Various tweaks

This commit is contained in:
jgk
2021-08-18 20:38:55 +02:00
parent 61adae1e40
commit b9f73d255f
8 changed files with 35 additions and 43 deletions
-15
View File
@@ -67,21 +67,6 @@ wallsOnCirc p r = IM.filter f
where
f wl = uncurry circOnSeg (_wlLine wl) p r
wallsOnScreen :: World -> IM.IntMap Wall
wallsOnScreen w -- = wallsNearZones (zoneOfScreen w) w
= foldl' (flip $ IM.union . \i -> innerFold (f i (_wallsZone w))) IM.empty xs
where
innerFold m = foldl' (flip $ IM.union . \ j -> f j m) IM.empty ys
f i m = case IM.lookup i m of
Just val -> val
_ -> IM.empty
(x,y) = zoneOfPoint $ _cameraCenter w
n = ceiling (wh / (_cameraZoom w * zoneSize))
wh = max (getWindowX w) (getWindowY w)
xs = [x - n .. x + n]
ys = [y - n .. y + n]
allWalls :: World -> IM.IntMap Wall
allWalls w = IM.unions $ concatMap IM.elems $ IM.elems $ _wallsZone w
+3 -3
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@@ -73,10 +73,10 @@ furthestPointWalkable p1 p2 ws
collidePointIndirect :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe Point2
{-# INLINE collidePointIndirect #-}
collidePointIndirect p1 p2 ws
= safeMinimumOnr (dist p1)
collidePointIndirect p1 p2
= safeMinimumOn (dist p1)
. IM.mapMaybe ( uncurry (intersectSegSeg p1 p2) . _wlLine)
$ IM.filter (not . _wlIsSeeThrough) ws
. IM.filter (not . _wlIsSeeThrough)
{- | Checks to see whether someone can fire bullets effectively between two points.
- Not sure if this needs vision as well, need to make this uniform. -}
collidePointFire :: Point2 -> Point2 -> IM.IntMap Wall -> Maybe Point2
+16
View File
@@ -148,6 +148,22 @@ wallsDoubleScreen w -- = IM.unions [f b $ f a $ _wallsZone w | (a,b) <- is]
xs = [x - n .. x + n]
ys = [y - n .. y + n]
wallsOnScreen :: World -> IM.IntMap Wall
wallsOnScreen w -- = wallsNearZones (zoneOfScreen w) w
= foldl' (flip $ IM.union . \i -> innerFold (f i (_wallsZone w))) IM.empty xs
where
innerFold m = foldl' (flip $ IM.union . \ j -> f j m) IM.empty ys
f i m = case IM.lookup i m of
Just val -> val
_ -> IM.empty
(x,y) = zoneOfPoint $ _cameraCenter w
n = ceiling (wh / (_cameraZoom w * zoneSize))
wh = max (getWindowX w) (getWindowY w)
xs = [x - n .. x + n]
ys = [y - n .. y + n]
wallsNearZones :: [(Int,Int)] -> World -> IM.IntMap Wall
wallsNearZones is w -- = IM.unions [f b $ f a $ _wallsZone w | (a,b) <- is]
= foldl' (flip $ IM.union . \(a,b) -> f b (f a (_wallsZone w))) IM.empty is
+1 -1
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@@ -109,7 +109,7 @@ doDrawing pdata w = do
bindFramebuffer Framebuffer $= fst (_fboLighting pdata)
viewport $= (Position 0 0
,divideSize (w ^. config . shadow_resolution) $ Size (round $ fstV2 wins) (round $ sndV2 wins))
, divideSize (w ^. config . shadow_resolution) $ Size (round $ fstV2 wins) (round $ sndV2 wins))
createLightMap pdata lightPoints nWalls nSils nsurfVs
viewport $= (Position 0 0, Size (round $ fstV2 wins) (round $ sndV2 wins))
colorMask $= Color4 Enabled Enabled Enabled Enabled
+9 -10
View File
@@ -8,6 +8,7 @@ module Dodge.Update.Camera
where
import Dodge.Data
import Dodge.Base
import Dodge.Base.Zone
import Dodge.Base.Window
import Dodge.Base.Collide
import Dodge.Config.KeyConfig
@@ -166,18 +167,16 @@ farWallDist cpos w = getMin . uncurry (<>) $ bimap (toScale hw) (toScale hh) $ s
distsMaybeTo x = (valueAtWidth x,valueAtHeight x)
valueAtHeight h = cpiv (cpos +.+ x) <> cpiv (cpos -.- x)
where
x = viewDistAtHeight h
