Implement poking using Verx lists
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+4
-10
@@ -45,27 +45,21 @@ doDrawing pdata w = do
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let rot = _cameraRot w
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camzoom = _cameraZoom w
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trans = _cameraCenter w
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wins = (V2 (getWindowX w) (getWindowY w))
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wins = V2 (getWindowX w) (getWindowY w)
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(wallPointsCol,windowPoints) = wallsAndWindows w
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lightPoints = lightsForGloom w
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viewFroms = _cameraViewFrom w
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pic = worldPictures w
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-- bind as much data into vbos as feasible at this point
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-- poke wall points and colors
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--pokeArray (_vboPointer . _vaoVBO . _shaderVAO $ _wallTextureShader pdata) $ wallsToList wallPointsCol
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--let nWalls = length wallPointsCol
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nWalls <- pokeWalls (shadVBOptr $ _wallTextureShader pdata) wallPointsCol
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--poke
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-- poke silhouette vertex data
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nWalls <- poke224s (shadVBOptr $ _wallTextureShader pdata) wallPointsCol
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nSils <- pokePoint3s (shadVBOptr $ _lightingLineShadowShader pdata)
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(_foregroundEdgeVerx w)
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-- poke foreground geometry and floor
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let addC (V2 xx yy) = (V3 xx yy 0)
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nsurfVs <- pokePoint3s (shadVBOptr $ _lightingSurfaceShader pdata)
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$ polyToTris (map addC $ screenPolygon w)
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++ concatMap polyToGeoRender' (foregroundPics w)
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++ concatMap polyToGeoRender (foregroundPics w)
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-- bind wall points, silhouette data, surface geometry
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uncurry bindShaderBuffers $ unzip
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@@ -213,7 +207,7 @@ renderWindows
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-> [((Point2,Point2),Point4)] -- ^ List: wall positions and color
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-> IO ()
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renderWindows pdata wps = do
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n <- pokeWalls (shadVBOptr $ _wallBlankShader pdata) wps
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n <- poke224s (shadVBOptr $ _wallBlankShader pdata) wps
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bindShaderBuffers [_wallBlankShader pdata] [n]
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currentProgram $= Just (_shaderProgram $ _wallBlankShader pdata)
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cullFace $= Just Back
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