Working (but slow) shadow shapes
This commit is contained in:
@@ -3,6 +3,7 @@ layout (triangles) in;
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layout (triangle_strip, max_vertices = 3) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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uniform vec3 lightPos;
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// this code is duplicated in lineShadow.geom, should not be changed on its own
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vec4 projNear (vec4 pos)
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{
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// note we project to a specific height
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@@ -4,7 +4,7 @@ layout (triangle_strip, max_vertices = 4) out;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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uniform vec3 lightPos;
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vec4 shift (vec4 p) { return (vec4 (p.xyz + (100000*(p.xyz-lightPos)), 1));}
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// copied from lighting/cap.geom
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// copied from lighting/cap.geom, should not be changed on its own
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vec4 projNear (vec4 pos)
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{
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// note we project to a specific height
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@@ -21,13 +21,16 @@ vec4 shiftNear (vec4 pos)
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else
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{ return sp ; }
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}
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vec4 f (vec4 p) {return (theMat * p);}
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void main()
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{
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vec4 p0 = gl_in[0].gl_Position;
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vec3 n0 = gl_in[2].gl_Position.xyz;
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vec3 n1 = gl_in[3].gl_Position.xyz;
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vec4 p1 = gl_in[1].gl_Position;
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vec3 n0a = gl_in[2].gl_Position.xyz;
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vec3 n1a = gl_in[3].gl_Position.xyz;
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vec3 n0 = cross(p1.xyz - p0.xyz, n0a - p0.xyz) ;
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vec3 n1 = cross(p0.xyz - p1.xyz, n1a - p1.xyz) ;
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//vec3 n2 = n0 + n1; // assumes the summands are normalized
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vec3 lightDir = p0.xyz - lightPos.xyz;
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// first test if the edge is part of the silhouette
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@@ -35,7 +38,6 @@ void main()
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// "different directions" wrt the light direction
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if ( dot(n0 , lightDir) * dot(n1 , lightDir) < 0 )
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{
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vec4 p1 = gl_in[1].gl_Position;
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vec4 p2 = shiftNear(p0);
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vec4 p3 = shiftNear(p1);
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if ( dot(n0 , lightDir) > 0)
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@@ -27,7 +27,6 @@ import Dodge.Creature.SpreadGunCrit
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import Dodge.Creature.AutoCrit
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import Dodge.Creature.ChaseCrit
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import Dodge.Creature.ArmourChase
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import Dodge.Creature.Silhouette
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import Dodge.Data
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import Dodge.Default
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import Dodge.Item.Weapon
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@@ -149,7 +148,6 @@ startCr = defaultCreature
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, _crMvDir = pi/2
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, _crID = 0
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, _crPict = basicCrPict black
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, _crSilhouette = basicCrSilhouette
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, _crUpdate = stateUpdate yourControl
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, _crRad = 10
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, _crMass = 10
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@@ -22,6 +22,8 @@ import Dodge.Item.Data
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import Dodge.Clock
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import Picture
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import Geometry
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import Shape
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import ShapePicture
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--import Geometry.Vector3D
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import Control.Lens
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@@ -32,11 +34,10 @@ basicCrPict
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:: Color -- ^ Creature color
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-> Creature
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-> World
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-> Picture
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basicCrPict col cr w = pictures $
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-> SPic
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basicCrPict col cr w = SPic (basicCrShape col cr w) $ pictures $
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targetingPic ++
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[ tr . dm . rotdir $ scalp cr
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, tr . dm . rotdir $ upperBody col cr
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[ tr . dm . rotdir $ upperBody col cr
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, tr . dm . rotmdir $ feet cr
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, tr . rotdir $ drawEquipment cr
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, creatureDisplayText w cr
