Clarify number of distortions, play with distorting bullets
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+11
-1
@@ -154,7 +154,17 @@ makeFlak bu _ w = w & cWorld . lWorld . bullets .++~ [f x | x <- xs]
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g x v = v +.+ x *.* normalizeV (vNormal v)
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hitEffFromBul :: World -> Bullet -> (World, Bullet)
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hitEffFromBul w bu = case _buEffect bu of
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hitEffFromBul w bu = hitEffFromBul' w' bu
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where
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w' = w & cWorld . lWorld . distortions .:~ x
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x = RadialDistortion (_buPos bu + _buVel bu) (V2 50 0) (V2 0 50)
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(v3 & _3 .~ t) (v3 & _3 .~ negate t) v3 1
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v3 = V3 (V2 1 0) (V2 0 1) 0
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t = vNormal (_buVel bu)
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-- (V2 1 0) (V2
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hitEffFromBul' :: World -> Bullet -> (World, Bullet)
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hitEffFromBul' w bu = case _buEffect bu of
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PenetrateBullet -> movePenBullet bu hitstream w
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BounceBullet -> fromMaybe (expireAndDamage bu hitstream w) $ do
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(hp, crwl) <- hitstream ^? _head
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@@ -12,15 +12,18 @@ data Distortion = RadialDistortion
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{ _rdPos :: Point2
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, _rdDist1 :: Point2
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, _rdDist2 :: Point2
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, _rdT1R :: Point2
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, _rdT2R :: Point2
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, _rdT3R :: Point2
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, _rdT1G :: Point2
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, _rdT2G :: Point2
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, _rdT3G :: Point2
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, _rdT1B :: Point2
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, _rdT2B :: Point2
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, _rdT3B :: Point2
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, _rdTR :: V3 Point2
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, _rdTB :: V3 Point2
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, _rdTG :: V3 Point2
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-- , _rdT1R :: Point2
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-- , _rdT2R :: Point2
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-- , _rdT3R :: Point2
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-- , _rdT1G :: Point2
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-- , _rdT2G :: Point2
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-- , _rdT3G :: Point2
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-- , _rdT1B :: Point2
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-- , _rdT2B :: Point2
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-- , _rdT3B :: Point2
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, _rdTime :: Int
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}
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deriving (Eq, Ord, Show, Read) --Generic, Flat)
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@@ -7,5 +7,5 @@ import Control.Lens
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updateDistortion :: Distortion -> Maybe Distortion
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updateDistortion rd
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| rd ^. rdTime > 0 = Just $ rd & rdTime .~ 1
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| rd ^. rdTime > 0 = Just $ rd & rdTime -~ 1
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| otherwise = Nothing
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@@ -14,14 +14,15 @@ testEvent w = fromMaybe w $ do
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t1 = (V2 1 (-1))
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t2 = (V2 1 1)
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t3 = (V2 distR 0)
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v3 = V3 t1 t2 t3
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distortionBulge =
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RadialDistortion
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cpos
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(V2 distR 0)
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(V2 0 distR)
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t1 t2 t3 t1 t2 t3 t1 t2 t3
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v3 v3 v3
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20
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return $ w & cWorld . lWorld . distortions .~ [distortionBulge
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, distortionBulge & rdPos +~ 50 & rdT1R +~ V2 (-1) 1
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, distortionBulge & rdPos +~ 50 & rdTR . _1 +~ V2 (-1) 1
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, distortionBulge & rdPos +~ (-50)
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]
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+4
-3
@@ -359,7 +359,6 @@ doDrawing' win pdata u = do
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glDepthFunc GL_ALWAYS
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glBlendFunc GL_ONE GL_ZERO
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-- perform distortions
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-- this is hideous
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case getDistortions cfig w of
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[] -> do
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glBindTextureUnit 0 $ pdata ^. fboBase . _2 . _1 . unTO
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@@ -371,7 +370,7 @@ doDrawing' win pdata u = do
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fbo2 . _1 . unFBO)
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withArray (concatMap rdToVec2s rs) $
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glNamedBufferSubData (pdata ^. barrelShader . _2 . vboName) 0
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(18 * fromIntegral (length rs * sizeOf (0 :: Float)))
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(24 * fromIntegral (length rs * sizeOf (0 :: Float)))
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glBindTextureUnit 1 $ pdata ^. fboBase . _2 . _1 . unTO
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glUseProgram (pdata ^. barrelShader . _1)
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glUniform1i 0 (fromIntegral (length rs))
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@@ -399,7 +398,9 @@ doDrawing' win pdata u = do
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SDL.glSwapWindow win
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rdToVec2s :: Distortion -> [Point2]
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rdToVec2s (RadialDistortion a b c d e f g h i j k l _) = [a,b,c,d,e,f,g,h,i,j,k,l]
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rdToVec2s (RadialDistortion a b c d e f _) = [a,b,c] <> t d <> t e <> t f
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where
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t (V3 x y z) = [x,y,z]
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bufferPerspectiveMatrixUBO :: Config -> Camera -> GLuint -> IO ()
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bufferPerspectiveMatrixUBO cfig cam uboid =
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