Some cleanup of rendering/poking, remove forcefield gun
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+9
-9
@@ -59,8 +59,8 @@ doDrawing' win pdata u = do
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shadV = _pictureShaders pdata
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nFls = w ^. cWorld . numberFloorVerxs
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-- bind as much data into vbos as feasible at this point
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-- count mutable vectors setup (what is the 6 here?)
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layerCounts <- UMV.replicate (numLayers * 6) 0
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-- count mutable vectors setup
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pokeCounts <- UMV.replicate (numLayers * numShads) 0
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-- attempt to poke in parallel
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let wswp = wallSPics <> worldSPic cfig u
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ws = wswp ^. _1
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@@ -70,7 +70,7 @@ doDrawing' win pdata u = do
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(\_ a b -> return (a, b))
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( pokeLayVerxs
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shadV
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layerCounts
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pokeCounts
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wp
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)
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( pokeWallsWindows
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@@ -94,7 +94,7 @@ doDrawing' win pdata u = do
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(V.fromList $ w ^. cWorld . lWorld . clouds)
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--(sortOn (^. clPos . _3) $ w ^. cWorld . lWorld . clouds)
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-- bind wall points, silhouette data, surface geometry
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bufferShaderLayers shadV layerCounts
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bufferShaderLayers shadV pokeCounts
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mapM_
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(uncurry bufferPokedVBO)
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[ (pdata ^. vboWindows, nWins)
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@@ -219,9 +219,9 @@ doDrawing' win pdata u = do
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glDepthFunc GL_LESS
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glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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glDepthMask GL_FALSE
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renderLayer BloomNoZWrite shadV layerCounts
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renderLayer BloomNoZWrite shadV pokeCounts
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glDepthMask GL_TRUE
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renderLayer BloomLayer shadV layerCounts
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renderLayer BloomLayer shadV pokeCounts
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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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setViewport _graphics_downsize_resolution cfig
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@@ -253,7 +253,7 @@ doDrawing' win pdata u = do
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GL_COLOR
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0
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ptr
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-- renderLayer MidLayer shadV layerCounts
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-- renderLayer MidLayer shadV pokeCounts
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glUseProgram (pdata ^. cloudShader . shaderUINT)
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glBindVertexArray $ pdata ^. cloudShader . shaderVAO . vaoName
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glDrawElements
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@@ -372,11 +372,11 @@ doDrawing' win pdata u = do
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--glDepthMask GL_TRUE
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glEnable GL_BLEND
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glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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renderLayer DebugLayer shadV layerCounts
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renderLayer DebugLayer shadV pokeCounts
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glBindBufferBase GL_UNIFORM_BUFFER 0 (pdata ^. matUBO)
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withArray (scaleMatrix (2 / windowXFloat cfig) (2 / windowYFloat cfig))
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$ \ptr -> glNamedBufferSubData (pdata ^. matUBO) 0 64 ptr
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renderLayer FixedCoordLayer shadV layerCounts
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renderLayer FixedCoordLayer shadV pokeCounts
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SDL.glSwapWindow win
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getDistortions :: Configuration -> World -> [Distortion]
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