Commit before moving buffer swapping command
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@@ -7,9 +7,9 @@ import Control.Lens
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import Dodge.Base.Wall
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import Dodge.Data.World
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import Dodge.Wall.Draw
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import Dodge.Zoning.Base
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import Dodge.Zoning.Wall
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import Dodge.Zoning.World
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--import Dodge.Zoning.Base
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--import Dodge.Zoning.Wall
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--import Dodge.Zoning.World
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import Geometry
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import ShapePicture
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@@ -25,8 +25,9 @@ wallsToDraw w =
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<*> L.prefilter wlSeeThroughDraw (L.premap f L.list)
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<*> L.premap getWallSPic L.mconcat
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)
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(wlsFromIXs w $ zonesExtract (w ^. wlZoning) $ zoneOfSight wlZoneSize cam)
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cam = w ^. cWorld . camPos
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(w ^. cWorld . lWorld . walls)
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-- (wlsFromIXs w $ zonesExtract (w ^. wlZoning) $ zoneOfSight wlZoneSize cam)
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-- cam = w ^. cWorld . camPos
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--wallsToDraw
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-- :: World
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@@ -231,6 +231,7 @@ doConLoop' ::
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---- immediately
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(world -> ConcurrentEffect world) ->
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-- | simulation update. Allows for side effects such as rendering.
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-- passes the window to allow buffer swapping at different times
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(world -> IO world) ->
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-- | SDL Event handling. Note no side effects.
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(world -> Event -> world) ->
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@@ -141,6 +141,7 @@ preloadRender = do
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-- texture shaders, no textures attached
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fsShad <- makeShaderSized "texture/simple" [vert, frag] [2, 2] 4 ETriangleStrip
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-- note we directly poke the shader vertex data here
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-- could possibly use an indirect draw call
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pokeArray (shadVBOptr fsShad) $ concat cornerList
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bloomBlurShad <- makeShaderUsingShaderVAO "texture/bloomBlur" [vert, frag] ETriangleStrip fsShad
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@@ -30,6 +30,8 @@ divideSize :: Int -> Size -> Size
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divideSize i (Size x y) = Size (div x $ fromIntegral i) (div y $ fromIntegral i)
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-- | Determine where light is shining in the world.
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-- think of the produced texture as showing what RGB values should be "taken
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-- away" from the shape colors.
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createLightMap ::
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RenderData ->
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[(Point3, Float, Point3)] -> -- Lights
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@@ -55,6 +57,7 @@ createLightMap pdata lightPoints nWalls nSils nCaps drawObjShads toPos drawCPUSh
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-- we will not be changing that here
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depthMask $= Disabled
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-- clearColor is specified differently in preloadRender
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-- the colors are inverted
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clearColor $= Color4 1 1 1 1
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clear [ColorBuffer]
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-- for each of the lights:
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