Cleanup. Start tweaking flares, glares and flashes

This commit is contained in:
2021-10-29 21:47:03 +01:00
parent 78f91e522b
commit 502be6f64f
18 changed files with 59 additions and 153 deletions
+17 -22
View File
@@ -1,4 +1,6 @@
module Main where
module Main
( main
) where
import Loop
import Dodge.Data
import Dodge.Initialisation
@@ -31,6 +33,7 @@ import qualified Data.Map.Strict as M
main :: IO ()
main = do
-- load the config to get the window size and position
con <- loadDodgeConfig
let sizex = floor $ _windowX con
sizey = floor $ _windowY con
@@ -39,22 +42,21 @@ main = do
setupLoop
20
(sizex,sizey)
(posx,posy)
(Just (posx,posy))
theCleanup
(firstWorldLoad (sizex,sizey))
(firstWorldLoad con)
theUpdateStep
(flip handleEvent)
theCleanup :: World -> IO ()
theCleanup w = SDL.cursorVisible $= True >> cleanUpPreload (_preloadData w)
firstWorldLoad :: (Int,Int) -> IO World
firstWorldLoad (sizex,sizey) = do
firstWorldLoad :: Configuration -> IO World
firstWorldLoad theConfig = do
SDL.cursorVisible $= False
theKeyConfig <- loadKeyConfig
theConfig <- loadDodgeConfig
pdata <- doPreload >>= applyWorldConfig theConfig
w <- fmap (setWindowSize sizex sizey . (keyConfig .~ theKeyConfig) . (config .~ theConfig)) firstWorld
w <- fmap ((keyConfig .~ theKeyConfig) . (config .~ theConfig)) firstWorld
return $ w & preloadData .~ pdata
theUpdateStep :: World -> IO World
@@ -88,25 +90,18 @@ doSideEffects w = do
doPreload :: IO PreloadData
doPreload = do
rData <- preloadRender
lChunks <- loadSounds
lMusic <- loadMusic
let sData = SoundData {_loadedChunks = lChunks}
mData = MusicData {_loadedMusic = lMusic}
Mix.playMusic Mix.Forever (lMusic IM.! 0)
rData <- preloadRender
return $ PreloadData
return PreloadData
{ _renderData = rData
, _soundData = sData
, _musicData = mData
, _soundData = SoundData {_loadedChunks = lChunks}
, _musicData = MusicData {_loadedMusic = lMusic}
, _frameTimer = 0
}
checkForGlErrors :: IO ()
checkForGlErrors = do
errs <- errors
unless (null errs) $ putStrLn $ "GLerror during doLoop: " ++ unwords (map show errs)
setWindowSize :: Int -> Int -> World -> World
setWindowSize x y w = w
& config . windowX .~ fromIntegral x
& config . windowY .~ fromIntegral y
--checkForGlErrors :: IO ()
--checkForGlErrors = do
-- errs <- errors
-- unless (null errs) $ putStrLn $ "GLerror during doLoop: " ++ unwords (map show errs)
+2 -2
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@@ -59,7 +59,7 @@ handleMouseButtonEvent mbev w = case mouseButtonEventMotion mbev of
where
but = mouseButtonEventButton mbev
{- | Sets window position in config. -}
{- | Sets window position in config. -}
handleWindowMoveEvent :: WindowMovedEventData -> World -> Maybe World
handleWindowMoveEvent mev w = Just $ w
& config . windowPosX .~ fromIntegral x
@@ -67,7 +67,7 @@ handleWindowMoveEvent mev w = Just $ w
where
P (V2 x y) = windowMovedEventPosition mev
{- | Resets the world window size, and resizes the fbo that gets the light map drawn into it. -}
{- | Resets the world window size, and resizes the fbo that gets the light map drawn into it. -}
handleResizeEvent :: WindowSizeChangedEventData -> World -> Maybe World
handleResizeEvent sev w = Just
. set (config . windowX) (fromIntegral x)
+5 -6
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@@ -10,7 +10,6 @@ import Dodge.Item.Data
import Dodge.Item.Weapon.Decoration
import Dodge.Item.Weapon.UseEffect
import Dodge.Item.Attachment.Data
import Dodge.WorldEvent.Flash
import Dodge.WorldEvent.ThingsHit
import Dodge.Picture.Layer
import Dodge.Creature.Test
@@ -52,6 +51,7 @@ bezierRecock = ItInvEffect
_ -> it & itAttachment .~ NoItAttachment
{- |
Creates a laser scope and recocks the weapon.
