Hlint pass
This commit is contained in:
@@ -14,6 +14,7 @@ import Dodge.Creature.Test
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--import Dodge.Creature.AlertLevel.Data
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--import Dodge.Picture.Layer
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import Dodge.Item.Data
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import Dodge.Base.Window
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import Picture
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import Geometry
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import Geometry.Vector3D
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@@ -26,15 +27,17 @@ basicCrPict
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-> Creature
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-> World
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-> Picture
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basicCrPict col cr w = pictures $
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targetingPic ++
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[ tr . setDepth 0 $ color yellow $ circleSolid 10
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, tr . piercingMod $ bluntScale $ naked col cr
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, tr $ torso (light4 col) (0,-crad) (0,crad)
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, trFeet $ feet cr
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, tr $ arms col cr
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, tr $ drawEquipment cr
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]
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basicCrPict col cr w
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| dist (_crPos cr) (_cameraCenter w) > 1.5 * max (getWindowX w) (getWindowY w) = blank
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| otherwise = pictures $
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targetingPic ++
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[ tr . setDepth 0 $ color yellow $ circleSolid 10
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, tr . piercingMod $ bluntScale $ naked col cr
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, tr $ torso (light4 col) (0,-crad) (0,crad)
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, trFeet $ feet cr
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, tr $ arms col cr
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, tr $ drawEquipment cr
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]
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where
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crad = _crRad cr
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targetingPic = IM.elems $ IM.mapMaybeWithKey f $ _crInv cr
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+25
-30
@@ -11,7 +11,7 @@ import Dodge.Base
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--import Dodge.Render.MenuScreen
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import Dodge.Render.Picture
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--import Dodge.Render.PerspectiveMatrix
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--import Geometry
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import Geometry
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import Geometry.Data
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--import Picture
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import Render
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@@ -51,31 +51,40 @@ doDrawing pdata w = do
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wallPointsCol = wallsPointsAndCols w
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windowPoints = wallsWindows w
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lightPoints = lightsForGloom w
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--viewFroms@(viewFromx,viewFromy) = _cameraViewFrom w
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viewFroms = _cameraViewFrom w
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pic = worldPictures w
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-- bind as much data into vbos as feasible at this point
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-- bind wall points and colors to vbo
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nWalls <- F.foldM (pokeShader $ _wallTextureShader pdata) (map Render22x4 wallPointsCol)
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bindShaderBuffers [_wallTextureShader pdata] [nWalls]
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-- store foreground silhouette geometry into buffer
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nSils <- F.foldM (pokeShader $ _lightingLineShadowShader pdata)
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(concatMap polyToRender (foregroundPics w))
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bindShaderBuffers [_lightingLineShadowShader pdata] [nSils]
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-- store foreground geometry and floor into buffer
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let addC (xx,yy) = (xx,yy,0)
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nsurfVs <- F.foldM (pokeShader (_lightingSurfaceShader pdata))
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$ (Render3 $ polyToTris $ map addC $ screenPolygon w)
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: concatMap polyToGeoRender (foregroundPics w)
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bindShaderBuffers [_lightingSurfaceShader pdata] [nsurfVs]
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-- set the coordinate uniform ready for drawing elements using world coordinates
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bufferUBO $ perspectiveMatrixb rot camzoom trans wins viewFroms
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bindFramebuffer Framebuffer $= (fst $ _fboBase pdata)
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bindFramebuffer Framebuffer $= fst (_fboBase pdata)
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clearColor $= Color4 0 0 0 0
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clear [ColorBuffer,DepthBuffer]
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depthFunc $= Just Less
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if w ^. config . wall_textured
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then renderTextureWalls pdata nWalls
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else renderBlankWalls pdata nWalls
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-- _ <- setWallDepth pdata wallPoints (viewFromx,viewFromy)
