Working dynamic shadows using shape vertices buffer
This commit is contained in:
@@ -1,4 +1,4 @@
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{-# LANGUAGE TupleSections #-}
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--{-# LANGUAGE TupleSections #-}
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{- |
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Drawing of creatures.
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Takes into account damage etc. -}
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@@ -55,6 +55,7 @@ basicCrShape col cr = tr $ mconcat
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, translateSHz 25 . dm . rotdir $ scalp cr
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, dm . rotmdir $ feet cr
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, dm . rotdir $ upperBody col cr
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, rotdir $ _spShape $ drawEquipment cr
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]
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where
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dm = damageModSH cr
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@@ -75,9 +75,6 @@ data World = World
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, _playingSounds :: M.Map SoundOrigin Sound
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, _decorations :: IM.IntMap Picture
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, _foregroundShape :: Shape
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--, _foregroundDecorations :: [Polyhedra]
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, _foregroundDecorations :: Shape
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, _foregroundEdgeVerx :: [Point3]
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, _corpses :: Zone [Corpse]
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, _clickMousePos :: !Point2
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, _pathGraph :: ~(Gr Point2 Float)
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@@ -36,7 +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 = \_ _ -> (,) (mempty) blank
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, _crPict = \_ _ -> (,) mempty 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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@@ -200,7 +200,7 @@ defaultIt = Consumable
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, _itAmount = 2
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, _cnEffect = const return
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, _itFloorPict = (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
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, _itEquipPict = \_ _ -> (,) emptySH $ blank
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, _itEquipPict = \_ _ -> (,) emptySH blank
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, _itID = Nothing
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, _itInvDisplay = _itName
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, _itInvColor = blue
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@@ -80,8 +80,6 @@ defaultWorld = World
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, _inventoryMode = TopInventory
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, _lClickHammer = HammerUp
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, _foregroundShape = mempty
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, _foregroundDecorations = mempty
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, _foregroundEdgeVerx = []
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, _radDistortion = []
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, _gameRooms = []
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, _preloadData = DummyPdata -- hack TODO remove this
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@@ -16,7 +16,7 @@ magShield = defaultEquipment
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, _itMaxStack = 1
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, _itAmount = 1
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, _itFloorPict = (,) emptySH $ onLayer FlItLayer $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
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, _itEquipPict = \_ _ -> (,) emptySH $ blank
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, _itEquipPict = \_ _ -> (,) emptySH blank
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, _itID = Nothing
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}
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flameShield :: Item
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@@ -440,15 +440,18 @@ spreadGun = defaultGun
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]
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, _wpSpread = spreadGunSpread
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, _wpRange = 20
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, _itFloorPict = (,) emptySH $ onLayer FlItLayer spreadGunPic
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, _itFloorPict = spreadGunPic
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, _itAimingSpeed = 1
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, _itAimingRange = 0
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, _itEquipPict = pictureWeaponOnAim $ (,) emptySH spreadGunPic
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, _itEquipPict = pictureWeaponOnAim $ spreadGunPic
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, _wpAmmo = basicBullet
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, _wpNumBarrels = 50
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}
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spreadGunPic :: Picture
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spreadGunPic = color green $ pictures [ polygon $ map toV2[(-3,0),(3,6),(3,-6)] ]
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spreadGunPic :: SPic
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spreadGunPic =
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( colorSH green $ upperPrismPoly 5 $ map toV2[(-3,0),(3,6),(3,-6)]
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, mempty
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)
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multGun :: Item
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multGun = defaultGun
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{ _itName = "MULTGUN"
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@@ -1111,7 +1114,7 @@ autoSonar = defaultEquipment
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, _itMaxStack = 1
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, _itAmount = 1
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, _itFloorPict = (,) emptySH $ onLayer FlItLayer $ color yellow $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
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, _itEquipPict = \_ _ -> (,) emptySH $ blank
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, _itEquipPict = \_ _ -> (,) emptySH blank
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, _itEffect = autoSonarEffect
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, _itID = Nothing
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, _itAimingSpeed = 1
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@@ -1128,7 +1131,7 @@ autoRadar = defaultEquipment
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, _itMaxStack = 1
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, _itAmount = 1
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, _itFloorPict = (,) emptySH $ onLayer FlItLayer $ color yellow $ polygon $ map toV2 [(-3,-3),(-3,3),(3,3),(3,-3)]
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, _itEquipPict = \_ _ -> (,) emptySH $ blank
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, _itEquipPict = \_ _ -> (,) emptySH blank
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, _itEffect = autoRadarEffect
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, _itID = Nothing
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, _itAimingSpeed = 1
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@@ -9,14 +9,13 @@ import Dodge.Item.Weapon.ExtraEffect
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import Dodge.Item.Weapon.InventoryDisplay
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import Dodge.Item.Weapon.AmmoParams
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import Dodge.Item.Data
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import Dodge.Picture.Layer
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import Dodge.Item.Draw
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import Dodge.Item.Weapon.Bullet
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import Dodge.Item.Weapon.TriggerType
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import Dodge.SoundLogic.LoadSound
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import Picture
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import Geometry
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--import ShapePicture
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import ShapePicture
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import Shape
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import qualified Data.Sequence as Seq
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@@ -51,20 +50,23 @@ autoGun = defaultAutoGun
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, _wpSpread = autogunSpread
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, _wpRange = 20
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, _itHammer = HammerUp
