Simplify ceiling oclusions

This commit is contained in:
2025-11-02 19:20:57 +00:00
parent 0d0c1a72e0
commit 2f0487a424
8 changed files with 178 additions and 171 deletions
-3
View File
@@ -1,18 +1,15 @@
#version 450 core
layout (location = 0) in vec4 posID;
layout (location = 1) in vec4 col;
//layout (location = 2) in vec4 centerSize;
layout (location = 2) in vec4 controls;
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
out vec4 vPosID;
out vec4 vCol;
//out vec4 vCenterSize;
out vec4 vControls;
void main()
{
gl_Position = theMat * vec4(posID.xyz,1);
vPosID = posID;
vCol = col;
//vCenterSize = centerSize;
vControls = controls;
}
+4 -12
View File
@@ -1,4 +1,5 @@
#version 450 core
layout(early_fragment_tests) in;
layout(location=0)uniform vec3 lightPos;
layout(location=1)uniform vec4 lumRad;
layout (binding = 0) uniform sampler2D screenTexture;
@@ -15,20 +16,11 @@ void main() {
}
vec4 normbit = texture(normals, vTexPos);
vec3 norm = normbit.xyz;
float y1 = dot(normalize(norm), normalize(distVec));
float y1 = dot(norm, distVec);
float y2 = float(y1 > 0 ? 1 : 0);
//float y3 = clamp(0.5 * (y1 + 1),0,1) ;
float y3 = clamp(2*y1 + 1,0,1) ;
//float y3 = clamp(0.5 * (y1 + 2),0,1) ;
//float y = float(normbit.w == 0 ? y3 : y2);
float y = y2;
//float x = 1 - dist / rad;
float x = 1 - (pow(dist / rad,4));
//float x = 1 ;
//float x = 1 - (dist / rad);
//float x = 1;
//float x = 1 - max(0, ((dist + 10000) - rad) * 0.0001) ;
//vec3 c = y* (x * x * x) * lumRad.rgb;
vec3 c = y* x * lumRad.rgb;
//vec3 c = x * lumRad.rgb;
vec3 c = y2* x * lumRad.rgb;
fColor = vec4(c, 0);
}
+4 -4
View File
@@ -67,10 +67,10 @@ void main() {
vec2 closeshift = (rad * normalize(closepoint - lightPos.xy)) + lightPos.xy - closepoint;
vec2 shifto = (rad * normalize(closepoint - lightPos.xy)) + closepoint;
//vec2 p1o = vec2( distance(p1,lightPos.xy) > rad ? p1 : shift(p1) );
vec2 p1o = xoo;
//vec2 p2o = vec2( distance(p2,lightPos.xy) > rad ? p2 : shift(p2) );
vec2 p2o = yoo;
vec2 p1o = vec2( distance(p1,lightPos.xy) > rad ? p1 : shift(p1) );
//vec2 p1o = xoo;
vec2 p2o = vec2( distance(p2,lightPos.xy) > rad ? p2 : shift(p2) );
//vec2 p2o = yoo;
gl_Position = theMat * vec4(p1o,-500,1); EmitVertex();
gl_Position = theMat * vec4(p1,-500,1); EmitVertex();
+39 -51
View File
@@ -48,13 +48,9 @@ doDrawing' win pdata u = do
checkGLError "during drawing"
let w = _uvWorld u
cfig = _uvConfig u
rot = w ^. wCam . camRot
camzoom = w ^. wCam . camZoom
trans = w ^. wCam . camCenter
wins = V2 (windowXFloat cfig) (windowYFloat cfig)
(windowPoints, wallSPics, wallsToPoke) = wallsToDraw w
lightPoints = lightsToRender cfig (w ^. wCam) (w ^. cWorld . lWorld)
viewFroms@(V2 vfx vfy) = w ^. wCam . camViewFrom
--(V2 vfx vfy) = w ^. wCam . camViewFrom
shadV = _pictureShaders pdata
nFls = w ^. cWorld . numberFloorVerxs
nchs = w ^. cWorld . numberChasmVerxs
