First implementation of quadratic bezier curve shader
This commit is contained in:
@@ -0,0 +1,15 @@
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#version 430 core
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out vec4 FragColor;
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in vec4 gColor;
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in vec2 gTex;
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uniform sampler2D aTexture;
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void main()
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{
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FragColor = texture(aTexture, gTex) * gColor;
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// FragColor = texture(aTexture, vTexCoord);
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// FragColor = gColor;
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// FragColor = vec4 (1,1,1,1);
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}
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@@ -0,0 +1,36 @@
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#version 430 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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in vec4 vColor [];
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in vec2 vTexCoord [];
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out vec4 gColor;
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out vec2 gTex;
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void main()
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{
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vec3 cenPos = gl_in[0].gl_Position.xyz;
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float size = vTexCoord[0].y;
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//float size = 0.05;
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gColor = vColor[0];
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float texPos = vTexCoord[0].x;
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gl_Position = vec4 (cenPos.x - size*0.5, cenPos.y - size, cenPos.z , 1);
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//gl_Position = vec4 (0, 0 , 5 , 1);
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gTex = vec2 (texPos*0.0078125, 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x - size*0.5, cenPos.y + size, cenPos.z , 1);
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//gl_Position = vec4 (0, 0.5 , 5 , 1);
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gTex = vec2 (texPos*0.0078125, 0);
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EmitVertex();
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gl_Position = vec4 (cenPos.x + size*0.5, cenPos.y - size, cenPos.z , 1);
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//gl_Position = vec4 (0.5, 0.5 , -5 , 1);
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gTex = vec2 ((texPos+1)*0.0078125, 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x + size*0.5, cenPos.y + size, cenPos.z , 1);
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gTex = vec2 ((texPos+1)*0.0078125, 0);
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//gl_Position = vec4 (0.5, 0 , -5 , 1);
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EmitVertex();
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EndPrimitive();
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}
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@@ -0,0 +1,20 @@
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#version 430 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec4 aColor;
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layout (location = 2) in vec2 aTexCoord;
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uniform vec2 winSize;
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uniform float zoom;
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uniform vec2 translation;
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uniform float rotation;
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out vec4 vColor;
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out vec2 vTexCoord;
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void main()
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{
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gl_Position = vec4(aPos, 1.0);
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vColor = aColor;
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vTexCoord = aTexCoord;
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}
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@@ -0,0 +1,18 @@
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#version 430 core
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in vec4 gColor;
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in vec2 cenPosT;
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in float gRad;
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out vec4 fColor;
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out float gl_FragDepth;
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void main()
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{
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vec2 pos = gl_FragCoord.xy;
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// fColor = vec4( gColor.xyz , 0 );
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// fColor = vec4( gColor.xyz , 1 - step(distance(pos,cenPos.xy),gRad) );
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// fColor = vec4( gColor.xyz , distance(pos,cenPos.xy)/gRad );
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// fColor = vec4( gColor.rgb, gColor.a * (1-step(gRad/2,distance(pos,cenPosT))) );
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gl_FragDepth = max(gl_FragCoord.z , step(gRad/2,distance(pos,cenPosT)));
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fColor = gColor;
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}
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//note it is the fragdepth that stops this from being square
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@@ -0,0 +1,33 @@
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#version 430 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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in vec4 vColor [];
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in float vRad [];
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out vec4 gColor;
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out float gRad;
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out vec2 cenPosT;
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uniform vec2 winSize;