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, _itFloorPict = (,) emptySH $ onLayer FlItLayer autoGunPic
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, _itFloorPict = autoGunPic
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, _itAimingSpeed = 0.4
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, _itAimingRange = 1
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, _itZoom = defaultItZoom
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, _itAimZoom = defaultItZoom {_itZoomFac = 1.5}
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, _itEquipPict = pictureWeaponOnAim $ (,) emptySH autoGunPic
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, _itEquipPict = pictureWeaponOnAim autoGunPic
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, _itEffect = wpRecock
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, _itAttachment = ItCharMode $ Seq.fromList "MS"
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, _itScroll = scrollCharMode
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, _itInvDisplay = basicWeaponDisplay
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, _wpAmmo = basicBullet
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}
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autoGunPic :: Picture
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autoGunPic = color red $ polygon $ rectNESW 4 12 (-4) (-12)
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autoGunPic :: SPic
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autoGunPic =
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( colorSH red $ upperPrismPoly 5 $ rectNESW 4 12 (-4) (-12)
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, mempty
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)
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autogunSpread :: Float
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autogunSpread = 0.07
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@@ -308,7 +308,7 @@ withTempLight time rad col eff item cr = eff item cr
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modClock :: Int -> ChainEffect -> ChainEffect
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modClock n chainEff eff it cr w
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| _frameClock w `mod` n == 0 = (chainEff eff) it cr w
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| _frameClock w `mod` n == 0 = chainEff eff it cr w
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| otherwise = eff it cr w
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withMuzFlareI :: ChainEffect
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+1
-4
@@ -42,7 +42,7 @@ generateLevelFromRoomList gr w
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= updateWallZoning
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. setupWorldBounds
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-- . initializeStaticWalls
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. setupForegroundEdgeVerxs
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-- . setupForegroundEdgeVerxs
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. placeSpots plmnts
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-- . addRoomPolyDecorations rs
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-- . addRoomLinkDecorations rs
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@@ -76,9 +76,6 @@ setupWorldBounds w = w
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<*> L.premap sndV2 L.maximum
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) ps
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setupForegroundEdgeVerxs :: World -> World
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setupForegroundEdgeVerxs w = w & foregroundShape .~ (_foregroundDecorations w)
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polyhedrasToEdges :: [Polyhedra] -> [Point3]
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polyhedrasToEdges = concatMap tflat4 . concatMap polyToEdges
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@@ -99,7 +99,7 @@ placeSpot ps w = case _psType ps of
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where
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(q:qs) = map (shiftPointBy (p,rot)) ps'
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rmCrossPaths w' = foldr (uncurry removePathsCrossing) w' $ zip (q:qs) (qs++[q])
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PutForeground sh -> w & foregroundDecorations %~ ((uncurryV translateSHf p . rotateSH rot) sh <>)
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PutForeground sh -> w & foregroundShape %~ ((uncurryV translateSHf p . rotateSH rot) sh <>)
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PutNothing -> w
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PutID _ -> w
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--_ -> w
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+1
-1
@@ -106,7 +106,7 @@ doDrawing pdata w = do
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glDrawElements
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(marshalEPrimitiveMode $ _shadPrim fs)
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(fromIntegral nIndices)
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(GL_UNSIGNED_SHORT)
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GL_UNSIGNED_SHORT
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nullPtr
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--draw floor onto base buffer
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@@ -1,4 +1,4 @@
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{-# LANGUAGE TupleSections #-}
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--{-# LANGUAGE TupleSections #-}
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module Dodge.Room.Foreground
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where
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import Dodge.Picture
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+2
-2
@@ -77,7 +77,7 @@ createLightMap pdata lightPoints nWalls nSils nCaps toPos = do
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glDrawElements
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(marshalEPrimitiveMode $ _shadPrim llss)
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(fromIntegral nSils)
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(GL_UNSIGNED_SHORT)
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GL_UNSIGNED_SHORT
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nullPtr
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cullFace $= Just Back
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@@ -91,7 +91,7 @@ createLightMap pdata lightPoints nWalls nSils nCaps toPos = do
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glDrawElements
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(marshalEPrimitiveMode $ _shadPrim fs)
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(fromIntegral nCaps)
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(GL_UNSIGNED_SHORT)
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GL_UNSIGNED_SHORT
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nullPtr
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--drawShader (_lightingCapShader pdata) nCaps
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--draw lightmap itself
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+2
-2
@@ -48,7 +48,7 @@ pokeShape
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-> Ptr GLushort -- ^ edge indices pointer
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-> Shape
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-> IO (Int,Int,Int)
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pokeShape vptr iptr ieptr = pokeShapeObjs vptr iptr ieptr (0,0,0) . fst
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pokeShape vptr iptr ieptr = pokeShapeObjs vptr iptr ieptr (0,0,0)
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pokeShapeObjs
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:: Ptr Float
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@@ -96,7 +96,7 @@ topPrismEdgeIndices n = concatMap f [0..n-1]
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, 1 , 3 ,-1 , 2
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]
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where
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g j = (2 * i + j) `mod` n
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g j = (2 * i + j) `mod` (2*n)
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topPrismIndices :: Int -> [Int]
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topPrismIndices n = concatMap f [1..n-2] -- triangles on top face
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+5
-18
@@ -14,29 +14,23 @@ module Shape
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where
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import Geometry
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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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import Data.Bifunctor
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emptySH :: Shape
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{-# INLINE emptySH #-}
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emptySH = mempty
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polyCirc :: Int -> Float -> [Point2]
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{-# INLINE polyCirc #-}
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polyCirc n x = map (\a -> rotateV a (V2 x 0)) $ take (n*2) [0,pi/(fromIntegral n)..]
