Continue shape rendering improvements
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+2
-2
@@ -27,7 +27,6 @@ import Data.Preload
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import Picture.Data
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import ShapePicture
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import Geometry.Data
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import Polyhedra.Data
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import Sound.Data
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import qualified DoubleStack as DS
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import Dodge.GameRoom
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@@ -76,7 +75,8 @@ data World = World
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, _playingSounds :: M.Map SoundOrigin Sound
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, _decorations :: IM.IntMap Picture
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, _foregroundShape :: Shape
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, _foregroundDecorations :: [Polyhedra]
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--, _foregroundDecorations :: [Polyhedra]
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, _foregroundDecorations :: Shape
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, _foregroundEdgeVerx :: [Point3]
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, _corpses :: Zone [Corpse]
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, _clickMousePos :: !Point2
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@@ -80,7 +80,7 @@ defaultWorld = World
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, _inventoryMode = TopInventory
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, _lClickHammer = HammerUp
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, _foregroundShape = mempty
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, _foregroundDecorations = []
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, _foregroundDecorations = mempty
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, _foregroundEdgeVerx = []
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, _radDistortion = []
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, _gameRooms = []
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+1
-6
@@ -24,7 +24,6 @@ import Picture.Data
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import Tile
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import Polyhedra
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import Polyhedra.Data
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import Shape
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import Control.Monad.State
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import Control.Lens
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@@ -78,11 +77,7 @@ setupWorldBounds w = w
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) ps
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setupForegroundEdgeVerxs :: World -> World
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setupForegroundEdgeVerxs w = w & foregroundEdgeVerx .~ polyhedrasToEdges (_foregroundDecorations w)
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& foregroundShape .~ ([ShapeObj ListV vs],es)
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where
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vs = shVfromList $ map pairToSV $ concatMap polyToTris $ concatMap _pyFaces $ _foregroundDecorations w
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es = shEfromList $ polyhedrasToEdges (_foregroundDecorations w)
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setupForegroundEdgeVerxs w = w & foregroundShape .~ (_foregroundDecorations w)
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polyhedrasToEdges :: [Polyhedra] -> [Point3]
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polyhedrasToEdges = concatMap tflat4 . concatMap polyToEdges
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@@ -19,9 +19,9 @@ import Dodge.LevelGen.TriggerDoor
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import Dodge.LevelGen.Switch
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import Dodge.LevelGen.Data
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import Geometry
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import Shape
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--import Geometry.Data
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import Picture
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import Polyhedra
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import qualified IntMapHelp as IM
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--import System.Random
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@@ -99,7 +99,7 @@ placeSpot ps w = case _psType ps of
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where
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(q:qs) = map (shiftPointBy (p,rot)) ps'
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rmCrossPaths w' = foldr (uncurry removePathsCrossing) w' $ zip (q:qs) (qs++[q])
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PutForeground poly -> w & foregroundDecorations %~ (map (uncurryV translateXY p . rotateXY rot) poly ++)
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PutForeground sh -> w & foregroundDecorations %~ ((uncurryV translateSHf p . rotateSH rot) sh <>)
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PutNothing -> w
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PutID _ -> w
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--_ -> w
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@@ -19,8 +19,8 @@ module Dodge.LevelGen.Data
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) where
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import Dodge.Data
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import Picture
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import Polyhedra.Data
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import Geometry.Data
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import Shape.Data
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import Control.Lens
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import Control.Monad.State
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@@ -40,7 +40,7 @@ data PSType = PutCrit {_unPutCrit :: Creature}
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| PutBtDoor Color Point2 Float Point2 Point2 Float
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| PutSwitchDoor Color Point2 Float Point2 Point2 Float