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@@ -51,6 +52,24 @@ basicCrPict col cr w = pictures $
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. setDepth 1
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. color (greyN 0.3)
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basicCrShape
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:: Color -- ^ Creature color
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-> Creature
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-> World
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-> Shape
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basicCrShape col cr w = mconcat
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[ tr . translateSHz 25 . dm . rotdir $ scalp cr
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]
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where
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dm = damageModSH cr
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targetingPic = IM.elems $ IM.mapMaybeWithKey f $ _crInv cr
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f invid it = fmap ((\g -> g invid it cr w) . snd) (it ^? itTargeting . _Just)
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tr = uncurryV translateSHf (_crPos cr)
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rotdir = rotateSH (_crDir cr)
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rotmdir = rotate (_crMvDir cr)
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. setDepth 1
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. color (greyN 0.3)
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creatureDisplayText :: World -> Creature -> Picture
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creatureDisplayText w cr
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= setLayer 4
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@@ -109,6 +128,8 @@ damageMod cr pic = piercingMod $ bluntScale pic
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piercingMod = case fmap argV piercingDam of
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Just a -> rotate (a + cdir) . scale 0.8 1.2 . rotate (negate $ cdir + a)
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_ -> id
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damageModSH :: Creature -> Shape -> Shape
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damageModSH cr = id
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feet :: Creature -> Picture
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feet cr = case cr ^? crStance . carriage of
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@@ -148,14 +169,14 @@ arms cr
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sLen = _strideLength $ _crStance cr
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f i = negate 2 + negate 6 * fromIntegral (sLen - i) / fromIntegral sLen
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scalp :: Creature -> Picture
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scalp :: Creature -> Shape
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scalp cr
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| twists cr = translate 0 (0.5*crad) . rotate (-1) $ translate (negate 0.25 * crad) 0.25 fhead
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| oneH cr = rotate 0.5 $ translate (0.25 * crad) 0 fhead
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| otherwise = translate (0.25 * crad) 0 fhead
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| twists cr = translateSHf 0 (0.5*crad) . rotateSH (-1) $ translateSHf (negate 0.25 * crad) 0.25 fhead
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| oneH cr = rotateSH 0.5 $ translateSHf (0.25 * crad) 0 fhead
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| otherwise = translateSHf (0.25 * crad) 0 fhead
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where
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fhead = setDepth 22 $ circleSolid $ crad * 0.5
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fhead = colorSH (greyN 0.9) . prismPoly 5 . polyCirc $ crad * 0.5
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crad = _crRad cr
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oneH :: Creature -> Bool
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@@ -232,10 +253,10 @@ drawEquipment cr = pictures $ map f $ IM.toList (_crInv cr)
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circLine :: Float -> Picture
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circLine x = line [V2 0 0,V2 x 0]
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picAtCrPos :: Picture -> Creature -> World -> Picture
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picAtCrPos :: Picture -> Creature -> World -> SPic
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--{-# INLINE picAtCrPos #-}
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picAtCrPos thePic cr _ = tranRot (_crPos cr) (_crDir cr) thePic
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picAtCrPos thePic cr _ = SPic empty $ tranRot (_crPos cr) (_crDir cr) thePic
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picAtCrPosNoRot :: Picture -> Creature -> World -> Picture
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picAtCrPosNoRot :: Picture -> Creature -> World -> SPic
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--{-# INLINE picAtCrPos #-}
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picAtCrPosNoRot thePic cr _ = uncurryV translate (_crPos cr) thePic
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picAtCrPosNoRot thePic cr _ = SPic empty $ uncurryV translate (_crPos cr) thePic
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@@ -1,21 +0,0 @@
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module Dodge.Creature.Silhouette
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( creatureSilhouettes
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, basicCrSilhouette
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)
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where
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import Dodge.Data
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import Polyhedra
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import Geometry
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import qualified Data.IntMap as IM
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creatureSilhouettes :: World -> [Point3]
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creatureSilhouettes w = concatMap f . IM.elems $ _creatures w
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where
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f cr = _crSilhouette cr cr
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basicCrSilhouette :: Creature -> [Point3]
