Use vertex pulling for clouds

This commit is contained in:
2025-11-12 19:57:07 +00:00
parent ce1937c78e
commit 409180959c
11 changed files with 202 additions and 107 deletions
+15
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@@ -0,0 +1,15 @@
#version 450 core
in vec3 vPos;
in vec4 vCol;
in vec2 vControls;
layout (location=0) out vec4 fCol;
layout (location=1) out vec4 fPos;
layout (location=2) out vec4 fNorm;
void main()
{
float d = dot(vControls,vControls);
if (d > 1) {discard;}
fCol = vec4(vCol.xyz,vCol.w*(1-d));
fPos = vec4(vPos, vCol.w*(1-d));
fNorm = vec4(-vControls, -0.1 + 0.2 * d ,fPos.w);
}
+25
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@@ -0,0 +1,25 @@
#version 450 core
struct CloudPosCol { vec4 pos; vec4 col; };
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
layout (std430, binding = 6) readonly buffer CPos { CloudPosCol data[]; };
const vec2 indices[6] =
{vec2(-1,-1) // 0 2--3
,vec2( 1,-1) // 1 | |
,vec2( 1, 1) // 3 0--1
,vec2(-1,-1) // 0
,vec2(-1, 1) // 2
,vec2( 1, 1) // 3
};
out vec4 vCol;
out vec2 vControls;
out vec3 vPos;
void main()
{
uint i = gl_VertexID / 6;
uint k = gl_VertexID % 6;
vCol = data[i].col;
// vCol = vec4(1,0.5,0,1);
vControls = indices[k];
vPos = vec3(data[i].pos.xy + 20*vControls, data[i].pos.z);
gl_Position = theMat * vec4(vPos,1);
}
+18
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@@ -0,0 +1,18 @@
#version 450 core
struct Verx { vec4 pos; vec4 col; };
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
layout (std430, binding = 6) readonly buffer Pos { Verx data[]; };
int indices[6] = {0,1,3,0,3,2};
out vec4 vColC;
out vec4 vColE;
out vec4 vPos;
out vec2 vDist;
void main()
{
uint i0 = gl_VertexID / 6;
uint k = indices[gl_VertexID % 6];
vec4 br =
//gl_Position = theMat * vec4(pos,1);
gl_Position = vec4(pos,1);
vCol = col;
}
-1
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@@ -9,6 +9,5 @@ void main()
{
fCol = vCol;
fPos = vPos;
//fNorm = vec4(vNorm.xyz - vPos.xyz,1);
fNorm = vNorm ;
}
+1 -4
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@@ -1,7 +1,5 @@
#version 450 core
//struct PosColNorm { vec4 pos; vec4 norm;uint col; uint dummy; };
struct PosColNorm { vec4 pos; uint norm;uint col; };
// I don't know if the dummy is necessary
struct PosColNorm { vec4 pos; uint norm; uint col; };
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
layout (std430, binding = 3) readonly buffer Data { PosColNorm data[]; };
layout (std430, binding = 4) readonly buffer Indices { uint indices[]; };
@@ -12,7 +10,6 @@ void main() {
vPos = data[indices[gl_VertexID]].pos;
vCol = unpackUnorm4x8(data[indices[gl_VertexID]].col);
