🚧 checkpoint
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838226b2de
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7b140301c3
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@ -256,10 +256,14 @@ pub struct GlState {
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flags: HashMap <u32, bool>,
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front_face: Option <FrontFace>,
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stencil: Option <StencilState>,
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color_mask: Option <(u8, u8, u8, u8)>,
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depth_mask: Option <u8>,
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stencil_mask: Option <u32>,
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}
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pub struct Pass <'a> {
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shader: &'a ShaderClosure,
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shader: Option <&'a ShaderClosure>,
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// Anything that's None is "don't care"
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@ -279,30 +283,44 @@ impl Pass <'_> {
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}
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}
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match state.front_face {
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Some (v) => glezz::front_face (v.into ()),
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_ => (),
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if let Some (v) = &state.front_face {
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glezz::front_face ((*v).into ());
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}
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match &state.stencil {
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Some (v) => {
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let func = &v.func;
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let op = &v.op;
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if let Some (v) = &state.stencil {
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let func = &v.func;
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let op = &v.op;
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unsafe {
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gl::StencilFunc (
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func.func.into (),
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func.reference.into (),
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func.mask.into ()
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);
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gl::StencilOp (
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op.sfail.into (),
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op.dpfail.into (),
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op.dppass.into ()
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);
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}
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},
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_ => (),
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unsafe {
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gl::StencilFunc (
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func.func.into (),
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func.reference.into (),
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func.mask.into ()
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);
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gl::StencilOp (
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op.sfail.into (),
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op.dpfail.into (),
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op.dppass.into ()
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);
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}
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}
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if let Some ((r, g, b, a)) = &state.color_mask {
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unsafe {
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gl::ColorMask (*r, *g, *b, *a);
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}
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}
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if let Some (v) = &state.depth_mask {
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unsafe {
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gl::DepthMask (*v);
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}
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}
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if let Some (v) = &state.stencil_mask {
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unsafe {
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gl::StencilMask (*v);
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}
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}
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}
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}
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@ -461,24 +479,41 @@ impl GameGraphics {
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let light = Vec3::from ((0.25, -0.125, 1.0)).normalize ();
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glezz::clear_color (1.0f32, 0.0f32, 1.0f32, 1.0f32);
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glezz::clear (gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT | gl::STENCIL_BUFFER_BIT);
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let passes = vec! [
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// Clear everything
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Pass {
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shader: &self.shader_diffuse,
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shader: None,
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required_state: GlState {
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flags: hashmap! {},
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front_face: None,
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stencil: None,
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color_mask: Some ((1, 1, 1, 1)),
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depth_mask: Some (1),
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stencil_mask: Some (255),
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},
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},
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// Draw world
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Pass {
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shader: Some (&self.shader_diffuse),
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required_state: GlState {
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flags: hashmap! {
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gl::DEPTH_TEST => true,
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gl::TEXTURE_2D => true,
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gl::STENCIL_TEST => false,
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},
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front_face: Some (FrontFace::Cw),
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stencil: None,
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color_mask: Some ((1, 1, 1, 1)),
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depth_mask: Some (1),
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stencil_mask: Some (0),
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},
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},
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// Write shadows into stencil buffer
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Pass {
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shader: &self.shader_shadow,
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shader: Some (&self.shader_shadow),
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required_state: GlState {
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flags: hashmap! {
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gl::DEPTH_TEST => true,
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gl::STENCIL_TEST => true,
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},
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front_face: Some (FrontFace::Ccw),
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@ -494,12 +529,18 @@ impl GameGraphics {
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dppass: StencilOp::Replace,
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},
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}),
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color_mask: Some ((0, 0, 0, 0)),
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depth_mask: Some (0),
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stencil_mask: Some (255),
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},
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},
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// Draw lit ground
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Pass {
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shader: &self.shader_shadow,
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shader: Some (&self.shader_diffuse),
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required_state: GlState {
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flags: hashmap! {
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gl::DEPTH_TEST => true,
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gl::TEXTURE_2D => true,
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gl::STENCIL_TEST => true,
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},
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front_face: Some (FrontFace::Cw),
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@ -515,12 +556,18 @@ impl GameGraphics {
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dppass: StencilOp::Keep,
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},
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}),
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color_mask: Some ((1, 1, 1, 1)),
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depth_mask: Some (1),
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stencil_mask: Some (0),
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},
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},
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// Draw unlit ground
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Pass {
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shader: &self.shader_shadow,
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shader: Some (&self.shader_diffuse),
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required_state: GlState {
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flags: hashmap! {
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gl::DEPTH_TEST => true,
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gl::TEXTURE_2D => true,
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gl::STENCIL_TEST => true,
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},
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front_face: Some (FrontFace::Cw),
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@ -536,10 +583,17 @@ impl GameGraphics {
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dppass: StencilOp::Keep,
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},
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}),
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color_mask: Some ((1, 1, 1, 1)),
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depth_mask: Some (1),
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stencil_mask: Some (0),
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},
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},
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];
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passes [0].apply_slow ();
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glezz::clear_color (1.0f32, 0.0f32, 1.0f32, 1.0f32);
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glezz::clear (gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT | gl::STENCIL_BUFFER_BIT);
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glezz::enable (gl::CULL_FACE);
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let pumpkin_model_mat =
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@ -552,15 +606,12 @@ impl GameGraphics {
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use uniforms::*;
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glezz::enable (gl::DEPTH_TEST);
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glezz::enable (gl::TEXTURE_2D);
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self.shader_diffuse.with (|shader_vars| {
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let unis = shader_vars.unis;
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let attrs = shader_vars.attrs;
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// Pass 0 - Draw the world except the ground plane
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passes [0].apply_slow ();
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passes [1].apply_slow ();
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let mvp = view_mat * pumpkin_model_mat;
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glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
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@ -619,13 +670,8 @@ impl GameGraphics {
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let unis = shader_vars.unis;
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let attrs = shader_vars.attrs;
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// Pass 1: Draw shadows into stencil buffer
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passes [1].apply_slow ();
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unsafe {
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gl::ColorMask (0, 0, 0, 0);
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gl::DepthMask (0);
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gl::StencilMask (1);
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}
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// Draw shadows into stencil buffer
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passes [2].apply_slow ();
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let view_mat = view_mat * shadow_mat;
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@ -651,12 +697,8 @@ impl GameGraphics {
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let unis = shader_vars.unis;
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let attrs = shader_vars.attrs;
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// Pass 2: Draw lit ground
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passes [2].apply_slow ();
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unsafe {
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gl::ColorMask (255, 255, 255, 255);
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gl::DepthMask (1);
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}
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// Draw lit ground
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passes [3].apply_slow ();
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let inverse_pumpkin = pumpkin_model_mat.inverse ();
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@ -676,8 +718,8 @@ impl GameGraphics {
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glezz::uniform_3fv (unis [&OBJECT_SPACE_LIGHT], &Vec3::from ((0.0, 0.0, 0.0)));
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self.mesh_pitch.draw (attrs, self.grass_index);
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// Pass 3: Draw shadowed ground
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passes [3].apply_slow ();
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// Draw shadowed ground
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passes [4].apply_slow ();
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glezz::uniform_3fv (unis [&OBJECT_SPACE_LIGHT], &object_space_light);
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self.mesh_pitch.draw (attrs, self.grass_index);
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