Implement multiple radial distortion rendering
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+50
-9
@@ -142,15 +142,45 @@ doDrawing pdata w = do
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renderBlankWalls pdata windowPoints
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depthFunc $= Just Always
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bindFramebuffer Framebuffer $= defaultFramebufferObject
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clear [ColorBuffer]
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activeTexture $= TextureUnit 1
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textureBinding Texture2D $= Just (snd $ _fboBase pdata)
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bufferUBO $ perspectiveMatrixb rot camzoom trans wins viewFroms
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nraddist <- F.foldM (pokeShader $ _barrelShader pdata) (map Render2221 $ _radDistortion w)
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bindShaderBuffers [_barrelShader pdata] [nraddist]
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drawShader (_barrelShader pdata) nraddist
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activeTexture $= TextureUnit 0
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blendFunc $= (One,Zero)
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case _radDistortion w of
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[] -> do
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bindTO $ snd $ _fboBase pdata
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bindFramebuffer Framebuffer $= defaultFramebufferObject
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--bufferUBO $ perspectiveMatrixb rot camzoom trans wins viewFroms
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drawShader (_fullscreenShader pdata) 4
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rds -> do
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let bindDrawDist :: (Point2,Point2,Point2,Float) -> IO ()
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bindDrawDist distParam = do
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_ <- F.foldM (pokeShader $ _barrelShader pdata) [Render2221 distParam]
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bindShaderBuffers [_barrelShader pdata] [1]
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drawShader (_barrelShader pdata) 1
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fboList = take (length rds - 1) (concat (repeat [fst3 $ _fbo2 pdata,fst3 $ _fbo3 pdata]))
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++ [defaultFramebufferObject]
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toList = snd (_fboBase pdata) : concat (repeat [snd3 $ _fbo2 pdata,snd3 $ _fbo3 pdata])
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bindings = zipWith (>>) (map bindFBO fboList) (map bindTO toList)
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activeTexture $= TextureUnit 1
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sequence_ $ zipWith (>>) bindings $ map bindDrawDist rds
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activeTexture $= TextureUnit 0
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--activeTexture $= TextureUnit 1
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--bindTO $ snd $ _fboBase pdata
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--let fbolist =
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--let bindDrawDist :: (Point2,Point2,Point2,Float) -> IO ()
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-- bindDrawDist distParam = do
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-- _ <- F.foldM (pokeShader $ _barrelShader pdata) [Render2221 distParam]
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-- bindShaderBuffers [_barrelShader pdata] [1]
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-- drawShader (_barrelShader pdata) 1
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--sequence_ $ zipWith (>>)
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-- (map bindFBO $ concat $ repeat [fst3 $ _fbo2 pdata, fst3 $ _fbo3 pdata])
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-- $ zipWith (>>)
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-- (map bindDrawDist (_radDistortion w) ++ [activeTexture $= TextureUnit 0])
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-- (map bindTO $ concat $ repeat [snd3 $ _fbo2 pdata, snd3 $ _fbo3 pdata])
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--bindFramebuffer Framebuffer $= defaultFramebufferObject
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----bufferUBO $ perspectiveMatrixb rot camzoom trans wins viewFroms
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--drawShader (_fullscreenShader pdata) 4
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-- draw overlay
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bufferUBO $ isoMatrix 0 1 (0,0) (2,2)
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@@ -163,6 +193,17 @@ doDrawing pdata w = do
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eTicks <- SDL.ticks
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return (eTicks - sTicks)
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bindTO :: TextureObject -> IO ()
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bindTO t = textureBinding Texture2D $= Just t
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bindFBO :: FramebufferObject -> IO ()
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bindFBO fb = bindFramebuffer Framebuffer $= fb
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fst3 :: (a,b,c) -> a
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fst3 (x,_,_) = x
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snd3 :: (a,b,c) -> b
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snd3 (_,x,_) = x
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--------------------------------------------------------------------------------
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-- note: currently assume there is only one UBO, we only bind it once at setup
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bufferUBO :: [Float] -> IO ()
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