Lap warming commit---gpu needs optimisation
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+19
-18
@@ -49,7 +49,7 @@ doDrawing pdata w = do
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trans = _cameraCenter w
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wins = (getWindowX w,getWindowY w)
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wallPointsCol = wallsPointsAndCols w
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--windowPoints = wallsWindows w
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windowPoints = wallsWindows w
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lightPoints = lightsForGloom w
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--viewFroms@(viewFromx,viewFromy) = _cameraViewFrom w
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viewFroms = _cameraViewFrom w
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@@ -77,20 +77,6 @@ doDrawing pdata w = do
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_ <- renderFoldable pdata $ picToLTree (Just 3) pic
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_ <- renderFoldable pdata $ picToLTree (Just 4) pic
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_ <- renderFoldable pdata $ picToLTree (Just 5) pic
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--depthFunc $= Just Always
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--bindFramebuffer Framebuffer $= fst3 (_fbo2 pdata)
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--clear [ColorBuffer]
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--bindShaderBuffers [_boxBlurShader pdata] [4]
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--textureBinding Texture2D $= Just (snd $ (fst $ _fbos pdata) !! 1)
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--textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
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--generateMipmap' Texture2D
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--drawShader (_boxBlurShader pdata) 4
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--replicateM_ 3 $ pingPongBlur pdata
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--bindFramebuffer Framebuffer $= (fst $ (fst $ _fbos pdata) !! 1)
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--textureBinding Texture2D $= Just (snd3 $ _fbo2 pdata)
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--blendFunc $= (One,Zero)
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--drawShader (_boxBlurShader pdata) 4
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--depthFunc $= Just Less
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depthMask $= Enabled
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@@ -104,13 +90,18 @@ doDrawing pdata w = do
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bindShaderBuffers [_fullscreenShader pdata] [4]
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bindFramebuffer Framebuffer $= defaultFramebufferObject
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--bindFramebuffer Framebuffer $= defaultFramebufferObject
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blend $= Disabled
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depthFunc $= Just Always
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textureBinding Texture2D $= Just (snd $ head $ fst $ _fbos pdata)
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drawShader (_fullscreenShader pdata) 4
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--textureBinding Texture2D $= Just (snd $ head $ fst $ _fbos pdata)
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--drawShader (_fullscreenShader pdata) 4
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bindFramebuffer Framebuffer $= (fst $ head $ fst $ _fbos pdata)
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--drawShader (_fullscreenShader pdata) 4
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--textureBinding Texture2D $= Just (snd3 $ _fbo2 pdata)
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textureBinding Texture2D $= Just (snd $ (fst $ _fbos pdata) !! 2)
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textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
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generateMipmap' Texture2D
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blend $= Enabled
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blendFunc $= (Zero, OneMinusSrcAlpha)
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drawShader (_fullscreenShader pdata) 4
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@@ -118,6 +109,16 @@ doDrawing pdata w = do
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textureBinding Texture2D $= Just (snd $ (fst $ _fbos pdata) !! 1)
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drawShader (_fullscreenShader pdata) 4
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depthFunc $= Just Less
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--_ <- renderFoldable pdata $ picToLTree (Just 2) pic
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renderBlankWalls pdata windowPoints
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depthFunc $= Just Always
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bindFramebuffer Framebuffer $= defaultFramebufferObject
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clear [ColorBuffer]
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textureBinding Texture2D $= Just (snd $ head $ fst $ _fbos pdata)
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drawShader (_fullscreenShader pdata) 4
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-- draw overlay
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bufferUBO $ isoMatrix 0 1 (0,0) (2,2)
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--depthFunc $= Just Always
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@@ -67,6 +67,7 @@ createLightMap pdata resDiv wallPoints lightPoints fpics scPol = do
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let vsize = divideSize resDiv vpsize
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viewport $= (vppos, vsize)
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textureBinding Texture2D $= Just (snd $ (fst $ _fbos pdata) !! 2)
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-- this is a problem! it should be resized once on screen/parameter resize
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texImage2D Texture2D NoProxy 0 RGBA8 (sizeToTexSize vsize) 0 (PixelData RGBA UnsignedByte nullPtr)
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textureFilter Texture2D $= ((Linear',Just Linear') , Linear')
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generateMipmap' Texture2D
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