Cleanup, start to add creature silhouettes
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@@ -33,7 +33,7 @@ addTexture texturePath shad = do
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glTexSubImage2D GL_TEXTURE_2D 0 0 0 wtex htex GL_RGBA GL_UNSIGNED_BYTE ptr
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textureFilter Texture2DArray $= ((Linear',Just Linear') , Linear')
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generateMipmap' Texture2D
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return $ shad & shaderTexture ?~ ShaderTexture {_textureObject = textureOb}
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return $ shad & shadTex ?~ ShaderTexture {_textureObject = textureOb}
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vaddTextureNoFilter :: String -> FullShader -> IO FullShader
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vaddTextureNoFilter texturePath shad = do
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@@ -48,7 +48,7 @@ vaddTextureNoFilter texturePath shad = do
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--withArray texData $ \ptr -> do
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V.unsafeWith (imageData tex) $ \ptr -> do
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glTexSubImage2D GL_TEXTURE_2D 0 0 0 wtex htex GL_RGBA GL_UNSIGNED_BYTE ptr
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return $ shad & shaderTexture ?~ ShaderTexture {_textureObject = textureOb}
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return $ shad & shadTex ?~ ShaderTexture {_textureObject = textureOb}
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addTextureNoFilter :: String -> FullShader -> IO FullShader
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addTextureNoFilter texturePath shad = do
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@@ -62,7 +62,7 @@ addTextureNoFilter texturePath shad = do
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glTexStorage2D GL_TEXTURE_2D 1 GL_RGBA8 wtex htex
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V.unsafeWith (imageData tex) $ \ptr -> do
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glTexSubImage2D GL_TEXTURE_2D 0 0 0 wtex htex GL_RGBA GL_UNSIGNED_BYTE ptr
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return $ shad & shaderTexture ?~ ShaderTexture {_textureObject = textureOb}
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return $ shad & shadTex ?~ ShaderTexture {_textureObject = textureOb}
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-- | for transforming a 256x256 image containing 64 tiles of 16x16 pixels into
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-- an image that was directly readable by glTexSubImage3D, used the
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@@ -84,7 +84,7 @@ addTextureArray texturePath shad = do
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glTexSubImage3D GL_TEXTURE_2D_ARRAY 0 0 0 0 32 32 64 GL_RGBA GL_UNSIGNED_BYTE ptr
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textureFilter Texture2DArray $= ((Linear',Just Linear') , Linear')
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generateMipmap' Texture2DArray
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return $ shad & shaderTexture ?~ ShaderTexture {_textureObject = textureOb}
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return $ shad & shadTex ?~ ShaderTexture {_textureObject = textureOb}
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-- I am completely unclear on why this works with its current parameters
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tilesToLine
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@@ -96,5 +96,5 @@ tilesToLine n w = concat . concat . transpose . chunksOf n . chunksOf w
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addUniforms :: [String] -> FullShader -> IO FullShader
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addUniforms uniStrings shad = do
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uniLocs <- mapM (uniformLocation $ _shaderProgram shad) uniStrings
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return $ shad & shaderCustomUnis %~ (++ uniLocs)
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uniLocs <- mapM (uniformLocation $ _shadProg shad) uniStrings
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return $ shad & shadUnis %~ (++ uniLocs)
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