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| RandPS (State StdGen PSType)
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| PutForeground [Polyhedra]
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| PutForeground Shape
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| PutNothing
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| PutID { _putID :: Int}
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data PlacementSpot = PS
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@@ -19,7 +19,6 @@ import Shader.Bind
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import Shader.Data
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import MatrixHelper
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--import Polyhedra.Data
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import Polyhedra
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import Shader.ExtraPrimitive
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import Shader.Parameters
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@@ -98,8 +97,6 @@ doDrawing pdata w = do
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if w ^. config . wall_textured
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then renderTextureWalls pdata nWalls
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else renderBlankWalls pdata nWalls
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---draw foreground geometry onto base buffer
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renderFoldable shadV $ polysToPic $ foregroundPics w
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--draw objects onto base buffer
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layerCounts <- UMV.replicate (6*6) 0
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pokeBindFoldableLayer shadV layerCounts $ worldPictures w
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@@ -14,7 +14,6 @@ import Dodge.SoundLogic.LoadSound
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import Sound.Data
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import Geometry
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import Picture
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import Polyhedra.Data
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import ShapePicture
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import Control.Lens
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@@ -42,9 +41,6 @@ worldPictures w = pictures
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winSize = 30 + max (getWindowX w) (getWindowY w)
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camCen = _cameraCenter w
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foregroundPics :: World -> [Polyhedra]
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foregroundPics = _foregroundDecorations
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fixedCoordPictures :: World -> Picture
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fixedCoordPictures w = case _menuLayers w of
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[] -> pictures
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@@ -6,9 +6,8 @@ import Dodge.Base
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import Picture
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import Geometry
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--import Geometry.Data
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import Geometry.Vector3D
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import Polyhedra
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import Polyhedra.Data
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--import Geometry.Vector3D
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import Shape
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import Data.List
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import Data.Maybe
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@@ -48,14 +47,11 @@ diagonalLinesRect pa pb w d ang = zip lhsPoints $ map findDiPoint lhsPoints
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]
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yN = d * 0.5 *.* normalizeV (pa -.- pb)
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highPipe :: Float -> Point2 -> Point2 -> [Polyhedra]
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highPipe h x@(V2 xx xy) y =
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[ Polyhedron . map (map ( (,orange) . (+.+.+ V3 xx xy h)))
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$ boxABC (V3 a b 0) (V3 a' b' 0) (V3 0 0 5)
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]
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highPipe :: Float -> Point2 -> Point2 -> Shape
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highPipe h x y = translateSHz h $ colorSH orange $ upperPrismPoly 5
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[x +.+ n, y +.+ n, y -.- n, x -.- n]
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where
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(V2 a b) = y -.- x
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(V2 a' b') = 10 *.* normalizeV (vNormal (V2 a b))
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n = 2.5 *.* normalizeV (vNormal (y -.- x))
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girderZ :: Float -> Point2 -> Point2 -> Picture
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girderZ w x y = setDepth 50 $ color red $ pictures $
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@@ -25,8 +25,8 @@ startRoom = do
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h <- state $ randomR (200,400)
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let fground = sPS (V2 0 0) 0 $ PutForeground $
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highPipe 80 (V2 0 (h/3)) (V2 w (h/2))
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++ highPipe 40 (V2 0 (h/2)) (V2 w (h/3))
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++ highPipe 60 (V2 (w/3) 0 ) (V2 (w/3) h )
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<> highPipe 40 (V2 0 (h/2)) (V2 w (h/3))
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<> highPipe 60 (V2 (w/3) 0 ) (V2 (w/3) h )
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theLamp = sPS (V2 (w/2) (h/2)) 0 $ putColorLamp (V3 0.75 0.75 0.75)
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treeFromPost [Left rezBox, Left door] . Right
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<$> randomiseOutLinks (shiftRoomBy (V2 (-20) (-20),0)
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@@ -62,7 +62,6 @@ pokeShapeObjs ptr iptr _ count = VS.foldlM' (pokeShapeObj ptr iptr) count . VS.f