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uniform float zoom;
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void main()
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{
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vec3 cenPos = gl_in[0].gl_Position.xyz;
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//cenPos = vec3 (0.5,0,0);
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gColor = vColor[0];
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gRad = vRad[0] * zoom * 2;
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// gRad = 0.2;
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cenPosT = vec2 ( (cenPos.x + 1) * 0.5 * winSize.x , (cenPos.y + 1) * 0.5 * winSize.y);
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, cenPos.z , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, cenPos.z , 1);
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EmitVertex();
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EndPrimitive();
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}
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@@ -0,0 +1,19 @@
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#version 430 core
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec4 color;
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layout (location = 2) in float rad;
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out vec4 vColor;
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out float vRad;
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uniform vec2 winSize;
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uniform float zoom;
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uniform vec2 translation;
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uniform float rotation;
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uniform mat4 worldMat;
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void main()
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{
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gl_Position = worldMat * vec4(position,1);
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vColor = color;
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vRad = rad;
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}
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@@ -0,0 +1,16 @@
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#version 430 core
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in vec2 cenPosT;
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in vec2 gParams;
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out vec4 fColor;
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void main()
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{
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vec2 pos = gl_FragCoord.xy;
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float dist = min(1 , 2*distance(pos,cenPosT) / (gParams.x));
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//float c = pow(gParams.y*dist,2);
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float c = gParams.y * pow(1-dist,2);
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//float c = gParams.y;
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fColor = vec4( c,c,c ,c );
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// fColor = vec4( 1,0,0 , 1);
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// fColor = vec4( 1,0,0 , pow(dist,2) );
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}
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@@ -0,0 +1,30 @@
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#version 430 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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in vec2 vParams [];
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out vec2 gParams;
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out vec2 cenPosT;
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uniform vec2 winSize;
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uniform float zoom;
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void main()
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{
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vec3 cenPos = gl_in[0].gl_Position.xyz;
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//cenPos = vec3 (0.5,0,0);
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gParams = vec2( vParams[0].x * zoom * 2, vParams[0].y);
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float gRad = gParams.x;
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cenPosT = vec2 ( (cenPos.x + 1) * 0.5 * winSize.x , (cenPos.y + 1) * 0.5 * winSize.y);
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, 0.9 , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, 0.9 , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, 0.9 , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, 0.9 , 1);
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EmitVertex();
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EndPrimitive();
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}
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@@ -0,0 +1,15 @@
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#version 430 core
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layout (location = 0) in vec4 position;
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out vec2 vParams;
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uniform vec2 winSize;
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uniform float zoom;
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uniform vec2 translation;
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uniform float rotation;
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uniform mat4 worldMat;
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void main()
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{
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gl_Position = vec4(position.xy,0,1);
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vParams = position.zw;
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}
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@@ -0,0 +1,12 @@
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#version 430 core
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in vec4 gColor;
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in vec2 cenPosTrans;
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in float gRad;
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out vec4 fColor;
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void main()
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{
