First pass deletion, increases perfomance significantly
This commit is contained in:
@@ -0,0 +1,105 @@
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module Dodge.Inventory
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where
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import Dodge.Data
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import Dodge.Base
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--import Dodge.SoundLogic
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import Geometry
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import Data.Maybe
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import Data.List
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import Data.Function (on)
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import qualified Data.IntMap.Strict as IM
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import System.Random
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import Control.Lens
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checkInvSlotsYou' :: Maybe Item -> World -> Maybe Int
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checkInvSlotsYou' it w = fmap fst $ find cond invListSelFirst
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where cond (_,NoItem) = True
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cond (_,it' ) = itNotFull it' && fmap _itName it == Just (_itName it')
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youCr = you w
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youSel = _crInvSel youCr
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invList = _crInv youCr
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invListSelFirst = (youSel , invList IM.! youSel) : IM.toList invList
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checkInvSlotsYou :: Item -> World -> Maybe Int
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checkInvSlotsYou it w = fmap fst $ find cond invListSelFirst
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where cond (_,NoItem) = True
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cond (_,it' ) = itNotFull it' && _itName it == _itName it'
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youCr = you w
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youSel = _crInvSel youCr
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invList = _crInv youCr
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invListSelFirst = (youSel , invList IM.! youSel) : IM.toList invList
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checkInvSlots :: Item -> IM.IntMap Item -> Maybe Int
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checkInvSlots it its = fmap fst $ find cond $ IM.toList its
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where cond (_,NoItem) = True
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cond (_,it' ) = itNotFull it' && _itName it == _itName it'
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addItem :: Item -> Item -> Item
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addItem it NoItem = it
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addItem it it' = it' & itAmount +~ 1
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numInventorySlots :: Int
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numInventorySlots = 9
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itNotFull :: Item -> Bool
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itNotFull it = _itMaxStack it > _itAmount it
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rmInvItem :: Int -> World -> World
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rmInvItem n w =
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let i = _crInvSel (_creatures w IM.! n)
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item = _crInv (_creatures w IM.! n) IM.! i
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itRef = creatures . ix n . crInv . ix i
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in case item of
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Consumable {_itAmount = 1} -> set itRef NoItem w
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Craftable {_itAmount = 1} -> set itRef NoItem w
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Equipment {_itAmount = 1} -> set itRef NoItem w
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Throwable {_itAmount = 1} -> set itRef NoItem w
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Consumable {_itAmount = x} -> over (itRef . itAmount) (\y-> y-1) w
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Craftable {_itAmount = x} -> over (itRef . itAmount) (\y-> y-1) w
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Equipment {_itAmount = x} -> over (itRef . itAmount) (\y-> y-1) w
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Throwable {_itAmount = x} -> over (itRef . itAmount) (\y-> y-1) w
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_ -> set itRef NoItem w
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-- for now, left are floor items, right are buttons
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closestActiveObject :: World -> Maybe (Either FloorItem Button)
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closestActiveObject w = listToMaybe $ sortBy (compare `on` dist ypos . pos) $ actObjs
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where ypos = _crPos $ you w
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actObjs = filter (\obj -> dist ypos (pos obj) < 40 && hasLOS ypos (pos obj) w)
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$ map Left (IM.elems $ _floorItems w) ++ activeButtons -- map Right (IM.elems $ _buttons w)
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pos (Right x) = _btPos x
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pos (Left x) = _flItPos x
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activeButtons = map Right
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. filter ( (/=) BtNoLabel . _btState)
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. IM.elems
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$ _buttons w
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updateCloseObjects :: World -> World
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updateCloseObjects w = w & closeActiveObjects .~ unionBy eTest oldCloseFiltered currentClose
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where filt = filter $ \obj -> dist ypos (pos obj) < 40 && hasLOS ypos (pos obj) w
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ypos = _crPos $ you w
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objs = map Left (IM.elems $ _floorItems w) ++ activeButtons
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activeButtons = map Right
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. filter ( (/=) BtNoLabel . _btState)
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. IM.elems
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$ _buttons w
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pos (Right x) = _btPos x
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pos (Left x) = _flItPos x
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eTest (Right x) (Right y) = _btID x == _btID y
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eTest (Left x) (Left y) = _flItID x == _flItID y