vNorm = unpackSnorm4x8(data[indices[gl_VertexID]].norm);
//vNorm = n *2 - vec4(1,1,1,1);
gl_Position = theMat * vec4(vPos.xyz,1);
}
//layout (location = 0) in vec4 pos;
+1 -1
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@@ -55,7 +55,7 @@ data RenderData = RenderData
, _wallVBO :: VBO
, _cloudVBO :: VBO
, _cloudShader :: Shader
, _cloudEBO :: UintBO
-- , _cloudEBO :: UintBO
, _screenTextureVAO :: VAO
, _dummyVAO :: VAO
}
+64 -37
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@@ -61,6 +61,11 @@ doDrawing' win pdata u = do
let wswp = wallSPics <> worldSPic cfig u
ws = wswp ^. _1
wp = wswp ^. _2
nCloudVs <-
V.foldM'
(pokeCloud (pdata ^. cloudVBO . vboPtr))
0
(V.fromList $ w ^. cWorld . lWorld . clouds)
((nWins, trueNWalls), (nShapeVs, nIndices, nSilIndices)) <-
MP.liftM3
(\_ a b -> (a, b))
@@ -83,28 +88,40 @@ doDrawing' win pdata u = do
(0, 0, 0)
ws
)
(nCloudVs', nCloudIs') <-
-- Might want to sort the clouds based on z depth, not sure
V.foldM'
(pokeCloud (pdata ^. cloudVBO . vboPtr) (pdata ^. cloudEBO . uiboPtr))
(0, 0)
(V.fromList $ w ^. cWorld . lWorld . clouds)
(nCloudVs, nCloudIs) <-
V.foldM'
(pokeDust (pdata ^. cloudVBO . vboPtr) (pdata ^. cloudEBO . uiboPtr))
(nCloudVs', nCloudIs')
(V.fromList $ w ^. cWorld . lWorld . dusts)
-- (nCloudVs', nCloudIs') <-
-- -- Might want to sort the clouds based on z depth, not sure
-- V.foldM'
-- (pokeCloud (pdata ^. cloudVBO . vboPtr) (pdata ^. cloudEBO . uiboPtr))
-- (0, 0)
-- (V.fromList $ w ^. cWorld . lWorld . clouds)
-- (nCloudVs, nCloudIs) <-
-- V.foldM'
-- (pokeDust (pdata ^. cloudVBO . vboPtr) (pdata ^. cloudEBO . uiboPtr))
-- (nCloudVs', nCloudIs')
-- (V.fromList $ w ^. cWorld . lWorld . dusts)
--nCloudVs' <-
-- nCloudVs <-
-- V.foldM'
-- (pokeCloud (pdata ^. cloudVBO . vboPtr))
-- 0
-- (V.fromList $ w ^. cWorld . lWorld . clouds)
-- nCloudVs <-
-- V.foldM'
-- (pokeDust (pdata ^. cloudVBO . vboPtr))
-- nCloudVs'
-- (V.fromList $ w ^. cWorld . lWorld . dusts)
-- bind wall points, silhouette data, surface geometry
bufferShaderLayers shadV pokeCounts
mapM_
(uncurry bufferPokedVBO)
[ (_vboShapes pdata, nShapeVs)
, (pdata ^. cloudVBO, nCloudVs)
-- , (pdata ^. cloudVBO, nCloudVs) should probably do it this way
-- eventually
]
mapM_
(uncurry bufferEBO)
[ (_cloudEBO pdata, nCloudIs)
, (_shapeEBO pdata, nIndices)
[-- (_cloudEBO pdata, nCloudIs)
(_shapeEBO pdata, nIndices)
]
-- set the coordinate uniform ready for drawing elements using world coordinates
bufferPerspectiveMatrixUBO cfig (w ^. wCam) (pdata ^. matUBO)
@@ -115,13 +132,20 @@ doDrawing' win pdata u = do
glNamedBufferSubData (pdata ^. wallVBO . vboName) 0