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vec2 pos = gl_FragCoord.xy;
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float dist = max(0 , 1 - 2 * distance(pos,cenPosTrans) / (gRad));
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fColor = vec4( gColor.xyz , pow(gColor.z*dist,2) );
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}
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@@ -0,0 +1,30 @@
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#version 430 core
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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in vec4 vColor [];
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in float vRad [];
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uniform vec2 winSize;
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out vec4 gColor;
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out float gRad;
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out vec2 cenPosTrans;
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void main()
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{
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vec3 cenPos = gl_in[0].gl_Position.xyz;
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vec2 cenPosa = cenPos.xy + vec2 (1,1);
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cenPosTrans = vec2 (cenPosa * winSize * 0.5);
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gColor = vColor[0];
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gRad = vRad[0];
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, cenPos.z , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, cenPos.z , 1);
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EmitVertex();
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EndPrimitive();
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}
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@@ -0,0 +1,12 @@
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#version 430 core
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec4 color;
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layout (location = 2) in float rad;
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out vec4 vColor;
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out float vRad;
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void main()
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{
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gl_Position = vec4(position,1);
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vColor = color;
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vRad = rad;
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}
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@@ -0,0 +1,19 @@
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#version 430 core
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in vec4 gColor;
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in vec3 gBoundingBox;
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out vec4 fColor;
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float x = gBoundingBox.x;
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float y = gBoundingBox.y;
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float z = gBoundingBox.z;
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void main()
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{
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//float d = x - y - 1 + 2* sqrt(y);
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float d = sqrt(x) + sqrt(y) - 1;
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// if ( d < -0.1 || d > 0.1) { discard; }
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fColor = gColor;
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if ( d < -z*0.1 || d > z*0.1) { fColor = vec4 (0,1,0,1); }
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if ( d < -0.1 || d > 0.1) { fColor = vec4 (0,0,1,1); }
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}
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@@ -0,0 +1,28 @@
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#version 430 core
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 3) out;
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in vec4 vColor[];
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out vec4 gColor;
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out vec3 gBoundingBox;
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void main()
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{
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vec3 pa = gl_in[0].gl_Position.xyz;
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vec3 pb = gl_in[1].gl_Position.xyz;
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vec3 pc = gl_in[2].gl_Position.xyz;
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gBoundingBox = vec3 (1,0,1);
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gColor = vColor[0];
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gl_Position = vec4 (pa, 1);
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EmitVertex();
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gBoundingBox = vec3 (0,0,-0.9);
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gColor = vColor[1];
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gl_Position = vec4 (pb, 1);
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EmitVertex();
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gBoundingBox = vec3 (0,1,1);
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gColor = vColor[2];
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gl_Position = vec4 (pc, 1);
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EmitVertex();
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EndPrimitive();
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}
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@@ -0,0 +1,16 @@
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#version 430 core
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layout (location = 0) in vec3 position;
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layout (location = 1) in vec4 color;
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out vec4 vColor;
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uniform vec2 winSize;
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uniform float zoom;
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uniform float rotation;
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uniform vec2 translation;
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uniform mat4 worldMat;
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void main()
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{