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eTest _ _ = False
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currentClose = filt objs
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oldClose = filt $ _closeActiveObjects w
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oldCloseFiltered = intersectBy eTest oldClose currentClose
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closeObjScrollUp :: World -> World
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closeObjScrollUp = over closeActiveObjects rotU
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where rotU [] = []
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rotU (x:xs) = xs ++ [x]
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closeObjScrollDown :: World -> World
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closeObjScrollDown = over closeActiveObjects rotD
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where rotD [] = []
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rotD xs = last xs : init xs
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+6
-77
@@ -21,21 +21,10 @@ import Shaders
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data RenderData = RenderData
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{ --_charMap :: Image PixelRGBA8
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_textures :: [TextureObject]
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, _basicShader :: (Program, [UniformLocation])
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, _textShader :: (Program, [UniformLocation])
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, _circShader :: (Program, [UniformLocation])
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, _ellipseShader :: (Program, [UniformLocation])
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, _arcShader :: (Program, [UniformLocation])
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, _lightmapCircleShader :: (Program, [UniformLocation])
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, _backShader :: (Program, [UniformLocation])
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, _wallShadowShader :: (Program, [UniformLocation])
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, _listShaders :: [FullShader]
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, _triVAO :: VAO
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, _lineVAO :: VAO
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, _textVAO :: VAO
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, _circVAO :: VAO
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, _ellipseVAO :: VAO
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, _arcVAO :: VAO
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, _backVAO :: VAO
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, _wallVAO :: VAO
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, _fadeCircVAO :: VAO
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@@ -87,18 +76,6 @@ makeTextureShader s shaderlist alocs pm renStrat texturePath = do
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, _shaderTexture = Just $ ShaderTexture {_textureObject = textureOb}
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}
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mkS :: IO FullShader
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mkS = do
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(prog,unis) <- makeSourcedShader "basic" [VertexShader,FragmentShader]
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trivao <- setupVAO [(0,3),(1,4)]
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return $ FullShader { _shaderProgram = prog
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, _shaderUniforms = unis
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, _shaderVAO = trivao
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, _shaderPokeStrategy = pokeTriStrat
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, _shaderDrawPrimitive = Triangles
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}
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pokeTriStrat (RenderPoly vs) = fmap (\((x,y,z),(r,g,b,a)) -> [[x,y,z],[r,g,b,a]]) vs
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pokeTriStrat _ = []
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@@ -147,17 +124,6 @@ setupArrayBuffer (aloc,i) = do
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return vbo
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loadTextures :: IO [Image PixelRGBA8]
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loadTextures = do
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-- echarMap <- readImage "data/texture/smudgedDirt.png"
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echarMap <- readImage "data/texture/charMap.png"
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case echarMap of
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Left err -> do
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putStrLn err
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return []
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Right charMap ->
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return [convertRGBA8 charMap]
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bufferOffset :: Integral a => a -> Ptr b
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bufferOffset = plusPtr nullPtr . fromIntegral
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@@ -168,14 +134,9 @@ frag = FragmentShader
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preloadRender :: IO RenderData
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preloadRender = do
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-- compile shader programs
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bs <- makeSourcedShader "basic" [VertexShader,FragmentShader]
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ts <- makeSourcedShader "character" [VertexShader,GeometryShader,FragmentShader]
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cs <- makeSourcedShader "circle" [VertexShader,GeometryShader,FragmentShader]
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as <- makeSourcedShader "arc" [VertexShader,GeometryShader,FragmentShader]
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fcs <- makeSourcedShader "lightmapCircle" [VertexShader,GeometryShader,FragmentShader]
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bgs <- makeSourcedShader "background" [VertexShader,GeometryShader,FragmentShader]
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wss <- makeSourcedShader "wallShadow" [VertexShader,GeometryShader,FragmentShader]
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es <- makeSourcedShader "ellipseInterpolate" [VertexShader,GeometryShader,FragmentShader]
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wssLightPosUniLoc <- GL.uniformLocation (fst wss) "lightPos"
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@@ -194,21 +155,6 @@ preloadRender = do
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bindBuffer ArrayBuffer $= Just dummyvbo
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bufferData ArrayBuffer $= (fromIntegral floatSize, dummyptr, StaticDraw)
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-- load charmap as texture
