Reorganise shaders

This commit is contained in:
jgk
2021-03-21 12:50:27 +01:00
parent a8ebf2f7f1
commit cf5a8b3e1b
32 changed files with 22 additions and 60 deletions
+10 -42
View File
@@ -71,9 +71,7 @@ worldPictures w
, afterPtPicts'
, wlPicts'
, wlPicts
-- , wallShadows
, smokeShadows
-- , itLabels
, ppLabels
, btLabels
, testPic w
@@ -87,11 +85,10 @@ worldPictures w
ppPicts = map ppDraw (IM.elems (_pressPlates w))
crPicts = map crDraw $ IM.elems $ _creatures w
clPicts = map clDraw $ IM.elems $ _clouds w
wallShadows = map (drawWallShadow w) $ wallShadowsToDraw w
smokeShadows = map (drawSmokeShadow w) $ _smoke w
wlPicts = map drawWall (wallsToDraw w)
wlPicts' = map (drawWall' w) (wallsToDraw w)
itFloorPicts = map (drawItem) (IM.elems (_floorItems w))
wlPicts = map drawWallFloor (wallFloorsToDraw w)
wlPicts' = map (drawWall w) (wallShadowsToDraw w)
itFloorPicts = map drawItem (IM.elems (_floorItems w))
yourPos = _crPos $ you w
yourRot = _crDir $ you w
yourRad = _crRad $ you w
@@ -199,8 +196,8 @@ mapWall wl =
(x:y:_) = _wlLine wl
c = _wlColor wl
wallsToDraw :: World -> [Wall]
wallsToDraw w = filter isVisible $ IM.elems $ wallsOnScreen w
wallFloorsToDraw :: World -> [Wall]
wallFloorsToDraw w = filter isVisible $ IM.elems $ wallsOnScreen w
where onScreen wall = lineOnScreen w (_wlLine wall)
isVisible wl | wl ^? blVisible == Just False = False
| otherwise = onScreen wl
@@ -245,11 +242,10 @@ drawSmokeShadow w sm@(Smoke {_smPos = p, _smRad = r', _smColor = c, _smPs = ps,
trap' p' = line [pa' p', pb' p', pbo' p', pao' p',pa' p']
semiCirc' p' = uncurry translate p' $ rotate (0 - (a p')) $ arcSolid 0 180 r'
drawWall :: Wall -> Drawing
drawWall (Wall {_wlIsSeeThrough = False, _wlLine = ps, _wlColor = c})
drawWallFloor :: Wall -> Drawing
drawWallFloor (Wall {_wlIsSeeThrough = False, _wlLine = ps, _wlColor = c})
= onLayerL [levLayer WlLayer, 2] $ color c $ polygon $ ps
drawWall wl = case _wlDraw wl of
-- Nothing -> onLayerL [levLayer WlLayer, layer2] $ color c $ polygon $ _wlLine wl
drawWallFloor wl = case _wlDraw wl of
Nothing -> onLayerL [levLayer WlLayer, layer2] $ color c $ polygon [x,x +.+ n2,y +.+ n2, y]
Just d -> d wl
where
@@ -261,7 +257,6 @@ drawWall wl = case _wlDraw wl of
layer2 | _wlIsSeeThrough wl = 0
| isJust $ wl ^? doorMech = 1
| otherwise = 2
-- wallOrdering wl = (not $ _wlIsSeeThrough wl, not $ isJust $ wl ^? doorMech)
errorNormalizeVDR :: Point2 -> Point2
errorNormalizeVDR (0,0) = error $ "problem with function: errorNormalizeVDR in DodgeRendering"
@@ -312,8 +307,8 @@ lineOnScreen w (p1:p2:_) = errorPointInPolygon 8 p1 sp || errorPointInPolygon 9
where sp = screenPolygon w
sps = zip sp (tail sp ++ [head sp])
drawWall' :: World -> Wall -> Drawing
drawWall' w wall
drawWall :: World -> Wall -> Drawing
drawWall w wall
| isRHS sightFrom x y = blank
| otherwise = colorAndLayer $ polygon $ points
where
@@ -341,33 +336,6 @@ drawWall' w wall
wallBase | _wlIsSeeThrough wall = polygon $ _wlLine wall
| otherwise = blank
drawWallShadow :: World -> Wall -> Drawing
drawWallShadow w wall
| isRHS sightFrom x y = blank
| otherwise = colorAndLayer $ polygon $ points
where
colorAndLayer | _wlIsSeeThrough wall = setLayer 2
. onLayerL [levLayer ShadowLayer]
. color (withAlpha 0.2 $ _wlColor wall)
| otherwise = setLayer 1
. onLayerL [levLayer ShadowLayer,2]
. color black
(x:y:_) = _wlLine wall
ps = linePointsBetween x y
ds = map (\p -> safeNormalizeV (p -.- sightFrom)) ps
p's = zipWith (\d x -> (15 *.* d) +.+ x) ds ps
sightFrom = _cameraCenter w
corns = screenPolygon w
