Include tick counting code
This commit is contained in:
+10
-2
@@ -54,7 +54,8 @@ main = do
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(-- \((bs:fs:ts:_),tes) w -> --do render setparams w egFade
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\preData w -> --do render setparams w egFade
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do
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renderPicture' (_renderData preData)
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startTicks <- SDL.ticks
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(lightTicks,timeSpentPoking) <- renderPicture' (_renderData preData)
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(_cameraRot w) (_cameraZoom w)
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(_cameraPos w)
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(_windowX w,_windowY w)
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@@ -65,9 +66,16 @@ main = do
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renderTree (_renderData preData) (_cameraRot w) (_cameraZoom w) (_cameraPos w)
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(_windowX w,_windowY w)
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(picToList 1 $ fixedCoordPictures w)
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endRenderTicks <- SDL.ticks
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playSoundQueue (_soundData preData) (_soundQueue w)
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newSoundData <- playAndUpdate (_sounds w) (_soundData preData)
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return $ preData {_soundData = newSoundData}
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endMixerTicks <- SDL.ticks
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return $ (preData {_soundData = newSoundData})
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& renderTime +~ (endRenderTicks - startTicks)
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& mixerTime +~ (endMixerTicks - endRenderTicks)
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& renderLighting +~ (lightTicks - startTicks)
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& renderPicture +~ (endRenderTicks - lightTicks)
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& pokeTime +~ timeSpentPoking
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)
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(flip $ menuEvents $ flip handleEvent)
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(\w -> Just $ update w)
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@@ -9,24 +9,6 @@ uniform float rotation;
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uniform vec2 translation;
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uniform mat4 worldMat;
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mat4 tranMat = mat4
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( 1.0, 0.0, 0.0, 0.0
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, 0.0, 1.0, 0.0, 0.0
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, 0.0, 0.0, 1.0, 0.0
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, -translation.x, -translation.y, 0.0, 1.0
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) ;
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mat4 rotMat = mat4
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( cos(rotation), sin(-rotation), 0.0, 0.0
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, sin(rotation), cos(rotation), 0.0, 0.0
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, 0.0, 0.0, 1.0, 0.0
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, 0.0, 0.0, 0.0, 1.0
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) ;
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mat4 scalMat = mat4
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( 2*zoom/winSize.x, 0.0, 0.0, 0.0
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, 0.0, 2*zoom/winSize.y, 0.0, 0.0
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, 0.0, 0.0, 1.0, 0.0
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, 0.0, 0.0, 0.0, 1.0
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) ;
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void main()
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{
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gl_Position = worldMat * vec4(position.xyz,1);
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@@ -9,6 +9,7 @@ void main()
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float dist = min(1 , 2*distance(pos,cenPosT) / (gParams.x));
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//float c = pow(gParams.y*dist,2);
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float c = gParams.y * pow(1-dist,2);
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//float c = gParams.y;
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fColor = vec4( c,c,c ,c );
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// fColor = vec4( 1,0,0 , 1);
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// fColor = vec4( 1,0,0 , pow(dist,2) );
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+7
-19
@@ -2,35 +2,23 @@
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layout (points) in;
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layout (triangle_strip, max_vertices = 10) out;
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in vec4 vBackPoss[];
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//in vec4 vBackPoss[];
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uniform vec2 lightPos;
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void main()
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{
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vec2 posa = gl_in[0].gl_Position.xy;
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vec2 posb = gl_in[0].gl_Position.zw;
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vec2 posc = vBackPoss[0].xy;
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vec2 posd = vBackPoss[0].zw;
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// vec2 posc = vBackPoss[0].xy;
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// vec2 posd = vBackPoss[0].zw;
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// gl_Position = vec4 (posa, 0 , 1);
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// EmitVertex();
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// gl_Position = vec4 (posa + (200 * (posa - lightPos)), 0 , 1);
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// EmitVertex();
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// gl_Position = vec4 (posb, 0 , 1);
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// EmitVertex();
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// gl_Position = vec4 (posb + (200 * (posb - lightPos)), 0 , 1);
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// EmitVertex();
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// gl_Position = vec4 (posb + (200 * (posb - lightPos)), 0 , 1);
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// EmitVertex();
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// gl_Position = vec4 (posd, 0 , 1);
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// EmitVertex();
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gl_Position = vec4 (posd, 0 , 1);