TODO add the laser scope!
-}
itemLaserScopeEffect :: ItEffect
itemLaserScopeEffect
@@ -63,7 +63,6 @@ itemLaserScopeEffect
| invid == _crInvSel cr && crIsAiming' cr = w
& particles %~ (:) (makeLaserScope sp ep reloadFrac)
& creatures . ix (_crID cr) . crInv . ix invid . itHammer %~ moveHammerUp
& laserScopeTargetGlow col glowPoint
| otherwise = w
where
p = _crPos cr
@@ -74,14 +73,14 @@ itemLaserScopeEffect
ep = case listToMaybe $ thingsHitLongLine sp xp w of
Just (pos,_) -> pos
Nothing -> xp
glowPoint = case listToMaybe $ thingsHitLongLine sp xp w of
Just (pos,E3x2 wl) -> pos +.+ 2 *.* wallNormal wl
_ -> ep -.- 2 *.* unitVectorAtAngle d
--glowPoint = case listToMaybe $ thingsHitLongLine sp xp w of
-- Just (pos,E3x2 wl) -> pos +.+ 2 *.* wallNormal wl
-- _ -> ep -.- 2 *.* unitVectorAtAngle d
it = (cr ^. crInv) IM.! invid
reloadFrac
| _wpLoadedAmmo it == 0 = 1
| otherwise = fromIntegral (_wpReloadState it) / fromIntegral (_wpReloadTime it)
col = mixColors reloadFrac (1-reloadFrac) red green
--col = mixColors reloadFrac (1-reloadFrac) red green
{- | Automatically send out radar pulses that detect walls. -}
autoRadarEffect :: ItEffect
autoRadarEffect = ItInvEffect {_itInvEffect = f 50 ,_itEffectCounter = 0 }
+2 -4
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@@ -30,7 +30,7 @@ bulHitCr :: Particle -> Point2 -> Creature -> World -> World
bulHitCr bt p cr w
| crIsArmouredFrom p cr
= createSparkCol 8 colID p1 (argV (p1 -.- p) + d1) . addDamageArmoured $ w
| otherwise = addDamage . makeHitSound . flashEff $ w
| otherwise = addDamage . makeHitSound $ w
where
sp = head $ _btTrail' bt
bulVel = _btVel' bt
@@ -39,7 +39,6 @@ bulHitCr bt p cr w
addDamage = creatures . ix cid . crState . crDamage %~ ((Piercing 100 sp p ep : mvDams) ++ )
addDamageArmoured = creatures . ix cid . crState . crDamage %~ (mvDams ++)
makeHitSound = soundMultiFrom [CrHitSound 0] p hit1S (Just 10)
flashEff = over worldEvents (bloodFlashAt p . )
cid = _crID cr
(d1,_) = randomR (-0.7,0.7) $ _randGen w
colID = _btColor' bt
@@ -48,7 +47,7 @@ bulHitCr bt p cr w
bulBounceArmCr' :: Particle -> Point2 -> Creature -> World -> World
bulBounceArmCr' bt p cr w
| crIsArmouredFrom p cr = addBouncer . addDamageArmoured $ w
| otherwise = addDamage . makeHitSound . flashEff $ w
| otherwise = addDamage . makeHitSound $ w
where
sp = head $ _btTrail' bt
bulVel = _btVel' bt
@@ -57,7 +56,6 @@ bulBounceArmCr' bt p cr w
addDamage = creatures . ix cid . crState . crDamage %~ ((Piercing 100 sp p ep : mvDams) ++ )
addDamageArmoured = creatures . ix cid . crState . crDamage %~ (mvDams ++)
makeHitSound = soundMultiFrom [CrHitSound 0] p hit1S (Just 10)
flashEff = over worldEvents ((.) $ bloodFlashAt p)
cid = _crID cr
newDir = safeNormalizeV (p -.- _crPos cr)
pOut = p +.+ 2 *.* newDir
-4
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@@ -12,19 +12,15 @@ import Dodge.Particle.Bullet.Draw
import Dodge.Particle.Bullet.Update
import Dodge.WorldEvent.Flash
import Dodge.WorldEvent.ThingsHit
--import Dodge.WorldEvent.HelperParticle
import Dodge.WorldEvent.Cloud
import Dodge.WorldEvent.HitEffect
import Dodge.WorldEvent.Explosion
import Dodge.WorldEvent.SpawnParticle
--import Dodge.WorldEvent.Shockwave
import Dodge.LightSources.Lamp
import Dodge.Creature.State.Data
import Dodge.Data
import Dodge.Data.DamageType
--import Dodge.Base
import Geometry
--import Picture
import Control.Lens
import System.Random
+21 -51
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@@ -1,14 +1,20 @@
{- | Flashes.