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_ <- renderFoldable pdata $ picToLTree (Just 0) (polysToPic $ foregroundPics w)
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_ <- renderFoldable pdata $ picToLTree (Just 0) pic
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_ <- renderShader (_textureArrayShader pdata) (_floorTiles w)
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bindFramebuffer Framebuffer $= (fst $ _fboBloom pdata)
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bindFramebuffer Framebuffer $= fst (_fboBloom pdata)
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clear [ColorBuffer]
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blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
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_ <- renderFoldable pdata $ picToLTree (Just 1) pic
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bindFramebuffer Framebuffer $= (fst $ _fboColor pdata)
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bindFramebuffer Framebuffer $= fst (_fboColor pdata)
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clear [ColorBuffer]
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depthMask $= Disabled
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_ <- renderFoldable pdata $ picToLTree (Just 3) pic
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@@ -83,35 +92,21 @@ doDrawing pdata w = do
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_ <- renderFoldable pdata $ picToLTree (Just 5) pic
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depthMask $= Enabled
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bindFramebuffer Framebuffer $= (fst $ _fboFourth1 pdata)
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bindFramebuffer Framebuffer $= fst (_fboFourth1 pdata)
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viewport $= (Position 0 0, Size 300 300)
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depthFunc $= Just Always
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textureBinding Texture2D $= Just (snd $ _fboBloom pdata)
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--colorMask $= Color4 Disabled Disabled Disabled Enabled
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--blendFunc $= (One,One)
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--blendEquation $= FuncReverseSubtract
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--drawShader (_fullscreenAlphaHalveShader pdata) 4
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--colorMask $= Color4 Enabled Enabled Enabled Enabled
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--blendEquation $= FuncAdd
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--clear [ColorBuffer]
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--blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
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blendFunc $= (One,Zero)
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--textureBinding Texture2D $= Just (snd $ _fboFourth1 pdata)
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blend $= Disabled
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drawShader (_bloomBlurShader pdata) 4
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--blendFunc $= (One,Zero)
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replicateM_ 3 $ pingPongBetween (_fboFourth1 pdata) (_fboFourth2 pdata) (_bloomBlurShader pdata)
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--replicateM_ 5 $ pingPongBlur pdata
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--blend $= Enabled
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viewport $= (Position 0 0, Size (round $ fst wins) (round $ snd wins))
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blend $= Enabled
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blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
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bindFramebuffer Framebuffer $= (fst $ _fboLighting pdata)
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let scPol = screenPolygon w
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createLightMap pdata (w ^. config . shadow_resolution) lightPoints
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(foregroundPics w) scPol nWalls
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bindFramebuffer Framebuffer $= fst (_fboLighting pdata)
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viewport $= (Position 0 0
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,divideSize (w ^. config . shadow_resolution) $ Size (round $ fst wins) (round $ snd wins))
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createLightMap pdata lightPoints nWalls nSils nsurfVs
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viewport $= (Position 0 0, Size (round $ fst wins) (round $ snd wins))
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colorMask $= Color4 Enabled Enabled Enabled Enabled
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clearColor $= Color4 0 0 0 0
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@@ -119,7 +114,7 @@ doDrawing pdata w = do
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depthMask $= Disabled
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depthFunc $= Just Always
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bindFramebuffer Framebuffer $= (fst $ _fboBase pdata)
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bindFramebuffer Framebuffer $= fst (_fboBase pdata)
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--drawShader (_fullscreenShader pdata) 4
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--textureBinding Texture2D $= Just (snd3 $ _fbo2 pdata)
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textureBinding Texture2D $= Just (snd $ _fboLighting pdata)
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@@ -160,7 +155,7 @@ doDrawing pdata w = do
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toList = snd (_fboBase pdata) : concat (repeat [snd $ _fbo2 pdata,snd $ _fbo3 pdata])
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bindings = zipWith (>>) (map bindFBO fboList) (map bindTO toList)
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activeTexture $= TextureUnit 1
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sequence_ $ zipWith (>>) bindings $ map bindDrawDist rds
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zipWithM_ (>>) bindings $ map bindDrawDist rds
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activeTexture $= TextureUnit 0
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-- draw overlay
