Implement arc rendering, works for increasing angle difference < 2pi

This commit is contained in:
jgk
2021-02-20 08:16:24 +01:00
parent 2866535b52
commit 9ff7810a2d
9 changed files with 101 additions and 104 deletions
+23 -8
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@@ -1,18 +1,33 @@
#version 430 core
in vec4 gColor;
in vec2 cenPosT;
in float gRad;
in float gWdth;
in float gRadIn;
in float gRadOut;
in vec2 angles;
out vec4 fColor;
out float gl_FragDepth;
void main()
{
vec2 pos = gl_FragCoord.xy;
// fColor = vec4( gColor.xyz , 0 );
// fColor = vec4( gColor.xyz , 1 - step(distance(pos,cenPos.xy),gRad) );
// fColor = vec4( gColor.xyz , distance(pos,cenPos.xy)/gRad );
fColor = vec4( gColor.rgb, gColor.a * (1-step(gRad/2,distance(pos,cenPosT))) );
gl_FragDepth = max(gl_FragCoord.z , step(gRad/2,distance(pos,cenPosT)));
//fColor = vec4( 0.5,0,0 , 1 );
float d = distance(pos,cenPosT);
float dTest = max ( step(gRadOut/2,d)
, 1 - step(gRadIn/2,d)
);
vec2 posDiff = pos - cenPosT;
float sa = angles.x;
vec2 sv = vec2 (-sin(sa), cos(sa));
float saTest = dot(sv,posDiff) >= 0 ? 0 : 1;
float ea = angles.y;
vec2 ev = vec2 (-sin(ea), cos(ea));
float eaTest = dot(ev,posDiff) <= 0 ? 0 : 1;
float aTest = ea - sa < radians(180) ? max (saTest,eaTest)
: min (saTest,eaTest);
float onArcTest = max(dTest,aTest);
//gl_FragDepth = max(gl_FragCoord.z , step(gRadOut/2,distance(pos,cenPosT)));
gl_FragDepth = max(gl_FragCoord.z , onArcTest);
fColor = gColor;
}
+11 -11
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@@ -4,32 +4,32 @@ layout (triangle_strip, max_vertices = 4) out;
in vec4 vColor [];
in vec4 vparams [];
out vec4 gColor;
out float gRad;
out float gWdth;
out float gRadIn;
out float gRadOut;
out vec2 cenPosT;
out vec2 angles;
uniform vec2 winSize;
uniform float zoom;
void main()
{
angles = vparams[0].xy;
vec3 cenPos = gl_in[0].gl_Position.xyz;
//cenPos = vec3 (0.5,0,0);
gColor = vColor[0];
gRad = vparams[0].x * zoom * 2;
gWdth = vparams[0].w * zoom * 2;
// gRad = 0.2;
float gWdth = vparams[0].w * 0.5;
gRadOut = (vparams[0].z + gWdth) * zoom * 2;
gRadIn = (vparams[0].z - gWdth) * zoom * 2;
cenPosT = vec2 ( (cenPos.x + 1) * 0.5 * winSize.x , (cenPos.y + 1) * 0.5 * winSize.y);
gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
//gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
gl_Position = vec4 (cenPos.x + gRadOut/winSize.x, cenPos.y + gRadOut/winSize.y, cenPos.z , 1);
EmitVertex();
gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
gl_Position = vec4 (cenPos.x - gRadOut/winSize.x, cenPos.y + gRadOut/winSize.y, cenPos.z , 1);
EmitVertex();
gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, cenPos.z , 1);
gl_Position = vec4 (cenPos.x + gRadOut/winSize.x, cenPos.y - gRadOut/winSize.y, cenPos.z , 1);
EmitVertex();
gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, cenPos.z , 1);
gl_Position = vec4 (cenPos.x - gRadOut/winSize.x, cenPos.y - gRadOut/winSize.y, cenPos.z , 1);
EmitVertex();
EndPrimitive();
+3 -4
