Performance improvements, combine cap and geometry buffer
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+9
-10
@@ -59,17 +59,19 @@ doDrawing pdata w = do
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nSils <- pokePoint3s (shadVBOptr $ _lightingLineShadowShader pdata)
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$ VS.fromList
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$ (shEList $ worldShape w)
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++ (_foregroundEdgeVerx w)
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-- poke foreground geometry for caps
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nCaps <- pokePoint3s (shadVBOptr $ _lightingCapShader pdata)
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$ VS.fromList
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$ concatMap polyToGeoRender (foregroundPics w)
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++ (fmap _svPos (shVList $ worldShape w))
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-- -- poke foreground geometry for caps
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-- nCaps <- pokePoint3s (shadVBOptr $ _lightingCapShader pdata)
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-- $ VS.fromList
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-- (fmap _svPos (shVList $ worldShape w))
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numShapeVs <- pokeShapeVs (_vboPtr $ _vaoVBO $ _shadVAO $ _shapeShader pdata)
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$ VS.fromList $ shVList $ worldShape w
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let nCaps = numShapeVs
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-- bind wall points, silhouette data, surface geometry
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uncurry bindShaderBuffers $ unzip
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[ ( _wallTextureShader pdata, nWalls)
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, (_lightingLineShadowShader pdata, nSils)
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, (_lightingCapShader pdata, nCaps)
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-- , (_lightingCapShader pdata, nCaps)
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, (_shapeShader pdata, numShapeVs)
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]
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-- set the coordinate uniform ready for drawing elements using world coordinates
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bufferUBO $ perspectiveMatrixb rot camzoom trans wins viewFroms
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@@ -93,9 +95,6 @@ doDrawing pdata w = do
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pokeBindFoldableLayer shadV layerCounts $ worldPictures w
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renderLayer 0 shadV layerCounts
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numShapeVs <- pokeShapeVs (_vboPtr $ _vaoVBO $ _shadVAO $ _shapeShader pdata)
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$ VS.fromList $ shVList $ worldShape w
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bindShaderBuffers [_shapeShader pdata] [numShapeVs]
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drawShader (_shapeShader pdata) numShapeVs
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--draw floor onto base buffer
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