@@ -98,7 +94,6 @@ doDrawing' win pdata u = do
(pokeDust (pdata ^. cloudVBO . vboPtr) (pdata ^. cloudEBO . eboPtr))
(nCloudVs', nCloudIs')
(V.fromList $ w ^. cWorld . lWorld . dusts)
-- bind wall points, silhouette data, surface geometry
bufferShaderLayers shadV pokeCounts
mapM_
@@ -115,8 +110,7 @@ doDrawing' win pdata u = do
, (_silhouetteEBO pdata, nSilIndices)
]
-- set the coordinate uniform ready for drawing elements using world coordinates
withArray (perspectiveMatrixb rot camzoom trans wins viewFroms) $
glNamedBufferSubData (pdata ^. matUBO) 0 64
bufferPerspectiveMatrixUBO cfig (w ^. wCam) (pdata ^. matUBO)
setViewport _graphics_world_resolution cfig
glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBase . _1 . unFBO)
glDepthMask GL_TRUE
@@ -131,27 +125,29 @@ doDrawing' win pdata u = do
1
0
-- draw wall occlusions from the camera's point of view
glDisable GL_CULL_FACE
glEnable GL_STENCIL_TEST
glStencilFunc GL_NOTEQUAL 128 255
glStencilOp GL_KEEP GL_KEEP GL_REPLACE
glEnable GL_CULL_FACE
glCullFace GL_BACK
unless (debugOn Remove_LOS cfig) $ do
glUseProgram (pdata ^. ceilingStencilShader . shaderUINT)
glProgramUniform3f
(pdata ^. ceilingStencilShader . shaderUINT)
0
vfx
vfy
20
glProgramUniform1f
(pdata ^. ceilingStencilShader . shaderUINT)
1
1000 -- this should be the furthest on screen distance from the viewpoint
-- glProgramUniform3f
-- (pdata ^. ceilingStencilShader . shaderUINT)
-- 0
-- vfx
-- vfy
-- 20
-- glProgramUniform1f
-- (pdata ^. ceilingStencilShader . shaderUINT)
-- 1
-- 1000 -- this should be the furthest on screen distance from the viewpoint
glBindVertexArray $ pdata ^. ceilingStencilShader . shaderVAO . vaoName
glEnable GL_DEPTH_CLAMP
glDrawArrays
(_unPrimitiveMode $ pdata ^. ceilingStencilShader . shaderPrimitive)
0
(fromIntegral trueNWalls)
glDisable GL_DEPTH_CLAMP
glStencilMask 127 -- to alter last seven bits
glStencilOp GL_KEEP GL_KEEP GL_KEEP
-- clear color and normals
@@ -162,7 +158,6 @@ doDrawing' win pdata u = do
withArray [GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2] $
glNamedFramebufferDrawBuffers (pdata ^. fboBase . _1 . unFBO) 3
--draw walls onto base buffer
-- maybe cull faces? maybe do this before?
glEnable GL_CULL_FACE
glCullFace GL_BACK
glUseProgram (pdata ^. wallShader . shaderUINT)
@@ -185,7 +180,7 @@ doDrawing' win pdata u = do
glBindVertexArray $ pdata ^. chasmShader . shaderVAO . vaoName
glDepthMask GL_FALSE
glDrawBuffer GL_NONE
glStencilOp GL_INCR GL_INCR GL_INCR
glStencilOp GL_KEEP GL_KEEP GL_INCR
with 0 $
glClearNamedFramebufferiv
(pdata ^. fboBase . _1 . unFBO)
@@ -206,11 +201,9 @@ doDrawing' win pdata u = do
(_unPrimitiveMode $ pdata ^. floorShader . shaderPrimitive)
0
(fromIntegral nFls)
glDisable GL_STENCIL_TEST
--glDisable GL_STENCIL_TEST
glDisable GL_CULL_FACE
glEnable GL_BLEND
-- reset stencil to not draw on ceilings
glStencilFunc GL_NOTEQUAL 128 255
