Map an "isometric" matrix to a static buffer
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@@ -1,7 +1,6 @@
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module Shader.Bind
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( bindShaderLayers
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, bindShaderBuffers
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, bindShaderBuffers'
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, bindShader
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) where
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import Shader.Data
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@@ -29,10 +28,7 @@ bindShaderLayers shads counts = MV.imapM_ f shads
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f i shad = do
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let theVBO = _vaoVBO $ _shadVAO' shad
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stride = sum $ _vboAttribSizes theVBO
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glBindBuffer GL_ARRAY_BUFFER (_vboName theVBO)
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VFSM.mapM_ (g stride theVBO) $ VFSM.enumFromStepN 0 1 6 -- [0..5]
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--S.mapM_ (g stride theVBO) $ S.each [0..5]
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where
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g stride theVBO lay = do
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numVs <- UMV.unsafeRead counts $ lay * 6 + i
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@@ -54,8 +50,3 @@ bindShaderBuffers :: [FullShader] -> [Int] -> IO ()
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bindShaderBuffers = zipWithM_ f
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where
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f fs i = bindArrayBuffers i $ _vaoVBO $ _shadVAO' fs
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bindShaderBuffers' :: [FullShader] -> [Int] -> IO ()
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bindShaderBuffers' = zipWithM_ f
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where
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f fs i = bindArrayBuffers i $ _vaoVBO $ _shadVAO' fs
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@@ -143,7 +143,6 @@ setupVBOSized ndraw vao sizes = do
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--vboName <- genObjectName
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--bindBuffer ArrayBuffer $= Just vboName
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vboname <- mglCreate glCreateBuffers
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glBindBuffer GL_ARRAY_BUFFER vboname
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forM_ (zip3 [0 ..] sizes offs) $ \(loc, siz, off) -> do
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setupVertexAttribPointer vao vboname loc siz strd off
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thePtr <- mallocArray (strd * ndraw)
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