Fix autodoor wall rendering
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@@ -553,7 +553,6 @@ data Wall
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, _wlDraw :: Maybe (Wall -> Drawing)
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, _wlSeen :: Bool
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, _wlIsSeeThrough :: Bool
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, _wlCastShadow :: Bool
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}
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| Door
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{ _wlLine :: [Point2] , _wlID :: Int
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@@ -24,15 +24,15 @@ autoDoorAt a b wls = IM.union wls $ IM.fromList $ zip is $ mkAutoDoor a b is
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is = [i..]
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mkAutoDoor :: Point2 -> Point2 -> [Int] -> [Wall]
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mkAutoDoor pl pr xs = addSound $ zipWith4 (autoDoorPane [pl,pr])
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mkAutoDoor pl pr xs = addSound $ zipWith3 (autoDoorPane [pl,pr])
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xs
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[ True
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, False
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, True
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, True
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, False
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, True
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]
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-- [ True
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-- , False
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-- , True
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-- , True
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-- , False
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-- , True
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-- ]
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[ [pld,hwd,hw,pl]
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, [hwd,hwu]
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, [hwu,plu,pl,hw]
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@@ -68,24 +68,8 @@ mkAutoDoor pl pr xs = addSound $ zipWith4 (autoDoorPane [pl,pr])
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| otherwise = dm w
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where wp = (_wlLine $ _walls w IM.! (head xs)) !! 1
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drawAutoDoor :: Wall -> Drawing
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drawAutoDoor wl = onLayerL [levLayer WlLayer, layer2]
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$ pictures [color c $ polygon [x,x +.+ n2,y +.+ n2, y]
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,color (dark c) $ line [x,y]
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]
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where
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(x:y:_) = _wlLine wl
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c = _wlColor wl
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nm = errorNormalizeV 543 (y -.- x)
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t = 5 *.* nm
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n = vNormal t
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n2 = 3 *.* n
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layer2 | _wlIsSeeThrough wl = 0
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| isJust $ wl ^? doorMech = 1
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| otherwise = 2
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autoDoorPane :: [Point2] -> Int -> Bool -> [Point2] -> [Point2] -> Wall
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autoDoorPane trigL n castShad closedPos openPos = AutoDoor
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autoDoorPane :: [Point2] -> Int -> [Point2] -> [Point2] -> Wall
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autoDoorPane trigL n closedPos openPos = AutoDoor
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{ _wlLine = closedPos
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, _wlID = n
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, _doorMech = dm
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@@ -93,7 +77,6 @@ autoDoorPane trigL n castShad closedPos openPos = AutoDoor
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, _wlDraw = Nothing
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, _wlSeen = False
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, _wlIsSeeThrough = False
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, _wlCastShadow = castShad
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}
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where
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a = closedPos !! 0
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@@ -35,7 +35,6 @@ basicAutoDoor = AutoDoor { _wlLine = [(0,0),(50,0)]
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, _wlDraw = Nothing
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, _wlSeen = False
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, _wlIsSeeThrough = False
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, _wlCastShadow = True
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}
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basicDoor = Door { _wlLine = [(0,0),(50,0)]
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, _wlID = 0
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+6
-15
@@ -7,15 +7,13 @@ module Picture.Preload
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where
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import Picture.Data
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import Shader
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import Geometry (Point2,Point3,Point4)
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import Graphics.Rendering.OpenGL hiding (Point (..),translate,scale,imageHeight,imageWidth)
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import Control.Lens
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import Foreign
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import Shader
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import Geometry (Point2,Point3,Point4)
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import qualified Control.Foldl as F
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@@ -34,7 +32,6 @@ makeLenses ''RenderData
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preloadRender :: IO RenderData
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preloadRender = do
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-- compile shader programs
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-- lighting shaders
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lsShad <- makeShader "lighting/lightmapCircle" [vert,geom,frag] [(0,4)] Points
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(return . return . flat4)
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@@ -63,17 +60,16 @@ preloadRender = do
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,[[ 1,-1],[1,0]]
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]
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)
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n <- F.foldM (pokeShader fsShad) [()]
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n <- F.foldM (pokeShader fsShad) [()] -- fix fullscreen vertex positions now
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-- background shader
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bgShad <- makeTextureShader "background" [vert,geom,frag] [(0,4),(1,2)] Points pokeBGStrat
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"data/texture/smudgedDirt.png"
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-- input a list of (attribute location, attrib length) pairs
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-- these will have buffers and pointers created
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backgroundvao <- setupVAO [(0,4),(1,2)]
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-- framebuffer for lighting
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(fbo,fboTO) <- setupFramebuffer
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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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return $ RenderData
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@@ -119,6 +115,7 @@ cleanUpRenderPreload pd = do
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freeShaderPointers $ _lightSourceShader pd
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freeShaderPointers $ _wallShadowShader pd
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freeShaderPointers $ _backgroundShader pd
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freeShaderPointers $ _fullscreenShader pd
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{-# INLINE pokeBezQStrat #-}
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pokeBezQStrat :: RenderType -> [[[Float]]]
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@@ -144,9 +141,6 @@ pokeLineStrat _ = []
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pokeEllStrat (RenderEllipse vs) = fmap (\((x,y,z),(r,g,b,a)) -> [[x,y,z],[r,g,b,a]]) vs
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pokeEllStrat _ = []
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bufferOffset :: Integral a => a -> Ptr b
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bufferOffset = plusPtr nullPtr . fromIntegral
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vert = VertexShader
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geom = GeometryShader
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frag = FragmentShader
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@@ -154,9 +148,6 @@ frag = FragmentShader
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pokeWPStrat :: (Point2,Point2) -> [[[Float]]]
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pokeWPStrat ((x,y),(z,w)) = [[[x,y,z,w]]]
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pokeLightWallStrat :: Point3 -> [[[Float]]]
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pokeLightWallStrat (x,y,z) = [[[x,y,z]]]
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pokeBGStrat :: a -> [[[Float]]]
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pokeBGStrat = const []
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