Graphic tweaks/cleanup
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+11
-17
@@ -62,11 +62,7 @@ doDrawing' win pdata u = do
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((nWins, trueNWalls), (nShapeVs, nIndices, nSilIndices)) <-
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MP.liftM3
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(\_ a b -> (a, b))
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( pokeLayVerxs
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shadV
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pokeCounts
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wp
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)
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( pokeLayVerxs shadV pokeCounts wp)
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( pokeWallsWindows
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(pdata ^. winVBO . vboPtr)
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(pdata ^. wallVBO . vboPtr)
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@@ -81,7 +77,7 @@ doDrawing' win pdata u = do
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(0, 0, 0)
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ws
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)
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nCloudVs' <-
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nCloudVs' <- -- foldM (pokeCloud $ pdata ^. cloudVBO . vboPtr) 0 (w ^. cWorld . lWorld . clouds)
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V.foldM'
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(pokeCloud (pdata ^. cloudVBO . vboPtr))
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0
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@@ -162,9 +158,9 @@ doDrawing' win pdata u = do
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(pdata ^. fboBase . _2 . _3)
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lightPoints
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pdata
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-- no longer need base positions/normals
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withArray [GL_COLOR_ATTACHMENT1,GL_COLOR_ATTACHMENT2] $
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glInvalidateNamedFramebufferData (pdata ^. fboBase . _1 . unFBO) 2
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-- -- no longer need base positions/normals
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-- withArray [GL_COLOR_ATTACHMENT1,GL_COLOR_ATTACHMENT2] $
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-- glInvalidateNamedFramebufferData (pdata ^. fboBase . _1 . unFBO) 2
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glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
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--apply lightmap to base buffer
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glDepthFunc GL_ALWAYS
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@@ -177,8 +173,8 @@ doDrawing' win pdata u = do
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--glDrawArrays GL_TRIANGLES 0 6
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glDrawArrays GL_TRIANGLES 0 3
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-- no longer need lighting texture
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with GL_COLOR_ATTACHMENT0 $
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glInvalidateNamedFramebufferData (pdata ^. fboLighting . _1 . unFBO) 1
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-- with GL_COLOR_ATTACHMENT0 $
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-- glInvalidateNamedFramebufferData (pdata ^. fboLighting . _1 . unFBO) 1
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--draw bloom onto bloom buffer
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBloom . _1 . unFBO)
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withArray [0, 0, 0, 0] $
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@@ -255,6 +251,7 @@ doDrawing' win pdata u = do
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when (_gr_cloud_shadows cfig) $ do
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----render transparency depths
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-- glDepthMask GL_TRUE
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-- glDepthMask GL_TRUE
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glDepthFunc GL_ALWAYS
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withArray [GL_NONE, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2] $
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glNamedFramebufferDrawBuffers (pdata ^. fboCloud . _1 . unFBO) 3
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@@ -272,10 +269,7 @@ doDrawing' win pdata u = do
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glDrawArrays GL_TRIANGLES 0 (fromIntegral nCloudVs * 6)
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboPos . _1 . unFBO)
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withArray [0, 0, 0, 0] $
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glClearNamedFramebufferfv
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(pdata ^. fboPos . _1 . unFBO)
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GL_COLOR
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0
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glClearNamedFramebufferfv (pdata ^. fboPos . _1 . unFBO) GL_COLOR 0
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glBindTextureUnit 0 (pdata ^. fboCloud . _2 . _2 . unTO)
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glDepthMask GL_FALSE
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glUseProgram (pdata ^. alphaDivideShader)
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@@ -285,7 +279,7 @@ doDrawing' win pdata u = do
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glDepthMask GL_TRUE
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glDepthFunc GL_LESS
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glEnable GL_BLEND
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
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glBindFramebuffer GL_FRAMEBUFFER $ pdata ^. fboLighting . _1 . unFBO
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createLightMap
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True
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(w ^. wCam)
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@@ -333,7 +327,7 @@ doDrawing' win pdata u = do
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withArray [GL_COLOR_ATTACHMENT0, GL_NONE] $
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glNamedFramebufferDrawBuffers (pdata ^. fboCloud . _1 . unFBO) 2
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glDepthFunc GL_ALWAYS
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glBindTextureUnit 0 (_unTO . snd $ _fboLighting pdata)
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glBindTextureUnit 0 (pdata ^. fboLighting . _2 . unTO)
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glEnable GL_BLEND
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glBlendFuncSeparate GL_ZERO GL_ONE_MINUS_SRC_COLOR GL_ZERO GL_ONE
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glUseProgram (pdata ^. fullscreenShader)
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