Implement poking using Verx lists
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+5
-7
@@ -12,6 +12,7 @@ import Picture.Data
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import Geometry.Data
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--import Polyhedra.Data
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--import Polyhedra
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import Layers
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--import Control.Lens
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import Control.Monad
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@@ -20,7 +21,7 @@ import Foreign hiding (rotate)
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import Graphics.Rendering.OpenGL hiding (Line,translate,scale,imageHeight,Polygon,Color,T)
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--import Data.Foldable
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--import Data.Tuple.Extra
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import qualified Data.IntMap.Strict as IM
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--import qualified Data.IntMap.Strict as IM
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import qualified SDL
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divideSize :: Int -> Size -> Size
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@@ -160,12 +161,10 @@ pokeBindFoldableLayer
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-- :: Foldable f
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:: RenderData
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-> [Verx]
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-> IO (IM.IntMap (PicShads Int))
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-> IO (Layers (PicShads Int))
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pokeBindFoldableLayer pdata m = do
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let shads = _pictureShaders pdata
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--slist' = (IM.fromList ((,) <$> [0..6] <*> [zeroCounts])) :: IM.IntMap (PicShads Int)
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--slist'' <- foldM (pokeVX shads) slist' m
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slist'' <- pokeLayVerxs (fmap (_vaoVBO . _vshaderVAO) shads) m
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bindShaderLay shads slist''
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@@ -187,9 +186,8 @@ renderFoldable pdata struct = do
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return $ pokeEndTicks - pokeStartTicks
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------------------------------end renderFoldable
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renderLayer :: Int -> PicShads VShader -> IM.IntMap (PicShads Int) -> IO ()
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renderLayer i shads counts =
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mapM_ (uncurry $ drawShaderLay i) ((,) <$> shads <*> counts IM.! i)
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renderLayer :: Int -> PicShads VShader -> Layers (PicShads Int) -> IO ()
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renderLayer i shads counts = sequence_ $ drawShaderLay i <$> shads <*> getLay i counts
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pokeTwoOff
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:: Ptr Float
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