--draw lightmap into its own buffer
createLightMap
cfig
@@ -232,16 +225,11 @@ doDrawing' win pdata u = do
glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
drawShader (_fullscreenShader pdata) 4
with GL_COLOR_ATTACHMENT0 $
glInvalidateNamedFramebufferData
(pdata ^. fboLighting . _1 . unFBO)
1
glInvalidateNamedFramebufferData (pdata ^. fboLighting . _1 . unFBO) 1
--draw bloom onto bloom buffer
glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBloom . _1 . unFBO)
withArray [0, 0, 0, 0] $
glClearNamedFramebufferfv
(pdata ^. fboBloom . _1 . unFBO)
GL_COLOR
0
glClearNamedFramebufferfv (pdata ^. fboBloom . _1 . unFBO) GL_COLOR 0
glDepthFunc GL_LESS
glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
glDepthMask GL_FALSE
@@ -251,7 +239,10 @@ doDrawing' win pdata u = do
-- draw clouds to block bloom particles, transparency blocks some alpha
glDepthMask GL_FALSE
glBlendColor 0 0 0 0.1 -- using this and GL_CONSTANT_ALPHA below
-- can allow for some underlighting of the clouds
-- can allow for some bloom to bleed through underneath the clouds
-- note that BloomNoZWrite will always be under the clouds, this should be
-- rethought, either do another pass and write just the depth or even remove
-- the layer entirely
glBlendFuncSeparate GL_ZERO GL_ONE GL_CONSTANT_ALPHA GL_ONE_MINUS_SRC_ALPHA
glUseProgram (pdata ^. cloudShader . shaderUINT)
glBindVertexArray $ pdata ^. cloudShader . shaderVAO . vaoName
@@ -271,7 +262,8 @@ doDrawing' win pdata u = do
glDisable GL_BLEND
drawShader (_bloomBlurShader pdata) 4
when (cfig ^. graphics_bloom) $ do
replicateM_ 2 $ pingPongBetween (_fboHalf1 pdata) (_fboHalf2 pdata) (_bloomBlurShader pdata)
replicateM_ 2 $ pingPongBetween
(_fboHalf1 pdata) (_fboHalf2 pdata) (_bloomBlurShader pdata)
glEnable GL_BLEND
setViewport _graphics_world_resolution cfig
--draw clouds onto cloud buffer
@@ -282,12 +274,11 @@ doDrawing' win pdata u = do
--withArray [GL_COLOR_ATTACHMENT0, GL_NONE] $
withArray [GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1] $
glNamedFramebufferDrawBuffers (pdata ^. fboCloud . _1 . unFBO) 2
withArray [0.5, 0.5, 0.5, 0] $ \ptr ->
withArray [0.5, 0.5, 0.5, 0] $
glClearNamedFramebufferfv
(pdata ^. fboCloud . _1 . unFBO)
GL_COLOR
0
ptr
glUseProgram (pdata ^. cloudShader . shaderUINT)
glBindVertexArray $ pdata ^. cloudShader . shaderVAO . vaoName
glDrawElements
@@ -307,20 +298,11 @@ doDrawing' win pdata u = do
glDepthFunc GL_ALWAYS
glDisable GL_BLEND
withArray [GL_NONE, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2] $
-- \ptr -> glDrawBuffers 3 ptr
glNamedFramebufferDrawBuffers (pdata ^. fboCloud . _1 . unFBO) 3
withArray [0, 0, 0, 0] $ \ptr ->
glClearNamedFramebufferfv
(pdata ^. fboCloud . _1 . unFBO)
GL_COLOR
1
ptr
withArray [0, 0, 0, 0] $ \ptr ->
glClearNamedFramebufferfv
(pdata ^. fboCloud . _1 . unFBO)
GL_COLOR
2
ptr
withArray [0, 0, 0, 0] $