projected naming conventions: three base types of light:
glare : "low lighting", draws lines around creatures and walls
flare : coloured light drawn on top of picture in fixed shapes
light : removal of shadows
glare : Draws color onto surfaces (not done)
flare : coloured light drawn in space, fixed shapes
light : removal of shadows (onto surfaces)
duration (subject to modification):
flash : short, abrupt changes in alpha
glow : continuous, potentially long, fading, slow changes in alpha
flicker : potentially long, moving, abrupt changes in alpha
-}
module Dodge.WorldEvent.Flash
( sparkFlashAt
, explosionFlashAt
, laserGunFlashAt
, teslaGunFlashAt
, lowLightDirected
)
where
import Dodge.Data
--import Dodge.Base
@@ -22,33 +28,13 @@ import Geometry
import Data.Maybe (maybeToList)
import Control.Lens
glareAt :: Int -> Float -> Float -> Color -> Int -> Float -> Point2 -> World -> World
glareAt t len wdth col nrays rad p w = foldr (glareLine' t len wdth col p) w ps
where
ps = map (p +.+) $ nRaysRad nrays rad
{- White flash. -}
sparkFlashAt :: Point2 -> World -> World
sparkFlashAt =
glareAt 2 10 5 (withAlpha 0.05 white) 20 30
{- Red flash. -}
bloodFlashAt :: Point2 -> World -> World
bloodFlashAt p =
over particles (flashFlareAt red 0.4 p : )
. glareAt 2 10 5 (withAlpha 0.05 red) 20 30 p
{- Cyan flash. -}
teslaGunFlashAt :: Point2 -> World -> World
teslaGunFlashAt p =
over particles (flashFlareAt cyan 0.3 p : )
. glareAt 2 10 5 (withAlpha 0.1 cyan) 20 30 p
teslaGunFlashAt = flareCircleAt cyan 0.7
{- Yellow flash. -}
laserGunFlashAt :: Point2 -> World -> World
laserGunFlashAt p =
over particles (flashFlareAt yellow 0.2 p : )
. glareAt 2 10 5 (withAlpha 0.05 yellow) 20 30 p
laserGunFlashAt = flareCircleAt yellow 0.2
glareLine' :: Int -> Float -> Float -> Color -> Point2 -> Point2 -> World -> World
glareLine' t len wdth col a b w = w & particles %~ (maybeToList linePt ++)
@@ -77,12 +63,14 @@ lowLightPic len wdth col (a,b) w = case thingsHit a b w of
_ -> blank
where setCol = color col . setDepth (-0.5) . setLayer 2
flashFlareAt :: Color -> Float -> Point2 -> Particle
flashFlareAt col alphax (V2 x y) = Particle
{ _ptDraw = const $ setLayer 2 . setDepth (-0.9) . translate x y
$ circleSolidCol (withAlpha 0 col) (withAlpha alphax col) 30
, _ptUpdate = ptTimer' 1
}
flareCircleAt :: Color -> Float -> Point2 -> World -> World
flareCircleAt col alphax (V2 x y) = particles %~ (theFlareCircle :)
where
theFlareCircle = Particle
{ _ptDraw = const $ setLayer 2 . setDepth 20 . translate x y
$ circleSolidCol (withAlpha 0 col) (withAlpha alphax col) 30
, _ptUpdate = ptTimer' 1
}
explosionFlashAt :: Point2 -> World -> World
explosionFlashAt p = over tempLightSources ((:) $ tLightTimedIntensity 20 150 intensityFunc p)
@@ -91,27 +79,9 @@ explosionFlashAt p = over tempLightSources ((:) $ tLightTimedIntensity 20 150 i