(fromIntegral $ trueNWalls * sizeOf (0::Float) * 8)
(pdata ^. wallVBO . vboPtr)
glNamedBufferSubData (pdata ^. vboShapes . vboName) 0
(fromIntegral $ nShapeVs * shapeVerxSize)
(pdata ^. vboShapes . vboPtr)
-- glNamedBufferSubData (pdata ^. vboShapes . vboName) 0
-- (fromIntegral $ nShapeVs * shapeVerxSize)
-- (pdata ^. vboShapes . vboPtr)
glNamedBufferSubData (pdata ^. shapeEBO . uiboName) 0
(fromIntegral $ nIndices * (sizeOf (0::GLuint)))
(pdata ^. shapeEBO . uiboPtr)
bufferEBO (pdata ^. silhouetteEBO) nSilIndices
-- withArray [0::Float,0,30,1,1,1,1,1] $
-- glNamedBufferSubData (pdata ^. cloudVBO . vboName) 0
-- (fromIntegral (sizeOf (0::Float)) * 8)
glNamedBufferSubData (pdata ^. cloudVBO . vboName)
0
(fromIntegral $ 8 * nCloudVs * (sizeOf (0::Float)))
(pdata ^. cloudVBO . vboPtr)
setViewport _gr_world_res cfig
glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBase . _1 . unFBO)
glDepthMask GL_TRUE
@@ -169,11 +193,8 @@ doDrawing' win pdata u = do
-- 0
-- (fromIntegral trueNWalls)
glUseProgram (pdata ^. pullWallShader . shaderUINT)
glBindVertexArray $ pdata ^. dummyVAO . vaoName
glDrawArrays
GL_TRIANGLES
0
(fromIntegral trueNWalls * 6)
--glBindVertexArray $ pdata ^. dummyVAO . vaoName
glDrawArrays GL_TRIANGLES 0 (fromIntegral trueNWalls * 6)
--draw object shapes onto base buffer
let fs = _shapeShader pdata
glUseProgram (_shaderUINT fs)
@@ -251,11 +272,13 @@ doDrawing' win pdata u = do
glBlendFuncSeparate GL_ZERO GL_ONE GL_CONSTANT_ALPHA GL_ONE_MINUS_SRC_ALPHA
glUseProgram (pdata ^. cloudShader . shaderUINT)
glBindVertexArray $ pdata ^. cloudShader . shaderVAO . vaoName
glDrawElements
(pdata ^. cloudShader . shaderPrimitive . unPrimitiveMode)
(fromIntegral nCloudIs)
GL_UNSIGNED_INT
nullPtr
glDrawArrays GL_TRIANGLES 0 (fromIntegral nCloudVs * 6)
--glDrawArrays GL_TRIANGLES 0 6
-- glDrawElements
-- (pdata ^. cloudShader . shaderPrimitive . unPrimitiveMode)
-- (fromIntegral nCloudIs)
-- GL_UNSIGNED_INT
-- nullPtr
glDepthMask GL_TRUE
--setup downscale viewport for blurring bloom
@@ -295,11 +318,13 @@ doDrawing' win pdata u = do
0
glUseProgram (pdata ^. cloudShader . shaderUINT)
glBindVertexArray $ pdata ^. cloudShader . shaderVAO . vaoName
glDrawElements
(pdata ^. cloudShader . shaderPrimitive . unPrimitiveMode)
(fromIntegral nCloudIs)
GL_UNSIGNED_INT
nullPtr
glDrawArrays GL_TRIANGLES 0 (fromIntegral nCloudVs * 6)
--glDrawArrays GL_TRIANGLES 0 6
---- glDrawElements
---- (pdata ^. cloudShader . shaderPrimitive . unPrimitiveMode)
---- (fromIntegral nCloudIs)
---- GL_UNSIGNED_INT
---- nullPtr
-- glEnable GL_CULL_FACE
-- glEnable GL_DEPTH_CLAMP
-- glCullFace GL_BACK
