Cleanup. Start tweaking flares, glares and flashes
This commit is contained in:
+17
-22
@@ -1,4 +1,6 @@
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module Main where
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module Main
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( main
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) where
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import Loop
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import Dodge.Data
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import Dodge.Initialisation
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@@ -31,6 +33,7 @@ import qualified Data.Map.Strict as M
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main :: IO ()
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main = do
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-- load the config to get the window size and position
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con <- loadDodgeConfig
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let sizex = floor $ _windowX con
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sizey = floor $ _windowY con
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@@ -39,22 +42,21 @@ main = do
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setupLoop
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20
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(sizex,sizey)
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(posx,posy)
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(Just (posx,posy))
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theCleanup
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(firstWorldLoad (sizex,sizey))
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(firstWorldLoad con)
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theUpdateStep
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(flip handleEvent)
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theCleanup :: World -> IO ()
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theCleanup w = SDL.cursorVisible $= True >> cleanUpPreload (_preloadData w)
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firstWorldLoad :: (Int,Int) -> IO World
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firstWorldLoad (sizex,sizey) = do
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firstWorldLoad :: Configuration -> IO World
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firstWorldLoad theConfig = do
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SDL.cursorVisible $= False
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theKeyConfig <- loadKeyConfig
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theConfig <- loadDodgeConfig
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pdata <- doPreload >>= applyWorldConfig theConfig
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w <- fmap (setWindowSize sizex sizey . (keyConfig .~ theKeyConfig) . (config .~ theConfig)) firstWorld
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w <- fmap ((keyConfig .~ theKeyConfig) . (config .~ theConfig)) firstWorld
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return $ w & preloadData .~ pdata
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theUpdateStep :: World -> IO World
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@@ -88,25 +90,18 @@ doSideEffects w = do
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doPreload :: IO PreloadData
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doPreload = do
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rData <- preloadRender
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lChunks <- loadSounds
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lMusic <- loadMusic
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let sData = SoundData {_loadedChunks = lChunks}
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mData = MusicData {_loadedMusic = lMusic}
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Mix.playMusic Mix.Forever (lMusic IM.! 0)
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rData <- preloadRender
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return $ PreloadData
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return PreloadData
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{ _renderData = rData
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, _soundData = sData
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, _musicData = mData
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, _soundData = SoundData {_loadedChunks = lChunks}
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, _musicData = MusicData {_loadedMusic = lMusic}
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, _frameTimer = 0
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}
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checkForGlErrors :: IO ()
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checkForGlErrors = do
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errs <- errors
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unless (null errs) $ putStrLn $ "GLerror during doLoop: " ++ unwords (map show errs)
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setWindowSize :: Int -> Int -> World -> World
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setWindowSize x y w = w
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& config . windowX .~ fromIntegral x
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& config . windowY .~ fromIntegral y
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--checkForGlErrors :: IO ()
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--checkForGlErrors = do
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-- errs <- errors
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-- unless (null errs) $ putStrLn $ "GLerror during doLoop: " ++ unwords (map show errs)
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+2
-2
@@ -59,7 +59,7 @@ handleMouseButtonEvent mbev w = case mouseButtonEventMotion mbev of
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where
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but = mouseButtonEventButton mbev
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{- | Sets window position in config. -}
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{- | Sets window position in config. -}
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handleWindowMoveEvent :: WindowMovedEventData -> World -> Maybe World
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handleWindowMoveEvent mev w = Just $ w
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& config . windowPosX .~ fromIntegral x
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@@ -67,7 +67,7 @@ handleWindowMoveEvent mev w = Just $ w
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where
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P (V2 x y) = windowMovedEventPosition mev
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{- | Resets the world window size, and resizes the fbo that gets the light map drawn into it. -}
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{- | Resets the world window size, and resizes the fbo that gets the light map drawn into it. -}
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handleResizeEvent :: WindowSizeChangedEventData -> World -> Maybe World
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handleResizeEvent sev w = Just
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. set (config . windowX) (fromIntegral x)
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@@ -10,7 +10,6 @@ import Dodge.Item.Data
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import Dodge.Item.Weapon.Decoration
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import Dodge.Item.Weapon.UseEffect
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import Dodge.Item.Attachment.Data
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import Dodge.WorldEvent.Flash
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import Dodge.WorldEvent.ThingsHit
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import Dodge.Picture.Layer
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import Dodge.Creature.Test
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@@ -52,6 +51,7 @@ bezierRecock = ItInvEffect
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_ -> it & itAttachment .~ NoItAttachment
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{- |
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Creates a laser scope and recocks the weapon.