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gl_Position = vec4 (posa, 0 , 1);
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EmitVertex();
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gl_Position = vec4 (posd + (200 * (posd - lightPos)), 0 , 1);
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gl_Position = vec4 (posa + (200 * (posa - lightPos)), 0 , 1);
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EmitVertex();
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gl_Position = vec4 (posc, 0 , 1);
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gl_Position = vec4 (posb, 0 , 1);
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EmitVertex();
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gl_Position = vec4 (posc + (200 * (posc - lightPos)), 0 , 1);
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gl_Position = vec4 (posb + (200 * (posb - lightPos)), 0 , 1);
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EmitVertex();
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EndPrimitive();
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@@ -1,8 +1,8 @@
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#version 430 core
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layout (location = 0) in vec4 poss;
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layout (location = 1) in vec4 backPoss;
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//layout (location = 1) in vec4 backPoss;
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out vec4 vBackPoss;
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//out vec4 vBackPoss;
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uniform vec2 winSize;
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uniform float zoom;
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@@ -13,5 +13,5 @@ uniform mat4 worldMat;
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void main()
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{
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gl_Position = poss;
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vBackPoss = backPoss;
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// vBackPoss = backPoss;
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}
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+13
-26
@@ -57,26 +57,20 @@ fixedCoordPictures w = pictures
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worldPictures :: World -> Picture
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worldPictures w
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= pictures $ map screenShift $ concat
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[ decPicts
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, ppPicts
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, itFloorPicts
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, crPicts
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, clPicts
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, buttonPicts
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, ptPicts
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, ptPicts'
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, afterPtPicts'
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, wlPicts
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, wallShadows
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, smokeShadows
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]
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= pictures $ concat [ decPicts
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, ppPicts
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, itFloorPicts
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, crPicts
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, clPicts
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, buttonPicts
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, ptPicts
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, ptPicts'
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, afterPtPicts'
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, wlPicts
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, wallShadows
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, smokeShadows
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]
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where
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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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decPicts = IM.elems $ _decorations w
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ptPicts = map _ptPict (IM.elems (_particles w))
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ptPicts' = map _ptPict' $ _particles' w
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@@ -565,13 +559,6 @@ displayHP n w = translate (halfWidth w-70) (halfHeight w-40) $
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testPic w = blank
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wallsForGloom :: World -> [(Point2,Point2)]
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wallsForGloom w = map (\(x:y:_) -> (screenShift x,screenShift y)) $
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map _wlLine $ filter (not . _wlIsSeeThrough)
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$ IM.elems $ wallsNearZones (zoneOfDoubleScreen w) w
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where screenShift x = zoom *.* rotateV (0 - _cameraRot w) (x -.- _cameraPos w)
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zoom = _cameraZoom w
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wallsForGloom' :: World -> [(Point2,Point2,Point2,Point2)]
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wallsForGloom' w = map (wallPairToFour . _wlLine) $ filter (not . _wlIsSeeThrough)
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$ IM.elems $ wallsNearZones (zoneOfDoubleScreen w) w
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+9
-12
@@ -14,7 +14,7 @@ import Geometry
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import Preload
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import Control.Lens ((.~),(&))
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import Control.Lens ((.~),(&),(+~))
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winConfig x y = defaultWindow
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{ windowGraphicsContext
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@@ -80,6 +80,7 @@ doLoop setup window startWorld
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GL.clear [GL.ColorBuffer,GL.DepthBuffer]
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newParams <- worldSideEffects (setup & currentTime .~ startLoopTicks) startWorld
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glSwapWindow window
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endSideTicks <- ticks
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--worldSideEffects setup updatedWorld
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events <- pollEvents
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--let-- maybeUpdatedWorld :: Maybe (WorldView world0)
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@@ -91,12 +92,17 @@ doLoop setup window startWorld
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--worldSideEffects setup updatedWorld
