Implement foreground correctly, not with shadows though
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+6
-14
@@ -11,17 +11,19 @@ import Dodge.Base
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--import Dodge.Render.HUD
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--import Dodge.Render.MenuScreen
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import Dodge.Render.Picture
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import Dodge.Render.PerspectiveMatrix
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--import Dodge.Render.PerspectiveMatrix
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import Geometry
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--import Picture
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import Picture.Render
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import Picture.Preload
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import Shader
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import MatrixHelper
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import Foreign (Word32)
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--import Control.Applicative
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--import Control.Monad.State
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import Control.Lens
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import Control.Monad
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import qualified Control.Foldl as F
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import Data.Tuple.Extra
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import Data.Maybe
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@@ -89,20 +91,10 @@ doDrawing pdata w = do
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-- the ordering between these and transparent clouds perhaps presents a challenge
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renderBlankWalls pdata windowPoints pmat
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setShaderUniforms rot (camzoom * (1/ 0.9)) trans wins
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$ map extractProgAndUnis $ _pictureShaders pdata
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depthFunc $= Just Lequal
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_ <- renderFoldable pdata $ picToLTree (Just 0) (midgroundPics w)
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--depthMask $= Enabled
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-- set the coordinate uniforms for the foreground
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setShaderUniforms rot (camzoom * (1/ 0.8)) trans wins
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$ map extractProgAndUnis $ _pictureShaders pdata
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blendFunc $= (One,Zero)
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depthFunc $= Just Always
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_ <- renderFoldable pdata $ picToLTree (Just 0) (foregroundPics w)
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depthMask $= Enabled
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forM_ (_pictureShaders pdata) $ setPerpMatUniform rot camzoom trans wins viewFroms
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depthFunc $= Just Lequal
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_ <- renderFoldable pdata $ picToLTree (Just 0) (foregroundPics w)
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-- draw the fbo to the screen
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-- allows for post-processing
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