Implement translation rotation zoom using uniform buffers, improvement?
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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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