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-- Right cmap <- readImage "data/texture/smudgedDirt.png"
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Right cmap <- readImage "data/texture/charMap.png"
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let tex = convertRGBA8 cmap
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chartex <- genObjectName
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textureBinding Texture2D $= Just chartex
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let texData = V.toList $ imageData tex
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wtex = fromIntegral $ imageWidth tex
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htex = fromIntegral $ imageHeight tex
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withArray texData $ \ptr -> do
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texImage2D Texture2D NoProxy 0 RGBA8 (TextureSize2D wtex htex) 0
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(PixelData RGBA UnsignedByte ptr)
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generateMipmap' Texture2D
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textureFilter Texture2D $= ((Linear',Just Linear') , Nearest)
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Right cmap' <- readImage "data/texture/smudgedDirt.png"
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let dirt = convertRGBA8 cmap'
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dirttex <- genObjectName
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@@ -226,34 +172,17 @@ preloadRender = do
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-- input a list of (attribute location, attrib length) pairs
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-- these will have buffers and pointers created
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trivao <- setupVAO [(0,3),(1,4)]
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linevao <- setupVAO [(0,3),(1,4)]
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textvao <- setupVAO [(0,3),(1,4),(2,3)]
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circvao <- setupVAO [(0,3),(1,4),(2,1)]
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ellipsevao <- setupVAO [(0,3),(1,4)]
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arcvao <- setupVAO [(0,3),(1,4),(2,4)]
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backgroundvao <- setupVAO [(0,4),(1,2)]
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wallvao <- setupVAO [(0,4),(1,4)]
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fadecircvao <- setupVAO [(0,4)]
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return $ RenderData
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{ -- _charMap = convertRGBA8 cmap
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_textures = [chartex,dirttex]
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,_basicShader = bs
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, _textShader = ts
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, _circShader = cs
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, _ellipseShader = es
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, _arcShader = as
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_textures = [dirttex,dirttex]
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, _listShaders = [bslist,lslist,cslist,aslist,eslist]
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, _lightmapCircleShader = fcs
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, _backShader = bgs
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, _wallShadowShader = wss
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, _triVAO = trivao
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, _textVAO = textvao
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, _circVAO = circvao
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, _ellipseVAO = ellipsevao
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, _arcVAO = arcvao
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, _lineVAO = linevao
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, _backVAO = backgroundvao
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, _wallVAO = wallvao
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, _fadeCircVAO = fadecircvao
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@@ -267,9 +196,9 @@ vaoPointers = (\(_,ps,_) -> ps) . unzip3 . _vaoBufferTargets
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cleanUpRenderPreload :: RenderData -> IO ()
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cleanUpRenderPreload pd = do
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mapM_ free $ vaoPointers $ _triVAO pd
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mapM_ free $ vaoPointers $ _textVAO pd
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mapM_ free $ vaoPointers $ _circVAO pd
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mapM_ free $ vaoPointers $ _arcVAO pd
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mapM_ free $ vaoPointers $ _lineVAO pd
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-- mapM_ free $ vaoPointers $ _triVAO pd
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-- mapM_ free $ vaoPointers $ _textVAO pd
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-- mapM_ free $ vaoPointers $ _circVAO pd
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-- mapM_ free $ vaoPointers $ _arcVAO pd
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-- mapM_ free $ vaoPointers $ _lineVAO pd
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free $ _dummyPtr pd
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+6
-77
@@ -405,12 +405,7 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
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-- set common uniforms
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setShaderUniforms rot zoom (tranx,trany) (winx,winy) (_listShaders pdata)
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forM_ [_basicShader pdata
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,_textShader pdata
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,_circShader pdata
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,_arcShader pdata
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,_ellipseShader pdata
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,_lightmapCircleShader pdata
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forM_ [_lightmapCircleShader pdata
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,_backShader pdata
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,_wallShadowShader pdata
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] $ \shad -> do
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@@ -496,18 +491,6 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
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uniform (_shaderUniforms shad !! 2) $= (0::Float)
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uniform (_shaderUniforms shad !! 3) $= Vector2 (0::Float) 0
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uniform (_shaderUniforms shad !! 4) $= idmat
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forM_ [_basicShader pdata
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,_textShader pdata