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basicCrSilhouette cr = constructEdgesList . map (map f . polyToTris) $ boxXYZ 12 12 15
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where
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f = (+ V3 (x-6) (y-6) 0)
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V2 x y = _crPos cr
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+2
-2
@@ -25,6 +25,7 @@ import Dodge.World.Trigger.Data
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import Dodge.Bounds
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import Data.Preload
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import Picture.Data
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import ShapePicture
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import Geometry.Data
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import Polyhedra.Data
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import Sound.Data
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@@ -193,8 +194,7 @@ data Creature = Creature
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, _crOldDir :: Float
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, _crMvDir :: Float
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, _crID :: Int
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, _crPict :: Creature -> World -> Picture
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, _crSilhouette :: Creature -> [Point3]
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, _crPict :: Creature -> World -> SPic
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, _crUpdate
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:: Creature
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-> World
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@@ -19,6 +19,8 @@ import Dodge.SoundLogic.LoadSound
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import Dodge.Picture.Layer
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import Geometry
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import Picture
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import ShapePicture
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import Shape
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import Control.Lens
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import qualified Data.IntMap.Strict as IM
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@@ -34,8 +36,7 @@ defaultCreature = Creature
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, _crOldDir = 0
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, _crMvDir = 0
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, _crID = 1
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, _crPict = \_ _ -> setLayer 0 $ onLayer CrLayer $ circleSolid 10
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, _crSilhouette = const []
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, _crPict = \_ _ -> SPic (flatCirc 10) blank
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, _crUpdate = \cr _ -> (Endo id , Just cr)
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, _crRad = 10
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, _crMass = 10
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@@ -13,6 +13,8 @@ import Dodge.SoundLogic
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import Dodge.SoundLogic.LoadSound
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--import Dodge.Creature.Perception
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import Geometry.Data
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--import Shape.Data
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--import Dodge.Render.Shape
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--import Picture
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--import Dodge.GameRoom
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--import Geometry
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+2
-2
@@ -9,7 +9,6 @@ import Dodge.Config.Data
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import Dodge.Base.Window
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import Dodge.Render.Picture
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--import Dodge.Creature.ShadowBox
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import Dodge.Creature.Silhouette
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import Dodge.Render.Shape
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import Geometry
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import Render
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@@ -57,11 +56,12 @@ doDrawing pdata w = do
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-- poke wall points and colors
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nWalls <- poke224s (shadVBOptr $ _wallTextureShader pdata) wallPointsCol
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nSils <- pokePoint3s (shadVBOptr $ _lightingLineShadowShader pdata)
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$ creatureSilhouettes w
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$ (_shEdges $ worldShape w)
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++ _foregroundEdgeVerx w
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-- poke foreground geometry for caps
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nCaps <- pokePoint3s (shadVBOptr $ _lightingCapShader pdata)
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$ concatMap polyToGeoRender (foregroundPics w)
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++ map _svPos (_shVertices $ worldShape w)
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-- bind wall points, silhouette data, surface geometry
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uncurry bindShaderBuffers $ unzip
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[ ( _wallTextureShader pdata, nWalls)
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@@ -15,6 +15,7 @@ import Sound.Data
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import Geometry
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import Picture
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import Polyhedra.Data
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import ShapePicture
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import Control.Lens
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import Data.Maybe
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@@ -88,7 +89,7 @@ soundPic w s = fixedSizePicClampArrow 50 50 thePic p w
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f x = 1 - 0.5 * (1 - x)
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crDraw :: World -> Creature -> Picture