@@ -327,11 +352,13 @@ doDrawing' win pdata u = do
glUseProgram (pdata ^. cloudShader . shaderUINT)
glBindVertexArray $ pdata ^. cloudShader . shaderVAO . vaoName
-- glDepthMask GL_TRUE
glDrawElements
(pdata ^. cloudShader . shaderPrimitive . unPrimitiveMode)
(fromIntegral nCloudIs)
GL_UNSIGNED_INT
nullPtr
glDrawArrays GL_TRIANGLES 0 (fromIntegral nCloudVs * 6)
--glDrawArrays GL_TRIANGLES 0 6
----glDrawElements
---- (pdata ^. cloudShader . shaderPrimitive . unPrimitiveMode)
---- (fromIntegral nCloudIs)
---- GL_UNSIGNED_INT
---- nullPtr
---
-- glEnable GL_CULL_FACE
-- glEnable GL_DEPTH_CLAMP
+19 -19
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@@ -58,7 +58,8 @@ preloadRender = do
let shapessbosize = fromIntegral shapeVerxSize * 65536
glNamedBufferStorage shapessbo shapessbosize nullPtr GL_DYNAMIC_STORAGE_BIT
glBindBufferBase GL_SHADER_STORAGE_BUFFER 3 shapessbo
shptr <- mallocArray (fromIntegral shapessbosize)
--shptr <- mallocArray (fromIntegral shapessbosize)
shptr <- mallocArray (8 * 65536)
let shVBO = VBO shapessbo shptr shapeVerxSize
ishapessbo <- mglCreate glCreateBuffers
@@ -74,27 +75,26 @@ preloadRender = do
glBindBufferBase GL_SHADER_STORAGE_BUFFER 5 ieshapessbo
ieptr <- mallocArray 65536 -- so we can go back to glushort...
cloudbo <- mglCreate glCreateBuffers
let cvsize = (sizeOf (0::Float)) * 8
cloudbosize = fromIntegral cvsize * 65536 -- this should be changed
glNamedBufferStorage cloudbo cloudbosize nullPtr GL_DYNAMIC_STORAGE_BIT
glBindBufferBase GL_SHADER_STORAGE_BUFFER 6 cloudbo
cloudptr <- mallocBytes (fromIntegral cloudbosize)
let cloudvbo = VBO cloudbo cloudptr cvsize
dummyvao <- mglCreate glGenVertexArrays
winpull <- makeShaderUsingVAO "pull/window" [vert,frag] pmTriangles (VAO dummyvao)
wallpull <- makeShaderUsingVAO "pull/wall" [vert,frag] pmTriangles (VAO dummyvao)
putStrLn "Setup shape VBO, VAO, EBO"
-- shVBO <- setupVBO shapeVerxSize
-- shPosVAO <- setupVAOUsingVBO [VertexAttribute 4 GL_FLOAT GL_FALSE 0] shVBO
-- shEBO <- setupEBO shPosVAO
-- note the shape shader vao is distinct from the position vao, but they
-- share an EBO
-- shapeshader <- makeShaderUsingVBO "shape/basic" [vert, frag] shapeVerxAttributes
-- pmTriangles
-- shVBO
-- glVertexArrayElementBuffer (shapeshader ^. shaderVAO . vaoName) (shEBO ^. uiboName)
shapeshader <-
makeShaderUsingVAO "shape/basic" [vert, frag] pmTriangles (VAO dummyvao)
putStrLn "Setup wall/windows VBO, VAO, EBO, shader"
-- winvbo <- setupVBO (floatSize * 8)
cloudshader <- makeShaderUsingVAO "pull/cloud" [vert,frag] pmTriangles (VAO dummyvao)
putStrLn "Setup lighting shaders"
lightingWallShadShad <-