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gl_Position = worldMat * vec4(position.xyz,1);
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vColor = color;
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}
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@@ -335,6 +335,11 @@ launcher = defaultGun
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, _itHammer = NoHammer
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, _itEffect = NoItEffect
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}
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bezierGun = defaultGun
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{ _itName = "B-GUN"
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, _wpFire = bezierTarget
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}
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remoteLauncher = defaultGun
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{ _itName = "ROCKO-REM"
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, _itIdentity = RemoteLauncher
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@@ -1402,6 +1407,24 @@ grenadePic x = pictures [ color (dark $ dark green) $ circleSolid 5
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$ scale 0.05 0.05 $ color green $ text $ show $ 1 + quot x 20
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]
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bezierTarget :: Int -> World -> World
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bezierTarget cid w = setTarget w
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where
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j = _crInvSel $ _creatures w IM.! cid
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setTarget = set (creatures . ix cid . crInv . ix j . wpFire) $ bezierControl p
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p = mouseWorldPos w
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bezierControl :: Point2 -> Int -> World -> World
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bezierControl targetp cid w = shootWithSound 0 (mkBezierBul startp controlp targetp) cid w
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where
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controlp = mouseWorldPos w
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cr = _creatures w IM.! cid
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dir = _crDir cr
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startp = _crPos cr +.+ rotateV dir (_crRad cr + 1,0)
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mkBezierBul :: Point2 -> Point2 -> Point2 -> Int -> World -> World
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mkBezierBul startp controlp targetp cid w = w
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fireRemoteLauncher :: Int -> World -> World
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fireRemoteLauncher cid w = setLocation $ resetFire $ resetName
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$ soundOnce (fromIntegral launcherSound)
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@@ -75,6 +75,7 @@ worldPictures w
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-- , itLabels
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, ppLabels
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, btLabels
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, testPic w
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]
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where
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decPicts = IM.elems $ _decorations w
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@@ -119,6 +120,11 @@ worldPictures w
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]
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where tst x y sc t = translate x y $ scale sc sc $ color white $ text t
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testPic :: World -> [Picture]
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testPic w = [setLayer 1 $ onLayerL [99] $ color red $ bezierQuad (-90,0) (90,-50) (-200,200) ]
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-- $ uncurry translate (mouseWorldPos w)
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hudDrawings :: World -> Picture
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hudDrawings w = setLayer 1 $ (onLayer InvLayer)
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$ pictures
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@@ -463,8 +469,6 @@ displayHP n w = translate (halfWidth w-80) (halfHeight w-20) $
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scale 0.2 0.2 $ text $ reverse $ take 5 $ (++ repeat ' ') $ reverse $ show
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$ _crHP $ _creatures w IM.! n
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testPic w = blank
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wallsForGloom :: World -> [(Point2,Point2,Point2,Point2)]
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wallsForGloom w = map (linePairs . _wlLine) $ filter (not . _wlIsSeeThrough)
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$ filter wallCastsShadow
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@@ -4,6 +4,7 @@ module Picture
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( module Picture.Data
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, polygon
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, polygonCol
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, bezierQuad
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, arc
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, arcSolid
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, thickArc
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@@ -68,6 +69,9 @@ polygonCol :: [(Point2,RGBA)] -> Picture
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{-# INLINE polygonCol #-}
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polygonCol = PolygonCol 0
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bezierQuad :: Point2 -> Point2 -> Point2 -> Picture
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bezierQuad a b c = BezierQuad 0 [a,b,c]
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color :: RGBA -> Picture -> Picture
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{-# INLINE color #-}
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color c pic = OverPic id id 0 (const c) pic
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@@ -22,6 +22,7 @@ import Data.Traversable
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data RenderType
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= RenderPoly [(Point3,Point4)]
