Move towards removing renderStrategy data

This commit is contained in:
jgk
2021-07-29 15:58:35 +02:00
parent 25a6186e7b
commit 72f57b6ccf
6 changed files with 69 additions and 7 deletions
+1
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@@ -77,6 +77,7 @@ data World = World
, _sounds :: M.Map SoundOrigin Sound
, _decorations :: IM.IntMap Picture
, _foregroundDecorations :: [Polyhedra]
, _foregroundEdgeVerx :: [Point3]
, _corpses :: IM.IntMap (IM.IntMap [Corpse])
, _clickMousePos :: (Float,Float)
, _pathGraph :: ~(Gr Point2 Float)
+1
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@@ -79,6 +79,7 @@ defaultWorld = World
, _inventoryMode = TopInventory
, _lClickHammer = HammerUp
, _foregroundDecorations = []
, _foregroundEdgeVerx = []
, _radDistortion = []
}
defaultDebugFlags :: DebugFlags
+10
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@@ -13,11 +13,14 @@ import Dodge.Room.Data
import Dodge.Room.AddTile
import Dodge.Default.Wall
import Geometry
import Geometry.Data
import Dodge.Room.Link
import qualified IntMapHelp as IM
--import Dodge.Debug.LinkDecoration
import Picture.Data
import Tile
import Polyhedra
import Polyhedra.Data
import Control.Monad.State
import Control.Lens
@@ -32,6 +35,7 @@ import Data.Foldable
generateLevelFromRoomList :: State StdGen [Room] -> World -> World
generateLevelFromRoomList gr w = updateWallZoning
-- . initializeStaticWalls
. setupForegroundEdgeVerxs
. placeSpots plmnts
-- . addRoomPolyDecorations rs
-- . addRoomLinkDecorations rs
@@ -44,6 +48,12 @@ generateLevelFromRoomList gr w = updateWallZoning
zs = map fromIntegral $ randomRs (0,63::Int) $ _randGen w
rs' = evalState gr $ _randGen w
setupForegroundEdgeVerxs :: World -> World
setupForegroundEdgeVerxs w = w & foregroundEdgeVerx .~ polyhedrasToEdges (_foregroundDecorations w)
polyhedrasToEdges :: [Polyhedra] -> [Point3]
polyhedrasToEdges = concatMap flat4 . concatMap polyToEdges
-- | connects a collection (tree) of rooms together
generateFromTree :: State StdGen (Tree Room) -> World -> World
generateFromTree t w = updateWallZoning $ placeSpots plmnts
+20 -7
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@@ -53,15 +53,27 @@ doDrawing pdata w = do
pic = worldPictures w
-- bind as much data into vbos as feasible at this point
-- poke wall points and colors
nWalls <- F.foldM (pokeShader $ _wallTextureShader pdata) (map Render22x4 wallPointsCol)
-- _ <- F.foldM (pokeShader $ _wallTextureShader pdata) (map Render22x4 wallPointsCol)
--pokeArray (_vboPointer . _vaoVBO . _shaderVAO $ _wallTextureShader pdata) $ wallsToList wallPointsCol
--let nWalls = length wallPointsCol
nWalls <- pokeWalls (_vboPointer . _vaoVBO . _shaderVAO $ _wallTextureShader pdata) wallPointsCol
--poke
-- poke silhouette vertex data
nSils <- F.foldM (pokeShader $ _lightingLineShadowShader pdata)
(concatMap polyToRender (foregroundPics w))
-- nSils <- F.foldM (pokeShader $ _lightingLineShadowShader pdata)
-- (concatMap polyToRender (foregroundPics w))