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crDraw w c = _crPict c c w
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crDraw w c = _spPicture $ _crPict c c w
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ppDraw :: PressPlate -> Picture
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ppDraw c = uncurryV translate (_ppPos c) $ rotate (_ppRot c) (_ppPict c)
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btDraw :: Button -> Picture
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@@ -4,6 +4,11 @@ import Dodge.Data
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import Shape
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import Geometry
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import Color
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import ShapePicture
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import qualified Data.IntMap as IM
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worldShape :: World -> Shape
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worldShape _ = colorSh green . translateSh (V3 (-20) 200 50) . flatPoly $ rectNSWE 20 0 0 20
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worldShape w = mconcat (map (crShape w) (IM.elems (_creatures w)))
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crShape :: World -> Creature -> Shape
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crShape w c = _spShape $ _crPict c c w
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+18
-1
@@ -1,4 +1,14 @@
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module Polyhedra
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( translateXY
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, rotateXY
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, polyToEdges
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, constructEdgesList
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, boxXYZ
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, boxABC
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, boxXYZnobase
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, polyToGeoRender
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, polysToPic
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)
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where
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import Geometry
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--import Geometry.Data
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@@ -129,7 +139,14 @@ polysToPic :: [Polyhedra] -> Picture
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polysToPic = pictures . concatMap polyToPics
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polyToEdges :: Polyhedra -> [(Point3,Point3,Point3,Point3)]
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polyToEdges = constructEdges . map (map fst) . _pyFaces
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polyToEdges = map denormalEdges . constructEdges . map (map fst) . _pyFaces
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denormalEdges :: (Point3,Point3,Point3,Point3) -> (Point3,Point3,Point3,Point3)
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denormalEdges (a,b,n,m) = (a,b,a - x, b - y)
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where
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x = crossProd (b - a) n
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y = crossProd (a - b) m
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polyToGeoRender :: Polyhedra -> [Point3]
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polyToGeoRender = concatMap (polyToTris . map fst) . _pyFaces
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+56
-10
@@ -5,7 +5,8 @@ module Shape
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)
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where
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import Geometry
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--import Geometry.Vector3D
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import Geometry.Vector3D
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import Geometry.ConvexPoly
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import Shape.Data
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import Color
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@@ -13,6 +14,39 @@ empty :: Shape
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{-# INLINE empty #-}
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empty = Shape [] []
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flatCirc :: Float -> Shape
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flatCirc = flatPoly . polyCirc
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polyCirc :: Float -> [Point2]
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{-# INLINE polyCirc #-}
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polyCirc x = map (\a -> rotateV a (V2 x 0)) $ take 8 [0,pi/4..]
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prismPoly
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:: Float -- ^ height, expected to be strictly positive
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-> [Point2]
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-> Shape
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{-# INLINE prismPoly #-}
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prismPoly h ps = Shape
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{ _shVertices = topFace ++ bottomFace ++ sideFaces
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, _shEdges = topEdges ++ bottomEdges ++ sideEdges
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}
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where
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topFace = polyToTris $ map f' ps
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f' (V2 x y) = ShapeV {_svPos = V3 x y h, _svCol = black }
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f (V2 x y) = ShapeV {_svPos = V3 x y 0, _svCol = black }
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bottomFace = polyToTris $ map f $ reverse ps
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sideFaces = map addCol $ concat
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$ zipWith (\a b -> polyToTris (extendSide a b)) ps (tail ps ++ [head ps])
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addCol x = ShapeV {_svPos = x, _svCol = black}
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extendSide (V2 x y) (V2 x' y') = [V3 x y 0, V3 x' y' 0, V3 x' y' h, V3 x y h]
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topEdges = concat $ zipWith makeTopEdge ps (tail ps ++ [head ps])
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makeTopEdge (V2 x y) (V2 x' y') = [V3 x y h,V3 x' y' h,V3 x y 0,V3 xcen ycen h]
