Continue work on shadow rendering
This commit is contained in:
+12
-27
@@ -114,14 +114,18 @@ doDrawing' win pdata u = do
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glClear $ sum [GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT]
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glDepthFunc GL_LESS
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-- draw wall occlusions from the camera's point of view
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glUseProgram (pdata ^. lightingWallShadShader . shadProg')
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-- glEnable GL_CULL_FACE
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-- glCullFace GL_BACK
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glUseProgram (pdata ^. lightingWallShadShader . shadName)
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glUniform3f (pdata ^?! lightingWallShadShader . shadUnis' . ix 0) vfx vfy 20
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glUniform1f (pdata ^?! lightingWallShadShader . shadUnis' . ix 1) 100
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glBindVertexArray $ pdata ^. lightingWallShadShader . shadVAO' . vaoName
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unless (debugOn Remove_LOS cfig) $
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glDrawArrays
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(marshalEPrimitiveMode $ pdata ^. lightingWallShadShader . shadPrim')
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0
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(fromIntegral nWalls)
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-- glDisable GL_CULL_FACE
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--draw walls onto base buffer
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if cfig ^. graphics_wall_textured
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then renderTextureWalls pdata nWalls
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@@ -130,7 +134,7 @@ doDrawing' win pdata u = do
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renderLayer BottomLayer shadV layerCounts
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--draw object shapes onto base buffer
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let fs = _shapeShader pdata
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glUseProgram (_shadProg' fs)
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glUseProgram (_shadName fs)
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glBindVertexArray $ fs ^. shadVAO' . vaoName
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glDrawElements
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(marshalEPrimitiveMode $ _shadPrim' fs)
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@@ -140,7 +144,6 @@ doDrawing' win pdata u = do
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--draw floor onto base buffer
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drawShader (_textureArrayShader pdata) nFls
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--draw lightmap into its own buffer
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
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createLightMap
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cfig
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pdata
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@@ -159,6 +162,11 @@ doDrawing' win pdata u = do
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glEnable GL_BLEND
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glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
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drawShader (_fullscreenShader pdata) 4
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with GL_COLOR_ATTACHMENT0 $ \ptr ->
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glInvalidateNamedFramebufferData
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(pdata ^. fboLighting . _1 . unFBO)
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1
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ptr
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--draw bloom onto bloom buffer
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBloom . _1 . unFBO)
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glClear GL_COLOR_BUFFER_BIT
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@@ -168,21 +176,17 @@ doDrawing' win pdata u = do
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renderLayer BloomNoZWrite shadV layerCounts
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glDepthMask GL_TRUE
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renderLayer BloomLayer shadV layerCounts
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--glDepthMask GL_TRUE
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--setup downscale viewport for blurring bloom
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setViewportSize (round winx `div` (2 * resFact)) (round winy `div` (2 * resFact))
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--bindFramebuffer Framebuffer $= fst (_fboHalf1 pdata)
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboHalf1 pdata)))
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glDepthFunc GL_ALWAYS
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--textureBinding Texture2D $= pdata ^? fboBloom . _2 -- Just (snd $ _fboBloom pdata)
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glBindTexture GL_TEXTURE_2D (pdata ^. fboBloom . _2 . unTO) -- Just (snd $ _fboBloom pdata)
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glBindTexture GL_TEXTURE_2D (pdata ^. fboBloom . _2 . unTO)
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glDisable GL_BLEND
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drawShader (_bloomBlurShader pdata) 4
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replicateM_ 9 $ pingPongBetween (_fboHalf1 pdata) (_fboHalf2 pdata) (_bloomBlurShader pdata)
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glEnable GL_BLEND
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setViewportSize (round winx `div` resFact) (round winy `div` resFact)
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--draw clouds onto cloud buffer
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--bindFramebuffer Framebuffer $= fst (_fboCloud pdata)
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboCloud pdata)))
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glDepthFunc GL_LEQUAL
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glDepthMask GL_FALSE
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@@ -191,24 +195,20 @@ doDrawing' win pdata u = do
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--blendColor $= Color4 0.5 0.5 0.5 0.5
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--glBlendFuncSeparate GL_SRC_ALPHASaturate,One) , (One,GL_ONE_MINUS_SRC_ALPHA))
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glBlendFuncSeparate GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA GL_ONE GL_ONE_MINUS_SRC_ALPHA
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--drawBuffers $= [FBOColorAttachment 0, NoBuffers]
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withArray [GL_COLOR_ATTACHMENT0, GL_NONE] $ \ptr -> glDrawBuffers 2 ptr
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glClear GL_COLOR_BUFFER_BIT
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renderLayer MidLayer shadV layerCounts
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--renderWindows pdata windowPoints
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drawShader (_windowShader pdata) nWins
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when (_graphics_cloud_shadows cfig) $ do
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----render transparency depths