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--glSwapWindow window
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--GL.flush
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endSimTicks <- ticks
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performGC
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endLoopTicks <- ticks -- it might be better to use System.Clock (monotonic)
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let delay = max 0 (10 + fromIntegral startLoopTicks - fromIntegral endLoopTicks)
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threadDelay (delay * 1000)
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doLoop newParams window updatedWorld worldSideEffects eventFn worldUpdate
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Nothing -> return ()
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endTime <- ticks
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let newNewParams = newParams & idleTime +~ (endTime - endLoopTicks)
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& gcTime +~ (endLoopTicks - endSimTicks)
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& simTime +~ (endSimTicks - endSideTicks)
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doLoop newNewParams window updatedWorld worldSideEffects eventFn worldUpdate
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Nothing -> showTiming setup
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applyEvents :: (world0 -> Event -> Maybe world0)
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-> world0
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@@ -115,15 +121,6 @@ applyEvents eventFn startWorld events worldUpdate =
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WindowClosedEvent _ -> Nothing
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_ -> f w e
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-- applyResizeExits :: (world -> Event -> Maybe world) -> (world -> Event -> Maybe world)
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-- applyResizeExits f w e
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-- = case eventPayload e of
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-- QuitEvent -> Nothing
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-- WindowClosedEvent _ -> Nothing
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-- WindowSizeChangedEvent
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-- (WindowSizeChangedEventData {windowSizeChangedEventWindow = V2 x y})
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-- -> GL.viewport
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-- _ -> f w e
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applyEventIO :: (world -> Event -> Maybe world) -> Maybe world -> Event -> IO (Maybe world)
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applyEventIO fn mw e = case eventPayload e of
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QuitEvent -> return Nothing
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@@ -157,7 +157,7 @@ preloadRender = do
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circvao <- setupVAO [(posVBO,0,3),(colVBO,1,4),(texVBO,2,1)]
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arcvao <- setupVAO [(posVBO,0,3),(colVBO,1,4),(texVBO,2,4)]
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backgroundvao <- setupVAO [(posVBO,0,4),(colVBO,1,2)]
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wallvao <- setupVAO [(posVBO,0,4),(colVBO,1,4)]
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wallvao <- setupVAO [(posVBO,0,4)]--,(colVBO,1,4)]
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fadecircvao <- setupVAO [(posVBO,0,4)]
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return $ RenderData
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+20
-35
@@ -34,6 +34,8 @@ import qualified Data.IntMap as IM
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import Control.DeepSeq
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import qualified SDL as SDL
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white = (1,1,1,1)
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black = (0,0,0,1)
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@@ -130,25 +132,6 @@ picToList j (SetDepth a pic) = fmap (setDepthRen a) $ picToList j pic
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picToList j (Color c pic) = fmap (colorRen c) $ picToList j pic
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picToList j (Pictures pics) = concatMap (picToList j) pics
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--picToFTree :: Picture -> IM.IntMap (FTree RenderType)
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--{-# INLINE picToFTree #-}
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--picToFTree (Polygon i ps) = IM.singleton i $ FLeaf $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ repeat black
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--picToFTree (PolygonCol i vs)
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-- = let (ps,cs) = unzip vs
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-- in IM.singleton i $ FLeaf $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ polyToTris cs
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--picToFTree (Circle i r) = IM.singleton i $ FLeaf $ RenderCirc $ ((0,0,0),black,r)
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--picToFTree (ThickArc i startA endA rad wdth)
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-- = IM.singleton i $ FLeaf $ RenderArc $ ((0,0,0),black,(startA,endA,rad,wdth))
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--picToFTree Blank = IM.singleton 0 $ FLeaf $ RenderBlank
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--picToFTree (Line i ps) = IM.singleton 0 $ FLeaf $ RenderLine $ zip (map zeroZ $ doubleLine ps) $ repeat black
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--picToFTree (Text i s) = IM.singleton i $ FLeaf $ RenderText $ stringToList s
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--picToFTree (Scale x y pic) = fmap (FBranch (scaleRen x y)) $ picToFTree pic
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--picToFTree (Translate x y pic) = fmap (FBranch (translateRen x y)) $ picToFTree pic
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--picToFTree (Rotate a pic) = fmap (FBranch (rotateRen a)) $ picToFTree pic
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--picToFTree (SetDepth a pic) = fmap (FBranch (setDepthRen a)) $ picToFTree pic
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--picToFTree (Color c pic) = fmap (FBranch (colorRen c)) $ picToFTree pic
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--picToFTree (Pictures pics) = fmap FBranches $ IM.unionsWith (++) $ map (fmap return . picToFTree) pics
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picToFTree :: Int -> Picture -> FTree RenderType
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--{-# INLINE picToFTree #-}
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picToFTree x (Polygon i ps)
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@@ -314,10 +297,11 @@ threePtrsVAO vao = case (\(_,ps,_) -> ps) $ unzip3 $ _vaoBufferTargets vao of
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renderPicture' :: RenderData -> Float -> Float -> (Float,Float) -> (Float,Float) ->
