Draw floors using vertex pulling
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+2
-6
@@ -155,13 +155,9 @@ doDrawing' win pdata u = do
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glNamedFramebufferDrawBuffers (pdata ^. fboBase . _1 . unFBO) 3
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glDepthMask GL_TRUE
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--draw floor onto base buffer
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glUseProgram (pdata ^. floorShader . shaderUINT)
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glBindVertexArray $ pdata ^. floorShader . shaderVAO . vaoName
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glUseProgram (pdata ^. floorShader)
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glStencilFunc GL_EQUAL 0 255
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glDrawArrays
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(_unPrimitiveMode $ pdata ^. floorShader . shaderPrimitive)
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0
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(fromIntegral nFls)
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glDrawArrays GL_TRIANGLES 0 (fromIntegral nFls)
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--glDisable GL_STENCIL_TEST
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glDisable GL_CULL_FACE
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glEnable GL_BLEND
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+11
-7
@@ -1,23 +1,27 @@
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module Dodge.WorldLoad (postUniverseLoadSideEffect) where
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import Shader.Parameters
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import Graphics.GL.Core45
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import Control.Lens
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import Control.Monad
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import Data.Preload.Render
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import Dodge.Data.Universe
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import Shader.Bind
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import Graphics.GL.Core45
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import Shader.Data
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import Shader.Parameters
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import Shader.Poke.Floor
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postUniverseLoadSideEffect :: Universe -> Universe
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postUniverseLoadSideEffect = uvIOEffects %~
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(\f uv -> (uvWorld . cWorld) (postWorldLoad (uv ^. preloadData . renderData)) uv >>= f)
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postUniverseLoadSideEffect =
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uvIOEffects
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%~ (\f uv -> (uvWorld . cWorld) (postWorldLoad (uv ^. preloadData . renderData)) uv >>= f)
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postWorldLoad :: RenderData -> CWorld -> IO CWorld
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postWorldLoad rdata cw = do
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nfloorvxs <- foldM (pokeTile (rdata ^. floorVBO . vboPtr)) 0 (cw ^. cwTiles)
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bufferPokedVBO (rdata ^. floorVBO) nfloorvxs
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let floorbo = (rdata ^. floorVBO . vboName)
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floorptr = (rdata ^. floorVBO . vboPtr)
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nfloorvxs <- foldM (pokeTile floorptr) 0 (cw ^. cwTiles)
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glInvalidateBufferData floorbo
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glNamedBufferStorage floorbo (fromIntegral $ 8 * nfloorvxs * floatSize) floorptr 0
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glBindBufferBase GL_SHADER_STORAGE_BUFFER 8 floorbo
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let chbo = rdata ^. chasmVBO . vboName
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chptr = rdata ^. chasmVBO . vboPtr
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nchasmvxs <- foldM (pokeChasm chptr) 0 (cw ^. chasms)
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