Cleanup
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+4
-13
@@ -196,15 +196,15 @@ doDrawing' win pdata u = do
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renderLayer BloomLayer shadV pokeCounts
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-- draw clouds to block bloom particles, transparency blocks some alpha
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glDepthMask GL_FALSE
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glBlendColor 0 0 0 0.1 -- using this and GL_CONSTANT_ALPHA below
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-- can allow for some bloom to bleed through underneath the clouds
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--glBlendColor 0 0 0 0.1 -- using this and GL_CONSTANT_ALPHA below
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glBlendColor 0 0 0 0.05 -- using this and GL_CONSTANT_ALPHA below
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-- can allow for extra bloom to bleed through underneath the clouds
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-- note that BloomNoZWrite will always be under the clouds, this should be
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-- rethought, either do another pass and write just the depth or even remove
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-- the layer entirely
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glBlendFuncSeparate GL_ZERO GL_ONE GL_CONSTANT_ALPHA GL_ONE_MINUS_SRC_ALPHA
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glUseProgram (pdata ^. cloudShader)
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glDrawArrays GL_TRIANGLES 0 (fromIntegral nCloudVs * 6)
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glDepthMask GL_TRUE
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--setup downscale viewport for blurring bloom
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--setViewportSize (round winx `div` (2 * resFact)) (round winy `div` (2 * resFact))
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@@ -262,20 +262,11 @@ doDrawing' win pdata u = do
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glEnable GL_BLEND
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-- we sum the positions weighted by alpha, and sum the alpha
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glBlendFuncSeparatei 1 GL_SRC_ALPHA GL_ONE GL_ONE GL_ONE
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--glBlendFuncSeparatei 1 GL_ONE GL_ZERO GL_ONE GL_ZERO
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-- we sill divide by the alpha later
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-- and sum the normals weighted by alpha
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--glBlendFunci 2 GL_SRC_ALPHA GL_ONE
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glBlendFunci 2 GL_SRC_ALPHA GL_ONE
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glUseProgram (pdata ^. cloudShader)
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-- glDepthMask GL_TRUE
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glDrawArrays GL_TRIANGLES 0 (fromIntegral nCloudVs * 6)
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---
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-- glEnable GL_CULL_FACE
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-- glEnable GL_DEPTH_CLAMP
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---- drawShader (_windowShader pdata) nWins
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-- glDisable GL_DEPTH_CLAMP
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-- glDisable GL_CULL_FACE
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-- drawShader (_windowShader pdata) nWins
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboPos . _1 . unFBO)
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withArray [0, 0, 0, 0] $ \ptr ->
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glClearNamedFramebufferfv
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@@ -32,7 +32,10 @@ import Data.Foldable
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import Data.Monoid
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testStringInit :: Universe -> [String]
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testStringInit u = [show $ length $ u ^. uvWorld . cWorld . lWorld . walls]
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testStringInit u = [ show $ fmap (
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worldPosToScreen (u ^. uvWorld . wCam) )
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$ u ^? uvWorld . cWorld . lWorld . creatures . ix 0 . crPos . _xy
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]
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-- [show $ foldMap (foldMap (Sum . length . (^. seObstacles)))
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-- $ u ^. uvWorld . cWorld . incGraph]
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-- foldMap prettyShort $ u ^? uvWorld . cWorld . lWorld . machines . ix 0 . mcType . _McProxSensor
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@@ -29,7 +29,8 @@ sizeFBOs cfig rdata =
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GL_RGBA16F -- could possibly recover using depth in a clever way
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-- but probably not, because the projection matrix is
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-- not always on-center
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GL_RGBA16F -- make this smaller?
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--GL_RGBA16F -- make this smaller?
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GL_RGBA8_SNORM
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rdata
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fboBase
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>>= flip
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@@ -2704,7 +2704,7 @@ brightX src/Color.hs 116;" f
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btSPic src/Dodge/Render/ShapePicture.hs 129;" f
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btText src/Dodge/Inventory/SelectionList.hs 237;" f
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bufferEBO src/Shader/Bind.hs 28;" f
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bufferPerspectiveMatrixUBO src/Dodge/Render.hs 413;" f
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bufferPerspectiveMatrixUBO src/Dodge/Render.hs 409;" f
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bufferPokedVBO src/Shader/Bind.hs 19;" f
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bufferShaderLayers src/Shader/Bind.hs 32;" f
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bulletBeltBracer src/Dodge/Item/Equipment.hs 67;" f
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@@ -3558,7 +3558,7 @@ getCrMoveSpeed src/Dodge/Creature/Statistics.hs 50;" f
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getCrsFromRooms src/Dodge/Room/Tutorial.hs 357;" f
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getCrsFromRooms' src/Dodge/Room/Tutorial.hs 344;" f
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getDebugMouseOver src/Dodge/Update.hs 374;" f
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getDistortions src/Dodge/Render.hs 425;" f
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getDistortions src/Dodge/Render.hs 421;" f
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getEdgesCrossing src/Dodge/Path.hs 37;" f
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getGrenadeHitEffect src/Dodge/HeldUse.hs 1264;" f
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getInventoryPath src/Dodge/Inventory/Path.hs 9;" f
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@@ -4821,7 +4821,7 @@ setTiles src/Dodge/Layout.hs 67;" f
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setTreeInts src/Dodge/Room/Tutorial.hs 98;" f
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setViewDistance src/Dodge/Update/Camera.hs 239;" f
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setViewPos src/Dodge/Creature/ReaderUpdate.hs 69;" f
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setViewport src/Dodge/Render.hs 430;" f
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setViewport src/Dodge/Render.hs 426;" f
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setVol src/Dodge/Config.hs 47;" f
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setWristShieldPos src/Dodge/Equipment.hs 49;" f
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setWristShieldPos src/Dodge/Euse.hs 38;" f
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