Refactor window size, update selection cursor on new screen
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+9
-8
@@ -48,13 +48,13 @@ doDrawing' win pdata u = do
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checkGLError
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let w = _uvWorld u
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cfig = _uvConfig u
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rot = w ^. cWorld . camPos . camRot
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camzoom = w ^. cWorld . camPos . camZoom
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trans = w ^. cWorld . camPos . camCenter
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wins = V2 (_windowX cfig) (_windowY cfig)
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rot = w ^. cWorld . cwCamPos . camRot
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camzoom = w ^. cWorld . cwCamPos . camZoom
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trans = w ^. cWorld . cwCamPos . camCenter
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wins = V2 (windowXFloat cfig) (windowYFloat cfig)
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(windowPoints, wallSPics, wallsToPoke) = wallsToDraw w
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lightPoints = lightsToRender cfig (w ^. cWorld . camPos) (w ^. cWorld . lWorld)
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viewFroms@(V2 vfx vfy) = w ^. cWorld . camPos . camViewFrom
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lightPoints = lightsToRender cfig (w ^. cWorld . cwCamPos) (w ^. cWorld . lWorld)
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viewFroms@(V2 vfx vfy) = w ^. cWorld . cwCamPos . camViewFrom
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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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@@ -116,10 +116,11 @@ doDrawing' win pdata u = do
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glEnable GL_BLEND
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glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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setViewport _graphics_overlay_resolution cfig
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glBindBufferBase GL_UNIFORM_BUFFER 0 (pdata ^. orthonormalMatUBO)
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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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-- set the coordinate uniform ready for drawing elements using world coordinates
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glBindBufferBase GL_UNIFORM_BUFFER 0 (pdata ^. matUBO)
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withArray (perspectiveMatrixb rot camzoom trans wins viewFroms) $ \ptr ->
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glNamedBufferSubData (pdata ^. matUBO) 0 64 ptr
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renderLayer DebugLayer shadV layerCounts
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