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TODO add the laser scope!
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-}
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itemLaserScopeEffect :: ItEffect
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itemLaserScopeEffect
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@@ -63,7 +63,6 @@ itemLaserScopeEffect
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| invid == _crInvSel cr && crIsAiming' cr = w
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& particles %~ (:) (makeLaserScope sp ep reloadFrac)
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& creatures . ix (_crID cr) . crInv . ix invid . itHammer %~ moveHammerUp
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& laserScopeTargetGlow col glowPoint
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| otherwise = w
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where
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p = _crPos cr
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@@ -74,14 +73,14 @@ itemLaserScopeEffect
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ep = case listToMaybe $ thingsHitLongLine sp xp w of
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Just (pos,_) -> pos
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Nothing -> xp
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glowPoint = case listToMaybe $ thingsHitLongLine sp xp w of
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Just (pos,E3x2 wl) -> pos +.+ 2 *.* wallNormal wl
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_ -> ep -.- 2 *.* unitVectorAtAngle d
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--glowPoint = case listToMaybe $ thingsHitLongLine sp xp w of
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-- Just (pos,E3x2 wl) -> pos +.+ 2 *.* wallNormal wl
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-- _ -> ep -.- 2 *.* unitVectorAtAngle d
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it = (cr ^. crInv) IM.! invid
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reloadFrac
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| _wpLoadedAmmo it == 0 = 1
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| otherwise = fromIntegral (_wpReloadState it) / fromIntegral (_wpReloadTime it)
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col = mixColors reloadFrac (1-reloadFrac) red green
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--col = mixColors reloadFrac (1-reloadFrac) red green
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{- | Automatically send out radar pulses that detect walls. -}
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autoRadarEffect :: ItEffect
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autoRadarEffect = ItInvEffect {_itInvEffect = f 50 ,_itEffectCounter = 0 }
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@@ -30,7 +30,7 @@ bulHitCr :: Particle -> Point2 -> Creature -> World -> World
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bulHitCr bt p cr w
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| crIsArmouredFrom p cr
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= createSparkCol 8 colID p1 (argV (p1 -.- p) + d1) . addDamageArmoured $ w
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| otherwise = addDamage . makeHitSound . flashEff $ w
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| otherwise = addDamage . makeHitSound $ w
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where
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sp = head $ _btTrail' bt
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bulVel = _btVel' bt
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@@ -39,7 +39,6 @@ bulHitCr bt p cr w
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addDamage = creatures . ix cid . crState . crDamage %~ ((Piercing 100 sp p ep : mvDams) ++ )
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addDamageArmoured = creatures . ix cid . crState . crDamage %~ (mvDams ++)
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makeHitSound = soundMultiFrom [CrHitSound 0] p hit1S (Just 10)
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flashEff = over worldEvents (bloodFlashAt p . )
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cid = _crID cr
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(d1,_) = randomR (-0.7,0.7) $ _randGen w
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colID = _btColor' bt
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@@ -48,7 +47,7 @@ bulHitCr bt p cr w
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bulBounceArmCr' :: Particle -> Point2 -> Creature -> World -> World
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bulBounceArmCr' bt p cr w
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| crIsArmouredFrom p cr = addBouncer . addDamageArmoured $ w
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| otherwise = addDamage . makeHitSound . flashEff $ w
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| otherwise = addDamage . makeHitSound $ w
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where
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sp = head $ _btTrail' bt
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bulVel = _btVel' bt
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@@ -57,7 +56,6 @@ bulBounceArmCr' bt p cr w
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addDamage = creatures . ix cid . crState . crDamage %~ ((Piercing 100 sp p ep : mvDams) ++ )
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addDamageArmoured = creatures . ix cid . crState . crDamage %~ (mvDams ++)
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makeHitSound = soundMultiFrom [CrHitSound 0] p hit1S (Just 10)
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flashEff = over worldEvents ((.) $ bloodFlashAt p)
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cid = _crID cr
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newDir = safeNormalizeV (p -.- _crPos cr)
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pOut = p +.+ 2 *.* newDir
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@@ -12,19 +12,15 @@ import Dodge.Particle.Bullet.Draw
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import Dodge.Particle.Bullet.Update
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import Dodge.WorldEvent.Flash
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import Dodge.WorldEvent.ThingsHit
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--import Dodge.WorldEvent.HelperParticle
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import Dodge.WorldEvent.Cloud
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import Dodge.WorldEvent.HitEffect
