Reduce number of wall points sent for shadows
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+15
-3
@@ -559,11 +559,11 @@ displayHP n w = translate (halfWidth w-70) (halfHeight w-40) $
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testPic w = blank
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wallsForGloom' :: World -> [(Point2,Point2,Point2,Point2)]
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wallsForGloom' w = map (wallPairToFour . _wlLine) $ filter (not . _wlIsSeeThrough)
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wallsForGloom' :: World -> [(Point2,Point2)]
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wallsForGloom' w = map (wallPairBack . _wlLine) $ filter (not . _wlIsSeeThrough)
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$ IM.elems $ wallsNearZones (zoneOfDoubleScreen w) w
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where wallPairToFour (x:y:_) = (ss x,ss y,ss $ x +.+ n,ss $ y+.+ n)
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where wallPairBack (x:y:_) = (ss $ x +.+ n,ss $ y+.+ n)
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where n = 15 *.* (normalizeV $ vNormal $ y -.- x)
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ss' v = rotateV (0 - _cameraRot w) (v -.- _cameraPos w)
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ss'' (a,b) = (a*2*zoom / _windowX w,b*2*zoom / _windowY w)
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@@ -571,6 +571,18 @@ wallsForGloom' w = map (wallPairToFour . _wlLine) $ filter (not . _wlIsSeeThroug
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-- the ss transformation would possibly be better done using a matrix in the
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-- shader
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zoom = _cameraZoom w
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--wallsForGloom' :: World -> [(Point2,Point2,Point2,Point2)]
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--wallsForGloom' w = map (wallPairToFour . _wlLine) $ filter (not . _wlIsSeeThrough)
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-- $ IM.elems $ wallsNearZones (zoneOfDoubleScreen w) w
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--
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-- where wallPairToFour (x:y:_) = (ss x,ss y,ss $ x +.+ n,ss $ y+.+ n)
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-- where n = 15 *.* (normalizeV $ vNormal $ y -.- x)
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-- ss' v = rotateV (0 - _cameraRot w) (v -.- _cameraPos w)
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-- ss'' (a,b) = (a*2*zoom / _windowX w,b*2*zoom / _windowY w)
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-- ss = ss'' . ss'
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---- the ss transformation would possibly be better done using a matrix in the
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---- shader
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-- zoom = _cameraZoom w
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lightsForGloom' :: World -> [(Point4)]
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lightsForGloom' w = map getLS (IM.elems $ _lightSources w) ++ map getTLS (_tempLightSources w)
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@@ -297,8 +297,10 @@ threePtrsVAO vao = case (\(_,ps,_) -> ps) $ unzip3 $ _vaoBufferTargets vao of
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renderPicture' :: RenderData -> Float -> Float -> (Float,Float) -> (Float,Float) ->
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[(Point2,Point2,Point2,Point2)] -> [Point4] -> Picture -> IO (Word32,Word32)
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[(Point2,Point2)] -> [Point4] -> Picture -> IO (Word32,Word32)
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renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints pic = do
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ticksAfterL <- SDL.ticks
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startWallTicks <- SDL.ticks
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depthFunc $= Just Lequal
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aticks <- SDL.ticks
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@@ -343,7 +345,7 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
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bindVertexArrayObject $= Just (_vao $ _wallVAO pdata)
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let wallPtr = (\(_,x,_) -> x) $ head $ _vaoBufferTargets $ _wallVAO pdata
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-- wallPtr2 = (\(_,x,_) -> x) $ (_vaoBufferTargets $ _wallVAO pdata) !! 1
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foldWalls n ((x,y),(z,w),(a,b),(c,d)) = do
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foldWalls n ((x,y),(z,w)) = do
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pokeFourOff wallPtr n (x,y,z,w)
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-- pokeFourOff wallPtr2 n (a,b,c,d)
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return $ n+1
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@@ -366,7 +368,8 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
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bindArrayBuffers (1) $ _vaoBufferTargets $ _fadeCircVAO pdata
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blendFuncSeparate $= ((Zero,Zero),(Zero, OneMinusSrcAlpha))
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drawArrays Points (fromIntegral 0) (fromIntegral 1)
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ticksAfterL <- SDL.ticks
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-- ticksAfterL <- SDL.ticks
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endWallTicks <- SDL.ticks
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-- draw picture
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-- set drawing for on top
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blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
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@@ -400,7 +403,8 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
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uniform (snd shad !! 2) $= (0::Float)
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uniform (snd shad !! 3) $= Vector2 (0::Float) 0
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uniform (snd shad !! 4) $= idmat
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return (ticksAfterL, ticks2+ticks3+ticks4)
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--return (ticksAfterL, ticks2+ticks3+ticks4, endWallTicks - startWallTicks)
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return (ticksAfterL, endWallTicks - startWallTicks)
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bufferOffset :: Integral a => a -> Ptr b
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bufferOffset = plusPtr nullPtr . fromIntegral
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