glClearNamedFramebufferfv (pdata ^. fboCloud . _1 . unFBO) GL_COLOR 1
withArray [0, 0, 0, 0] $
glClearNamedFramebufferfv (pdata ^. fboCloud . _1 . unFBO) GL_COLOR 2
glEnable GL_BLEND
-- we sum the positions weighted by alpha, and sum the alpha
glBlendFuncSeparatei 1 GL_SRC_ALPHA GL_ONE GL_ONE GL_ONE
@@ -430,13 +412,19 @@ doDrawing' win pdata u = do
renderLayer DebugLayer shadV pokeCounts
glBindBufferBase GL_UNIFORM_BUFFER 0 (pdata ^. matUBO)
withArray (scaleMatrix (2 / windowXFloat cfig) (2 / windowYFloat cfig)) $
\ptr -> glNamedBufferSubData (pdata ^. matUBO) 0 64 ptr
glNamedBufferSubData (pdata ^. matUBO) 0 64
glDepthFunc GL_GEQUAL
glDepthMask GL_TRUE
with (-1) $ \ptr -> glClearNamedFramebufferfv 0 GL_DEPTH 0 ptr
with (-1) $ glClearNamedFramebufferfv 0 GL_DEPTH 0
renderLayer FixedCoordLayer shadV pokeCounts
SDL.glSwapWindow win
bufferPerspectiveMatrixUBO :: Config -> Camera -> GLuint -> IO ()
bufferPerspectiveMatrixUBO cfig cam uboid = withArray
(perspectiveMatrixb (cam ^. camRot) (cam ^. camZoom) (cam ^. camCenter)
(V2 (windowXFloat cfig) (windowYFloat cfig)) (cam ^. camViewFrom))
$ glNamedBufferSubData uboid 0 64
getDistortions :: Config -> World -> [Distortion]
getDistortions cfig w
| cfig ^. graphics_distortions = w ^. cWorld . lWorld . distortions
+52 -36
View File
@@ -1,53 +1,64 @@
module MatrixHelper
( perspectiveMatrixb
, isoMatrix
, scaleMatrix
) where
module MatrixHelper (
perspectiveMatrixb,
isoMatrix,
scaleMatrix,
) where
import Geometry.Data
import Linear.Matrix
import Graphics.GL.Core45
import Linear.Matrix
perspectiveMatrixb
:: Float -- ^ Rotation
-> Float -- ^ Zoom
-> Point2 -- ^ Translation
-> Point2 -- ^ Window size
-> Point2 -- ^ View froms
-> [GLfloat]
perspectiveMatrixb ::
-- | Rotation
Float ->
-- | Zoom
Float ->
-- | Translation
Point2 ->
-- | Window size
Point2 ->
-- | View froms
Point2 ->
[GLfloat]
perspectiveMatrixb rot zoom (V2 tranx trany) (V2 winx winy) (V2 viewFromx viewFromy) =
concatMap vToL
. vToL
. lmt
$ scaleMat (V2 (2*zoom/winx) (2*zoom/winy))
!*! rotMatr (-rot)
!*! transMat (V2 (viewFromx-tranx) (viewFromy-trany))
$ scaleMat (V2 (2 * zoom / winx) (2 * zoom / winy))
!*! rotMatr (- rot)
!*! transMat (V2 (viewFromx - tranx) (viewFromy - trany))
!*! perMat 0.4
!*! transMat (V2 (-viewFromx) (-viewFromy))
!*! transMat (V2 (- viewFromx) (- viewFromy))
!*! vertScale (negate 0.005)
!*! vertTrans 20
isoMatrix
:: Float -- ^ Rotation
-> Float -- ^ Zoom
-> Point2 -- ^ Translation
-> Point2 -- ^ Window size
-> [GLfloat]
isoMatrix rot zoom (V2 tranx trany) (V2 winx winy) = concatMap vToL
isoMatrix ::
-- | Rotation
Float ->
-- | Zoom
Float ->
-- | Translation
Point2 ->
-- | Window size
Point2 ->
[GLfloat]
isoMatrix rot zoom (V2 tranx trany) (V2 winx winy) =
concatMap vToL
. vToL
. lmt
$ scaleMat (V2 (2*zoom/winx) (2*zoom/winy))
!*! rotMatr (-rot)
!*! transMat (V2 (-tranx) (-trany))
$ scaleMat (V2 (2 * zoom / winx) (2 * zoom / winy))
