Refactor poking slightly
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@@ -9,6 +9,8 @@ module Picture.Render
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where
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import Shader
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import Shader.Data
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import Shader.Poke
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--import MatrixHelper
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import Picture.Preload
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import Picture.Data
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@@ -34,7 +36,7 @@ setWallDepth
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setWallDepth pdata wallPoints (viewFromx,viewFromy) _ = do
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startTicks <- SDL.ticks
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colorMask $= Color4 Disabled Disabled Disabled Disabled
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nWalls <- F.foldM (pokeShader' $ _lightingOccludeShader pdata) (map Render22 wallPoints)
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nWalls <- F.foldM (pokeShader $ _lightingOccludeShader pdata) (map Render22 wallPoints)
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bindShaderBuffers [_lightingOccludeShader pdata] [nWalls]
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currentProgram $= Just (_shaderProgram $ _lightingOccludeShader pdata)
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@@ -76,9 +78,9 @@ createLightMap pdata resDiv wallPoints lightPoints (viewFromx,viewFromy) pmat _
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bindFramebuffer Framebuffer $= _spareFBO pdata
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-- store wall and light positions into buffer
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nWallLights <- F.foldM (pokeShader' $ _lightingWallShader pdata) (map Render22 wallPoints)
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nWallLights <- F.foldM (pokeShader $ _lightingWallShader pdata) (map Render22 wallPoints)
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bindShaderBuffers [_lightingWallShader pdata] [nWallLights]
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nWalls <- F.foldM (pokeShader' $ _lightingOccludeShader pdata) (map Render22 wallPoints)
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nWalls <- F.foldM (pokeShader $ _lightingOccludeShader pdata) (map Render22 wallPoints)
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bindShaderBuffers [_lightingOccludeShader pdata] [nWalls]
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-- set uniforms for shader that draws lights
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currentProgram $= Just (_shaderProgram $ _lightingWallShader pdata)
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@@ -246,7 +248,7 @@ renderShader
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-> IO Word32
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renderShader shad dat = do
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sticks <- SDL.ticks
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i <- F.foldM (pokeShader' shad) dat
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i <- F.foldM (pokeShader shad) dat
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bindShaderBuffers [shad] [i]
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drawShader shad i
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eticks <- SDL.ticks
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@@ -257,13 +259,13 @@ renderFoldable
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=> RenderData
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-> f RenderType
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-> IO Word32
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renderFoldable pdata tree = do
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renderFoldable pdata struct = do
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pokeStartTicks <- SDL.ticks
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let slist = _pictureShaders pdata
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-- poke data, returns list of number of vertices for each shader
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is <- F.foldM (pokeShaders slist) tree
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is <- F.foldM (pokeShaders slist) struct
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-- the idea of binding many buffers at once, rather than interweaving with draw
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-- calls, is to prevent opengl from waiting for a draw call to finish
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