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@@ -5,15 +5,14 @@ in float gRad;
out vec4 fColor;
out float gl_FragDepth;
uniform vec2 winSize;
void main()
{
vec2 pos = gl_FragCoord.xy;
// fColor = vec4( gColor.xyz , 0 );
// fColor = vec4( gColor.xyz , 1 - step(distance(pos,cenPos.xy),gRad) );
// fColor = vec4( gColor.xyz , distance(pos,cenPos.xy)/gRad );
fColor = vec4( gColor.rgb, gColor.a * (1-step(gRad/2,distance(pos,cenPosT))) );
// fColor = vec4( gColor.rgb, gColor.a * (1-step(gRad/2,distance(pos,cenPosT))) );
gl_FragDepth = max(gl_FragCoord.z , step(gRad/2,distance(pos,cenPosT)));
//fColor = vec4( 0.5,0,0 , 1 );
fColor = gColor;
}
//note it is the fragdepth that stops this from being square
-1
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@@ -21,7 +21,6 @@ void main()
cenPosT = vec2 ( (cenPos.x + 1) * 0.5 * winSize.x , (cenPos.y + 1) * 0.5 * winSize.y);
gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
//gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
EmitVertex();
gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
EmitVertex();
+1
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@@ -365,6 +365,7 @@ startCr = basicCreature
,hvAutoGun
,teslaGun
,latchkey 0
,frontArmour
]
++ repeat NoItem))
-- startInv
+10 -9
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@@ -1811,8 +1811,8 @@ throwArmReset x =
grenadePic :: Int -> Picture
grenadePic x = pictures [ color (dark $ dark green) $ circleSolid 5
, color green $ arc
((179 * fromIntegral x / 50) - 180 )
(180 - (179 * fromIntegral x / 50) )
(degToRad $ (179 * fromIntegral x / 50) - 180 )
(degToRad $ 180 - (179 * fromIntegral x / 50) )
5
, translate (-2) 2 $ rotate (pi*0.5)
$ scale 0.05 0.05 $ color green $ text $ show $ 1 + quot x 20
@@ -2003,7 +2003,7 @@ explodeRemoteBomb itid ptid n w
j = _crInvSel $ _creatures w IM.! n
remoteBombPic :: Int -> Picture
remoteBombPic x = pictures [ color (dark $ dark orange) $ circleSolid 5
, rotate (0 - degToRad (fromIntegral x * 10 + 45)) $ color red $ arc 0 90 5
, rotate (0 - degToRad (fromIntegral x * 10 + 45)) $ color red $ arc 0 (pi/2) 5
, rotate (0 - degToRad (fromIntegral x * 10 + 45)) $ color (withAlpha 0.05 red)
$ arcSolid 0 90 50
, rotate (0 - degToRad (fromIntegral x * 10 + 20)) $ color (withAlpha 0.05 red)
@@ -2372,13 +2372,14 @@ frontArmour = basicEquipment
, _itName = "FRONTARMOUR"
, _itMaxStack = 1
, _itAmount = 1
, _itFloorPict = onLayer FlItLayer $ translate 0 (-5) $ pictures [color (greyN 0.1) $ thickArc 0 90 10 5
,color (greyN 0.1) $ thickArc 270 360 10 5
]
, _itFloorPict = onLayer FlItLayer $ translate 0 (-5)
$ pictures [color (greyN 0.1) $ thickArc 0 (pi/2) 10 5
,color (greyN 0.1) $ thickArc (3*pi/2) (2*pi) 10 5
]
, _itEquipPict = (\cr _ -> onLayer CrLayer
$ pictures [color (greyN 0.1) $ thickArc 0 90 (_crRad cr) 5
,color (greyN 0.1) $ thickArc 270 360 (_crRad cr) 5
]
$ pictures [color (greyN 0.1) $ thickArc 0 (pi/2) 10 5
,color (greyN 0.1) $ thickArc (3*pi/2) (2*pi) 10 5
]
)
, _itEffect = NoItEffect