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polyCirc n x = map (\a -> rotateV a (V2 x 0)) $ take (n*2) [0,pi/fromIntegral n..]
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upperPrismPoly
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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 upperPrismPoly #-}
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upperPrismPoly h ps =
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( [ShapeObj (TopPrism n) (f upps downps)]
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, topEdges <> bottomEdges <> sideEdges
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)
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upperPrismPoly h ps = [ShapeObj (TopPrism n) (f upps downps)]
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where
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n = length ps
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upps = map f' ps
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@@ -46,13 +40,6 @@ upperPrismPoly h ps =
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f _ [] = []
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f' (V2 x y) = pairToSV (V3 x y h, black)
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f'' (V2 x y) = pairToSV (V3 x y 0, black)
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topEdges = shEfromList $ 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 = shEfromList $ 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 = shEfromList $ 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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colorSH :: Color -> Shape -> Shape
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{-# INLINE colorSH #-}
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@@ -60,11 +47,11 @@ colorSH col = overCol $ const col
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overCol :: (Point4 -> Point4) -> Shape -> Shape
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{-# INLINE overCol #-}
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overCol f = first (fmap $ overColObj f)
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overCol f = fmap $ overColObj f
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overPos :: (Point3 -> Point3) -> Shape -> Shape
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{-# INLINE overPos #-}
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overPos f = bimap (fmap $ overPosObj f) (fmap f)
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overPos f = fmap $ overPosObj f
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translateSH :: Point3 -> Shape -> Shape
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{-# INLINE translateSH #-}
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@@ -84,7 +71,7 @@ rotateSH a = overPos (rotate3 a)
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scaleSH :: Point3 -> Shape -> Shape
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{-# INLINE scaleSH #-}
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scaleSH !(V3 a b c) = overPos (\(V3 x y z) -> V3 (x*a) (y*b) (z*c))
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scaleSH (V3 a b c) = overPos (\(V3 x y z) -> V3 (x*a) (y*b) (z*c))
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overColObj :: (Point4 -> Point4) -> ShapeObj -> ShapeObj
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{-# INLINE overColObj #-}
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+6
-16
@@ -6,25 +6,20 @@
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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 qualified Data.DList as DL
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type Shape = ([ShapeObj], [Point3])
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type Shape = [ShapeObj]
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_shVertices :: Shape -> [ShapeV]
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{-# INLINE _shVertices #-}
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_shVertices = concatMap _shVs . fst
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_shEdges :: Shape -> [Point3]
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{-# INLINE _shEdges #-}
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_shEdges = snd
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_shVertices = concatMap _shVs
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shVList :: Shape -> [ShapeV]
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{-# INLINE shVList #-}
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shVList = _shVertices
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--shVList = DL.toList . _shVertices
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shEList :: Shape -> [Point3]
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{-# INLINE shEList #-}
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shEList = _shEdges
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--shEList = DL.toList . _shEdges
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{-# INLINE shVfromList #-}
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shVfromList = id
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@@ -38,9 +33,7 @@ data ShapeObj = ShapeObj
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, _shVs :: [ShapeV]
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}
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data ShapeType
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= TopPrism Int
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-- | ListV
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newtype ShapeType = TopPrism Int
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-- edges are given by four consecutive points
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data ShapeV = ShapeV
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@@ -51,7 +44,4 @@ pairToSV :: (Point3,Point4) -> ShapeV
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{-# INLINE pairToSV #-}
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pairToSV = uncurry ShapeV
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--_svPos :: ShapeV -> Point3
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--_svPos = fst
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--_svCol :: ShapeV -> Point4
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--_svCol = snd
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makeLenses ''ShapeV
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Reference in New Issue
Block a user