| x < 10 = 1 / (10 - fromIntegral x)
| otherwise = 1
flameGlareAt :: Point2 -> World -> World
flameGlareAt = glareAt 1 10 5 (withAlpha 0.05 orange) 8 40
lowLightDirected :: Color -> Point2 -> Point2 -> [Float] -> World -> World
lowLightDirected col a b angles w
= foldr (\angle w' -> glareLine' 2 10 5 col a (a +.+ rotateV angle b) w') w angles
muzzleFlashAt :: Point2 -> World -> World
muzzleFlashAt p = over particles (muzzleFlashPt p : )
. glareAt 2 10 5 (withAlpha 0.5 white) 20 30 p
muzzleFlashPt :: Point2 -> Particle
muzzleFlashPt (V2 x y) = Particle
{ _ptDraw = const $ setDepth 0
. setLayer 2
. translate x y
$ circleSolidCol (withAlpha 0 white) (withAlpha 0.2 white) 20
, _ptUpdate = ptTimer' 1
}
laserScopeTargetGlow :: Color -> Point2 -> World -> World
laserScopeTargetGlow col = glareAt 2 3 1 (withAlpha 0.1 col) 15 5
sparkFlashAt :: Point2 -> World -> World
sparkFlashAt _ = id
-16
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@@ -15,7 +15,6 @@ module Geometry
, module Geometry.Bezier
, module Geometry.Vector
, module Geometry.LHS
--, module Geometry.Zone
)
where
import Geometry.Data
@@ -23,7 +22,6 @@ import Geometry.Intersect
import Geometry.Bezier
import Geometry.Vector
import Geometry.LHS
--import Geometry.Zone
import Data.Maybe
import Data.List
@@ -236,7 +234,6 @@ prependTwo _ [] = []
prependTwo _ [_] = []
prependTwo sep (x:y:xs) = sep : x : y : prependTwo sep (y:xs)
-- | Return n equidistant points on a circle with a radius of 600.
nRays :: Int -> [Point2]
nRays n = take n $ iterate (rotateV (2*pi/fromIntegral n)) (V2 600 0)
@@ -349,8 +346,6 @@ reflectInParam x line vec =
rAng = rotateV angle vec
p = x *.* errorClosestPointOnLine 3 (V2 0 0) (vNormal line) rAng
in rAng -.- p
--reflectIn' :: Point2 -> Point2 -> Point2 -> Point2 -> Point2
--reflectIn' l1 l2 v1 v2 = v1 +.+ reflectIn (l1 -.- l2) (v2 -.- v1)
isOnSeg :: Point2 -> Point2 -> Point2 -> Bool
isOnSeg l1 l2 p =
@@ -452,17 +447,6 @@ arcStepwisePositive ssize a cen v = (cen +.+) . (`rotateV` v) <$> rots
n :: Int
n = ceiling (a * magV v / ssize)
--nPointsOnCirc :: Int -> Float -> [Point2]
--nPointsOnCirc n rad = take n $ iterate (rotateV (2*pi/fromIntegral n)) (rad,0)
--lineInPolygon :: Point2 -> Point2 -> [Point2] -> Bool
--lineInPolygon a b ps =
-- pointInPolygon a ps
-- || pointInPolygon b ps
-- || any (isJust . uncurry (intersectSegSeg' a b)) pss
-- where
-- pss = zip ps (tail ps ++ [head ps])
-- | Given a list of points, returns pairs of points linking the points into a
-- loop.
makeLoopPairs :: [Point2] -> [(Point2,Point2)]
+10 -6
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@@ -19,17 +19,17 @@ import qualified Graphics.Rendering.OpenGL as GL
setupLoop
:: Int -- ^ Target seconds per frame
-> (Int,Int) -- ^ The window size.
-> (Int,Int) -- ^ The window position.
