Remove bezier shader
This commit is contained in:
@@ -1,7 +1,6 @@
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module Dodge.Render.Connectors
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( zConnect
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, zConnectCol
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, bConnect
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, lConnect
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) where
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import Picture
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@@ -24,16 +23,6 @@ zConnectCol (V2 x y) (V2 a b) c1 c2 c3 c4 = lineCol $ zip
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]
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) [c1,c2,c3,c4]
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bConnect :: Point2 -> Point2 -> Picture
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bConnect (V2 x y) (V2 z w) = pictures
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[ bline 0.2 0.050 0.010
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, bline 0.5 0.045 0.005
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, bline 0.5 0.035 0.002
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] --cheapo antialiasing
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where
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bline alph lwidth rwidth
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= bezierQuad (withAlpha 0.0 white) (withAlpha alph white) lwidth rwidth (V2 x y) (V2 0 y) (V2 z w)
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lConnect :: Point2 -> Point2 -> Picture
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lConnect sp@(V2 _ y) ep@(V2 x _) = line
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[ sp
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+13
-12
@@ -23,7 +23,7 @@ import Dodge.ListDisplayParams
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import Dodge.Render.Connectors
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import Dodge.Render.List
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import Dodge.Tweak.Show
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import Dodge.WorldPos
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--import Dodge.WorldPos
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import Geometry
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import qualified IntMapHelp as IM
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import Justify
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@@ -312,22 +312,23 @@ drawCarte :: Configuration -> World -> Picture
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drawCarte cfig w =
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pictures $
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renderListAt 0 0 cfig locs :
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zipWith bConnect (displayListEndCoords cfig locTexts) locPoss
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++ mapOverlay cfig w
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-- zipWith bConnect (displayListEndCoords cfig locTexts) locPoss
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-- ++
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mapOverlay cfig w
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++ [mainListCursor white iPos cfig]
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where
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iPos = w ^. cWorld . lWorld . selLocation
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locs = map (\(_, s) -> (s, white)) . IM.elems . _seenLocations . _lWorld $ _cWorld w
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locPoss = map (cartePosToScreen cfig (w ^. hud) . ($ w) . doWorldPos . fst) . IM.elems . _seenLocations . _lWorld $ _cWorld w
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locTexts = map fst locs
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--locPoss = map (cartePosToScreen cfig (w ^. hud) . ($ w) . doWorldPos . fst) . IM.elems . _seenLocations . _lWorld $ _cWorld w
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--locTexts = map fst locs
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displayListEndCoords :: Configuration -> [String] -> [Point2]
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displayListEndCoords cfig ss = map (doWindowScale cfig) $ zipWith h ss $ map f [1 ..]
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where
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f :: Int -> Point2
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f i = V2 (15 - halfWidth cfig) (2.5 + halfHeight cfig - (20 * fromIntegral i))
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h :: String -> Point2 -> Point2
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h s (V2 x y) = V2 (x + 9 * fromIntegral (length s)) y
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--displayListEndCoords :: Configuration -> [String] -> [Point2]
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--displayListEndCoords cfig ss = map (doWindowScale cfig) $ zipWith h ss $ map f [1 ..]
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-- where
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-- f :: Int -> Point2
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-- f i = V2 (15 - halfWidth cfig) (2.5 + halfHeight cfig - (20 * fromIntegral i))
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-- h :: String -> Point2 -> Point2
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-- h s (V2 x y) = V2 (x + 9 * fromIntegral (length s)) y
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mapOverlay :: Configuration -> World -> [Picture]
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mapOverlay cfig w =
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+13
-55
@@ -11,7 +11,6 @@ module Picture.Base (
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polygonCol,
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poly3,
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poly3Col,
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bezierQuad,
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arc,
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arcSolid,
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thickArc,
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@@ -88,61 +87,20 @@ poly3Col = map f . polyToTris
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where
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f (pos, col) = Verx pos col [] BottomLayer polyNum
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-- note that much of work computing the width of the bezier curve is done here
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bezierQuad :: Color -> Color -> Float -> Float -> Point2 -> Point2 -> Point2 -> Picture
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bezierQuad cola colc ra rc a b c
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| a == b && b == c = blank
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| a == b || b == c = bezierQuad cola colc ra rc a (0.5 *.* (a +.+ c)) c
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| otherwise =
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bzhelp
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[ (aIn, cola, V2 (fa aIn) (fc aIn), V2 1 0)
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, (aIn, cola, V2 (fa aIn) (fc aIn), V2 1 0)
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, (cIn, colc, V2 (fa cIn) (fc cIn), V2 0 1)
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, (aX, cola, V2 1 0, V2 (fa' aX) (fc' aX))
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, (cX, colc, V2 0 1, V2 (fa' cX) (fc' cX))
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, (bX, colb, V2 0 0, V2 (fa' bX) (fc' bX))
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, (bX, colb, V2 0 0, V2 (fa' bX) (fc' bX))
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]
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where
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colb = mixColors 0.5 0.5 cola colc
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b2a
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| isLHS a b c = a -.- b
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| otherwise = b -.- a
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aRadVec = 0.5 * ra *.* normalizeV (vNormal b2a)
