Performance tweaks

This commit is contained in:
2021-09-18 15:38:46 +01:00
parent 2d8f1089a1
commit 80aa67015c
10 changed files with 194 additions and 160 deletions
+38 -45
View File
@@ -8,11 +8,11 @@ module Dodge.Creature.Picture
, picAtCrPosNoRot
) where
import Dodge.Data
import Dodge.Data.DamageType
--import Dodge.Data.DamageType
--import Dodge.Base
--import Dodge.Creature.Stance.Data
import Dodge.Creature.Perception.Data
import Dodge.Creature.State.Data
--import Dodge.Creature.State.Data
import Dodge.Creature.Stance.Data
--import Dodge.Creature.Memory.Data
import Dodge.Creature.Test
@@ -27,7 +27,6 @@ import ShapePicture
--import Geometry.Vector3D
import Control.Lens
import Data.List
import qualified Data.IntMap.Strict as IM
import qualified Data.Vector as V
basicCrPict
@@ -35,36 +34,29 @@ basicCrPict
-> Creature
-> World
-> SPic
basicCrPict col cr w = SPic (basicCrShape col cr w) $ pictures $
basicCrPict col cr w = SPic (basicCrShape col cr) $ pictures $
targetingPic ++
[ creatureDisplayText w cr
, tr . rotdir $ _spPicture $ drawEquipment cr
]
where
dm = damageMod cr
targetingPic = IM.elems $ IM.mapMaybeWithKey f $ _crInv cr
f invid it = fmap ((\g -> g invid it cr w) . snd) (it ^? itTargeting . _Just)
tr = uncurryV translate (_crPos cr)
rotdir = rotate (_crDir cr)
rotmdir = rotate (_crMvDir cr)
. setDepth 1
. color (greyN 0.3)
basicCrShape
:: Color -- ^ Creature color
-> Creature
-> World
-> Shape
basicCrShape col cr w = mconcat
[ tr . rotdir $ _spShape $ drawEquipment cr
, tr . translateSHz 25 . dm . rotdir $ scalp cr
, tr . dm . rotmdir $ feet cr
, tr . dm . rotdir $ upperBody col cr
basicCrShape col cr = tr $ mconcat
[ rotdir $ _spShape $ drawEquipment cr
, translateSHz 25 . dm . rotdir $ scalp cr
, dm . rotmdir $ feet cr
, dm . rotdir $ upperBody col cr
]
where
dm = damageModSH cr
targetingPic = IM.elems $ IM.mapMaybeWithKey f $ _crInv cr
f invid it = fmap ((\g -> g invid it cr w) . snd) (it ^? itTargeting . _Just)
tr = uncurryV translateSHf (_crPos cr)
rotdir = rotateSH (_crDir cr)
rotmdir = rotateSH (_crMvDir cr)
@@ -110,26 +102,27 @@ crDisplayAwake cr = case _crAwakeLevel (_crPerception cr) of
Lethargic -> "L"
Vigilant -> "V"
Overstrung -> "O"
damageMod :: Creature -> Picture -> Picture
damageMod cr pic = piercingMod $ bluntScale pic
where
cdir = _crDir cr
pastDams = _crPastDamage $ _crState cr
bluntDam :: Maybe Point2
bluntDam = find isBluntDam (concat pastDams) >>= (\dm -> (-.-) <$> dm ^? dmFrom <*> dm ^? dmTo)
bluntScale = case fmap argV bluntDam of
Just a -> rotate (a + cdir) . scale 0.8 1.2 . rotate (negate $ cdir + a)
_ -> id
isBluntDam Blunt{} = True
isBluntDam _ = False
piercingDam = find isPiercingDam (concat pastDams) >>= (\dm -> (-.-) <$> dm ^? dmFrom <*> dm ^? dmTo)
isPiercingDam Piercing{} = True
isPiercingDam _ = False
piercingMod = case fmap argV piercingDam of
Just a -> rotate (a + cdir) . scale 0.8 1.2 . rotate (negate $ cdir + a)
_ -> id
--damageMod :: Creature -> Picture -> Picture
--damageMod cr pic = piercingMod $ bluntScale pic
-- where
-- cdir = _crDir cr
-- pastDams = _crPastDamage $ _crState cr
-- bluntDam :: Maybe Point2
-- bluntDam = find isBluntDam (concat pastDams) >>= (\dm -> (-.-) <$> dm ^? dmFrom <*> dm ^? dmTo)
-- bluntScale = case fmap argV bluntDam of
-- Just a -> rotate (a + cdir) . scale 0.8 1.2 . rotate (negate $ cdir + a)
-- _ -> id
-- isBluntDam Blunt{} = True
-- isBluntDam _ = False
-- piercingDam = find isPiercingDam (concat pastDams) >>= (\dm -> (-.-) <$> dm ^? dmFrom <*> dm ^? dmTo)
-- isPiercingDam Piercing{} = True
-- isPiercingDam _ = False
-- piercingMod = case fmap argV piercingDam of
-- Just a -> rotate (a + cdir) . scale 0.8 1.2 . rotate (negate $ cdir + a)
-- _ -> id
damageModSH :: Creature -> Shape -> Shape
damageModSH cr = id
damageModSH _ = id