makeShaderUsingVAO "lighting/wallShadow" [vert] pmTriangles (VAO dummyvao)
@@ -158,11 +158,11 @@ preloadRender = do
(toFloatVAs [3])
pmTriangles
chasmvbo
putStrLn "Setup cloud VBO, shader"
let cloudverxsizes = [4, 4, 4]
cloudvbo <- setupVBO (floatSize * sum cloudverxsizes)
(cloudshader, cloudebo) <-
makeShaderEBO "cloud/basic" [vert, frag] (toFloatVAs cloudverxsizes) pmTriangles cloudvbo
-- putStrLn "Setup cloud VBO, shader"
-- let cloudverxsizes = [4, 4, 4]
-- cloudvbo <- setupVBO (floatSize * sum cloudverxsizes)
-- (cloudshader, cloudebo) <-
-- makeShaderEBO "cloud/basic" [vert, frag] (toFloatVAs cloudverxsizes) pmTriangles cloudvbo
framebuf2 <- newTextureFramebuffer
framebuf3 <- newTextureFramebuffer
@@ -240,7 +240,7 @@ preloadRender = do
-- , _wallShader = wallshader
, _cloudVBO = cloudvbo
, _cloudShader = cloudshader
, _cloudEBO = cloudebo
-- , _cloudEBO = cloudebo
, _screenTextureVAO = screentexturevao
, _dummyVAO = VAO dummyvao
}
+47 -28
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@@ -4,19 +4,21 @@ module Shader.Poke.Cloud (pokeCloud, pokeDust) where
import Color
import Control.Lens
import qualified Data.Vector.Unboxed as UV
--import qualified Data.Vector.Unboxed as UV
import Dodge.Data.Cloud
import Dodge.Material.Color
import Foreign
import Geometry.Data
import Graphics.GL.Core45
import Linear
--import Graphics.GL.Core45
--import Linear
pokeCloud :: Ptr Float -> Ptr GLuint -> (Int, Int) -> Cloud -> IO (Int, Int)
pokeCloud vptr iptr (nv, ni) = pokeCloudLike vptr iptr (nv, ni) . mkCloudCloudLike
pokeCloud :: Ptr Float -> Int -> Cloud -> IO Int
pokeCloud vptr nv = pokeCloudLike vptr nv . mkCloudCloudLike
--pokeCloud :: Ptr Float -> Ptr GLuint -> (Int, Int) -> Cloud -> IO (Int, Int)
--pokeCloud vptr iptr (nv, ni) = pokeCloudLike vptr iptr (nv, ni) . mkCloudCloudLike
pokeDust :: Ptr Float -> Ptr GLuint -> (Int, Int) -> Dust -> IO (Int, Int)
pokeDust vptr iptr (nv, ni) = pokeCloudLike vptr iptr (nv, ni) . mkDustCloudLike
pokeDust :: Ptr Float -> Int -> Dust -> IO Int
pokeDust vptr nv = pokeCloudLike vptr nv . mkDustCloudLike
mkCloudCloudLike :: Cloud -> (Point3, Point4)
mkCloudCloudLike x = (x ^. clPos, V4 r g b a)
@@ -30,21 +32,38 @@ mkDustCloudLike x = (x ^. dsPos, V4 r g b a)
(V4 r g b a') = dustColor x
a = a' * min 1 (fromIntegral (_dsTimer x) / 100)
pokeCloudLike ::
Ptr Float -> Ptr GLuint -> (Int, Int) -> (Point3, Point4) -> IO (Int, Int)
pokeCloudLike vptr iptr (nv, ni) x = do
UV.imapM_ (pokeCloudLikeVerx vptr x nv) $
UV.fromList [(1, 1), (-1, 1), (-1, -1), (1, -1)]
UV.imapM_ (pokeCloudIndex iptr nv ni) $ UV.fromList [0, 1, 2, 2, 0, 3]