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bufferUBO $ isoMatrix 0 1 (0,0) (2,2)
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@@ -55,7 +55,7 @@ highPipe h x@(xx,xy) y =
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]
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where
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(a,b) = y -.- x
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(a',b') = 10 *.* (normalizeV $ vNormal (a,b))
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(a',b') = 10 *.* normalizeV (vNormal (a,b))
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girderZ :: Float -> Point2 -> Point2 -> Picture
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girderZ w x y = setDepth 50 $ color red $ pictures $
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@@ -161,6 +161,9 @@ checkEndGame w
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| _crHP (you w) < 1 = haltSound $ w {_menuLayers = [GameOverMenu]}
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| otherwise = w
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--updateClouds :: World -> World
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--updateClouds = (clouds .~ IM.empty) . (cloudsZone .~ IM.empty)
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updateClouds :: World -> World
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updateClouds w = IM.foldr' updateCloud w $ _clouds w
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@@ -7,5 +7,5 @@ toPolyhedra :: Picture -> [[Point3]]
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toPolyhedra (OnLayer _ pic) = toPolyhedra pic
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toPolyhedra (Pictures pics) = concatMap toPolyhedra pics
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toPolyhedra (OverPic f _ pic) = map (map f) $ toPolyhedra pic
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toPolyhedra (Poly3D _ vs) = [fst $ unzip vs]
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toPolyhedra (Poly3D _ vs) = [map fst vs]
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toPolyhedra _ = []
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+6
-6
@@ -13,7 +13,7 @@ import Data.Bifunctor
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import Control.Lens
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translateXY :: Float -> Float -> Polyhedra -> Polyhedra
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translateXY x y = pyFaces %~ (map $ map $ first $ tran)
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translateXY x y = pyFaces %~ map (map $ first tran)
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where
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tran (a,b,c) = (a+x,b+y,c)
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@@ -37,13 +37,13 @@ findReverseEdge
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:: [(Point3,Point3,Point3)]
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-> (Point3,Point3,Point3)
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-> Maybe (Point3,Point3,Point3,Point3)
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findReverseEdge otherEdges (x,y,z) = fmap (\(_,_,n) -> (x,y,z,n))
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$ find (\(a,b,_) -> (x,y) == (b,a)) otherEdges
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findReverseEdge otherEdges (x,y,z) = (\(_,_,n) -> (x,y,z,n))
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<$> find (\(a,b,_) -> (x,y) == (b,a)) otherEdges
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faceEdges :: [Point3] -> [(Point3,Point3,Point3)]
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faceEdges xs = map addNormal $ zip xs (tail xs ++ [head xs])
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faceEdges xs = zipWith addNormal xs (tail xs ++ [head xs])
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where
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addNormal (x,y) = (x,y,n)
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addNormal x y = (x,y,n)
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(a:b:c:_) = xs
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n = crossProd (b -.-.- a) (c -.-.- a)
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@@ -93,7 +93,7 @@ polyToEdges = constructEdges . map (map fst) . _pyFaces
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-- rendering for silhouette
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polyToRender :: Polyhedra -> [RenderType]
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polyToRender = map Render3 . map flat4 . polyToEdges
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polyToRender = map (Render3 . flat4) . polyToEdges
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-- rendering for shape
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polyToGeoRender :: Polyhedra -> [RenderType]
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polyToGeoRender = map (Render3 . polyToTris . map fst) . _pyFaces
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+21
-4
@@ -101,7 +101,7 @@ preloadRender = do
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rboLightingName <- genObjectName
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bindRenderbuffer Renderbuffer $= rboLightingName
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renderbufferStorage Renderbuffer Depth24Stencil8 (RenderbufferSize 800 600)
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fboLightingName <- newFramebufferGivenStencil rboLightingName
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fboLightingName <- newFramebufferGivenStencilAlpha rboLightingName
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rboBaseBloomName <- genObjectName
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bindRenderbuffer Renderbuffer $= rboBaseBloomName
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@@ -213,6 +213,23 @@ newFramebufferGivenStencil rboName = do
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fboStatus <- framebufferStatus Framebuffer
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print fboStatus
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return (fboName,toName)
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newFramebufferGivenStencilAlpha
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:: RenderbufferObject
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-> IO (FramebufferObject, TextureObject)
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newFramebufferGivenStencilAlpha rboName = do
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fboName <- genObjectName