feet :: Creature -> Shape
feet cr = case cr ^? crStance . carriage of
@@ -147,7 +140,7 @@ feet cr = case cr ^? crStance . carriage of
]
where
aFoot :: Shape
aFoot = prismPoly 10 $ polyCirc 3 4
aFoot = upperPrismPoly 10 $ polyCirc 3 4
off = 5
sLen = _strideLength $ _crStance cr
f i = 6 * fromIntegral (sLen - i) / fromIntegral sLen
@@ -165,7 +158,7 @@ arms cr
_ -> emptySH
where
aHand :: Shape
aHand = translateSHz (-4) . prismPoly 4 $ polyCirc 3 4
aHand = translateSHz (-4) . upperPrismPoly 4 $ polyCirc 3 4
crad = _crRad cr
off = 8
sLen = _strideLength $ _crStance cr
@@ -176,9 +169,8 @@ scalp cr
| twists cr = translateSHf 0 (0.5*crad) . rotateSH (-1) $ translateSHf (negate 0.25 * crad) 0.25 fhead
| oneH cr = rotateSH 0.5 $ translateSHf (0.25 * crad) 0 fhead
| otherwise = translateSHf (0.25 * crad) 0 fhead
where
fhead = colorSH (greyN 0.9) . prismPoly 5 . polyCirc 3 $ crad * 0.5
fhead = colorSH (greyN 0.9) . upperPrismPoly 5 . polyCirc 3 $ crad * 0.5
crad = _crRad cr
oneH :: Creature -> Bool
@@ -206,9 +198,15 @@ torso cr
, translateSHf 0 (negate 3) . rotateSH 0.2 $ aShoulder
]
where
aShoulder = translateSHz (-10) . scaleSH (V3 0.5 1 1) . prismPoly 10 $ polyCirc 3 crad
--aShoulder = translateSHz (-10) . scaleSH (V3 0.5 1 1) . upperPrismPoly 10 $ polyCirc 3 crad
aShoulder = scaleSH (V3 crad crad 1) baseShoulder
crad = _crRad cr
baseShoulder :: Shape
baseShoulder = translateSHz (-10) . scaleSH (V3 0.5 1 1) . upperPrismPoly 10 $ polyCirc 3 1
upperBody :: Color -> Creature -> Shape
upperBody col cr = colorSH (light4 col) $ mconcat
[ arms cr
@@ -226,11 +224,6 @@ upperBody col cr = colorSH (light4 col) $ mconcat
-- pdam = sum $ concatMap (map _dmAmount) pastDams
-- pastDams = _crPastDamage $ _crState cr
shoulderH :: Picture -> Picture
shoulderH = setDepth 20
waistH :: Picture -> Picture
waistH = setDepth 10
shoulderSH :: Shape -> Shape
shoulderSH = translateSHz 20
waistSH :: Shape -> Shape
+3 -3
View File
@@ -2,10 +2,10 @@ module Dodge.Item.Draw
where
import Dodge.Data
import Dodge.Item.Data
import Dodge.Picture.Layer
--import Dodge.Picture.Layer
import Dodge.Creature.Stance.Data
import Picture
import Shape
--import Picture
--import Shape
import ShapePicture
import qualified Data.IntMap.Strict as IM
+7 -4
View File
@@ -38,6 +38,7 @@ import Control.Monad
import Graphics.Rendering.OpenGL hiding (color,scale,translate,rotate)
import qualified SDL
import qualified Data.Vector.Unboxed.Mutable as UMV
import qualified Data.Vector.Fusion.Stream.Monadic as VS
doDrawing :: RenderData -> World -> IO Word32
doDrawing pdata w = do
@@ -56,12 +57,14 @@ doDrawing pdata w = do
-- poke wall points and colors
nWalls <- poke224s (shadVBOptr $ _wallTextureShader pdata) wallPointsCol
nSils <- pokePoint3s (shadVBOptr $ _lightingLineShadowShader pdata)
$ (_shEdges $ worldShape w)
++ _foregroundEdgeVerx w
$ VS.fromList
$ (shEList $ worldShape w)
++ (_foregroundEdgeVerx w)
-- poke foreground geometry for caps
nCaps <- pokePoint3s (shadVBOptr $ _lightingCapShader pdata)
$ VS.fromList
$ concatMap polyToGeoRender (foregroundPics w)
++ map _svPos (_shVertices $ worldShape w)
++ (fmap _svPos (shVList $ worldShape w))
-- bind wall points, silhouette data, surface geometry
uncurry bindShaderBuffers $ unzip
[ ( _wallTextureShader pdata, nWalls)
@@ -91,7 +94,7 @@ doDrawing pdata w = do
renderLayer 0 shadV layerCounts
numShapeVs <- pokeShapeVs (_vboPtr $ _vaoVBO $ _shadVAO $ _shapeShader pdata)
$ _shVertices $ worldShape w
$ VS.fromList $ shVList $ worldShape w
bindShaderBuffers [_shapeShader pdata] [numShapeVs]
drawShader (_shapeShader pdata) numShapeVs
+1 -1
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@@ -3,7 +3,7 @@ module Dodge.Render.Shape
import Dodge.Data
import Shape
import Geometry
import Color
--import Color
import ShapePicture
import Dodge.Base.Window