Work on windows
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@@ -19,4 +19,5 @@ void main()
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vec4 bn = vec4(texture(normalSampler,vTexPos) - 0.5);
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vec3 nmap1 = vec3(rotateV2(rot,bn.xy), bn.z);
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normal = vec4(-nmap1 ,0);
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//normal = vec4(0,0,-1 ,0);
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}
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+1
-1
@@ -1,4 +1,4 @@
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module Dodge.Block (destroyBlock) where
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module Dodge.Block (destroyBlock,unshadowBlock) where
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import ListHelp
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import Dodge.Zoning.Pathing
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@@ -7,10 +7,7 @@ import Dodge.Data.Creature
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import Dodge.Default
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import Geometry.Data
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colorLamp ::
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Point3 -> -- color of lamp
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Float -> -- height of lamp
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Creature
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colorLamp :: Point3 -> Float -> Creature
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colorLamp col h =
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defaultInanimate
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{ _crHP = HP 100
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@@ -22,7 +22,7 @@ lsColPosID :: Point3 -> Point3 -> Int -> LightSource
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lsColPosID col p i = lsColPos col p & lsID .~ i
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lsColPos :: Point3 -> Point3 -> LightSource
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lsColPos col pos = lsColPosRad col pos 450
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lsColPos col pos = lsColPosRad col pos 250
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lsPosCol :: Point3 -> Point3 -> LightSource
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lsPosCol pos col = lsColPos col pos
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@@ -10,7 +10,7 @@ materialColor = \case
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Wood -> dark yellow
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Dirt -> dark $ dark orange
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Stone -> greyN 0.5
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Glass -> aquamarine
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Glass -> azure
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Metal -> orange
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Crystal -> green
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Flesh -> red
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@@ -23,7 +23,7 @@ damMatSideEffect dm = \case
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Metal -> damageMetal dm
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Flesh -> damageFlesh dm
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Dirt -> damageDirt dm
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-- Glass -> damageGlass dm
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Glass -> damageGlass dm
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Crystal -> \ecw -> set _1 0 . defDamageMaterial dm ecw
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_ -> defDamageMaterial dm
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@@ -151,6 +151,40 @@ damageDirt dm _ w =
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so = DamageHitSound (w ^. cWorld . lWorld . lClock)
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outTo x t = x -.- squashNormalizeV t
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damageGlass :: Damage -> ECW -> World -> (Int,World)
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damageGlass dm ecw w = case dm of
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Lasering _ _ t -> f 0 $ id
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Piercing _ p t ->
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f dmam $ makeSpark NormalSpark (outTo p t) (rdir p t)
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-- . makeDustAt Stone 200 (addZ 20 (outTo p t))
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. randsound p [smallGlass1S, smallGlass2S, smallGlass3S, smallGlass4S]
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Blunt _ p t -> f dmam $ -- makeDustAt Stone 200 (addZ 20 (outTo p t))
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randsound p [smallGlass1S, smallGlass2S, smallGlass3S, smallGlass4S]
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Shattering _ p t -> f dmam $ makeDustAt Glass 200 (addZ 20 (outTo p t))
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. randsound p [smallGlass1S, smallGlass2S, smallGlass3S, smallGlass4S]
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Crushing{} -> f dmam id
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Explosive _ p -> f dmam -- the sound comes from the explosion center, which is not correct...
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$ randsound p [smallGlass1S, smallGlass2S, smallGlass3S, smallGlass4S]
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Sparking{} -> f 0 id
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Flaming{} -> f 0 id
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Electrical{} -> f 0 id
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Poison{} -> f 0 id
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Enterrement{} -> f 0 id
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Flashing{} -> f 0 id
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where
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f x g = (x, g w)
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dmam = dm ^. dmAmount
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rdir p t = argV $ reflectIn v t
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where
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v = case ecw of
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Right wl -> uncurry (-) $ _wlLine wl
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Left cr -> vNormal (p - cr ^. crPos . _xy)
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randsound p xs =
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let (x, g) = runState (takeOne xs) $ _randGen w
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in soundStart so p x Nothing . set randGen g
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so = DamageHitSound (w ^. cWorld . lWorld . lClock)
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outTo x t = x -.- squashNormalizeV t
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--damageGlass :: Damage -> Float -> World -> (World,Int)
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--damageGlass dm dir w = w & case _dmType dm of
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-- LASERING -> a 0 $ id
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@@ -14,7 +14,6 @@ decoratedBlock decf mat col h ps = PutBlock bl wl $ reverse ps
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bl =
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defaultBlock
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& blDraw .~ (decf <> colorSH col (upperBox Medium Typical h ps))
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-- BlockDraws [BlockDrawColHeightPoss col h ps, BlockDrawBlSh decf]
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& blHeight .~ h
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wl =
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defaultWall
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@@ -197,4 +197,4 @@ spanLightY l x y z =
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--putColorLamp col = PutCrit (colorLamp col 90)
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putLamp :: PSType
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putLamp = PutCrit (lamp 90)
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putLamp = PutCrit (lamp 50)
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@@ -49,7 +49,7 @@ Places an breakable window between two points.
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Width 8, also extends out from each point by 8.
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-}
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windowLine :: Point2 -> Point2 -> Placement
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windowLine a = sps0 . PutLineBlock defaultWindow 8 a
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windowLine a = sps0 . PutLineBlock defaultWindow 10 a
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{-
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Places an unbreakable window between two points.