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bindFramebuffer Framebuffer $= fboName
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toName <- genObjectName
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textureBinding Texture2D $= Just toName
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texImage2D Texture2D NoProxy 0 RGBA8 (TextureSize2D 800 600) 0 (PixelData RGBA UnsignedByte nullPtr)
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-- don't need mipmaps
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textureFilter Texture2D $= minMagFilter
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framebufferTexture2D Framebuffer (ColorAttachment 0) Texture2D toName 0
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framebufferRenderbuffer Framebuffer DepthStencilAttachment Renderbuffer rboName
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fboStatus <- framebufferStatus Framebuffer
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print fboStatus
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return (fboName,toName)
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setupTextureFramebuffer
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:: GLsizei
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@@ -242,9 +259,9 @@ cleanUpRenderPreload pd = do
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{-# INLINE pokeBezQStrat #-}
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pokeBezQStrat :: RenderType -> [[Float]]
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pokeBezQStrat (RenderBezQ vs) = fmap (\((x,y,z),(r,g,b,a),(s,t,u,v)) -> [x,y,z,r,g,b,a,s,t,u,v]
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)
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vs
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pokeBezQStrat (RenderBezQ vs) = fmap
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(\((x,y,z),(r,g,b,a),(s,t,u,v)) -> [x,y,z,r,g,b,a,s,t,u,v])
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vs
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pokeBezQStrat _ = []
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+16
-45
@@ -7,10 +7,10 @@ import Shader.Poke
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import Data.Preload.Render
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import Picture.Data
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--import Picture.Tree
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import Geometry
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--import Geometry
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import Geometry.Data
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import Polyhedra.Data
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import Polyhedra
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--import Polyhedra.Data
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--import Polyhedra
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--import Control.Lens
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import Control.Monad
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@@ -31,59 +31,35 @@ sizeToTexSize (Size x y) = TextureSize2D x y
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{- | Determine where light is shining in the world. -}
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createLightMap
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:: RenderData
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-> Int -- Resolution division
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-> [(Point3,Float,Float)] -- Lights
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-> [Polyhedra] -- foreground geometry
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-> [Point2] -- ^ screen polygon
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-> Int -- ^ number of walls
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-> Int -- ^ number of silhoutte lines to draw
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-> Int -- ^ number of surface triangles to draw
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-> IO ()
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createLightMap pdata resDiv lightPoints fpics scPol nWalls = do
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createLightMap pdata lightPoints nWalls nSils nsurfVs = do
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depthFunc $= Just Less
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-- get viewport size so we can reset it later
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(vppos,vpsize) <- get viewport
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-- set the viewport size to desired fidelity
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let vsize = divideSize resDiv vpsize
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viewport $= (vppos, vsize)
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textureBinding Texture2D $= Just (snd $ _fboLighting pdata)
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-- store foreground silhouette geometry into buffer
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nSils <- F.foldM (pokeShader $ _lightingLineShadowShader pdata) (concatMap polyToRender fpics)
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bindShaderBuffers [_lightingLineShadowShader pdata] [nSils]
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-- store foreground geometry and floor into buffer
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let addC (xx,yy) = (xx,yy,0)
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nsurfVs <- F.foldM (pokeShader (_lightingSurfaceShader pdata))
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$ [Render3 $ polyToTris $ map addC $ scPol ]
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++ concatMap polyToGeoRender (fpics)
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bindShaderBuffers [_lightingSurfaceShader pdata] [nsurfVs]
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-- clear buffer to full alpha and furthest depth
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-- clearColor is specified in preloadRender
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clearColor $= Color4 0 0 0 1
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clear [ColorBuffer,DepthBuffer]
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--colorMask $= Color4 Disabled Disabled Disabled Disabled
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cullFace $= Just Back
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-- draw walls from your point of view in order to set z buffer
