderPointers $ _lightingFloorShader pd
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freeShaderPointers $ _lightingOccludeShader pd
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freeShaderPointers $ _fullscreenShader pd
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@@ -169,10 +165,6 @@ pokeTriStrat,pokeCharStrat,pokeArcStrat,pokeLineStrat,pokeEllStrat :: RenderType
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pokeTriStrat (RenderPoly vs) = fmap (\(p,co) -> flat3 p ++ flat4 co) vs
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pokeTriStrat _ = []
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pokeLightingFloorStrat :: RenderType -> [[Float]]
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pokeLightingFloorStrat Render1111{_unRender1111=x} = [flat4 x]
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pokeLightingFloorStrat _ = undefined
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pokeCharStrat (RenderText vs) = fmap (\(a,b,c) -> concat [flat3 a, flat4 b, flat2 c]) vs
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pokeCharStrat _ = []
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