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pokeShapeObj :: Ptr Float -> Ptr GLushort -> (Int,Int,Int,Int) -> ShapeObj -> IO (Int,Int,Int,Int)
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pokeShapeObj ptr iptr counts (ShapeObj shType shVerts) = case shType of
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ListV -> pokeShapeVs ptr iptr counts shVerts
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TopPrism size -> pokeTopPrism size ptr iptr counts shVerts
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pokeTopPrism :: Int -> Ptr Float -> Ptr GLushort -> (Int,Int,Int,Int) -> [ShapeV] -> IO (Int,Int,Int,Int)
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@@ -80,9 +79,6 @@ pokeTopPrismIndex nv iptr ni ioff = do
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pokeElemOff iptr ni (fromIntegral $ nv + ioff)
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return (ni + 1)
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pokeShapeVs :: Ptr Float -> Ptr GLushort -> (Int,Int,Int,Int) -> [ShapeV] -> IO (Int, Int,Int,Int)
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pokeShapeVs ptr iptr count = VS.foldlM' (pokeShapeV ptr iptr) count . VS.fromList
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pokeShapeEs :: Ptr Float -> Ptr GLushort -> (Int,Int,Int,Int) -> [Point3] -> IO (Int,Int,Int,Int)
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pokeShapeEs ptr ieptr count = VS.foldlM' (pokeShapeE ptr ieptr) count . VS.fromList
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@@ -120,23 +116,6 @@ pokeJustV ptr (nv,ne,ni,nei) sh = do
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V3 a b c = _svPos sh
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V4 d e f g = _svCol sh
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pokeShapeV :: Ptr Float -> Ptr GLushort -> (Int,Int,Int,Int) -> ShapeV -> IO (Int,Int,Int,Int)
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pokeShapeV ptr iptr (nv,ne,ni,nei) sh = 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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pokeElemOff ptr (off 6) g
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pokeElemOff iptr ni (fromIntegral nv)
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return (nv+1,ne,ni+1,nei)
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where
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off i = nv*7 + i
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V3 a b c = _svPos sh
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V4 d e f g = _svCol sh
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pokePoint3s :: Ptr Float -> VS.Stream IO Point3 -> IO Int
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pokePoint3s ptr = VS.foldlM' (pokePoint3 ptr) 0
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+3
-18
@@ -4,6 +4,7 @@ module Shape
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, translateSH
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, emptySH
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, upperPrismPoly
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, polyCirc
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, translateSHz
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, translateSHf
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, rotateSH
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@@ -24,8 +25,8 @@ emptySH :: Shape
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emptySH = mempty
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polyCirc :: Int -> Float -> [Point2]
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{-# INLINE polycirc #-}
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polyCirc n r = map (\i -> rotateV ) [0..n]
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{-# INLINE polyCirc #-}
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polyCirc n x = map (\a -> rotateV a (V2 x 0)) $ take (n*2) [0,pi/(fromIntegral n)..]
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upperPrismPoly
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:: Float -- ^ height, expected to be strictly positive
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@@ -53,22 +54,6 @@ upperPrismPoly h ps =
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sideEdges = shEfromList $ concat $ zipWith3 makeSideEdge ps (tail ps ++ [head ps]) (drop 2 ps ++ take 2 ps)
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makeSideEdge (V2 xl yl) (V2 x y) (V2 xr yr) = [V3 x y 0, V3 x y h, V3 xr yr 0, V3 xl yl h]
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flatPoly :: [Point2] -> Shape
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flatPoly ps =
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( [ShapeObj ListV $ shVfromList $ polyToTris $ map f ps]
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, shEfromList $ concat $ zipWith g ps (tail ps ++ [head ps])
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)
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where
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f (V2 x y) = pairToSV ( V3 x y 0, black )
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g (V2 x y) (V2 a b) =
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[ V3 x y 0
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, V3 a b 0
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, V3 x y 0 -.-.- n
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, V3 a b 0 -.-.- n
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]
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where
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n = addZ 0 $ vNormal (V2 (a-x) (b-y))
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colorSH :: Color -> Shape -> Shape
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{-# INLINE colorSH #-}
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colorSH col = overCol $ const col
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+1
-2
@@ -40,8 +40,7 @@ data ShapeObj = ShapeObj
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data ShapeType
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= TopPrism Int
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| ListV
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-- | TopHexahedron -- ^ assumed convex, eight vertices
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-- | ListV
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-- edges are given by four consecutive points
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data ShapeV = ShapeV
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