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[(Point2,Point2,Point2,Point2)] -> [Point4] -> Picture -> IO ()
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[(Point2,Point2,Point2,Point2)] -> [Point4] -> Picture -> IO (Word32,Word32)
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renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints pic = do
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depthFunc $= Just Lequal
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aticks <- SDL.ticks
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-- calculate world transformation matrix
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let scalMat = Linear.Matrix.transpose $
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V4 (V4 (2*zoom/winx) 0 0 (0::GLfloat))
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@@ -348,23 +332,20 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
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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 winx winy
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uniform (snd shad !! 1) $= zoom
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uniform (snd shad !! 2) $= rot
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uniform (snd shad !! 3) $= Vector2 tranx trany
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-- matrixMode $= Projection
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-- loadIdentity
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uniform (snd shad !! 0) $= Vector2 winx winy
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uniform (snd shad !! 1) $= zoom
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uniform (snd shad !! 2) $= rot
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uniform (snd shad !! 3) $= Vector2 tranx trany
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uniform (snd shad !! 4) $= wmata
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bticks <- SDL.ticks
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-- draw lightmap
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bindVertexArrayObject $= Just (_vao $ _wallVAO pdata)
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let wallPtr = (\(_,x,_) -> x) $ head $ _vaoBufferTargets $ _wallVAO pdata
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wallPtr2 = (\(_,x,_) -> x) $ (_vaoBufferTargets $ _wallVAO pdata) !! 1
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-- wallPtr2 = (\(_,x,_) -> x) $ (_vaoBufferTargets $ _wallVAO pdata) !! 1
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foldWalls n ((x,y),(z,w),(a,b),(c,d)) = do
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pokeFourOff wallPtr n (x,y,z,w)
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pokeFourOff wallPtr2 n (a,b,c,d)
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-- pokeFourOff wallPtr2 n (a,b,c,d)
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return $ n+1
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nWalls <- foldM foldWalls 0 wallPoints
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@@ -385,18 +366,19 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
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bindArrayBuffers (1) $ _vaoBufferTargets $ _fadeCircVAO pdata
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blendFuncSeparate $= ((Zero,Zero),(Zero, OneMinusSrcAlpha))
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drawArrays Points (fromIntegral 0) (fromIntegral 1)
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ticksAfterL <- SDL.ticks
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-- draw picture
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-- set drawing for on top
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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) (picToFTree 0 pic)
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ticks2 <- 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) $ picToFTree 1 pic
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ticks3 <- 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) $ picToFTree 2 pic
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ticks4 <- renderTree pdata rot zoom (tranx,trany) (winx,winy) $ picToFTree 2 pic
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-- reset uniforms (hacky for now)
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idmat <- (newMatrix RowMajor [1,0,0,0
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,0,1,0,0
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@@ -418,7 +400,7 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
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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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uniform (snd shad !! 4) $= idmat
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return (ticksAfterL, ticks2+ticks3+ticks4)
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bufferOffset :: Integral a => a -> Ptr b
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bufferOffset = plusPtr nullPtr . fromIntegral
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@@ -428,9 +410,10 @@ bufferOffset = plusPtr nullPtr . fromIntegral
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-- it does not set nor change the blend function or depth buffer
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-- nor does it set uniforms
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renderTree :: Foldable f => RenderData -> Float -> Float -> (Float,Float) -> (Float,Float)
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-> f RenderType -> IO ()
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-> f RenderType -> IO Word32
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renderTree pdata rot zoom (tranx,trany) (winx,winy) tree = do
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pokeStartTicks <- SDL.ticks
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-- poke necessary data
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(nTriVs,nTextVs,numCircVs,nLineVs,nArcVs)
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-- <- F.foldM (theFold (_ptrPosVBO pdata, _ptrColVBO pdata)
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@@ -440,6 +423,7 @@ renderTree pdata rot zoom (tranx,trany) (winx,winy) tree = do
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(twoPtrsVAO $ _lineVAO pdata)
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(threePtrsVAO $ _arcVAO pdata)
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) $ tree
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pokeEndTicks <-SDL.ticks
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depthFunc $= Just Less
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@@ -481,3 +465,4 @@ renderTree pdata rot zoom (tranx,trany) (winx,winy) tree = do
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bindArrayBuffers nTextVs $ _vaoBufferTargets $ _textVAO pdata
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textureBinding Texture2D $= Just (_textures pdata !! 0)
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drawArrays Points 0 (fromIntegral $ nTextVs)
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return (pokeEndTicks - pokeStartTicks)
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