!*! rotMatr (- rot)
!*! transMat (V2 (- tranx) (- trany))
lmt :: V4 (V4 a) -> V4 (V4 a)
lmt = Linear.Matrix.transpose
vToL :: V4 a -> [a]
vToL (V4 a b c d) = [a,b,c,d]
vToL (V4 a b c d) = [a, b, c, d]
perMat :: Float -> V4 (V4 Float)
perMat x = V4
perMat x =
V4
(V4 1 0 0 0)
(V4 0 1 0 0)
(V4 0 0 1 0)
@@ -57,35 +68,40 @@ scaleMatrix :: Float -> Float -> [V4 Float]
scaleMatrix x = vToL . scaleMat . V2 x
scaleMat :: Point2 -> V4 (V4 Float)
scaleMat (V2 x y) = V4
scaleMat (V2 x y) =
V4
(V4 x 0 0 0)
(V4 0 y 0 0)
(V4 0 0 1 0)
(V4 0 0 0 1)
rotMatr :: Float -> V4 (V4 Float)
rotMatr a = V4
(V4 (cos a) (sin (-a)) 0 0)
rotMatr a =
V4
(V4 (cos a) (sin (- a)) 0 0)
(V4 (sin a) (cos a) 0 0)
(V4 0 0 1 0)
(V4 0 0 0 1)
transMat :: Point2 -> V4 (V4 Float)
transMat (V2 x y) = V4
transMat (V2 x y) =
V4
(V4 1 0 0 x)
(V4 0 1 0 y)
(V4 0 0 1 0)
(V4 0 0 0 1)
vertScale :: Float -> V4 (V4 Float)
vertScale s = V4
vertScale s =
V4
(V4 1 0 0 0)
(V4 0 1 0 0)
(V4 0 0 s 0)
(V4 0 0 0 1)
vertTrans :: Float -> V4 (V4 Float)
vertTrans z = V4
vertTrans z =
V4
(V4 1 0 0 0)
(V4 0 1 0 0)
(V4 0 0 1 (negate z))
+24 -12
View File
@@ -5,8 +5,6 @@ module Preload.Render (
cleanUpRenderPreload,
) where
import Shape.Parameters
import Shader.Parameters
import Control.Concurrent
import Control.Lens
import Control.Monad
@@ -19,6 +17,8 @@ import Graphics.GL.Core45
import Shader.AuxAddition
import Shader.Compile
import Shader.Data
import Shader.Parameters
import Shape.Parameters
{- BINDING LIST:
0 base
@@ -49,9 +49,13 @@ preloadRender = do
shEBO <- setupEBO shPosVAO
-- note the shape shader vao is distinct from the position vao, but they
-- share an EBO
shapeshader <- makeShaderUsingVBO "shape/basic" [vert, frag]
shapeshader <-
makeShaderUsingVBO
"shape/basic"
[vert, frag]
shapeVerxAttributes
pmTriangles shVBO
pmTriangles
shVBO
glVertexArrayElementBuffer (shapeshader ^. shaderVAO . vaoName) (shEBO ^. eboName)
--setup silhouette edge VAO
@@ -63,8 +67,13 @@ preloadRender = do
let wallverxstrd = 8
wallvbo <- setupVBO (floatSize * wallverxstrd)
winvbo <- setupVBO (floatSize * 8)
windowshader <- makeShaderUsingVBO
"wall/window" [vert, geom, frag] (toFloatVAs [4, 4]) pmPoints winvbo
windowshader <-
makeShaderUsingVBO
"wall/window"
[vert, geom, frag]
(toFloatVAs [4, 4])
pmPoints
winvbo
wallshader <- makeShaderUsingVBO "wall/basic" [vert, geom, frag] (toFloatVAs [4, 4]) pmPoints wallvbo
putStrLn "Setup lighting shaders"
lightingWallShadShad <-
@@ -100,7 +109,7 @@ preloadRender = do
--initTexture2DArray 50 "data/texture/charMapVertBig.png" 2 32 64 95 GL_LINEAR_MIPMAP_NEAREST GL_LINEAR
putStrLn "Setup full screen shaders"
(_,screentexturevao) <- setupStaticVBOVAO (toFloatVAs [2,2]) (concat cornerList)
(_, screentexturevao) <- setupStaticVBOVAO (toFloatVAs [2, 2]) (concat cornerList)
alphadivideshader <- makeShaderUsingVAO "texture2D/alphaDivide" [vert, frag] pmTriangleStrip screentexturevao
