Add trajectory to grenades, various refactoring

This commit is contained in:
2021-09-25 18:39:53 +01:00
parent a0340eb024
commit 32367b5b2d
32 changed files with 339 additions and 253 deletions
+3 -3
View File
@@ -116,7 +116,7 @@ preloadRender = do
let silEBO = EBO {_ebo = silEBOname, _eboPtr = silEBOptr}
shEdgeVAO = VAO { _vao = shEdgeVAOname, _vaoVBO = shVBO }
-- lighting shaders
lightingOccludeShad <- makeShaderUsingVAO "lighting/occlude" [vert,geom,frag] EPoints wpVAO
lightingWallShadShad <- makeShaderUsingVAO "lighting/wallShadow" [vert,geom,frag] EPoints wpVAO
>>= addUniforms ["lightPos"]
lightingCapShad
<- makeShaderUsingVAO "lighting/cap" [vert,geom,frag] ETriangles shPosVAO
@@ -201,7 +201,7 @@ preloadRender = do
, _silhouetteEBO = silEBO
, _lightingCapShader = lightingCapShad
, _lightingLineShadowShader = lightingLineShadowShad
, _lightingOccludeShader = lightingOccludeShad
, _lightingWallShadShader = lightingWallShadShad
, _wallBlankShader = wallBlankShad
, _wallTextureShader = wallTextureShad
, _windowShader = wallBlankShad { _shadVAO = winColVAO }
@@ -239,6 +239,6 @@ cleanUpRenderPreload :: RenderData -> IO ()
cleanUpRenderPreload pd = do
-- TODO fix this
--mapM_ freeShaderPointers $ _pictureShaders pd
freeShaderPointers $ _lightingOccludeShader pd
freeShaderPointers $ _lightingWallShadShader pd
freeShaderPointers $ _fullscreenShader pd