Commit before attempting to stream worldSPic more effectively
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@@ -29,6 +29,7 @@ data Configuration = Configuration
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deriving (Generic, Show)
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data DebugBool
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= Show_ms_frame
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| Show_debug
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| Show_sound
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| Noclip
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| Cr_status
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@@ -20,7 +20,6 @@ import qualified Data.Map as M
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import qualified Data.Set as S
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import Data.Graph.Inductive.Graph hiding ((&))
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--import Data.Graph.Inductive.NodeMap
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--import qualified Data.Vector.Fusion.Stream.Monadic as VS
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defaultWorld :: World
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defaultWorld = World
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{ _keys = S.empty
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@@ -26,6 +26,7 @@ import Picture
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import Sound.Data
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import Geometry.ConvexPoly
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import ShortShow
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import Shape.Data
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--import Dodge.Base.Collide
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--import Data.Foldable
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@@ -35,27 +36,31 @@ import qualified Data.Map.Strict as M
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import Control.Lens
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import Data.Maybe
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import qualified Streaming.Prelude as S
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import Streaming
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import qualified Data.Graph.Inductive as FGL
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import qualified Data.Set as Set
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import Padding
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import Data.Foldable
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--import Data.Foldable
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-- TODO only filter out shapes outside the range of the furthest shown light source
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worldSPic :: Configuration -> World -> SPic
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worldSPic cfig w = (mempty, extraPics cfig w)
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<> foldMap' (dbArg _prDraw) (filtOn _prPos _props)
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<> foldMap' (shiftDraw _blPos _blDir _blDraw) (filtOn _blPos _blocks)
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<> foldMap' (shiftDraw _fsPos _fsDir (const _fsSPic)) (filtOn _fsPos _shapes)
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<> foldMap' (dbArg _cpPict) (filtOn _cpPos _corpses)
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<> foldMap' (dbArg _crPict) (filtOn _crPos _creatures)
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<> foldMap' floorItemSPic (filtOn _flItPos _floorItems)
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<> foldMap' btSPic (filtOn _btPos _buttons)
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<> foldMap' mcSPic (filtOn _mcPos _machines)
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<> anyTargeting cfig w
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worldSPic cfig w
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= ((mempty, extraPics cfig w) )
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<> (foldMap (dbArg _prDraw) (filtOn _prPos _props) )
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<> (foldMap (shiftDraw _blPos _blDir _blDraw) (filtOn _blPos _blocks) )
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<> (foldMap (shiftDraw _fsPos _fsDir (const _fsSPic)) (filtOn _fsPos _shapes) )
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<> (foldMap (dbArg _cpPict) (filtOn _cpPos _corpses) )
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<> (foldMap (dbArg _crPict) (filtOn _crPos _creatures) )
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<> (foldMap floorItemSPic (filtOn _flItPos _floorItems) )
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<> (foldMap btSPic (filtOn _btPos _buttons) )
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<> (foldMap mcSPic (filtOn _mcPos _machines) )
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<> (anyTargeting cfig w )
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where
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filtOn f g = IM.filter (pointIsClose . f) (g w)
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pointIsClose = cullPoint cfig w
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type SPicStream = Stream (Of ShapeObj) (Stream (Of Verx) IO) ()
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anyTargeting :: Configuration -> World -> SPic
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anyTargeting cfig w = (mempty,pictures $ IM.elems $ IM.mapMaybe f $ _crInv cr)
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where
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@@ -82,20 +87,23 @@ extraPics cfig w = pictures (_decorations w)
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<> concatMapPic clDraw (_clouds w )
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<> concatMapPic ppDraw (_pressPlates w )
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<> viewClipBounds cfig w
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-- <> debugDraw cfig w
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<> debugDraw cfig w
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debugDraw :: Configuration -> World -> Picture
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{-# INLINE debugDraw #-}
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debugDraw cfig w =
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pic
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<>
