Use texture array for character rendering, condense rendering
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@@ -2,6 +2,8 @@ module Dodge.Render.ShapePicture (
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worldSPic,
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) where
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import Dodge.Render.Picture
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import Dodge.Data.Universe
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import Control.Lens
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import Control.Monad (guard)
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import Data.Foldable
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@@ -41,9 +43,9 @@ import ShapePicture
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import ShortShow
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import Sound.Data
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worldSPic :: Configuration -> World -> SPic
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worldSPic cfig w =
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(mempty, extraPics cfig w)
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worldSPic :: Configuration -> Universe -> SPic
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worldSPic cfig u =
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(mempty, extraPics cfig u)
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<> foldup drawProp' (filtOn _prPos _props)
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<> foldup drawProjectile (filtOn _prjPos _projectiles)
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<> foldup (shiftDraw _blPos _blDir (drawBlock . _blDraw)) (filtOn _blPos _blocks)
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@@ -56,6 +58,7 @@ worldSPic cfig w =
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<> aimDelaySweep cfig w
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<> anyTargeting cfig w
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where
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w = _uvWorld u
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foldup = foldMap'
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filtOn f g = IM.filter (pointIsClose . f) (g (_lWorld (_cWorld w)))
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pointIsClose = cullPoint cfig w
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@@ -144,9 +147,10 @@ cullPoint cfig w p
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| debugOn Close_shape_culling cfig = pointInPolygon p (w ^. cWorld . camPos . camBoundBox)
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| otherwise = dist (w ^. cWorld . camPos . camCenter) p < (w ^. cWorld . camPos . camViewDistance)
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extraPics :: Configuration -> World -> Picture
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extraPics cfig w =
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extraPics :: Configuration -> Universe -> Picture
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extraPics cfig u =
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pictures (_decorations lw)
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<> setLayer FixedCoordLayer (fixedCoordPictures u)
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<> concatMapPic drawTractorBeam (_tractorBeams lw)
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<> concatMapPic drawLinearShockwave (_linearShockwaves lw)
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<> concatMapPic drawShockwave (_shockwaves lw)
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@@ -167,6 +171,7 @@ extraPics cfig w =
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<> viewClipBounds cfig w
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<> debugDraw cfig w
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where
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w = u ^. uvWorld
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lw = w ^. cWorld . lWorld
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debugDraw :: Configuration -> World -> Picture
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