fsShad <- makeShaderUsingVAO "texture/simple" [vert, frag] pmTriangleStrip screentexturevao
bloomBlurShad <- makeShaderUsingVAO "texture/bloomBlur" [vert, frag] pmTriangleStrip screentexturevao
@@ -120,10 +129,14 @@ preloadRender = do
putStrLn "Setup chasm VBO, shader"
let chasmverxstrd = 3
chasmvbo <- setupVBOStatic (floatSize * chasmverxstrd)
chasmshader <- makeShaderUsingVBO "positional/blank" [vert, frag] (toFloatVAs [3]) pmTriangles chasmvbo
chasmshader <-
makeShaderUsingVBO
"positional/blank"
[vert, frag]
(toFloatVAs [3])
pmTriangles
chasmvbo
putStrLn "Setup cloud VBO, shader"
--let cloudverxsizes = [4, 4, 4, 4]
let cloudverxsizes = [4, 4, 4]
cloudvbo <- setupVBO (floatSize * sum cloudverxsizes)
(cloudshader, cloudebo) <-
@@ -151,7 +164,6 @@ preloadRender = do
-- reset to default framebuffer, ready for drawing direct to screen
glBindFramebuffer GL_FRAMEBUFFER 0
initializeGLState
putStrLn "Return preload"
return $
@@ -177,7 +189,6 @@ preloadRender = do
, _fboHalf1 = fboHalf1Name
, _fboHalf2 = fboHalf2Name
, _fboLighting = fboLightingName
-- , _fboShadow = fboShadowName
, _fboBase = fboBaseName
, _fboCloud = fboCloudName
, _fboBloom = fboBloomName
@@ -221,6 +232,7 @@ cornerList =
initializeGLState :: IO ()
initializeGLState = do
glEnable GL_DEPTH_TEST
glEnable GL_STENCIL_TEST
cleanUpRenderPreload :: RenderData -> IO ()
cleanUpRenderPreload _ = return ()
+7 -6
View File
@@ -98,7 +98,7 @@ renderLightingNoShadows positiontexture normaltexture lightPoints pdata = do
(fromIntegral (4 :: Int))
--cleanup: may not be necessary, depending on what comes after...
glDisable GL_CULL_FACE
glDisable GL_STENCIL_TEST
-- glDisable GL_STENCIL_TEST
renderFlatLighting :: RenderData -> IO ()
@@ -155,9 +155,8 @@ renderShadows shadrendertype nWalls nSils nCaps positiontexture normaltexture li
flip VFSM.mapM_ (VFSM.fromList lightPoints) $ \(V3 x y z, rad, V3 r g b) -> do
-- note that the stencil shadows rely on the depth buffer
glDepthFunc GL_LESS
-- setup stencil
glColorMask GL_FALSE GL_FALSE GL_FALSE GL_FALSE
glStencilMask 127 -- so we only affect the last 7 bits
-- setup stencil
with 0 $
glClearNamedFramebufferiv
(pdata ^. fboLighting . _1 . unFBO)
@@ -206,16 +205,18 @@ renderShadows shadrendertype nWalls nSils nCaps positiontexture normaltexture li
glDisable GL_CULL_FACE
glColorMask GL_TRUE GL_TRUE GL_TRUE GL_FALSE
glStencilFunc GL_EQUAL 0 255
glUseProgram (ltextShad ^. shaderUINT) --Just (_shadProg ltextShad)
glUseProgram (ltextShad ^. shaderUINT)
glUniform3f 0 x y z
glUniform4f 1 r g b rad
glBindVertexArray $ ltextShad ^. shaderVAO . vaoName -- Just (_vao $ _shadVAO ltextShad)
glBindVertexArray $ ltextShad ^. shaderVAO . vaoName
glDrawArrays
(_unPrimitiveMode (_shaderPrimitive ltextShad))
0
(fromIntegral (4 :: Int))
--cleanup: may not be necessary, depending on what comes after...