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currentProgram $= Just (_shaderProgram $ _lightingWallShader pdata)
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--drawShader (_lightingWallShader pdata) nWallLights
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drawShader (_lightingWallShader pdata) nWalls
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--colorMask $= Color4 Disabled Disabled Disabled Disabled
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--currentProgram $= Just (_shaderProgram $ _lightingOccludeShader pdata)
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--uniform (head $ _shaderCustomUnis $ _lightingOccludeShader pdata)
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-- $= Vector2 viewFromx viewFromy
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--drawShader (_lightingOccludeShader pdata) nWalls
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---- draw foreground elements to set z buffer
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currentProgram $= Just (_shaderProgram $ _lightingSurfaceShader pdata)
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---- draw foreground elements to set z buffer
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drawShader (_lightingSurfaceShader pdata) nsurfVs
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-- for each of the lights:
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-- stencil out the walls from this light's point of view
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-- draw fading lightmap circles on the floor
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-- draw fading lightmaps on the walls
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--cullFace $= Nothing
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-- for each of the lights:
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-- stencil out the walls from this light's point of view
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-- draw fading lightmap circles on the floor
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-- draw fading lightmaps on the walls
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depthMask $= Disabled
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blendFunc $= (Zero, OneMinusSrcAlpha)
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stencilTest $= Enabled
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--depthFunc $= Just Less
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depthFunc $= Just Lequal
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forM_ lightPoints $ \((x,y,z),r,lum) -> do
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-- stencil out shadows
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--depthFunc $= Just Less
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depthFunc $= Just Lequal
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--depthFunc $= Just Lequal
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colorMask $= Color4 Disabled Disabled Disabled Disabled
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clear [StencilBuffer]
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cullFace $= Just Back
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@@ -93,7 +69,6 @@ createLightMap pdata resDiv lightPoints fpics scPol nWalls = do
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uniform (head $ _shaderCustomUnis $ _lightingOccludeShader pdata)
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$= Vector3 x y z
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drawShader (_lightingOccludeShader pdata) nWalls
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--cullFace $= Nothing
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currentProgram $= Just (_shaderProgram $ _lightingLineShadowShader pdata)
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uniform (head $ _shaderCustomUnis $ _lightingLineShadowShader pdata)
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$= Vector3 x y z
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@@ -106,7 +81,7 @@ createLightMap pdata resDiv lightPoints fpics scPol nWalls = do
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currentProgram $= Just (_shaderProgram $ _lightingLineShadowShader pdata)
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drawShader (_lightingLineShadowShader pdata) nSils
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depthFunc $= Just Lequal
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--depthFunc $= Just Lequal
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-- draw geometry surfaces
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cullFace $= Just Back
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colorMask $= Color4 Disabled Disabled Disabled Enabled
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@@ -118,7 +93,6 @@ createLightMap pdata resDiv lightPoints fpics scPol nWalls = do
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$= Vector2 r lum
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drawShader (_lightingSurfaceShader pdata) nsurfVs
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-- draw wall light "circles"
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--cullFace $= Nothing
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currentProgram $= Just (_shaderProgram $ _lightingWallShader pdata)
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uniform (head $ _shaderCustomUnis $ _lightingWallShader pdata)
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$= Vector3 x y z
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@@ -127,10 +101,7 @@ createLightMap pdata resDiv lightPoints fpics scPol nWalls = do
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drawShader (_lightingWallShader pdata) nWalls
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cullFace $= Nothing
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stencilTest $= Disabled
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blend $= Disabled
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-- set the viewport size to that of the window
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viewport $= (vppos, vpsize)
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-- disable depth testing for blurring
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--blend $= Disabled
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{- |
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Blur between two framebuffers.
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Assumes no depth testing is done
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Reference in New Issue
Block a user