, _itID = Nothing
+1 -1
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@@ -484,7 +484,7 @@ crGlareWidth wdth col alphay p cr =
where l x = uncurry translate x
$ rotate (pi*0.5 + argV (p -.- x))
$ color (withAlpha alphay col)
$ thickArc 0 180 (_crRad cr) wdth
$ thickArc 0 (pi/2) (_crRad cr) wdth
cp = _crPos cr
cid = _crID cr
upp cid' w' = case w' ^? creatures . ix cid . crPos of
+5 -3
View File
@@ -160,7 +160,8 @@ thickLine ps t = pictures $ f ps
thickCircle :: Float -> Float -> Picture
{-# INLINE thickCircle #-}
thickCircle rad wdth = thickLine (makeArc rad (0,2*pi)) wdth
--thickCircle rad wdth = thickLine (makeArc rad (0,2*pi)) wdth
thickCircle rad wdth = thickArc 0 (2*pi) rad wdth
arcSolid :: Float -> Float -> Float -> Picture
{-# INLINE arcSolid #-}
@@ -172,8 +173,9 @@ arc startA endA rad = thickArc startA endA rad 1
thickArc :: Float -> Float -> Float -> Float -> Picture
{-# INLINE thickArc #-}
thickArc startA endA rad wdth
= thickLine (makeArc rad (startA,endA)) wdth
thickArc = ThickArc
--thickArc startA endA rad wdth
-- = thickLine (makeArc rad (startA,endA)) wdth
withAlpha :: Float -> RGBA -> RGBA
{-# INLINE withAlpha #-}
+47 -67
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@@ -74,13 +74,15 @@ overCol _ RenderBlank = RenderBlank
scaleRen,translateRen :: Float -> Float -> RenderType -> RenderType
{-# INLINE scaleRen #-}
scaleRen x y (RenderText vs) = overPos (scale3 x y) $ RenderText $ map (scaleT x) vs
--scaleRen x y (RenderCirc (a,b,c)) = overPos (scale3 x y) $ RenderCirc (a,b,c)
scaleRen x y rt = overPos (scale3 x y) rt
{-# INLINE translateRen #-}
translateRen x y = overPos $ translate3 x y
rotateRen,setDepthRen :: Float -> RenderType -> RenderType
{-# INLINE rotateRen #-}
rotateRen a = overPos $ rotate3 a
rotateRen a (RenderArc (p,c,(as,ae,r,w))) = overPos (rotate3 a) $ RenderArc (p,c,(f as,f ae,r,w))
--where f b = normalizeAngle $ a + b
where f b = a + b
rotateRen a pic = overPos (rotate3 a) pic
{-# INLINE setDepthRen #-}
setDepthRen d = overPos $ \(x,y,_) -> (x,y,-d)
{-# INLINE colorRen #-}
@@ -106,7 +108,7 @@ picToFTree (PolygonCol vs) = let (ps,cs) = unzip vs
in FLeaf $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ polyToTris cs
picToFTree (Circle r) = FLeaf $ RenderCirc $ ((0,0,0),black,r)
picToFTree (ThickArc startA endA rad wdth)
= FLeaf $ RenderArc $ ((0,0,0),white,(startA,endA,rad,wdth))
= FLeaf $ RenderArc $ ((0,0,0),black,(startA,endA,rad,wdth))
picToFTree Blank = FLeaf $ RenderBlank
picToFTree (Text s) = FLeaf $ RenderText $ stringToList s
picToFTree (Scale x y pic) = FBranch (scaleRen x y) $ picToFTree pic
@@ -121,43 +123,38 @@ doubleLine :: [Point2] -> [Point2]
doubleLine (x:y:xs) = concat $ zipWith (:) (init (x:y:xs)) $ map (\a -> [a]) (y:xs)
doubleLine _ = []
pokeFold :: (Ptr Float, Ptr Float) -> F.FoldM IO RenderType Int
pokeFold (pa,pb) = F.FoldM
(pokePoly pa pb)
(return 0)
return
pokeTextFold :: (Ptr Float, Ptr Float,Ptr Float) -> F.FoldM IO RenderType Int