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setLayer FixedCoordLayer (listPicturesAt (0.5*halfWidth cfig) 0 cfig $ map text ts)
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debugDraw cfig w
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| Show_debug `Set.member` _debug_booleans cfig =
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pic
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<>
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setLayer FixedCoordLayer (listPicturesAt (0.5*halfWidth cfig) 0 cfig $ map text ts)
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| otherwise = mempty
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where
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(ts, pic) = foldMap (debugDraw' cfig w) (_debug_booleans cfig)
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debugDraw' :: Configuration -> World -> DebugBool -> ([String],Picture)
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{-# INLINE debugDraw' #-}
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debugDraw' cfig w bl = case bl of
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Show_debug -> lstring "Show debug"
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Noclip -> lstring "Noclip"
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Remove_LOS -> lstring "No line of sight"
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Cull_more_lights -> lstring "Cull more lights"
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@@ -4,7 +4,6 @@ module Picture.Data
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where
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import Geometry.Data
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--import qualified Data.Vector.Fusion.Stream.Monadic as VS
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import Control.Lens
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import Streaming
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data Verx = Verx
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+2
-2
@@ -19,9 +19,9 @@ import Graphics.Rendering.OpenGL hiding (Line,translate,scale,imageHeight,Polygo
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import qualified Data.Vector.Unboxed.Mutable as UMV
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import qualified Data.Vector.Mutable as MV
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import Control.Monad.Primitive
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import qualified Data.Vector.Fusion.Stream.Monadic as VS
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import Graphics.GL.Core43
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import Control.Monad
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import qualified Streaming.Prelude as S
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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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@@ -53,7 +53,7 @@ createLightMap pdata lightPoints nWalls nSils nCaps drawObjShads toPos = do
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-- to consider: adding normals/a "material" for each fragment
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blendFunc $= (Zero, OneMinusSrcColor)
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stencilTest $= Enabled
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flip VS.mapM_ (VS.fromList lightPoints) $ \(V3 x y z,rad,V3 r g b) -> do
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flip S.mapM_ (S.each lightPoints) $ \(V3 x y z,rad,V3 r g b) -> do
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depthFunc $= Just Less
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-- setup stencil
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colorMask $= Color4 Disabled Disabled Disabled Disabled
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+4
-2
@@ -10,9 +10,9 @@ import Graphics.Rendering.OpenGL hiding (Line,translate,scale,imageHeight,Polygo
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import Foreign hiding (rotate)
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import qualified Data.Vector.Unboxed.Mutable as UMV
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import qualified Data.Vector.Mutable as MV
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import qualified Data.Vector.Fusion.Stream.Monadic as VS
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import Control.Monad.Primitive
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import Control.Monad
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import qualified Streaming.Prelude as S
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bindArrayBuffers :: Int -> VBO -> IO ()
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{-# INLINABLE bindArrayBuffers #-}
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@@ -32,7 +32,9 @@ bindShaderLayers shads counts = MV.imapM_ f shads
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let theVBO = _vaoVBO $ _shadVAO shad
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stride = sum $ _vboAttribSizes theVBO
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bindBuffer ArrayBuffer $= (Just . _vbo $ theVBO)
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VS.mapM_ (g stride theVBO) $ VS.enumFromStepN 0 1 6 -- [0..5]
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--VS.mapM_ (g stride theVBO) $ VS.enumFromStepN 0 1 6 -- [0..5]
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S.mapM_ (g stride theVBO) $ S.each [0..5]
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where
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g stride theVBO lay = do
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numVs <- UMV.unsafeRead counts $ lay * 6 + i
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+17
-18
@@ -2,7 +2,7 @@ module Shader.Poke
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( pokeVerxs
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, pokeLayVerxs
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, pokeArrayOff
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, pokePoint33s
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-- , pokePoint33s
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, pokeShape
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, pokeWallsWindowsFloor
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) where
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@@ -18,7 +18,6 @@ import qualified Data.Vector as V
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import qualified Data.Vector.Unboxed as UV
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import qualified Data.Vector.Unboxed.Mutable as UMV