-> Maybe (Int,Int) -- ^ The window position.
-> (world -> IO ()) -- ^ Function for cleaning up parameters, applied when exiting loop.
-> IO world -- ^ Initial simulation state.
-> (world -> IO world) -- ^ update, called once per frame. Allows for side effects such as rendering.
-> (world -> Event -> Maybe world)
-- ^ SDL Event handling, once per frame. Evaluating 'Nothing' exits the loop.
-> IO ()
setupLoop spf (xSize,ySize) (xPos,yPos) paramCleanup ioStartWorld sideEffects eventFn = do
setupLoop spf (xSize,ySize) winpos paramCleanup ioStartWorld sideEffects eventFn = do
initializeAll
bracket
(createWindow (T.pack "Simple Game Loop") (winConfig xSize ySize xPos yPos))
(createWindow (T.pack "Simple Game Loop") (winConfig xSize ySize winpos))
destroyWindow
$ \window -> bracket
(glCreateContext window)
@@ -78,13 +78,17 @@ applyEventIO fn mw e = case eventPayload e of
-> GL.viewport $= (GL.Position 0 0,GL.Size x y) >> return (mw >>= \w -> fn w e)
_ -> return $ mw >>= flip fn e
-- | Create an OpenGL SDL window configuration with a given x and y size.
winConfig :: Int -> Int -> Int -> Int -> WindowConfig
winConfig x y px py = defaultWindow
winConfig :: Int -> Int -> Maybe (Int, Int) -> WindowConfig
winConfig x y winpos = defaultWindow
{ windowGraphicsContext = OpenGLContext $ defaultOpenGL
{ glProfile = Core Normal 4 3
, glColorPrecision = V4 8 8 8 8
}
, windowPosition = Absolute (P (V2 (fromIntegral px) (fromIntegral py)))
, windowPosition = theWinPos
, windowInitialSize = V2 (fromIntegral x) (fromIntegral y)
, windowResizable =True
}
where
theWinPos = case winpos of
Just (px,py) -> Absolute (P (V2 (fromIntegral px) (fromIntegral py)))
Nothing -> Wherever
-1
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@@ -21,6 +21,5 @@ newtype Polyhedra = Polyhedron
newtype VF a = VF
{ _vertices :: M.Map a (Point3, [[a]])
}
makeLenses ''Polyhedra
makeLenses ''VF
-6
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@@ -71,9 +71,3 @@ facesToVF faces = foldr f M.empty vs
vs = nub $ concat faces
f v = M.insert v (g v)
g v = map (tail . rotateTo (== v)) $ filter (elem v) faces
--triPyramid :: VF
--triPyramid = VF
--dual :: VF a -> VF [a]
--dual vf =
-2
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@@ -15,8 +15,6 @@ import Framebuffer.Setup
import Data.Preload.Render
import Graphics.Rendering.OpenGL hiding (Point,translate,scale,imageHeight)
--import Graphics.GL.Core43
--import Control.Lens
import Control.Monad
import Foreign
import qualified Data.Vector.Mutable as MV
+1 -2
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@@ -1,6 +1,6 @@
{-# LANGUAGE OverloadedStrings #-}
module Preload.Update
(pdataResizeUpdate
( pdataResizeUpdate
) where
import Data.Preload
import Framebuffer.Update
@@ -39,4 +39,3 @@ renderDataResizeUpdate xsize ysize xfull yfull rdata = do
bbShad <- makeByteStringShaderUsingVAO "bloomBlur" [(vert,bbVert),(frag,bbFrag')] ETriangleStrip
(_fullscreenShader rdata)
return (rdata' {_bloomBlurShader = bbShad})
-4
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@@ -9,14 +9,11 @@ module Shader.AuxAddition
import Shader.Data
import Data.List.Extra
--import Foreign
import Codec.Picture
import qualified Data.Vector.Storable as V
import Control.Lens
import Graphics.Rendering.OpenGL hiding (Point,translate,scale,imageHeight)
import Graphics.GL.Core43
--import Graphics.GL.Groups
--import Text.RawString.QQ
-- I am not sure if this assumes that the shader is constructed directly before
-- the texture is added...
