Implement translation rotation zoom using uniform buffers, improvement?
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+18
-2
@@ -10,10 +10,26 @@ uniform float zoom;
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uniform vec2 translation;
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uniform float rotation;
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vec2 tran(vec2 v)
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{
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return (v - translation);
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}
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vec2 rot(vec2 v)
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{
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return vec2 ( v.x * cos(-rotation) - v.y * sin(-rotation)
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, v.x * sin(-rotation) + v.y * cos(-rotation)
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);
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}
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vec2 scal(vec2 v)
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{
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return vec2 ( 2 * v.x * zoom / winSize.x
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, 2 * v.y * zoom / winSize.y
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);
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}
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void main()
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{
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gl_Position = vec4(position,1);
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//gl_Position = vec4(0,0,0,1);
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gl_Position = vec4(scal(rot(tran(position.xy))),position.z,1);
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vColor = color;
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vparams = saEaRadWdth;
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}
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@@ -6,6 +6,8 @@ in vec2 vWinSize [];
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out vec2 gTexPos;
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uniform vec2 translation;
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uniform float zoom;
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uniform float rotation;
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vec2 rotBy( float rot, vec2 v)
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{
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@@ -18,8 +20,8 @@ vec2 rotBy( float rot, vec2 v)
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void main()
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{
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vec2 cPos = vec2(translation.x / 250 , translation.y /250 );
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float zoom = vParams[0].w;
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float rot = 0 - vParams[0].z;
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// float zoom = vParams[0].w;
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float rot = 0 - rotation;
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float x = vWinSize[0].x / (500*zoom) ;
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float y = vWinSize[0].y / (500*zoom) ;
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+18
-1
@@ -8,8 +8,25 @@ uniform float zoom;
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uniform float rotation;
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uniform vec2 translation;
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vec2 tran(vec2 v)
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{
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return (v - translation);
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}
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vec2 rot(vec2 v)
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{
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return vec2 ( v.x * cos(-rotation) - v.y * sin(-rotation)
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, v.x * sin(-rotation) + v.y * cos(-rotation)
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);
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}
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vec2 scal(vec2 v)
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{
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return vec2 ( 2 * v.x * zoom / winSize.x
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, 2 * v.y * zoom / winSize.y
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);
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}
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void main()
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{
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gl_Position = vec4(position,1);
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gl_Position = vec4(scal(rot(tran(position.xy))),position.z,1);
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vColor = color;
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}
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+17
-2
@@ -10,10 +10,25 @@ uniform float zoom;
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uniform vec2 translation;
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uniform float rotation;
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vec2 tran(vec2 v)
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{
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return (v - translation);
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}
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vec2 rot(vec2 v)
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{
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return vec2 ( v.x * cos(-rotation) - v.y * sin(-rotation)
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, v.x * sin(-rotation) + v.y * cos(-rotation)
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);
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}
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vec2 scal(vec2 v)
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{
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return vec2 ( 2 * v.x * zoom / winSize.x
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, 2 * v.y * zoom / winSize.y
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);
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}
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void main()
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{
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gl_Position = vec4(position,1);
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//gl_Position = vec4(0,0,0,1);
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gl_Position = vec4(scal(rot(tran(position.xy))),position.z,1);
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vColor = color;
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vRad = rad;
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}
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@@ -72,8 +72,8 @@ worldPictures w
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, smokeShadows
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]
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where
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screenShift = scale zoomx zoomy . rotate (0 - (_cameraRot w) )
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. uncurry translate ((0,0) -.- _cameraPos w)
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screenShift = id--scale zoomx zoomy . rotate (0 - (_cameraRot w) )
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-- . uncurry translate ((0,0) -.- _cameraPos w)
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zoomx = 2 * _cameraZoom w / _windowX w
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zoomy = 2 * _cameraZoom w / _windowY w
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scaler = scale (2 / _windowX w) (2 / _windowY w)
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+17
-3
@@ -358,13 +358,27 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
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blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
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clear [DepthBuffer]
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-- draw layer 0
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renderTree pdata rot zoom (tranx,trany) (winx,winy) (picToList 0 pic)
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renderTree pdata rot zoom (tranx,trany) (winx,winy) (picToFTree 0 pic)
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-- reset blend so that light map doesn't apply
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blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
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renderTree pdata rot zoom (tranx,trany) (winx,winy) $ picToList 1 pic
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renderTree pdata rot zoom (tranx,trany) (winx,winy) $ picToFTree 1 pic
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-- set drawing for on top
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blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
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renderTree pdata rot zoom (tranx,trany) (winx,winy) $ picToList 2 pic
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renderTree pdata rot zoom (tranx,trany) (winx,winy) $ picToFTree 2 pic
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-- reset uniforms (hacky for now)
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forM_ [_basicShader pdata
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,_textShader pdata
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,_circShader pdata
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,_arcShader pdata
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,_fadeCircleShader pdata
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,_backShader pdata
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,_wallShadowShader pdata
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] $ \shad -> do
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currentProgram $= Just (fst shad)
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uniform (snd shad !! 0) $= Vector2 (2::Float) 2
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uniform (snd shad !! 1) $= (1::Float)
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uniform (snd shad !! 2) $= (0::Float)
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uniform (snd shad !! 3) $= Vector2 (0::Float) 0
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bufferOffset :: Integral a => a -> Ptr b
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