return (nv + 4, ni + 6)
--pokeCloudLike ::
-- Ptr Float -> Ptr GLuint -> (Int, Int) -> (Point3, Point4) -> IO (Int, Int)
--pokeCloudLike vptr iptr (nv, ni) x = do
-- UV.imapM_ (pokeCloudLikeVerx vptr x nv) $
-- UV.fromList [(1, 1), (-1, 1), (-1, -1), (1, -1)]
-- UV.imapM_ (pokeCloudIndex iptr nv ni) $ UV.fromList [0, 1, 2, 2, 0, 3]
-- return (nv + 4, ni + 6)
pokeCloudLike :: Ptr Float -> Int -> (Point3, Point4) -> IO Int
pokeCloudLike ptr nv (V3 x y z, V4 r g b a) = do
pokeElemOff ptr (nv * 8) x
pokeElemOff ptr (nv * 8 + 1) y
pokeElemOff ptr (nv * 8 + 2) z
pokeElemOff ptr (nv * 8 + 3) 1
pokeElemOff ptr (nv * 8 + 4) r
pokeElemOff ptr (nv * 8 + 5) g
pokeElemOff ptr (nv * 8 + 6) b
pokeElemOff ptr (nv * 8 + 7) a
return $ nv + 1
pokeCloudLikeVerx :: Ptr Float -> (Point3, Point4) -> Int -> Int -> (Float, Float) -> IO ()
{-# INLINE pokeCloudLikeVerx #-}
pokeCloudLikeVerx ptr (V3 cx cy cz, V4 r g b a) nv i (dx, dy) =
UV.imapM_ (pokeCloudFloat ptr (nv + i)) $
UV.fromList [x, y, cz, 1, r, g, b, a, dx, dy, 0, 0]
where
V2 x y = V2 cx cy + 20 *^ V2 dx dy
--pokeCloudLikeVerx :: Ptr Float -> (Point3, Point4) -> Int -> Int -> (Float, Float) -> IO ()
--{-# INLINE pokeCloudLikeVerx #-}
--pokeCloudLikeVerx ptr (V3 cx cy cz, V4 r g b a) nv i (dx, dy) =
-- UV.imapM_ (pokeCloudFloat ptr (nv + i)) $
-- UV.fromList [x, y, cz, 1, r, g, b, a, dx, dy, 0, 0]
-- where
-- V2 x y = V2 cx cy + 20 *^ V2 dx dy
--pokeCloudLikeVerx :: Ptr Float -> (Point3, Point4) -> Int -> Int -> (Float, Float) -> IO ()
--{-# INLINE pokeCloudLikeVerx #-}
--pokeCloudLikeVerx ptr (V3 x y z, V4 r g b a) nv i (dx, dy) =
-- UV.imapM_ (pokeCloudFloat ptr (nv + i)) $
-- UV.fromList [x, y, z, 1, r, g, b, a]
clColor :: CloudType -> Color
clColor = \case
@@ -53,13 +72,13 @@ clColor = \case
CryoReleaseCloud -> white
GasCloud -> green
pokeCloudFloat :: Ptr Float -> Int -> Int -> Float -> IO ()
{-# INLINE pokeCloudFloat #-}
pokeCloudFloat ptr nv i = pokeElemOff ptr (nv * 12 + i)
pokeCloudIndex :: Ptr GLuint -> Int -> Int -> Int -> Int -> IO ()
{-# INLINE pokeCloudIndex #-}
pokeCloudIndex ptr nv ni ioff voff = pokeElemOff ptr (ni + ioff) (fromIntegral $ nv + voff)
--pokeCloudFloat :: Ptr Float -> Int -> Int -> Float -> IO ()
--{-# INLINE pokeCloudFloat #-}
--pokeCloudFloat ptr nv i = pokeElemOff ptr (nv * 12 + i)
--
--pokeCloudIndex :: Ptr GLuint -> Int -> Int -> Int -> Int -> IO ()
--{-# INLINE pokeCloudIndex #-}
--pokeCloudIndex ptr nv ni ioff voff = pokeElemOff ptr (ni + ioff) (fromIntegral $ nv + voff)
dustColor :: Dust -> Color
dustColor = materialColor . _dsType
-1
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@@ -1,5 +1,4 @@