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import Dodge.WorldEvent.Explosion
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import Dodge.WorldEvent.SpawnParticle
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--import Dodge.WorldEvent.Shockwave
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import Dodge.LightSources.Lamp
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import Dodge.Creature.State.Data
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import Dodge.Data
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import Dodge.Data.DamageType
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--import Dodge.Base
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import Geometry
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--import Picture
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import Control.Lens
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import System.Random
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@@ -1,14 +1,20 @@
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{- | Flashes.
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projected naming conventions: three base types of light:
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glare : "low lighting", draws lines around creatures and walls
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flare : coloured light drawn on top of picture in fixed shapes
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light : removal of shadows
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glare : Draws color onto surfaces (not done)
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flare : coloured light drawn in space, fixed shapes
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light : removal of shadows (onto surfaces)
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duration (subject to modification):
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flash : short, abrupt changes in alpha
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glow : continuous, potentially long, fading, slow changes in alpha
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flicker : potentially long, moving, abrupt changes in alpha
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-}
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module Dodge.WorldEvent.Flash
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( sparkFlashAt
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, explosionFlashAt
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, laserGunFlashAt
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, teslaGunFlashAt
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, lowLightDirected
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)
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where
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import Dodge.Data
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--import Dodge.Base
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@@ -22,33 +28,13 @@ import Geometry
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import Data.Maybe (maybeToList)
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import Control.Lens
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glareAt :: Int -> Float -> Float -> Color -> Int -> Float -> Point2 -> World -> World
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glareAt t len wdth col nrays rad p w = foldr (glareLine' t len wdth col p) w ps
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where
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ps = map (p +.+) $ nRaysRad nrays rad
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{- White flash. -}
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sparkFlashAt :: Point2 -> World -> World
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sparkFlashAt =
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glareAt 2 10 5 (withAlpha 0.05 white) 20 30
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{- Red flash. -}
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bloodFlashAt :: Point2 -> World -> World
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bloodFlashAt p =
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over particles (flashFlareAt red 0.4 p : )
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. glareAt 2 10 5 (withAlpha 0.05 red) 20 30 p
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{- Cyan flash. -}
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teslaGunFlashAt :: Point2 -> World -> World
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teslaGunFlashAt p =
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over particles (flashFlareAt cyan 0.3 p : )
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. glareAt 2 10 5 (withAlpha 0.1 cyan) 20 30 p
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teslaGunFlashAt = flareCircleAt cyan 0.7
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{- Yellow flash. -}
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laserGunFlashAt :: Point2 -> World -> World
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laserGunFlashAt p =
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over particles (flashFlareAt yellow 0.2 p : )
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. glareAt 2 10 5 (withAlpha 0.05 yellow) 20 30 p
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laserGunFlashAt = flareCircleAt yellow 0.2
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glareLine' :: Int -> Float -> Float -> Color -> Point2 -> Point2 -> World -> World
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glareLine' t len wdth col a b w = w & particles %~ (maybeToList linePt ++)
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@@ -77,12 +63,14 @@ lowLightPic len wdth col (a,b) w = case thingsHit a b w of
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_ -> blank
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where setCol = color col . setDepth (-0.5) . setLayer 2
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flashFlareAt :: Color -> Float -> Point2 -> Particle
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flashFlareAt col alphax (V2 x y) = Particle
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{ _ptDraw = const $ setLayer 2 . setDepth (-0.9) . translate x y
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$ circleSolidCol (withAlpha 0 col) (withAlpha alphax col) 30
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, _ptUpdate = ptTimer' 1
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}
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flareCircleAt :: Color -> Float -> Point2 -> World -> World
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flareCircleAt col alphax (V2 x y) = particles %~ (theFlareCircle :)
