Tweak drawing parameters
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@@ -33,12 +33,8 @@ lamp = defaultInanimate
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}
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lampPic :: Picture
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lampPic = pictures
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[ setDepth 0 $ color white $ p
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, setDepth (negate 0.1) $ color yellow $ p
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, setDepth (negate 0.5) $ color green $ p
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, setDepth (negate 0.4) $ color red $ p
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, setDepth (negate 0.2) $ color blue $ p
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, setDepth (negate 1) $ color white $ p
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[ setDepth (0.09) $ color white $ p
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, setDepth (0) $ color yellow $ p
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]
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where
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p = pictures [circleSolid 3, polygon $ rectNSEW 5 0 5 0]
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@@ -28,6 +28,7 @@ basicCrPict
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basicCrPict col cr w = pictures $
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targetingPic ++
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[ tr . piercingMod $ bluntScale $ naked col cr
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, tr $ waist col
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, trFeet $ feet cr
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, tr $ arms col cr
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, tr $ drawEquipment cr
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@@ -53,6 +54,9 @@ basicCrPict col cr w = pictures $
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_ -> id
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pastDams = _crPastDamage $ _crState cr
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waist :: Color -> Picture
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waist col = setDepth 0.025 . color (light4 col) . scale 0.5 1 $ circleSolid 8
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feet :: Creature -> Picture
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feet cr = case cr ^? crStance . carriage of
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Just (Walking sa LeftForward) -> setL
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@@ -68,7 +72,8 @@ feet cr = case cr ^? crStance . carriage of
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, translate 0 (-off) $ circleSolid 5
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]
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where
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setL = onLayerL [levLayer CrLayer, -5] . color (greyN 0.3) . pictures
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--setL = onLayerL [levLayer CrLayer, -5] . color (greyN 0.3) . pictures
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setL = setDepth 0.049 . color (greyN 0.3) . pictures
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off = 5
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sLen = _strideLength $ _crStance cr
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f i = 6 * fromIntegral (sLen - i) / fromIntegral sLen
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@@ -86,7 +91,8 @@ arms col cr
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_ -> blank
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where
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sc = scale 1 1
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setL = onLayerL [levLayer CrLayer, -4] . color (light4 col) . pictures
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--setL = onLayerL [levLayer CrLayer, -4] . color (light4 col) . pictures
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setL = setDepth 0.02 . color (light4 col) . pictures
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off = 8
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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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@@ -100,27 +106,26 @@ naked col cr
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| pdam > 200 = onCrL . color red $ circleSolid $ _crRad cr
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| pdam > 99 = onCrL . color white $ circleSolid $ _crRad cr
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| aimingOneHand = rotate (negate twistA * 0.5) $ pictures
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[ translate (0.25 * crad) 0 $ circleSolid (crad * 0.5)
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[ translate (0.25 * crad) 0 fhead
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, onCrL . translate 8 (-8) . color col' $ circleSolid 4
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, translate 0 3 . rotate (negate 0.2) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
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, translate 0 (negate 3) . rotate 0.2 . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
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]
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| aimingTwist = translate 0 (0.5* crad) . rotate twistA $ pictures
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[ aboveIt . translate (negate 0.25 * crad) 0.25 $
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circleSolid (crad * 0.5)
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[ translate (negate 0.25 * crad) 0.25 fhead
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, onCrL . translate 12 4 . color col' $ circleSolid 4
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, onCrL . translate 4 (-10) . color col' $ circleSolid 4
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, onCrL . rotate (negate 0.2) . translate 2 3 . rotate (negate 0.4) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
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, onCrL . rotate (negate 0.2) . translate 0 (negate 3) . rotate 0.2 . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
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]
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| otherwise = onCrL $ pictures
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[ translate (0.25 * crad) 0 $ circleSolid (crad * 0.5)
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[ translate (0.25 * crad) 0 fhead
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, translate 0 3 . rotate (negate 0.2) . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
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, translate 0 (negate 3) . rotate 0.2 . scale 0.5 1 $ color col' $ circleSolid $ _crRad cr
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]
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where
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aboveIt = onLayer HPtLayer
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onCrL = onLayer CrLayer
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fhead = setDepth (negate 0.01) $ circleSolid $ crad * 0.5
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onCrL = setDepth 0
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twistA = negate 1
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aimingOneHand = crIsAiming' cr && crIt ^? itAimStance == Just OneHand
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aimingTwist = crIsAiming' cr && crIt ^? itAimStance == Just TwoHandTwist
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@@ -16,17 +16,19 @@ pictureWeaponOnAim
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-> Picture
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pictureWeaponOnAim p cr posInInv
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| isSelected && _posture (_crStance cr) == Aiming && isTwisting
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= onLayer PtLayer twistWep