module Shape.Parameters (shapeVerxSize) where
-- ,shapeVerxAttributes) where
import Foreign.Storable
+12 -16
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@@ -1623,7 +1623,6 @@ _clickPos src/Dodge/Data/Input.hs 42;" f
_clickWorldPos src/Dodge/Data/Input.hs 44;" f
_closeButtons src/Dodge/Data/HUD.hs 36;" f
_closeItems src/Dodge/Data/HUD.hs 35;" f
_cloudEBO src/Data/Preload/Render.hs 58;" f
_cloudShader src/Data/Preload/Render.hs 57;" f
_cloudVBO src/Data/Preload/Render.hs 56;" f
_clouds src/Dodge/Data/LWorld.hs 96;" f
@@ -2699,7 +2698,7 @@ brightX src/Color.hs 116;" f
btSPic src/Dodge/Render/ShapePicture.hs 129;" f
btText src/Dodge/Inventory/SelectionList.hs 237;" f
bufferEBO src/Shader/Bind.hs 28;" f
bufferPerspectiveMatrixUBO src/Dodge/Render.hs 472;" f
bufferPerspectiveMatrixUBO src/Dodge/Render.hs 490;" f
bufferPokedVBO src/Shader/Bind.hs 19;" f
bufferShaderLayers src/Shader/Bind.hs 32;" f
bulletBeltBracer src/Dodge/Item/Equipment.hs 67;" f
@@ -2784,7 +2783,7 @@ circleSolid src/Picture/Base.hs 164;" f
circleSolidCol src/Picture/Base.hs 168;" f
clAlt src/Dodge/Cloud.hs 5;" f
clClSpringVel src/Dodge/Update.hs 839;" f
clColor src/Shader/Poke/Cloud.hs 49;" f
clColor src/Shader/Poke/Cloud.hs 68;" f
clZoneSize src/Dodge/Zoning/Cloud.hs 21;" f
clampPath src/Dodge/Room/Procedural.hs 146;" f
clang1S src/Dodge/SoundLogic/ExternallyGeneratedSounds.hs 560;" f
@@ -2877,7 +2876,7 @@ copier src/Dodge/Item/Scope.hs 88;" f
copierItemUpdate src/Dodge/Creature/State.hs 131;" f
copyItemToFloor src/Dodge/FloorItem.hs 14;" f
corDoor src/Dodge/Room/Room.hs 385;" f
cornerList src/Preload/Render.hs 249;" f
cornerList src/Preload/Render.hs 246;" f
corpseOrGib src/Dodge/Creature/Update.hs 111;" f
corridor src/Dodge/Room/Corridor.hs 17;" f
corridorBoss src/Dodge/LockAndKey.hs 133;" f
@@ -3370,7 +3369,7 @@ dtToLRAdjEither src/Dodge/DoubleTree.hs 181;" f
dtToRootIntMap' src/Dodge/DoubleTree.hs 153;" f
dtToUpDownAdj src/Dodge/DoubleTree.hs 158;" f
dummyMenuOption src/Dodge/Menu/Option.hs 72;" f
dustColor src/Shader/Poke/Cloud.hs 64;" f
dustColor src/Shader/Poke/Cloud.hs 83;" f
dustSpringVel src/Dodge/Update.hs 850;" f
ebColor src/Dodge/EnergyBall.hs 77;" f
ebDamage src/Dodge/EnergyBall.hs 85;" f
@@ -3553,7 +3552,7 @@ getCrMoveSpeed src/Dodge/Creature/Statistics.hs 50;" f
getCrsFromRooms src/Dodge/Room/Tutorial.hs 357;" f
getCrsFromRooms' src/Dodge/Room/Tutorial.hs 344;" f
getDebugMouseOver src/Dodge/Update.hs 374;" f
getDistortions src/Dodge/Render.hs 478;" f
getDistortions src/Dodge/Render.hs 496;" f
getEdgesCrossing src/Dodge/Path.hs 37;" f
getGrenadeHitEffect src/Dodge/HeldUse.hs 1264;" f