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aX = a -.- aRadVec
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aIn = a +.+ aRadVec
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b2c
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| isLHS a b c = b -.- c
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| otherwise = c -.- b
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cRadVec = 0.5 * rc *.* normalizeV (vNormal b2c)
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cX = c -.- cRadVec
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cIn = c +.+ cRadVec
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bRadVec = 0.25 * (ra + rc) *.* normalizeV (a +.+ b -.- 2 *.* c)
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bX = b +.+ bRadVec
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bIn = b -.- bRadVec
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fa = extrapolate aX cX bX
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fc = extrapolate cX aX bX
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fa' = extrapolate aIn cIn bIn
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fc' = extrapolate cIn aIn bIn
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bzhelp :: [(Point2, Point4, Point2, Point2)] -> Picture
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bzhelp = map f
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where
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f (V2 x y, col, V2 a b, V2 c d) = Verx (V3 x y 0) col [a, b, c, d] BottomLayer bezNum
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-- given a one and two zeros of a linear function over x and y,
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-- determine the function
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-- so if f(ox,oy) = 1 and f(ax,ay) = f(bx,by) = 0, determines f
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extrapolate :: Point2 -> Point2 -> Point2 -> Point2 -> Float
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extrapolate (V2 ox oy) (V2 ax ay) (V2 bx by) (V2 x y) =
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( x * (ay - by)
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+ y * (bx - ax)
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+ (ax * by - bx * ay)
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)
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/ ( ox * (ay - by)
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+ ax * (by - oy)
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+ bx * (oy - ay)
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)
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---- given a one and two zeros of a linear function over x and y,
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---- determine the function
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---- so if f(ox,oy) = 1 and f(ax,ay) = f(bx,by) = 0, determines f
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--extrapolate :: Point2 -> Point2 -> Point2 -> Point2 -> Float
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--extrapolate (V2 ox oy) (V2 ax ay) (V2 bx by) (V2 x y) =
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-- ( x * (ay - by)
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-- + y * (bx - ax)
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-- + (ax * by - bx * ay)
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-- )
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-- / ( ox * (ay - by)
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-- + ax * (by - oy)
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-- + bx * (oy - ay)
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-- )
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color :: RGBA -> Picture -> Picture
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{-# INLINE color #-}
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+4
-6
@@ -51,17 +51,15 @@ _unShadNum = fromEnum
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toShadNum :: Int -> ShadNum
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toShadNum = toEnum
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polyNum, bezNum, textNum, arcNum, ellNum :: ShadNum
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polyNum, textNum, arcNum, ellNum :: ShadNum
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{-# INLINE polyNum #-}
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{-# INLINE bezNum #-}
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{-# INLINE textNum #-}
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{-# INLINE arcNum #-}
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{-# INLINE ellNum #-}
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polyNum = toShadNum 0
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bezNum = toShadNum 1
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textNum = toShadNum 2
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arcNum = toShadNum 3
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ellNum = toShadNum 4
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textNum = toShadNum 1
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arcNum = toShadNum 2
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ellNum = toShadNum 3
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type Picture = [Verx]
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@@ -128,7 +128,6 @@ preloadRender = do
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--glVertexArrayElementBuffer (bslista ^. shaderVAO . vaoName) shEBOname
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aslist <- makeShader "dualTwoD/arc" [vert, frag] [3, 4, 3] pmTriangles
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eslist <- makeShader "dualTwoD/ellipse" [vert, geom, frag] [3, 4] pmTriangles
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bezierQuadShader <- makeShader "dualTwoD/bezierQuad" [vert, frag] [3, 4, 4] pmTriangleStrip
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cslist <-
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makeShader "dualTwoD/character" [vert, frag] [3, 4, 2] pmTriangles
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>>= _1 (vaddTextureNoFilter "data/texture/charMap.png")
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@@ -194,12 +193,11 @@ preloadRender = do
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-- reset to default framebuffer, ready for drawing direct to screen
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glBindFramebuffer GL_FRAMEBUFFER 0
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shadV <- MV.new 5
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shadV <- MV.new 4
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zipWithM_
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(MV.write shadV)
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[0 .. 4]
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[0 .. 3]
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[ bslist -- note the ordering is very important
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, bezierQuadShader
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, cslist
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, aslist
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, eslist
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+3
-4
@@ -427,10 +427,9 @@ pokeLayVerx vbos counts vx = do
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pokeStride :: Int -> Int
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{-# INLINE pokeStride #-}
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pokeStride 0 = 7
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pokeStride 1 = 11
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pokeStride 2 = 9
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pokeStride 3 = 10
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pokeStride 4 = 7
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pokeStride 1 = 9
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pokeStride 2 = 10
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pokeStride 3 = 7
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pokeStride _ = undefined
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poke34 :: Ptr Float -> Point3 -> Point4 -> IO ()
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