pokeTextFold (pa,pb,pc) = F.FoldM
(pokeText pa pb pc)
(return 0)
return
pokeCircFold :: (Ptr Float, Ptr Float,Ptr Float) -> F.FoldM IO RenderType Int
pokeCircFold (pa,pb,pc) = F.FoldM
(pokeCirc pa pb pc)
(return 0)
return
theFold :: (Ptr Float,Ptr Float)
-> (Ptr Float,Ptr Float,Ptr Float)
-> (Ptr Float,Ptr Float,Ptr Float)
-> (Ptr Float,Ptr Float)
-> (Ptr Float,Ptr Float,Ptr Float)
theFold :: TwoPtrs
-> ThreePtrs
-> ThreePtrs
-> TwoPtrs
-> ThreePtrs
-> F.FoldM IO RenderType (Int,Int,Int,Int,Int)
theFold pas pbs pcs pds pes
= (,,,,) <$> pokeFold pas <*> pokeTextFold pbs <*> pokeCircFold pcs
<*> pokeLineFold pds
<*> pokeThreePtrsWith pokeArc pes
-- = (,,,,) <$> pokeFold pas <*> pokeTextFold pbs <*> pokeCircFold pcs
= (,,,,) <$> pokeTwoPtrsWith pokePoly pas
<*> pokeThreePtrsWith pokeText pbs
<*> pokeThreePtrsWith pokeCirc pcs
<*> pokeTwoPtrsWith pokeLine pds
<*> pokeThreePtrsWith pokeArc pes
type ThreePtrs = (Ptr Float,Ptr Float,Ptr Float)
type TwoPtrs = (Ptr Float,Ptr Float)
pokeThreePtrsWith :: (ThreePtrs -> Int -> RenderType -> IO Int)
-> ThreePtrs -> F.FoldM IO RenderType Int
pokeThreePtrsWith pokeF ptrs = F.FoldM (pokeF ptrs) (return 0) return
pokeTwoPtrsWith :: (TwoPtrs -> Int -> RenderType -> IO Int)
-> TwoPtrs -> F.FoldM IO RenderType Int
pokeTwoPtrsWith pokeF ptrs = F.FoldM (pokeF ptrs) (return 0) return
pokeArc:: ThreePtrs -> Int -> RenderType -> IO Int
pokeArc (pa,pb,pc) n (RenderArc ((x,y,z),(r,g,b,a),(s,t,u,v)))
pokeArc (pa,pb,pc) n (RenderArc (p,c,s))
| n > 20000 * 2 = return n
| otherwise = return n
| otherwise = do
pokeThreeOff pa n p
pokeFourOff pb n c
pokeFourOff pc n s
return $ n + 1
pokeArc _ n _ = return n
pokeTwoOff :: Ptr Float -> Int -> (Float,Float) -> IO ()
@@ -177,14 +174,9 @@ pokeFourOff ptr n (x,y,z,w) = do
pokeElemOff ptr (4*n+3) w
pokeLineFold :: (Ptr Float, Ptr Float) -> F.FoldM IO RenderType Int
pokeLineFold (pa,pb) = F.FoldM
(pokeLine pa pb)
(return 0)
return
pokeLine :: Ptr Float -> Ptr Float -> Int -> RenderType -> IO Int
pokeLine pa pb n (RenderLine vs) = foldM (pokeLineVert pa pb) n vs
pokeLine _ _ n _ = return n
pokeLine :: TwoPtrs -> Int -> RenderType -> IO Int
pokeLine (pa,pb) n (RenderLine vs) = foldM (pokeLineVert pa pb) n vs
pokeLine _ n _ = return n
pokeLineVert :: Ptr Float -> Ptr Float -> Int -> (Point3, Point4) -> IO Int
pokeLineVert pa pb n (p,c)
@@ -194,22 +186,19 @@ pokeLineVert pa pb n (p,c)
pokeFourOff pb n c
return (n+1)
pokeCirc :: Ptr Float -> Ptr Float -> Ptr Float -> Int -> RenderType -> IO Int
pokeCirc pa pb pc n (RenderCirc vs) = pokeCircVert pa pb pc n vs
pokeCirc _ _ _ n _ = return n
pokeCircVert :: Ptr Float -> Ptr Float -> Ptr Float -> Int -> (Point3, Point4, Float) -> IO Int
pokeCircVert pa pb pc n (p,c,s)
pokeCirc :: ThreePtrs -> Int -> RenderType -> IO Int
pokeCirc (pa,pb,pc) n (RenderCirc (p,c,s))
| n > 20000 * 2 = return n
| otherwise = do
pokeThreeOff pa n p
pokeFourOff pb n c
pokeElemOff pc n s
return (n+1)
pokeCirc _ n _ = return n