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,_circShader pdata
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,_arcShader pdata
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,_ellipseShader pdata
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] $ \shad -> do
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currentProgram $= Just (fst shad)
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uniform (snd shad !! 0) $= Vector2 (2::Float) 2
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uniform (snd shad !! 1) $= (1::Float)
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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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endWallTicks <- SDL.ticks
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--return (ticksAfterL, ticks2+ticks3+ticks4, endWallTicks - startWallTicks)
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ticksE <- SDL.ticks
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@@ -525,69 +508,15 @@ renderTree' pdata rot zoom (tranx,trany) (winx,winy) tree = do
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let slist = _listShaders pdata
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-- poke data, returns list of number of vertices for each shader
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is <- F.foldM (pokeShaders slist) tree
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-- the idea of doing as binding of buffers at once, rather than interweaving with draw
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-- calls, is to prevent opengl from waiting for a draw call to finish
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-- before it performs another state change
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bindShaderBuffers slist is
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drawShaders slist is
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pokeEndTicks <- SDL.ticks
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return $ pokeEndTicks - pokeStartTicks
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-- the following code draws a picture tree
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-- it does not set nor change the blend function or depth buffer
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-- nor does it set uniforms
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renderTree :: Foldable f => RenderData -> Float -> Float -> (Float,Float) -> (Float,Float)
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-> f RenderType -> IO Word32
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renderTree pdata rot zoom (tranx,trany) (winx,winy) tree = do
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pokeStartTicks <- SDL.ticks
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-- poke necessary data
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(nTriVs,nTextVs,nCircVs,nLineVs,nArcVs,nEllVs)
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-- <- F.foldM (theFold (_ptrPosVBO pdata, _ptrColVBO pdata)
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<- F.foldM (theFold (twoPtrsVAO $ _triVAO pdata)
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(threePtrsVAO $ _textVAO pdata)
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(threePtrsVAO $ _circVAO pdata)
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(twoPtrsVAO $ _lineVAO pdata)
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(threePtrsVAO $ _arcVAO pdata)
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(twoPtrsVAO $ _ellipseVAO pdata)
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) $ tree
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pokeEndTicks <-SDL.ticks
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-- bind buffers
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-- the idea of doing as much of this at once, rather than interweaving with draw
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-- calls, is to prevent opengl from waiting for a draw call to finish
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-- before it performs another state change
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bindArrayBuffers nTriVs $ _vaoBufferTargets $ _triVAO pdata
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bindArrayBuffers nCircVs $ _vaoBufferTargets $ _circVAO pdata
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bindArrayBuffers nArcVs $ _vaoBufferTargets $ _arcVAO pdata
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bindArrayBuffers nLineVs $ _vaoBufferTargets $ _lineVAO pdata
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bindArrayBuffers nTextVs $ _vaoBufferTargets $ _textVAO pdata
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bindArrayBuffers nEllVs $ _vaoBufferTargets $ _ellipseVAO pdata
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-- draw triangles
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currentProgram $= Just (fst $ _basicShader pdata)
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bindVertexArrayObject $= Just (_vao $ _triVAO pdata)
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drawArrays Triangles 0 (fromIntegral $ nTriVs)
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-- draw circles
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currentProgram $= Just (fst $ _circShader pdata)
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bindVertexArrayObject $= Just (_vao $ _circVAO pdata)
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drawArrays Points 0 (fromIntegral $ nCircVs)
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-- draw ellipses
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currentProgram $= Just (fst $ _ellipseShader pdata)
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bindVertexArrayObject $= Just (_vao $ _ellipseVAO pdata)
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drawArrays Triangles 0 (fromIntegral $ nEllVs)
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-- draw arcs
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currentProgram $= Just (fst $ _arcShader pdata)
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bindVertexArrayObject $= Just (_vao $ _arcVAO pdata)
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drawArrays Points 0 (fromIntegral $ nArcVs)
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-- draw lines
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currentProgram $= Just (fst $ _basicShader pdata)
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bindVertexArrayObject $= Just (_vao $ _lineVAO pdata)
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drawArrays Lines 0 (fromIntegral $ nLineVs)
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-- draw text
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currentProgram $= Just (fst $ _textShader pdata)
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bindVertexArrayObject $= Just (_vao $ _textVAO pdata)
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textureBinding Texture2D $= Just (_textures pdata !! 0)
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drawArrays Points 0 (fromIntegral $ nTextVs)
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return (pokeEndTicks - pokeStartTicks)
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