Fix direction stuttering bug
This commit is contained in:
+6
-8
@@ -42,6 +42,9 @@ doDrawing pdata w = do
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viewFrom3d = Vector3 vfx vfy 20
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shadV = _pictureShaders pdata
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-- bind as much data into vbos as feasible at this point
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-- pictures
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layerCounts <- UMV.replicate (6*6) 0
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pokeBindFoldableLayer shadV layerCounts $ worldPictures w
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-- poke wall points and colors
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nWalls <- poke224s (shadVBOptr $ _wallTextureShader pdata) wallPointsCol
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(nShapeVs,nIndices,nSilIndices) <- pokeShape
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@@ -83,11 +86,9 @@ doDrawing pdata w = do
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if w ^. config . wall_textured
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then renderTextureWalls pdata nWalls
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else renderBlankWalls pdata nWalls
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--draw objects onto base buffer
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layerCounts <- UMV.replicate (6*6) 0
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pokeBindFoldableLayer shadV layerCounts $ worldPictures w
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--draw object pictures onto base buffer
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renderLayer 0 shadV layerCounts
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--draw object shpaes onto base buffer
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let fs = _shapeShader pdata
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currentProgram $= Just (_shadProg fs)
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bindVertexArrayObject $= Just (_vao $ _shadVAO fs)
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@@ -96,15 +97,13 @@ doDrawing pdata w = do
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(fromIntegral nIndices)
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GL_UNSIGNED_SHORT
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nullPtr
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--draw floor onto base buffer
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nTextArrayVs <- pokePoint33s (shadVBOptr $ _textureArrayShader pdata) (_floorTiles w)
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bindShaderBuffers [_textureArrayShader pdata] [nTextArrayVs]
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drawShader (_textureArrayShader pdata) nTextArrayVs
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--draw lightmap for base buffer
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--draw lightmap into its own buffer
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bindFramebuffer Framebuffer $= fst (_fboLighting pdata)
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createLightMap pdata lightPoints nWalls nSilIndices nIndices (snd $ snd $ _fboBase pdata)
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--createLightMap pdata lightPoints nWalls 0 0 (snd $ snd $ _fboBase pdata)
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colorMask $= Color4 Enabled Enabled Enabled Enabled
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clearColor $= Color4 0 0 0 0
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--apply lightmap to base buffer
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@@ -113,7 +112,6 @@ doDrawing pdata w = do
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blend $= Enabled
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blendFunc $= (Zero, OneMinusSrcColor)
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drawShader (_fullscreenShader pdata) 4
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blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
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--draw bloom onto bloom buffer
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bindFramebuffer Framebuffer $= fst (_fboBloom pdata)
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clear [ColorBuffer]
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