nSils <- pokePoint3s (_vboPointer . _vaoVBO . _shaderVAO $ _lightingLineShadowShader pdata)
(_foregroundEdgeVerx w)
-- poke foreground geometry and floor
let addC (xx,yy) = (xx,yy,0)
nsurfVs <- F.foldM (pokeShader (_lightingSurfaceShader pdata))
$ Render3 (polyToTris $ map addC $ screenPolygon w)
: concatMap polyToGeoRender (foregroundPics w)
nsurfVs <- pokePoint3s (_vboPointer . _vaoVBO . _shaderVAO $ _lightingSurfaceShader pdata)
$ (polyToTris $ map addC $ screenPolygon w)
++ concatMap polyToGeoRender' (foregroundPics w)
--nsurfVs <- F.foldM (pokeShader (_lightingSurfaceShader pdata))
-- $ Render3 (polyToTris $ map addC $ screenPolygon w)
-- : concatMap polyToGeoRender (foregroundPics w)
-- bind wall points, silhouette data, surface geometry
uncurry bindShaderBuffers $ unzip
[ ( _wallTextureShader pdata, nWalls)
@@ -208,7 +220,8 @@ renderWindows
-> [((Point2,Point2),Point4)] -- ^ List: wall positions and color
-> IO ()
renderWindows pdata wps = do
n <- F.foldM (pokeShader $ _wallBlankShader pdata) (map Render22x4 wps)
--n <- F.foldM (pokeShader $ _wallBlankShader pdata) (map Render22x4 wps)
n <- pokeWalls (_vboPointer . _vaoVBO . _shaderVAO $ _wallBlankShader pdata) wps
bindShaderBuffers [_wallBlankShader pdata] [n]
currentProgram $= Just (_shaderProgram $ _wallBlankShader pdata)
cullFace $= Just Back
+34
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@@ -19,6 +19,8 @@ import Control.Lens
import Data.Maybe
import Data.List (partition)
import qualified Data.IntMap.Lazy as IM
import Foreign.Ptr
import Foreign.Storable
worldPictures :: World -> Picture
worldPictures w =
@@ -209,6 +211,38 @@ wallsAndWindows w
f wl = (_wlLine wl, _wlColor wl)
(wins,wls) = partition _wlIsSeeThrough . IM.elems $ wallsDoubleScreen w
wallsToList :: [((Point2,Point2),Point4)] -> [Float]
wallsToList = concatMap (\(((a,b),(c,d)),(e,f,g,h)) -> [a,b,c,d,e,f,g,h])
pokePoint3s :: Ptr Float -> [Point3] -> IO Int
pokePoint3s ptr vals0 = go vals0 0
where
go [] n = return n
go ( (a,b,c):vals) n = do
pokeElemOff ptr (off 0) a
pokeElemOff ptr (off 1) b
pokeElemOff ptr (off 2) c
go vals (n+1)
where
off i = n*3 + i
pokeWalls :: Ptr Float -> [((Point2,Point2),Point4)] -> IO Int
pokeWalls ptr vals0 = go vals0 0
where
go [] n = return n
go ( (((a,b),(c,d)),(e,f,g,h)):vals) n = do
pokeElemOff ptr (off 0) a
pokeElemOff ptr (off 1) b
pokeElemOff ptr (off 2) c
pokeElemOff ptr (off 3) d
pokeElemOff ptr (off 4) e
pokeElemOff ptr (off 5) f
pokeElemOff ptr (off 6) g
pokeElemOff ptr (off 7) h
go vals (n+1)
where
off i = n*8 + i
lightsForGloom :: World -> [(Point3,Float,Float)]
lightsForGloom w = map getLS (IM.elems $ _lightSources w) ++ map getTLS (_tempLightSources w)
where
+3
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@@ -102,3 +102,6 @@ polyToRender = map (Render3 . flat4) . polyToEdges
-- rendering for shape
polyToGeoRender :: Polyhedra -> [RenderType]
polyToGeoRender = map (Render3 . polyToTris . map fst) . _pyFaces
polyToGeoRender' :: Polyhedra -> [Point3]
polyToGeoRender' = concatMap (polyToTris . map fst) . _pyFaces