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import qualified Data.Vector.Mutable as MV
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import qualified Data.Vector.Fusion.Stream.Monadic as VS
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--import Data.Vector.Fusion.Util
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import Control.Monad.Primitive
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--import qualified Control.Monad.Parallel as MP
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@@ -52,9 +51,9 @@ pokeWallsWindowsFloor
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-> [ ( Point3 , Point3 ) ]
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-> IO (Int,Int,Int)
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pokeWallsWindowsFloor wlptr wiptr flptr wls wis fls = do
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wlcounts1 <- VS.foldM' (pokeW wlptr) 0 (VS.fromList wls)
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wlcounts2 <- VS.foldM' (pokeW wiptr) 0 (VS.fromList wis)
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flcounts <- VS.foldM' (pokeF flptr) 0 (VS.fromList fls)
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wlcounts1 <- S.foldM_ (pokeW wlptr) (return 0) return (S.each wls)
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wlcounts2 <- S.foldM_ (pokeW wiptr) (return 0) return (S.each wis)
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flcounts <- S.foldM_ (pokeF flptr) (return 0) return (S.each fls)
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return (wlcounts1,wlcounts2,flcounts)
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pokeF :: Ptr Float -> Int -> (Point3,Point3) -> IO Int
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@@ -232,17 +231,17 @@ pokeArrayOff :: Ptr Float -> Int -> [Float] -> IO ()
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{-# INLINE pokeArrayOff #-}
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pokeArrayOff ptr i = pokeArray (plusPtr ptr (floatSize * i))
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pokePoint33s :: Ptr Float -> [(Point3,Point3)] -> IO Int
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pokePoint33s ptr = VS.foldlM' (pokePoint33 ptr) 0 . VS.fromList
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--pokePoint33s :: Ptr Float -> [(Point3,Point3)] -> IO Int
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--pokePoint33s ptr = S.foldM_ (pokePoint33 ptr) (return 0) return . S.each
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pokePoint33 :: Ptr Float -> Int -> (Point3,Point3) -> IO Int
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pokePoint33 ptr n (V3 a b c,V3 d e f) = do
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pokeElemOff ptr (off 0) a
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pokeElemOff ptr (off 1) b
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pokeElemOff ptr (off 2) c
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pokeElemOff ptr (off 3) d
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pokeElemOff ptr (off 4) e
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pokeElemOff ptr (off 5) f
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return (n+1)
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where
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off i = n*6 + i
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--pokePoint33 :: Ptr Float -> Int -> (Point3,Point3) -> IO Int
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--pokePoint33 ptr n (V3 a b c,V3 d e f) = do
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-- pokeElemOff ptr (off 0) a
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-- pokeElemOff ptr (off 1) b
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-- pokeElemOff ptr (off 2) c
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-- pokeElemOff ptr (off 3) d
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-- pokeElemOff ptr (off 4) e
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-- pokeElemOff ptr (off 5) f
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-- return (n+1)
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-- where
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-- off i = n*6 + i
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@@ -7,7 +7,6 @@ module Shape.Data
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where
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import Geometry.Data
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--import qualified Data.Vector.Fusion.Stream.Monadic as VS
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--import Data.Vector.Fusion.Util
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import Control.Lens
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import Streaming
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+3
-3
@@ -26,7 +26,7 @@ import qualified SDL.Mixer as Mix
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import Data.Maybe
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import qualified Data.IntMap.Strict as IM
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import qualified Data.Map as M
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import qualified Data.Vector.Fusion.Stream.Monadic as VS
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import qualified Streaming.Prelude as S
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import Control.Monad
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import Control.Monad.Trans
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import Control.Monad.Trans.Maybe
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@@ -140,9 +140,9 @@ playIfFree c times = do
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As for 'playSoundQueue', but with positional information in the form of an Int16. -}
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playPositionalSoundQueue :: IM.IntMap Mix.Chunk -> [(Int,Int16)] -> IO ()
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playPositionalSoundQueue chunkMap
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= VS.mapM_ ( \(n,a) ->
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= S.mapM_ ( \(n,a) ->
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runMaybeT $ playIfFree (chunkMap IM.! n) Mix.Once >>= setChannelPos a )
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. VS.fromList
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. S.each
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setChannelPos :: Int16 -> Mix.Channel -> MaybeT IO Mix.Channel
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setChannelPos a i = do
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