pokeText :: Ptr Float -> Ptr Float -> Ptr Float -> Int -> RenderType -> IO Int
pokeText pa pb pc n (RenderText vs) = foldM (pokeTextVert pa pb pc) n vs
pokeText _ _ _ n _ = return n
pokeText :: (Ptr Float, Ptr Float, Ptr Float) -> Int -> RenderType -> IO Int
pokeText (pa,pb,pc) n (RenderText vs) = foldM (pokeTextVert pa pb pc) n vs
pokeText _ n _ = return n
pokeTextVert :: Ptr Float -> Ptr Float -> Ptr Float -> Int -> (Point3, Point4, Point2) -> IO Int
pokeTextVert pa pb pc n (p,c,t)
@@ -220,13 +209,9 @@ pokeTextVert pa pb pc n (p,c,t)
pokeTwoOff pc n t
return (n+1)
pokePic :: Ptr Float -> Ptr Float -> FTree RenderType -> IO Int
pokePic = go 0
where go n pa pb t = foldM (pokePoly pa pb) n t
pokePoly :: Ptr Float -> Ptr Float -> Int -> RenderType -> IO Int
pokePoly pa pb n (RenderPoly vs) = foldM (pokeVert pa pb) n vs
pokePoly _ _ n _ = return n
pokePoly :: TwoPtrs -> Int -> RenderType -> IO Int
pokePoly (pa,pb) n (RenderPoly vs) = foldM (pokeVert pa pb) n vs
pokePoly _ n _ = return n
pokeVert :: Ptr Float -> Ptr Float -> Int -> (Point3, Point4) -> IO Int
pokeVert pa pb n (p,c)
@@ -255,18 +240,16 @@ bindArrayBuffers numVs ps = do
bindBuffer ArrayBuffer $= Just bo
bufferData ArrayBuffer $= (fromIntegral $ fSize * numVs * i, ptr, StreamDraw)
renderPicture' :: PreloadData -> Float -> (Float,Float) -> Picture -> IO ()
renderPicture' pdata zoom (winx,winy) pic = do
let firstIndex = 0
numArcVs = 0
(nTriVs,numVert',numCircVs,nLineVs,nArcVs)
(nTriVs,nTextVs,numCircVs,nLineVs,nArcVs)
<- F.foldM (theFold (_ptrPosVBO pdata, _ptrColVBO pdata)
(_ptrCharPos pdata, _ptrCharCol pdata, _ptrCharTex pdata)
(_ptrCircPos pdata, _ptrCircCol pdata, _ptrCircSca pdata)
(_ptrLinePos pdata, _ptrLineCol pdata)
(_ptrArcPos pdata, _ptrArcCol pdata, _ptrArcSca pdata)
(_ptrCharPos pdata, _ptrCharCol pdata, _ptrCharTex pdata)
(_ptrCircPos pdata, _ptrCircCol pdata, _ptrCircSca pdata)
(_ptrLinePos pdata, _ptrLineCol pdata)
(_ptrArcPos pdata, _ptrArcCol pdata, _ptrArcSca pdata)
) $ picToFTree pic
depthFunc $= Just Less
@@ -299,24 +282,21 @@ renderPicture' pdata zoom (winx,winy) pic = do
uniform (_asWinUni pdata) $= Vector2 winx winy
uniform (_asZoomUni pdata) $= zoom
bindVertexArrayObject $= Just (_arcVAO pdata)
bindArrayBuffers numArcVs
bindArrayBuffers nArcVs
[(_posVBO pdata, _ptrArcPos pdata, 3)
,(_colVBO pdata, _ptrArcCol pdata, 4)
,(_texVBO pdata, _ptrArcSca pdata, 4)
]
drawArrays Points (fromIntegral firstIndex) (fromIntegral $ numArcVs)
drawArrays Points (fromIntegral firstIndex) (fromIntegral $ nArcVs)
-- draw text
currentProgram $= Just (_textShader pdata)
bindVertexArrayObject $= Just (_textVAO pdata)
bindArrayBuffers numVert'
bindArrayBuffers nTextVs
[(_posVBO pdata, _ptrCharPos pdata, 3)
,(_colVBO pdata, _ptrCharCol pdata, 4)
,(_texVBO pdata, _ptrCharTex pdata, 2)
]
drawArrays Points (fromIntegral firstIndex) (fromIntegral $ numVert')
drawArrays Points (fromIntegral firstIndex) (fromIntegral $ nTextVs)
bufferOffset :: Integral a => a -> Ptr b
bufferOffset = plusPtr nullPtr . fromIntegral