Add test tileset textures
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+32
-3
@@ -31,7 +31,7 @@ setWallDepth
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-> (Float,Float) -- ^ View from point
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-> GLmatrix GLfloat
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-> IO Word32
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setWallDepth pdata wallPoints (viewFromx,viewFromy) pmat = do
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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) wallPoints
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@@ -41,6 +41,8 @@ setWallDepth pdata wallPoints (viewFromx,viewFromy) pmat = do
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-- reseting this uniform appears to be necessary
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uniform (head $ _shaderCustomUnis $ _lightingOccludeShader pdata)
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$= Vector2 viewFromx viewFromy
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-- the following uniform, however, was probably already set by
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-- createLightMap
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-- uniform ( (_shaderMatrixUniform $ _lightingOccludeShader pdata))
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-- $= pmat
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-- cullFace $= Just Front
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@@ -92,8 +94,7 @@ createLightMap pdata resDiv wallPoints lightPoints (viewFromx,viewFromy) pmat _
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currentProgram $= Just (_shaderProgram $ _lightingOccludeShader pdata)
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uniform (head $ _shaderCustomUnis $ _lightingOccludeShader pdata)
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$= Vector2 viewFromx viewFromy
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uniform ( (_shaderMatrixUniform $ _lightingOccludeShader pdata))
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$= pmat
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uniform (_shaderMatrixUniform $ _lightingOccludeShader pdata) $= pmat
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cullFace $= Just Back
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drawShader (_lightingOccludeShader pdata) nWalls
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@@ -225,6 +226,34 @@ setCommonUniforms pdata rot camZoom (tranx,trany) (winx,winy) = do
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: map extractProgAndUnis (_pictureShaders pdata)
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)
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setIsoMatrixUniforms
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:: RenderData
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-> Float -- ^ Rotation
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-> Float -- ^ Zoom
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-> (Float,Float) -- ^ Translation
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-> (Float,Float) -- ^ Window size
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-> IO ()
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setIsoMatrixUniforms pdata rot camZoom (tranx,trany) (winx,winy) = do
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setShaderUniforms rot camZoom (tranx,trany) (winx,winy)
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( extractProgAndUnis (_lightingFloorShader pdata)
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: extractProgAndUnis (_backgroundShader pdata)
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: extractProgAndUnis (_textureShader pdata)
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: map extractProgAndUnis (_pictureShaders pdata)
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)
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renderShader
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:: Foldable f
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=> FullShader a
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-> f a
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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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bindShaderBuffers [shad] [i]
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drawShader shad i
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eticks <- SDL.ticks
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return $ eticks - sticks
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renderFoldable
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:: Foldable f
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=> RenderData
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