@@ -45,7 +42,6 @@ vaddTextureNoFilter texturePath shad = do
let wtex = fromIntegral $ imageWidth tex
htex = fromIntegral $ imageHeight tex
glTexStorage2D GL_TEXTURE_2D 1 GL_RGBA8 wtex htex
--withArray texData $ \ptr -> do
V.unsafeWith (imageData tex) $ \ptr -> do
glTexSubImage2D GL_TEXTURE_2D 0 0 0 wtex htex GL_RGBA GL_UNSIGNED_BYTE ptr
return $ shad & shadTex ?~ ShaderTexture {_textureObject = textureOb}
-1
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@@ -5,7 +5,6 @@ module Shader.Bind
) where
import Shader.Data
import Shader.Parameters
--import Shader.ExtraPrimitive
import Graphics.Rendering.OpenGL hiding (Line,translate,scale,imageHeight,Polygon,Color,T)
import Foreign hiding (rotate)
+1
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@@ -6,6 +6,7 @@ import Graphics.GL.Types
import Graphics.GL.Tokens
marshalEPrimitiveMode :: EPrimitiveMode -> GLenum
{-# INLINABLE marshalEPrimitiveMode #-}
marshalEPrimitiveMode x = case x of
EPoints -> GL_POINTS
ELines -> GL_LINES
-18
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@@ -1,12 +1,9 @@
--{-# LANGUAGE TupleSections #-}
--{-# LANGUAGE BangPatterns #-}
module Shader.Poke
( pokeVerxs
, pokeLayVerxs
, pokeArrayOff
, pokePoint33s
, pokeShape
, pokePoint3s
, pokeWallsWindowsFloor
) where
import Shader.Data
@@ -23,11 +20,6 @@ import qualified Data.Vector.Unboxed.Mutable as UMV
import qualified Data.Vector.Mutable as MV
import qualified Data.Vector.Fusion.Stream.Monadic as VS
import Control.Monad.Primitive
--import Control.Parallel.Strategies
--import System.Environment
--import Control.Monad.Parallel as MP
--import Control.Monad
--import qualified Data.DList as DL
pokeVerxs
:: MV.MVector (PrimState IO) FullShader
@@ -186,16 +178,6 @@ pokeJustV ptr counts sh = do
V3 a b c = _svPos sh
V4 d e f g = _svCol sh
pokePoint3s :: Ptr Float -> VS.Stream IO Point3 -> IO Int
pokePoint3s ptr = VS.foldlM' (pokePoint3 ptr) 0
pokePoint3 :: Ptr Float -> Int -> Point3 -> IO Int
pokePoint3 ptr n (V3 a b c) = do
pokeElemOff ptr (n * 3) a
pokeElemOff ptr (n * 3 + 1) b
pokeElemOff ptr (n * 3 + 2) c
return $ n + 1
pokeLayVerxs
:: MV.MVector (PrimState IO) FullShader
-> UMV.MVector (PrimState IO) Int
-4
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@@ -8,10 +8,7 @@ module Shape.Data
import Geometry.Data
import Control.Lens
--import qualified Data.DList as DL
type Shape = [ShapeObj]
_shVertices :: Shape -> [ShapeV]
{-# INLINE _shVertices #-}
_shVertices = concatMap _shVs
@@ -43,5 +40,4 @@ data ShapeV = ShapeV
pairToSV :: (Point3,Point4) -> ShapeV
{-# INLINE pairToSV #-}
pairToSV = uncurry ShapeV
makeLenses ''ShapeV
-4
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@@ -8,17 +8,14 @@ import Control.Lens
import Geometry.Data
import Data.Word (Word8)
import Data.Int (Int16)
data SoundStatus
= JustStartedPlaying
| Playing
| ToStart
| ToContinueStart
deriving (Eq,Ord,Show)
newtype SoundID = SoundID { _getSoundID :: Int }
deriving (Eq,Ord,Show)
newtype SoundData = SoundData
{_loadedChunks :: IM.IntMap Mix.Chunk
}
@@ -32,6 +29,5 @@ data Sound = Sound
, _soundChunkID :: SoundID
}
deriving (Eq,Ord,Show)
makeLenses ''SoundData
makeLenses ''Sound