getInventoryPath src/Dodge/Inventory/Path.hs 9;" f
@@ -3704,7 +3703,7 @@ initWallZoning src/Dodge/Wall/Zone.hs 12;" f
initialRoomTree src/Dodge/Floor.hs 24;" f
initialWorld src/Dodge/Initialisation.hs 15;" f
initialisePlaying src/Sound.hs 77;" f
initializeGLState src/Preload/Render.hs 267;" f
initializeGLState src/Preload/Render.hs 264;" f
initializeOptionMenu src/Dodge/Menu/Option.hs 17;" f
initializeOptionMenuBO src/Dodge/Menu/Option.hs 30;" f
initializeTexture2D src/Framebuffer/Update.hs 205;" f
@@ -4151,9 +4150,9 @@ missileLaunchS src/Dodge/SoundLogic/ExternallyGeneratedSounds.hs 674;" f
mixColors src/Color.hs 86;" f
mixColorsFrac src/Color.hs 82;" f
mixColorsLinear src/Color.hs 95;" f
mkCloudCloudLike src/Shader/Poke/Cloud.hs 21;" f
mkCloudCloudLike src/Shader/Poke/Cloud.hs 23;" f
mkCustomLenses src/ThirdPartyLens.hs 7;" f
mkDustCloudLike src/Shader/Poke/Cloud.hs 27;" f
mkDustCloudLike src/Shader/Poke/Cloud.hs 29;" f
mkGraphFromEdges src/GraphHelp.hs 4;" f
mkNode src/Dodge/Graph.hs 29;" f
mkRectangle src/Dodge/LevelGen/DoorPane.hs 7;" f
@@ -4391,13 +4390,10 @@ pokeBoxSurface src/Shader/Poke.hs 263;" f
pokeChasm src/Shader/Poke/Floor.hs 24;" f
pokeChasmVerx src/Shader/Poke/Floor.hs 28;" f
pokeCloud src/Shader/Poke/Cloud.hs 15;" f
pokeCloudFloat src/Shader/Poke/Cloud.hs 56;" f
pokeCloudIndex src/Shader/Poke/Cloud.hs 60;" f
pokeCloudLike src/Shader/Poke/Cloud.hs 33;" f
pokeCloudLikeVerx src/Shader/Poke/Cloud.hs 41;" f
pokeCloudLike src/Shader/Poke/Cloud.hs 42;" f
pokeCylinder src/Shader/Poke.hs 173;" f
pokeCylinderCaps src/Shader/Poke.hs 216;" f
pokeDust src/Shader/Poke/Cloud.hs 18;" f
pokeDust src/Shader/Poke/Cloud.hs 20;" f
pokeF src/Shader/Poke.hs 68;" f
pokeFlatV src/Shader/Poke.hs 449;" f
pokeFloors src/Shader/Poke.hs 62;" f
@@ -4820,7 +4816,7 @@ setTiles src/Dodge/Layout.hs 67;" f
setTreeInts src/Dodge/Room/Tutorial.hs 98;" f
setViewDistance src/Dodge/Update/Camera.hs 239;" f
setViewPos src/Dodge/Creature/ReaderUpdate.hs 69;" f
setViewport src/Dodge/Render.hs 483;" f
setViewport src/Dodge/Render.hs 501;" f
setVol src/Dodge/Config.hs 47;" f
setWristShieldPos src/Dodge/Equipment.hs 49;" f
setWristShieldPos src/Dodge/Euse.hs 38;" f
@@ -4845,7 +4841,7 @@ shadVBOptr src/Shader.hs 40;" f
shaderTypeExt src/Shader/Compile.hs 176;" f
shapeBounds src/Dodge/Room/Foreground.hs 147;" f
shapePoints src/Dodge/Room/Foreground.hs 144;" f
shapeVerxSize src/Shape/Parameters.hs 6;" f
shapeVerxSize src/Shape/Parameters.hs 5;" f
shatterGun src/Dodge/Item/Held/Weapons.hs 8;" f
shatterGunSPic src/Dodge/Item/Draw/SPic.hs 312;" f
shellExplosionCheck src/Dodge/Projectile/Update.hs 50;" f