glDisable GL_STENCIL_TEST
-- glDisable GL_STENCIL_TEST
glStencilFunc GL_NOTEQUAL 128 255
glStencilOp GL_KEEP GL_KEEP GL_KEEP
glColorMask GL_TRUE GL_TRUE GL_TRUE GL_TRUE
-- assumes that vertices have already been sent to the shader
+16 -15
View File
@@ -2700,6 +2700,7 @@ brightX src/Color.hs 116;" f
btSPic src/Dodge/Render/ShapePicture.hs 129;" f
btText src/Dodge/Inventory/SelectionList.hs 237;" f
bufferEBO src/Shader/Bind.hs 28;" f
bufferPerspectiveMatrixUBO src/Dodge/Render.hs 420;" f
bufferPokedVBO src/Shader/Bind.hs 19;" f
bufferShaderLayers src/Shader/Bind.hs 36;" f
bulletBeltBracer src/Dodge/Item/Equipment.hs 67;" f
@@ -2792,7 +2793,7 @@ clang2S src/Dodge/SoundLogic/ExternallyGeneratedSounds.hs 676;" f
clangS src/Dodge/SoundLogic/ExternallyGeneratedSounds.hs 542;" f
cldtPropagateFold src/Dodge/DoubleTree.hs 358;" f
cleanUpPreload src/Preload.hs 10;" f
cleanUpRenderPreload src/Preload/Render.hs 225;" f
cleanUpRenderPreload src/Preload/Render.hs 236;" f
cleanUpSoundPreload src/Preload.hs 15;" f
cleanupHalted src/Sound.hs 117;" f
cleatLabel src/Dodge/Cleat.hs 30;" f
@@ -2878,7 +2879,7 @@ copier src/Dodge/Item/Scope.hs 88;" f
copierItemUpdate src/Dodge/Creature/State.hs 131;" f
copyItemToFloor src/Dodge/FloorItem.hs 14;" f
corDoor src/Dodge/Room/Room.hs 385;" f
cornerList src/Preload/Render.hs 203;" f
cornerList src/Preload/Render.hs 214;" f
corpseOrGib src/Dodge/Creature/Update.hs 111;" f
corridor src/Dodge/Room/Corridor.hs 17;" f
corridorBoss src/Dodge/LockAndKey.hs 133;" f
@@ -3557,7 +3558,7 @@ getCrMoveSpeed src/Dodge/Creature/Statistics.hs 50;" f
getCrsFromRooms src/Dodge/Room/Tutorial.hs 357;" f
getCrsFromRooms' src/Dodge/Room/Tutorial.hs 344;" f
getDebugMouseOver src/Dodge/Update.hs 377;" f
getDistortions src/Dodge/Render.hs 438;" f
getDistortions src/Dodge/Render.hs 426;" f
getEdgesCrossing src/Dodge/Path.hs 42;" f
getGrenadeHitEffect src/Dodge/HeldUse.hs 1264;" f
getInventoryPath src/Dodge/Inventory/Path.hs 9;" f
@@ -3709,7 +3710,7 @@ initWallZoning src/Dodge/Wall/Zone.hs 12;" f
initialRoomTree src/Dodge/Floor.hs 24;" f
initialWorld src/Dodge/Initialisation.hs 15;" f
initialisePlaying src/Sound.hs 77;" f
initializeGLState src/Preload/Render.hs 221;" f
initializeGLState src/Preload/Render.hs 232;" f
initializeOptionMenu src/Dodge/Menu/Option.hs 17;" f
initializeOptionMenuBO src/Dodge/Menu/Option.hs 30;" f
initializeTexture2D src/Framebuffer/Update.hs 209;" f
@@ -3812,7 +3813,7 @@ isUsedLnkUnplaced src/Dodge/PlacementSpot.hs 174;" f
isValidCommand src/Dodge/Debug/Terminal.hs 134;" f
isVowel src/StringHelp.hs 8;" f
isWalkable src/Dodge/WorldEvent/ThingsHit.hs 177;" f
isoMatrix src/MatrixHelper.hs 30;" f
isoMatrix src/MatrixHelper.hs 35;" f
isotriBWH src/Geometry/Polygon.hs 22;" f
itDim src/Dodge/Item/InvSize.hs 21;" f
itEffectOnDrop src/Dodge/Item/BackgroundEffect.hs 67;" f
@@ -3954,7 +3955,7 @@ listCursorChooseBorderScale src/Dodge/Render/List.hs 135;" f
listGuard src/Dodge/Creature/ReaderUpdate.hs 195;" f
listSelectionColorPicture src/Dodge/DisplayInventory.hs 302;" f
litCorridor90 src/Dodge/Room/RoadBlock.hs 26;" f
