Implement different shadow resolutions
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+2
-3
@@ -51,8 +51,7 @@ doDrawing pdata w = do
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depthFunc $= Just Less
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pmat <- (newMatrix RowMajor $ perspectiveMatrix rot zoom trans wins viewFroms)
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:: IO (GLmatrix GLfloat)
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-- pmat2 <- (newMatrix RowMajor $ perspectiveMatrix $ halfwindow w) :: IO (GLmatrix GLfloat)
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createLightMap pdata rot zoom trans wins wallPoints lightPoints viewFroms pmat
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createLightMap pdata (w ^. config . shadow_resolution) wallPoints lightPoints viewFroms pmat
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blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
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-- clear [DepthBuffer]
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depthFunc $= Just Always
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@@ -62,7 +61,7 @@ doDrawing pdata w = do
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then renderTextureWalls pdata wallPointsCol pmat
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else renderBlankWalls pdata wallPointsCol pmat
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-- I believe a more apt name would be setCeilingDepth
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-- setWallDepth pdata wallPoints (viewFromx,viewFromy) pmat
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setWallDepth pdata wallPoints (viewFromx,viewFromy) pmat
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-- depthFunc $= Just Lequal
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renderFoldable pdata $ picToLTree (Just 0) pic
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-- reset blend so that light map doesn't apply
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