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glDepthMask GL_TRUE
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glDisable GL_BLEND
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withArray [GL_NONE, GL_COLOR_ATTACHMENT1] $ \ptr -> glDrawBuffers 2 ptr
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--drawBuffers $= [NoBuffers, FBOColorAttachment 1]
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renderLayer MidLayer shadV layerCounts
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drawShader (_windowShader pdata) nWins
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----draw lightmap for cloud buffer
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glDepthMask GL_FALSE
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glEnable GL_BLEND
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--bindFramebuffer Framebuffer $= fst (_fboLighting pdata)
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboLighting pdata)))
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createLightMap
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cfig
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@@ -224,31 +224,24 @@ doDrawing' win pdata u = do
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glClearColor 0 0 0 0
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--apply lightmap to cloud buffer
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glClearColor 0 0 0 0
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--bindFramebuffer Framebuffer $= fst (_fboCloud pdata)
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboCloud pdata)))
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glDepthMask GL_FALSE
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--drawBuffers $= [FBOColorAttachment 0, NoBuffers]
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withArray [GL_COLOR_ATTACHMENT0, GL_NONE] $ \ptr -> glDrawBuffers 2 ptr
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glDepthFunc GL_ALWAYS
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--textureBinding Texture2D $= Just (snd $ _fboLighting pdata)
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glBindTexture GL_TEXTURE_2D (_unTO . snd $ _fboLighting pdata)
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glEnable GL_BLEND
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--glBlendFunc GL_ZERO, GL_ONE_MINUS_SRC_ALPHA)
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glBlendFuncSeparate GL_ZERO GL_ONE_MINUS_SRC_COLOR GL_ZERO GL_ONE
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drawShader (_fullscreenShader pdata) 4
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glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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-- bind base buffer for drawing bloom then clouds
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--bindFramebuffer Framebuffer $= fst (_fboBase pdata)
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glBindFramebuffer GL_FRAMEBUFFER (_unFBO (fst (_fboBase pdata)))
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--Draw blurred bloom onto base buffer
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glEnable GL_BLEND
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glBlendFunc GL_SRC_ALPHA GL_ONE
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--textureBinding Texture2D $= Just (snd $ _fboHalf1 pdata)
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glBindTexture GL_TEXTURE_2D (_unTO . snd $ _fboHalf1 pdata)
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drawShader (_fullscreenShader pdata) 4
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glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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--draw shadowed clouds onto base buffer
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--textureBinding Texture2D $= Just (fst $ snd $ _fboCloud pdata)
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glBindTexture GL_TEXTURE_2D (_unTO . fst . snd $ _fboCloud pdata)
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drawShader (_fullscreenShader pdata) 4
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--set viewport for radial distortion
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@@ -260,7 +253,6 @@ doDrawing' win pdata u = do
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[] -> do
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bindTO $ fst $ snd $ _fboBase pdata
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glBindFramebuffer GL_FRAMEBUFFER 0
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--bufferUBO $ perspectiveMatrixb rot camzoom trans wins viewFroms
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drawShader (_fullscreenShader pdata) 4
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rds -> do
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let bindDrawDist :: Distortion -> IO ()
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@@ -270,14 +262,11 @@ doDrawing' win pdata u = do
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drawShader (_barrelShader pdata) 1
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fboList =
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take (length rds - 1) (concat (repeat [fst $ _fbo2 pdata, fst $ _fbo3 pdata]))
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-- ++ [defaultFramebufferObject]
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++ [FBO 0]
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toList = fst (snd (_fboBase pdata)) : concat (repeat [snd $ _fbo2 pdata, snd $ _fbo3 pdata])
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bindings = zipWith (>>) (map bindFBO fboList) (map bindTO toList)
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glActiveTexture GL_TEXTURE1
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--activeTexture $= TextureUnit 1
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zipWithM_ (>>) bindings $ map bindDrawDist rds
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--activeTexture $= TextureUnit 0
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glActiveTexture GL_TEXTURE1
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glDepthFunc GL_ALWAYS
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glEnable GL_BLEND
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@@ -288,7 +277,6 @@ doDrawing' win pdata u = do
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glDepthMask GL_FALSE
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glEnable GL_BLEND
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glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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--bufferUBO (pdata ^. matUBO) $ isoMatrix 0 1 (V2 0 0) (V2 2 2)
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glBindBufferBase GL_UNIFORM_BUFFER 0 (pdata ^. isoMatUBO)
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renderLayer FixedCoordLayer shadV layerCounts
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renderFoldable shadV $ fixedCoordPictures u
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@@ -303,9 +291,6 @@ doDrawing' win pdata u = do
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)
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SDL.glSwapWindow win
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-- eTicks <- SDL.ticks
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-- return (eTicks - sTicks)
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fpsText :: (Show a, Ord a, Num a) => a -> Picture
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fpsText x = color col $ text $ "ms/frame " ++ show x
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where
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