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V2 xcen ycen = centroid ps
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bottomEdges = concat $ zipWith makeBottomEdge ps (tail ps ++ [head ps])
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makeBottomEdge (V2 x' y') (V2 x y) = [V3 x y 0,V3 x' y' 0,V3 x y h,V3 xcen ycen 0]
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sideEdges = concat $ zipWith3 makeSideEdge ps (tail ps ++ [head ps]) (drop 2 ps ++ take 2 ps)
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makeSideEdge (V2 xl yl) (V2 x y) (V2 xr yr) = [V3 x y 0, V3 x y h, V3 xr yr 0, V3 xl yl h]
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flatPoly :: [Point2] -> Shape
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flatPoly ps = Shape
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{ _shVertices = polyToTris $ map f ps
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@@ -23,12 +57,16 @@ flatPoly ps = Shape
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g (V2 x y) (V2 a b) =
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[ V3 x y 0
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, V3 a b 0
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, V3 x y (-1)
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, V3 a b 1
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, V3 x y 0 - n
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, V3 a b 0 - n
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]
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where
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n = addZ 0 $ vNormal (V2 (a-x) (b-y))
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-- where
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--n =
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colorSh :: Color -> Shape -> Shape
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colorSh col = overCol $ const col
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colorSH :: Color -> Shape -> Shape
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colorSH col = overCol $ const col
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overCol :: (Point4 -> Point4) -> Shape -> Shape
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overCol f Shape{_shVertices=vs,_shEdges=es} = Shape
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@@ -42,11 +80,20 @@ overPos f Shape{_shVertices=vs,_shEdges=es} = Shape
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,_shEdges = map f es
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}
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translateSh :: Point3 -> Shape -> Shape
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translateSh !p = overPos (+p)
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translateSH :: Point3 -> Shape -> Shape
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translateSH !p = overPos (+p)
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scale :: Point3 -> Shape -> Shape
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scale !p = overPos (*p)
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translateSHf :: Float -> Float -> Shape -> Shape
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translateSHf x y = translateSH (V3 x y 0)
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translateSHz :: Float -> Shape -> Shape
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translateSHz z = translateSH (V3 0 0 z)
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rotateSH :: Float -> Shape -> Shape
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rotateSH a = overPos (rotate3 a)
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scaleSH :: Point3 -> Shape -> Shape
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scaleSH !p = overPos (*p)
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overColVertex :: (Point4 -> Point4) -> ShapeV -> ShapeV
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overColVertex f ShapeV{_svPos=pos,_svCol=col} = ShapeV
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@@ -59,4 +106,3 @@ overPosVertex f ShapeV{_svPos=pos,_svCol=col} = ShapeV
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{_svPos = f pos
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,_svCol = col
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}
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@@ -4,10 +4,16 @@ module Shape.Data
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where
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import Geometry.Data
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import Control.Lens
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--import Data.Monoid
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data Shape = Shape
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{ _shVertices :: [ShapeV]
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, _shEdges :: [Point3]
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}
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instance Semigroup Shape where
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(<>) (Shape sv1 se1) (Shape sv2 se2) = Shape (sv1 ++ sv2) (se1 ++ se2)
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instance Monoid Shape where
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mempty = Shape [] []
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-- edges are given by four consecutive points
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data ShapeV = ShapeV
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{ _svPos :: Point3
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@@ -0,0 +1,17 @@
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module ShapePicture
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( module ShapePicture
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, module ShapePicture.Data
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)
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where
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import Shape
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import ShapePicture.Data
|
||||
import Picture
|
||||
import Geometry
|
||||
|
||||
emptyBlank :: SPic
|
||||
emptyBlank = SPic empty blank
|
||||
|
||||
translateSP :: Float -> Float -> SPic -> SPic
|
||||
translateSP x y (SPic sh pic) = SPic
|
||||
(translateSH (V3 x y 0) sh)
|
||||
(translate x y pic)
|
||||
@@ -0,0 +1,11 @@
|
||||
{-# LANGUAGE StrictData #-}
|
||||
{-# LANGUAGE TemplateHaskell #-}
|
||||
module ShapePicture.Data
|
||||
where
|
||||
import Shape
|
||||
import Picture
|
||||
data SPic = SPic
|
||||
{ _spShape :: Shape
|
||||
, _spPicture :: Picture
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user