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@@ -86,7 +86,7 @@ barrelShape = noPic $ cylinderPoly Medium Important (map (addZ 20) ps) (map (add
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lampCrSPic :: Float -> SPic
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lampCrSPic h =
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colorSH blue (upperBox Small Typical h $ rectWH 5 5)
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colorSH blue (upperBox Small Undesired h $ rectWH 5 5)
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:!: setLayer BloomLayer (setDepth h . color white $ circleSolid 3)
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shiftDraw :: (a -> Point2) -> (a -> Float) -> (a -> a -> SPic) -> a -> SPic
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@@ -19,10 +19,7 @@ import RandomHelp
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import Control.Monad
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-- pathing needs to be done
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roomGlassOctogon ::
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-- | Size
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Float ->
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Room
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roomGlassOctogon :: Float -> Room
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roomGlassOctogon x =
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-- createPathGrid $
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defaultRoom
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@@ -48,7 +45,7 @@ roomGlassOctogon x =
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, _rmName = "glass8gon"
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}
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where
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fx = 4 * x / 5
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fx = 5 * x / 6
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lnks' = map (uncurry outLink) (init lnks) ++ [uncurry inLink $ last lnks]
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lnks =
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[ (V2 0 x, 0)
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@@ -33,18 +33,32 @@ damageWall wlid dt w = fromMaybe (mempty,w) $ do
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MachinePart mcid -> (,) mempty
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$ w' & cWorld . lWorld . machines . ix mcid . mcDamage .:~ dt
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BlockPart blid ->
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w' & cWorld . lWorld . blocks . ix blid . blHP -~ dmam
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& maybeDestroyBlock blid
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w' & damageBlock (wl ^. wlMaterial) dmam blid -- cWorld . lWorld . blocks . ix blid . blHP -~ dmam
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-- & maybeDestroyBlock blid
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DoorPart drid _ ->
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w' & cWorld . lWorld . doors . ix drid . drHP -~ dmam
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& maybeDestroyDoor drid
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_ -> (mempty, w')
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-- block destruction is convoluted...
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maybeDestroyBlock :: Int -> World -> (S.Set Int2, World)
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maybeDestroyBlock blid w = case w ^? cWorld . lWorld . blocks . ix blid of
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Just bl | _blHP bl < 1 -> destroyBlock bl w
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_ -> (mempty, w)
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damageBlock :: Material -> Int -> Int -> World -> (S.Set Int2, World)
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damageBlock = \case
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Glass -> damageGlassBlock
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_ -> maybeDestroyBlock
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damageGlassBlock :: Int -> Int -> World -> (S.Set Int2, World)
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damageGlassBlock x i w = fromMaybe (mempty,w) $ do
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bl <- w ^? cWorld . lWorld . blocks . ix i
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return $ case bl ^. blHP - x of
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y | y > 0 -> (mempty, w
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& flip (foldl' unshadowBlock) (_blShadows bl)
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& cWorld . lWorld . blocks . ix i . blHP .~ 1)
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_ -> destroyBlock bl w
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maybeDestroyBlock :: Int -> Int -> World -> (S.Set Int2, World)
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maybeDestroyBlock x blid w = case w ^? cWorld . lWorld . blocks . ix blid of
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Just bl | _blHP bl < x -> destroyBlock bl w
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_ -> (mempty, w & cWorld . lWorld . blocks . ix blid . blHP -~ x)
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maybeDestroyDoor :: Int -> World -> (S.Set Int2, World)
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maybeDestroyDoor drid w = case w ^? cWorld . lWorld . doors . ix drid of
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+3
-1
@@ -157,7 +157,6 @@ renderShadows isclouds cam cfig shadrendertype nWalls nSils nCaps positiontextur
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-- for each of the lights:
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-- 1. stencil out the shadows from this light's point of view
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-- 2. calculate lighting based on each fragment's position and normal
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-- TODO stencil out square around light!
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glEnable GL_SCISSOR_TEST
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glDisable GL_CULL_FACE
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flip VFSM.mapM_ (VFSM.fromList lightPoints) $ \(V3 x y z, rad, V3 r g b) -> do
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@@ -178,6 +177,7 @@ renderShadows isclouds cam cfig shadrendertype nWalls nSils nCaps positiontextur
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glStencilFunc GL_NOTEQUAL 128 255
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glBindVertexArray $ pdata ^. dummyVAO
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--draw wall shadows
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--these could possibly stencil out object shadows as well
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glUseProgram shadwall
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glDrawArrays GL_TRIANGLES 0 (nWalls * 18)
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case shadrendertype of
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@@ -197,6 +197,8 @@ renderShadows isclouds cam cfig shadrendertype nWalls nSils nCaps positiontextur
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glColorMask GL_TRUE GL_TRUE GL_TRUE GL_FALSE
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glStencilFunc GL_EQUAL 0 255
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glUseProgram ltextShad
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-- we could draw a specific quad based on the size of the light rather
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-- than a full screen quad here
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glDrawArrays GL_TRIANGLES 0 6
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--cleanup: may not be necessary, depending on what comes after...
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glDisable GL_SCISSOR_TEST
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@@ -31,6 +31,7 @@ data Importance = Essential
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| Typical
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| Unimportant
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| Superfluous
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| Undesired
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deriving (Eq, Ord, Show, Read, Enum, Bounded) --Generic, Flat)
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data Surface = Surface
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