Pack shape normals into a word8
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+4
-9
@@ -4,6 +4,7 @@ module Dodge.Render (
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getWindowSize,
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) where
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import Shape.Parameters
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import Control.Lens
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import Control.Monad
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import qualified Control.Monad.Parallel as MP
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@@ -114,10 +115,10 @@ doDrawing' win pdata u = do
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glNamedBufferSubData (pdata ^. wallVBO . vboName) 0
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(fromIntegral $ trueNWalls * sizeOf (0::Float) * 8)
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(pdata ^. wallVBO . vboPtr)
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glNamedBufferSubData (pdata ^. shapeSSBO) 0
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(fromIntegral $ nShapeVs * (sizeOf (0::Float)*12))
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glNamedBufferSubData (pdata ^. vboShapes . vboName) 0
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(fromIntegral $ nShapeVs * shapeVerxSize)
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(pdata ^. vboShapes . vboPtr)
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glNamedBufferSubData (pdata ^. ishapeSSBO) 0
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glNamedBufferSubData (pdata ^. shapeEBO . uiboName) 0
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(fromIntegral $ nIndices * (sizeOf (0::GLuint)))
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(pdata ^. shapeEBO . uiboPtr)
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bufferEBO (pdata ^. silhouetteEBO) nSilIndices
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@@ -176,13 +177,7 @@ doDrawing' win pdata u = do
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--draw object shapes onto base buffer
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let fs = _shapeShader pdata
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glUseProgram (_shaderUINT fs)
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-- glBindVertexArray $ fs ^. shaderVAO . vaoName
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glDrawArrays GL_TRIANGLES 0 (fromIntegral nIndices)
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-- glDrawElements
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-- (_unPrimitiveMode $ _shaderPrimitive fs)
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-- (fromIntegral nIndices)
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-- GL_UNSIGNED_INT
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-- nullPtr
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-- draw chasm shader blocking floor
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glUseProgram (pdata ^. chasmShader . shaderUINT)
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glBindVertexArray $ pdata ^. chasmShader . shaderVAO . vaoName
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