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| RenderBezQ [(Point3,Point4)]
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| RenderText [(Point3,Point4,Point3)]
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| RenderArc (Point3,Point4,Point4)
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| RenderLine [(Point3,Point4)]
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@@ -74,6 +75,7 @@ data Picture
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= Blank
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| Text Int String
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| Polygon Int [Point2]
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| BezierQuad Int [Point2]
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| PolygonCol Int [(Point2,RGBA)]
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| Circle Int RGBA RGBA Float
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| ThickArc Int Float Float Float Float
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+10
-1
@@ -49,6 +49,9 @@ preloadRender = do
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[(0,3),(1,4),(2,3)] Points pokeCharStrat
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"data/texture/charMap.png"
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bezierQuadShader
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<- makeShader "bezierQuad" [vert,geom,frag] [(0,3),(1,4)] Triangles pokeBezQStrat
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--the following vbo is set up to contain one fixed vertex
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dummyvbo <- genObjectName
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dummyptr <- mallocArray numDrawableElements
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@@ -61,7 +64,7 @@ preloadRender = do
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backgroundvao <- setupVAO [(0,4),(1,2)]
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return $ RenderData
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{ _listShaders = [bslist,lslist,cslist,aslist,eslist]
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{ _listShaders = [bslist,lslist,cslist,aslist,eslist,bezierQuadShader]
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, _dummyVBO = dummyvbo
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, _dummyPtr = dummyptr
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, _lightSourceShader = lsShad
|
||||
@@ -79,7 +82,13 @@ cleanUpRenderPreload pd = do
|
||||
freeShaderPointers $ _backgroundShader pd
|
||||
free $ _dummyPtr pd
|
||||
|
||||
{-# INLINE pokeBezQStrat #-}
|
||||
pokeBezQStrat :: RenderType -> [[[Float]]]
|
||||
pokeBezQStrat (RenderBezQ vs) = fmap (\((x,y,z),(r,g,b,a)) -> [[x,y,z],[r,g,b,a]]) vs
|
||||
pokeBezQStrat _ = []
|
||||
|
||||
{-# INLINE pokeTriStrat #-}
|
||||
pokeTriStrat :: RenderType -> [[[Float]]]
|
||||
pokeTriStrat (RenderPoly vs) = fmap (\((x,y,z),(r,g,b,a)) -> [[x,y,z],[r,g,b,a]]) vs
|
||||
pokeTriStrat _ = []
|
||||
|
||||
|
||||
+8
-34
@@ -8,13 +8,17 @@ import Geometry
|
||||
import Data.Bifunctor
|
||||
import Data.List
|
||||
|
||||
-- todo: refactor out the layer check somehow
|
||||
-- consider generalising to alternative rather than using LTree
|
||||
picToLTree :: Maybe Int -> Picture -> LTree RenderType
|
||||
{-# INLINE picToLTree #-}
|
||||
picToLTree mx (Polygon i ps)
|
||||
= filtB mx i $ LLeaf $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ repeat black
|
||||
picToLTree mx (PolygonCol i vs) =
|
||||
filtB mx i $ LLeaf $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ polyToTris cs
|
||||
picToLTree mx (PolygonCol i vs)
|
||||
= filtB mx i $ LLeaf $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ polyToTris cs
|
||||
where (ps,cs) = unzip vs
|
||||
picToLTree mx (BezierQuad i ps)
|
||||
= filtB mx i $ LLeaf $ RenderBezQ $ zip (map zeroZ $ ps) $ repeat black
|
||||
picToLTree mx (Circle i colC colE r)
|
||||
= filtB mx i $ LLeaf $ RenderEllipse [( (-r, r,0), colC)
|
||||
,( (-r,-r,0), colE)
|
||||
@@ -64,6 +68,7 @@ scaleT (x,y) (a,b,(o,s,t)) = (a,b,(o,s*x,t*y))
|
||||
overPos :: (Point3 -> Point3) -> RenderType -> RenderType
|
||||
{-# INLINE overPos #-}
|
||||
overPos f (RenderPoly vs) = RenderPoly $ map (first $ f) vs
|
||||
overPos f (RenderBezQ vs) = RenderBezQ $ map (first $ f) vs
|
||||
overPos f (RenderLine vs) = RenderLine $ map (first $ f) vs
|
||||
overPos f (RenderText vs) = RenderText $ map (\(a,b,c) -> (f a,b,c)) vs
|
||||
overPos f (RenderEllipse vs) = RenderEllipse $ map (first f) vs
|
||||
@@ -77,6 +82,7 @@ overRot _ ren = ren
|
||||
overCol :: (Point4 -> Point4) -> RenderType -> RenderType
|
||||
{-# INLINE overCol #-}
|
||||
overCol f (RenderPoly vs) = RenderPoly $ map (second $ f) vs
|
||||
overCol f (RenderBezQ vs) = RenderBezQ $ map (second $ f) vs
|
||||
overCol f (RenderLine vs) = RenderLine $ map (second $ f) vs
|
||||
overCol f (RenderEllipse vs) = RenderEllipse $ map (second $ f) vs
|
||||
overCol f (RenderText vs) = RenderText $ map (\(a,b,c) -> (a,f b,c)) vs
|
||||
@@ -112,35 +118,3 @@ rotate3 :: Float -> Point3 -> Point3
|
||||
rotate3 a (x,y,z) = (x',y',z)
|
||||
where (x',y') = rotateV a (x,y)
|
||||
|
||||
--picToAlt :: (Ap.Alternative f, Monoid (f RenderType)) => Int -> Picture -> f RenderType
|
||||
--{-# INLINE picToAlt #-}
|
||||
--picToAlt x (Polygon i ps)
|
||||
-- | i == x = Ap.pure $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ repeat black
|
||||
-- | otherwise = Ap.empty
|
||||
--picToAlt x (PolygonCol i vs)
|
||||
-- | i /= x = Ap.empty
|
||||
-- | otherwise =
|
||||
-- let (ps,cs) = unzip vs
|
||||
-- in Ap.pure $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ polyToTris cs
|
||||
--picToAlt x (Circle i r)
|
||||
-- | i == x = Ap.pure $ RenderCirc $ ((0,0,0),black,r)
|
||||
-- | otherwise = Ap.empty
|
||||
--picToAlt x (Ellipse i (ax,ay) (bx,by) r)
|
||||
-- | i == x = Ap.pure $ RenderEllipse [((ax,ay+r,0),black)
|
||||
-- ,((ax,ay-r,0),black)
|
||||
-- ,((bx,by-r,0),black)
|
||||
-- ]
|
||||
-- | otherwise = Ap.empty
|
||||
--picToAlt x (ThickArc i startA endA rad wdth)
|
||||
-- | i == x = Ap.pure $ RenderArc $ ((0,0,0),black,(startA,endA,rad,wdth))
|
||||
-- | otherwise = Ap.empty
|
||||
--picToAlt x (Line i ps)
|
||||
-- | i == x = Ap.pure $ RenderLine $ zip (map zeroZ $ doubleLine ps) $ repeat white
|
||||
-- | otherwise = Ap.empty
|
||||
--picToAlt x (Text i s)
|
||||
-- | i == x = Ap.pure $ RenderText $ stringToList s
|
||||
-- | otherwise = Ap.empty
|
||||
--picToAlt j Blank = Ap.empty
|
||||
--picToAlt j (Pictures pics) = mconcat $ fmap (picToAlt j) pics
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user