Commit before fully removing uniforms other than the matrix
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@@ -11,94 +11,14 @@ import Dodge.Item.Data
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import Dodge.Creature.Stance.Data
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import Dodge.Creature.State.Data
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import Dodge.Creature.AlertLevel.Data
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import Dodge.Debug.Flag.Data
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import Dodge.Data.Menu
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import Dodge.SoundLogic
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import Dodge.Base
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import Dodge.Picture.Layer
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import Dodge.Config.Data
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import Dodge.Config.KeyConfig
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import Geometry
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import Picture
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import Control.Lens
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import System.Random
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import qualified Data.IntMap.Strict as IM
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import qualified Data.Map as M
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import qualified Data.Set as S
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import Data.Graph.Inductive.Graph hiding ((&))
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import Data.List
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defaultWorld :: World
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defaultWorld = World
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{ _keys = S.empty
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, _mouseButtons = S.empty
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, _cameraCenter = (0,0)
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, _cameraRot = 0
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, _cameraZoom = 1
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, _cameraViewFrom = (0,0)
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, _creatures = IM.empty
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, _creaturesZone = IM.empty
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, _creatureGroups = IM.empty
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, _clouds = IM.empty
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, _cloudsZone = IM.empty
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, _itemPositions = IM.empty
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, _projectiles = IM.empty
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, _particles = []
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, _staticWalls = []
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, _walls = IM.empty
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, _wallsZone = IM.empty
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, _forceFields = IM.empty
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, _floorItems = IM.empty
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, _randGen = mkStdGen 2
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, _mousePos = (0,0)
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, _testString = []
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, _yourID = 0
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, _worldEvents = id
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, _pressPlates = IM.empty
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, _buttons = IM.empty
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, _soundQueue = []
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, _sounds = M.empty
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, _corpses = IM.empty
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, _decorations = IM.empty
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, _storedLevel = Nothing
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, _menuLayers = [LevelMenu 1]
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, _worldState = M.empty
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, _worldTriggers = S.empty
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, _clickMousePos = (0,0)
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, _pathGraph = Data.Graph.Inductive.Graph.empty
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, _pathGraph' = []
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, _pathPoints = IM.empty
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, _pathInc = M.empty
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, _carteDisplay = False
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, _carteCenter = (0,0)
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, _carteZoom = 0.5
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, _carteRot = 0
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, _lightSources = IM.empty
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, _tempLightSources = [youLight]
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, _closeActiveObjects = []
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, _seenLocations = IM.fromList
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[(0, (_crPos . you, "CURRENT POSITION"))
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,(1, (const (0,0) , "START POSITION"))
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]
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, _selLocation = 0
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, _keyConfig = defaultKeyConfigSDL
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, _config = defaultConfig
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, _sideEffects = []
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, _doneSideEffects = []
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, _debugFlags = defaultDebugFlags
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, _inventoryMode = TopInventory
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, _lClickHammer = HammerUp
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, _foregroundDecorations =
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[ setDepth (-0.1) $ color orange $ pictures
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[ polygon $ rectNSEW 50 40 140 (-20)
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, translate 60 45 $ scale 0.5 1 $ thickArc 0 pi 75 10
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]
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, setDepth (-0.2) $ rotate 0.75 $ pictures
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$ map f [5,25,45,65]
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]
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}
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where
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f x = polygon $ rectNSEW (x - 20) (x-22) 500 0
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defaultCreature :: Creature
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defaultCreature = Creature
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@@ -255,18 +175,6 @@ defaultPP = PressPlate
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, _ppID = -1
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, _ppText = "Pressure plate"
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}
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defaultDebugFlags :: DebugFlags
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defaultDebugFlags = DebugFlags
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{ _noClip = False
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, _displaySecondsPerFrame = True
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}
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youLight :: TempLightSource
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youLight =
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TLS { _tlsPos = (0,0)
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,_tlsRad = 300
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,_tlsIntensity = 0.1
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,_tlsUpdate = \w _ -> (w, Just (youLight {_tlsPos = _crPos (you w)}))
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}
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@@ -1,5 +1,5 @@
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module Dodge.Initialisation where
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import Dodge.Default
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import Dodge.Default.World
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import Dodge.Data
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import Dodge.Data.Menu
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import Dodge.Creature
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@@ -61,6 +61,11 @@ doDrawing pdata w = do
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:: IO (GLmatrix GLfloat)
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-- draw the lightmap. Probably changes the bound framebufferObject
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createLightMap pdata (w ^. config . shadow_resolution) wallPoints lightPoints viewFroms pmat
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(foregroundPics w)
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-- -- set the coordinate uniforms ready for drawing elements using world coordinates
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-- setCommonUniforms pdata rot camzoom trans wins
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-- draw the background. Assumes that depth testing is not enabled or that
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-- the depth buffer is ready to be drawn on
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blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
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+11
-2
@@ -64,9 +64,10 @@ createLightMap
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-> [(Point2,Point2)] -- Wall pairs
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-> [Point4] -- Lights
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-> (Float,Float) -- View from position
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-> GLmatrix GLfloat
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-> GLmatrix GLfloat -- perspective matrix
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-> Picture -- foreground pictures
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-> IO ()
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createLightMap pdata resDiv wallPoints lightPoints (viewFromx,viewFromy) pmat = do
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createLightMap pdata resDiv wallPoints lightPoints (viewFromx,viewFromy) pmat _ = do
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-- get viewport size so we can reset it later
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(vppos,vpsize) <- get viewport
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@@ -99,6 +100,14 @@ createLightMap pdata resDiv wallPoints lightPoints (viewFromx,viewFromy) pmat =
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$= (0 :: Float)
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cullFace $= Just Back
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drawShader (_lightingOccludeShader pdata) nWalls
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cullFace $= Nothing
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---- draw foreground elements to set z buffer
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-- forM_ (_pictureShaders pdata) $ \shad -> do
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-- currentProgram $= Just (_shaderProgram shad)
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-- uniform (_shaderUniforms shad !! 4) $= pmat
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-- _ <- renderFoldable pdata $ picToLTree (Just 0) fpics
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-- for each of the lights:
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-- stencil out the walls from this light's point of view
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-- draw fading lightmap circles on the floor
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