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= shoulderD twistWep
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| isSelected && _posture (_crStance cr) == Aiming && isOneHand
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= onLayer PtLayer oneHandWep
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= shoulderD oneHandWep
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| isSelected && _posture (_crStance cr) == Aiming
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= onLayer PtLayer drawnWep
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= shoulderD drawnWep
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| isSelected && isOneHand
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= onLayerL [levLayer CrLayer, -5] holsteredOneHandWep
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= handD holsteredOneHandWep
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| isSelected
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= onLayerL [levLayer CrLayer, -3] holsteredWep
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= handD holsteredWep
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| otherwise = blank
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where
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shoulderD = setDepth $ negate 0.005
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handD = setDepth 0.01
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isSelected = _crInvSel cr == posInInv
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drawnWep = uncurry translate (_crRad cr,0) p
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twistWep = uncurry translate (0.5 * _crRad cr,0) p
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+8
-1
@@ -11,7 +11,7 @@ import Dodge.Base
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--import Dodge.Render.MenuScreen
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import Dodge.Render.Picture
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--import Dodge.Render.PerspectiveMatrix
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--import Geometry
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import Geometry
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import Geometry.Data
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--import Picture
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import Picture.Render
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@@ -59,6 +59,13 @@ doDrawing pdata w = do
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-- set the coordinate uniform ready for drawing elements using world coordinates
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bufferUBO $ perspectiveMatrixb rot camzoom trans wins viewFroms
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-- store floor position into buffer
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let addC (xx,yy) = (xx,yy,0.1)
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nsurfVs <- F.foldM (pokeShader (_lightingSurfaceShader pdata)) [Render3
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$ polyToTris $ map addC $ screenPolygon w ]
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bindShaderBuffers [_lightingSurfaceShader pdata] [nsurfVs]
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depthFunc $= Just Less
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-- draw the lightmap. Probably changes the bound framebufferObject
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createLightMap pdata (w ^. config . shadow_resolution) wallPoints lightPoints viewFroms
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@@ -26,7 +26,7 @@ makeCloudAt rad t drawFunc p w = w & clouds %~ IM.insert i theCloud
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drawCloudWith :: Float -> Float -> Color -> Cloud -> Picture
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drawCloudWith radMult fadet col cl
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= setLayer 2
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. setDepth (-0.5)
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. setDepth (-0.02)
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$ circleSolidCol (withAlpha 0 col) (withAlpha a col) (radMult * _clRad cl)
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where
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a = min 1 $ fromIntegral (_clTimer cl) / fadet
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@@ -56,9 +56,9 @@ drawFlame rotd pt = thePic
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ep = _btPos' pt
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thePic = pictures
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[ glow
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, aPic prot2 0.2998 (scaleChange + 1,2) red
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, aPic prot 0.2996 (scaleChange + 0.5,1.5) orange
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, aPic prot3 0.2994 (scaleChange,1) white
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, aPic prot2 0.002998 (scaleChange + 1,2) red
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, aPic prot 0.002996 (scaleChange + 0.5,1.5) orange
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, aPic prot3 0.002994 (scaleChange,1) white
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]
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aPic :: (Point2 -> Point2) -> Float -> Point2 -> Color -> Picture
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aPic offset depth (scalex,scaley) col
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@@ -71,6 +71,7 @@ createLightMap pdata resDiv wallPoints lightPoints (viewFromx,viewFromy) _ = do
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bindShaderBuffers [_lightingWallShader pdata] [nWallLights]
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nWalls <- F.foldM (pokeShader $ _lightingOccludeShader pdata) (map Render22 wallPoints)
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bindShaderBuffers [_lightingOccludeShader pdata] [nWalls]
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-- clear buffer to full alpha and furthest depth
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-- clearColor is specified in preloadRender
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clear [ColorBuffer,DepthBuffer]
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@@ -102,12 +103,6 @@ createLightMap pdata resDiv wallPoints lightPoints (viewFromx,viewFromy) _ = do
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pokeFourOff lightPtr 0 (x,y,r,lum)
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bindShaderBuffers [_lightingFloorShader pdata] [1]
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nsurfVs <- F.foldM (pokeShader (_lightingSurfaceShader pdata)) [Render3
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[(0,0,0.1)
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,(500,0,0.1)
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,(-500,500,0.1)
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] ]
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bindShaderBuffers [_lightingSurfaceShader pdata] [nsurfVs]
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-- stencil out walls
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colorMask $= Color4 Disabled Disabled Disabled Disabled
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+1
-1
@@ -10,7 +10,7 @@ tToRender t = map Render3x3 $ polyToTris $ zip ps3 coords3
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where
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ps = _tilePoly t
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coords = map (calcTexCoord (_tileCenter t) (_tileX t) (_tileY t)) ps
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ps3 = map (mkTrip 0.1) ps
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ps3 = map (mkTrip 0.05) ps
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coords3 = map (mkTrip (_tileZ t)) coords
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mkTrip :: c -> (a,b) -> (a,b,c)
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