lmt src/MatrixHelper.hs 43;" f
lmt src/MatrixHelper.hs 53;" f
lnkMidPosInvSelsCol src/Dodge/Render/HUD.hs 387;" f
loadDodgeConfig src/Dodge/Config.hs 30;" f
loadMusic src/Dodge/SoundLogic/LoadSound.hs 30;" f
@@ -4317,7 +4318,7 @@ pbsHit src/Dodge/WorldEvent/ThingsHit.hs 95;" f
peZoneSize src/Dodge/Zoning/Pathing.hs 49;" f
pedestalRoom src/Dodge/Room/Containing.hs 50;" f
penThing src/Dodge/Bullet.hs 214;" f
perMat src/MatrixHelper.hs 49;" f
perMat src/MatrixHelper.hs 59;" f
perceptionUpdate src/Dodge/Creature/Perception.hs 24;" f
performAction src/Dodge/Creature/Action.hs 54;" f
performActions src/Dodge/Creature/Action.hs 39;" f
@@ -4685,7 +4686,7 @@ roomsContaining' src/Dodge/Room/Containing.hs 25;" f
rootNotrootEff src/Dodge/Item/BackgroundEffect.hs 28;" f
rose src/Color.hs 20;" f
rotD src/Padding.hs 44;" f
rotMatr src/MatrixHelper.hs 66;" f
rotMatr src/MatrixHelper.hs 78;" f
rotU src/Padding.hs 39;" f
rotate src/Picture/Base.hs 153;" f
rotate3 src/Geometry/Vector3D.hs 48;" f
@@ -4738,8 +4739,8 @@ sawtoothFailS src/Dodge/SoundLogic/ExternallyGeneratedSounds.hs 714;" f
scToTS src/Dodge/Event/Input.hs 34;" f
scale src/Picture/Base.hs 149;" f
scale3 src/Picture/Base.hs 145;" f
scaleMat src/MatrixHelper.hs 59;" f
scaleMatrix src/MatrixHelper.hs 56;" f
scaleMat src/MatrixHelper.hs 70;" f
scaleMatrix src/MatrixHelper.hs 67;" f
scaleSH src/Shape.hs 269;" f
scalp src/Dodge/Creature/Picture.hs 93;" f
scancodeToHotkey src/Dodge/Creature/YourControl.hs 102;" f
@@ -4826,7 +4827,7 @@ setTiles src/Dodge/Layout.hs 67;" f
setTreeInts src/Dodge/Room/Tutorial.hs 98;" f
setViewDistance src/Dodge/Update/Camera.hs 239;" f
setViewPos src/Dodge/Creature/ReaderUpdate.hs 69;" f
setViewport src/Dodge/Render.hs 443;" f
setViewport src/Dodge/Render.hs 431;" f
setVol src/Dodge/Config.hs 47;" f
setWristShieldPos src/Dodge/Equipment.hs 49;" f
setWristShieldPos src/Dodge/Euse.hs 38;" f
@@ -5194,7 +5195,7 @@ tractorGunPic src/Dodge/Item/Draw/SPic.hs 437;" f
tractorPullPos src/Dodge/TractorBeam/Update.hs 33;" f
tractorSPic src/Dodge/TractorBeam/Draw.hs 10;" f
tranRot src/Picture/Base.hs 124;" f
transMat src/MatrixHelper.hs 73;" f
transMat src/MatrixHelper.hs 86;" f
transToHandle src/Dodge/Item/HeldOffset.hs 26;" f
translate src/Picture/Base.hs 116;" f
translate3 src/Picture/Base.hs 120;" f
@@ -5455,15 +5456,15 @@ vInverse src/Geometry/Vector.hs 154;" f
vNormal src/Geometry/Vector.hs 149;" f
vNormaly src/Geometry/Vector3D.hs 72;" f
vShape src/Dodge/Placement/Instance/LightSource.hs 130;" f
vToL src/MatrixHelper.hs 46;" f
vToL src/MatrixHelper.hs 56;" f
vToQuat src/Quaternion.hs 42;" f
validTerminalCommands src/Dodge/Debug/Terminal.hs 137;" f
vasTightStride src/Shader/Compile.hs 297;" f
vecBetweenSpeed src/Dodge/Base.hs 146;" f
vecTurnTo src/Dodge/Movement/Turn.hs 19;" f
vert src/Shader/Data.hs 102;" f
vertScale src/MatrixHelper.hs 80;" f
vertTrans src/MatrixHelper.hs 87;" f
vertScale src/MatrixHelper.hs 94;" f
vertTrans src/MatrixHelper.hs 102;" f
verticalPipe src/Dodge/Picture.hs 19;" f
verticalPipe src/Dodge/Placement/Instance/Pipe.hs 6;" f
verticalWire src/Dodge/Wire.hs 23;" f