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where
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theFlareCircle = Particle
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{ _ptDraw = const $ setLayer 2 . setDepth 20 . translate x y
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$ circleSolidCol (withAlpha 0 col) (withAlpha alphax col) 30
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, _ptUpdate = ptTimer' 1
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}
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explosionFlashAt :: Point2 -> World -> World
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explosionFlashAt p = over tempLightSources ((:) $ tLightTimedIntensity 20 150 intensityFunc p)
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@@ -91,27 +79,9 @@ explosionFlashAt p = over tempLightSources ((:) $ tLightTimedIntensity 20 150 i
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| x < 10 = 1 / (10 - fromIntegral x)
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| otherwise = 1
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flameGlareAt :: Point2 -> World -> World
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flameGlareAt = glareAt 1 10 5 (withAlpha 0.05 orange) 8 40
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lowLightDirected :: Color -> Point2 -> Point2 -> [Float] -> World -> World
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lowLightDirected col a b angles w
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= foldr (\angle w' -> glareLine' 2 10 5 col a (a +.+ rotateV angle b) w') w angles
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muzzleFlashAt :: Point2 -> World -> World
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muzzleFlashAt p = over particles (muzzleFlashPt p : )
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. glareAt 2 10 5 (withAlpha 0.5 white) 20 30 p
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muzzleFlashPt :: Point2 -> Particle
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muzzleFlashPt (V2 x y) = Particle
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{ _ptDraw = const $ setDepth 0
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. setLayer 2
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. translate x y
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$ circleSolidCol (withAlpha 0 white) (withAlpha 0.2 white) 20
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, _ptUpdate = ptTimer' 1
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}
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laserScopeTargetGlow :: Color -> Point2 -> World -> World
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laserScopeTargetGlow col = glareAt 2 3 1 (withAlpha 0.1 col) 15 5
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sparkFlashAt :: Point2 -> World -> World
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sparkFlashAt _ = id
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@@ -15,7 +15,6 @@ module Geometry
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, module Geometry.Bezier
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, module Geometry.Vector
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, module Geometry.LHS
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--, module Geometry.Zone
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)
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where
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import Geometry.Data
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@@ -23,7 +22,6 @@ import Geometry.Intersect
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import Geometry.Bezier
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import Geometry.Vector
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import Geometry.LHS
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--import Geometry.Zone
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import Data.Maybe
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import Data.List
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@@ -236,7 +234,6 @@ prependTwo _ [] = []
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prependTwo _ [_] = []
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prependTwo sep (x:y:xs) = sep : x : y : prependTwo sep (y:xs)
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-- | Return n equidistant points on a circle with a radius of 600.
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nRays :: Int -> [Point2]
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nRays n = take n $ iterate (rotateV (2*pi/fromIntegral n)) (V2 600 0)
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@@ -349,8 +346,6 @@ reflectInParam x line vec =
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rAng = rotateV angle vec
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p = x *.* errorClosestPointOnLine 3 (V2 0 0) (vNormal line) rAng
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in rAng -.- p
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--reflectIn' :: Point2 -> Point2 -> Point2 -> Point2 -> Point2
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--reflectIn' l1 l2 v1 v2 = v1 +.+ reflectIn (l1 -.- l2) (v2 -.- v1)
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isOnSeg :: Point2 -> Point2 -> Point2 -> Bool
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isOnSeg l1 l2 p =
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@@ -452,17 +447,6 @@ arcStepwisePositive ssize a cen v = (cen +.+) . (`rotateV` v) <$> rots
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n :: Int
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n = ceiling (a * magV v / ssize)
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--nPointsOnCirc :: Int -> Float -> [Point2]
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--nPointsOnCirc n rad = take n $ iterate (rotateV (2*pi/fromIntegral n)) (rad,0)
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--lineInPolygon :: Point2 -> Point2 -> [Point2] -> Bool
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--lineInPolygon a b ps =
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-- pointInPolygon a ps
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-- || pointInPolygon b ps
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-- || any (isJust . uncurry (intersectSegSeg' a b)) pss
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-- where
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-- pss = zip ps (tail ps ++ [head ps])
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-- | Given a list of points, returns pairs of points linking the points into a
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-- loop.
