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