x = rotateV camRot $ V2 maxViewDistance h
cpiv p = Ap $ Max . horSize <$> collidePointIndirect cpos p wos
horSize = abs . dotV rv . (-.- cpos)
rv = rotateV camRot (V2 1 0)
valueAtWidth h = cpih (cpos +.+ x) <> cpih (cpos -.- x)
where
x = viewDistAtWidth h
cpiv p = Ap $ Max . horSize <$> collidePointIndirect cpos p wos
cpih p = Ap $ Max . verSize <$> collidePointIndirect cpos p wos
horSize = abs . dotV rv . (-.- cpos)
verSize = abs . dotV rh . (-.- cpos)
rv = rotateV camRot (V2 1 0)
rh = rotateV camRot (V2 0 1)
viewDistAtHeight = rotateV camRot . V2 maxViewDistance
viewDistAtWidth x = rotateV camRot $ V2 x maxViewDistance
x = rotateV camRot $ V2 h maxViewDistance
cpih p = Ap $ Max . verSize <$> collidePointIndirect cpos p wos
verSize = abs . dotV rh . (-.- cpos)
rh = rotateV camRot (V2 0 1)
wos = wallsOnScreen w
camRot = _cameraRot w
hw = halfWidth w
-9
View File
@@ -1,7 +1,6 @@
{-# LANGUAGE TupleSections #-}
module FoldableHelp
( safeMinimumOn
, safeMinimumOnr
, safeMinimumOnMaybe
, module Data.Foldable
)
@@ -22,14 +21,6 @@ safeMinimumOn f = foldl' g Nothing
| f x < f y = Just x
| otherwise = Just y
g Nothing y = Just y
safeMinimumOnr :: (Foldable t,Ord b) => (a -> b) -> t a -> Maybe a
{-# INLINE safeMinimumOnr #-}
safeMinimumOnr f = foldr g Nothing
where
g y (Just x)
| f x < f y = Just x
| otherwise = Just y
g y Nothing = Just y
safeMinimumOnMaybe :: (Ord b) => (a -> Maybe b) -> [a] -> Maybe a
safeMinimumOnMaybe f ys = fst <$> go Nothing ys
where
+4 -4
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@@ -7,14 +7,14 @@ import Data.Preload.Render
import Picture.Data
import Geometry.Data
import Data.Foldable
--import Data.Foldable
import Foreign hiding (rotate)
import Graphics.Rendering.OpenGL hiding (Line,translate,scale,imageHeight,Polygon,Color,T)
import qualified SDL
import qualified Data.Vector.Unboxed.Mutable as UMV
import qualified Data.Vector.Mutable as MV
import Control.Monad.Primitive
--import qualified Data.Vector.Fusion.Stream.Monadic as VS
import qualified Data.Vector.Fusion.Stream.Monadic as VS
divideSize :: Int -> Size -> Size
divideSize i (Size x y) = Size (div x $ fromIntegral i) (div y $ fromIntegral i)
@@ -50,8 +50,8 @@ createLightMap pdata lightPoints nWalls nSils nsurfVs = do
blendFunc $= (Zero, OneMinusSrcAlpha)
stencilTest $= Enabled
depthFunc $= Just Lequal
--flip VS.mapM_ (VS.fromList lightPoints) $ \(V3 x y z,r,lum) -> do
forM_ lightPoints $ \(V3 x y z,r,lum) -> do
flip VS.mapM_ (VS.fromList lightPoints) $ \(V3 x y z,r,lum) -> do
--forM_ lightPoints $ \(V3 x y z,r,lum) -> do
-- stencil out shadows
colorMask $= Color4 Disabled Disabled Disabled Disabled
clear [StencilBuffer]
+2 -1
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@@ -11,6 +11,7 @@ import Graphics.Rendering.OpenGL hiding (Line,translate,scale,imageHeight,Polygo
import Foreign hiding (rotate)
import qualified Data.Vector.Unboxed.Mutable as UMV
import qualified Data.Vector.Mutable as MV
import qualified Data.Vector.Fusion.Stream.Monadic as VS
import Control.Monad.Primitive
import Control.Monad
@@ -31,7 +32,7 @@ bindShaderLayers shads counts = MV.imapM_ f shads
let theVBO = _vaoVBO $ _shaderVAO shad
stride = sum $ _vboAttribSizes theVBO
bindBuffer ArrayBuffer $= (Just . _vbo $ theVBO)
mapM_ (g stride theVBO) [0..5]
VS.mapM_ (g stride theVBO) $ VS.enumFromStepN 0 1 6 -- [0..5]
where
g stride theVBO lay = do
numVs <- UMV.unsafeRead counts $ lay * 6 + i