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makeLoopPairs :: [Point2] -> [(Point2,Point2)]
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+10
-6
@@ -19,17 +19,17 @@ import qualified Graphics.Rendering.OpenGL as GL
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setupLoop
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:: Int -- ^ Target seconds per frame
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-> (Int,Int) -- ^ The window size.
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-> (Int,Int) -- ^ The window position.
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-> Maybe (Int,Int) -- ^ The window position.
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-> (world -> IO ()) -- ^ Function for cleaning up parameters, applied when exiting loop.
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-> IO world -- ^ Initial simulation state.
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-> (world -> IO world) -- ^ update, called once per frame. Allows for side effects such as rendering.
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-> (world -> Event -> Maybe world)
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-- ^ SDL Event handling, once per frame. Evaluating 'Nothing' exits the loop.
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-> IO ()
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setupLoop spf (xSize,ySize) (xPos,yPos) paramCleanup ioStartWorld sideEffects eventFn = do
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setupLoop spf (xSize,ySize) winpos paramCleanup ioStartWorld sideEffects eventFn = do
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initializeAll
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bracket
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(createWindow (T.pack "Simple Game Loop") (winConfig xSize ySize xPos yPos))
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(createWindow (T.pack "Simple Game Loop") (winConfig xSize ySize winpos))
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destroyWindow
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$ \window -> bracket
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(glCreateContext window)
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@@ -78,13 +78,17 @@ applyEventIO fn mw e = case eventPayload e of
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-> GL.viewport $= (GL.Position 0 0,GL.Size x y) >> return (mw >>= \w -> fn w e)
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_ -> return $ mw >>= flip fn e
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-- | Create an OpenGL SDL window configuration with a given x and y size.
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winConfig :: Int -> Int -> Int -> Int -> WindowConfig
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winConfig x y px py = defaultWindow
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winConfig :: Int -> Int -> Maybe (Int, Int) -> WindowConfig
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winConfig x y winpos = defaultWindow
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{ windowGraphicsContext = OpenGLContext $ defaultOpenGL
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{ glProfile = Core Normal 4 3
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, glColorPrecision = V4 8 8 8 8
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}
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, windowPosition = Absolute (P (V2 (fromIntegral px) (fromIntegral py)))
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, windowPosition = theWinPos
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, windowInitialSize = V2 (fromIntegral x) (fromIntegral y)
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, windowResizable =True
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}
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where
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theWinPos = case winpos of
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Just (px,py) -> Absolute (P (V2 (fromIntegral px) (fromIntegral py)))
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Nothing -> Wherever
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@@ -21,6 +21,5 @@ newtype Polyhedra = Polyhedron
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newtype VF a = VF
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{ _vertices :: M.Map a (Point3, [[a]])
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}
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makeLenses ''Polyhedra
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makeLenses ''VF
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|
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@@ -71,9 +71,3 @@ facesToVF faces = foldr f M.empty vs
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vs = nub $ concat faces
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f v = M.insert v (g v)
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g v = map (tail . rotateTo (== v)) $ filter (elem v) faces
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--triPyramid :: VF
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--triPyramid = VF
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--dual :: VF a -> VF [a]
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--dual vf =
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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
|
||||
|
||||
@@ -1,6 +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})
|
||||
|
||||
|
||||
@@ -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}
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user