borders = filter g $ zip corns (tail corns ++ [head corns])
g (a,b) = isLHS a b sightFrom
borderps = mapMaybe f borders ++ mapMaybe f' borders ++ shadowedCorners
coneTop = nub $ concatMap (\(a,b) -> [a,b]) $ borders
shadowedCorners = filter isShadowed coneTop
isShadowed p = isLHS sightFrom x p && isRHS sightFrom y p
f (bpa,bpb) = intersectSegLineFrom' bpa bpb x (head p's)
f' (bpa,bpb) = intersectSegLineFrom' bpa bpb y (last p's)
points = orderPolygon (borderps ++ p's)
linePointsBetween :: Point2 -> Point2 -> [Point2]
linePointsBetween p p' | d > 99 = map (\m -> p +.+ fromIntegral m *.* p'') [0..n-1] ++ [p']
| otherwise = [p,p']
+12 -17
View File
@@ -26,7 +26,7 @@ data RenderData = RenderData
, _wallLightShader :: FullShader (Point2,Point2)
, _backgroundShader :: FullShader (Point2,Point2,Point2,Point2)
, _fullscreenShader :: FullShader ()
, _wallShader :: FullShader (Point3,Point4)
-- , _wallShader :: FullShader (Point3,Point4)
, _listShaders :: [FullShader RenderType]
, _dummyVBO :: BufferObject
, _dummyPtr :: Ptr Float
@@ -39,32 +39,31 @@ makeLenses ''RenderData
preloadRender :: IO RenderData
preloadRender = do
-- compile shader programs
lsShad <- makeShader "lightmapCircle" [vert,geom,frag] [(0,4)] Points (return . return . flat4)
lsShad <- makeShader "lighting/lightmapCircle" [vert,geom,frag] [(0,4)] Points (return . return . flat4)
-- fcs <- makeSourcedShader "lightmapCircle" [VertexShader,GeometryShader,FragmentShader]
bgShad <- makeTextureShader "background" [vert,geom,frag] [(0,4),(1,2)] Points pokeBGStrat
"data/texture/smudgedDirt.png"
wsShad <- makeShaderCustomUnis "wallShadow" [vert,geom,frag] [(0,4)] Points pokeWPStrat
wsShad <- makeShaderCustomUnis "lighting/wallShadow" [vert,geom,frag] [(0,4)] Points pokeWPStrat
["lightPos","perpMat","facesToDraw"]
wlLightShad
<- makeShaderCustomUnis "lightmapWall" [vert,geom,frag] [(0,4)] Points pokeWPStrat
<- makeShaderCustomUnis "lighting/lightmapWall" [vert,geom,frag] [(0,4)] Points pokeWPStrat
["lightPos","perpMat","radLum"]
wlShad <- makeShader "wall" [vert,frag] [(0,3),(1,4)] TriangleStrip pokeWlStrat
-- wlShad <- makeShader "wall" [vert,frag] [(0,3),(1,4)] TriangleStrip pokeWlStrat
bslist <- makeShader "basic" [vert,frag] [(0,3),(1,4)] Triangles pokeTriStrat
lslist <- makeShader "basic" [vert,frag] [(0,3),(1,4)] Lines pokeLineStrat
aslist <- makeShader "arc" [vert,geom,frag] [(0,3),(1,4),(2,4)] Points pokeArcStrat
eslist <- makeShader "ellipse" [vert,geom,frag] [(0,3),(1,4)] Triangles pokeEllStrat
cslist <- makeTextureShader "character" [vert,geom,frag]
bslist <- makeShader "twoD/basic" [vert,frag] [(0,3),(1,4)] Triangles pokeTriStrat
lslist <- makeShader "twoD/basic" [vert,frag] [(0,3),(1,4)] Lines pokeLineStrat
aslist <- makeShader "twoD/arc" [vert,geom,frag] [(0,3),(1,4),(2,4)] Points pokeArcStrat
eslist <- makeShader "twoD/ellipse" [vert,geom,frag] [(0,3),(1,4)] Triangles pokeEllStrat
bezierQuadShader <- makeShader
"twoD/bezierQuad" [vert,frag] [(0,3),(1,4),(2,4)] TriangleStrip pokeBezQStrat
cslist <- makeTextureShader "twoD/character" [vert,geom,frag]
[(0,3),(1,4),(2,3)] Points pokeCharStrat
"data/texture/charMap.png"
bezierQuadShader
<- makeShader "bezierQuad" [vert,frag] [(0,3),(1,4),(2,4)] TriangleStrip pokeBezQStrat
fsShad <- makeShader "fullscreen" [vert,frag] [(0,2),(1,2)] TriangleStrip
(const [[[-1, 1],[0,1]]
,[[ 1, 1],[1,1]]
@@ -97,7 +96,6 @@ preloadRender = do
, _lightSourceShader = lsShad
, _wallShadowShader = wsShad
, _wallLightShader = wlLightShad
, _wallShader = wlShad
, _backgroundShader = bgShad
, _fullscreenShader = fsShad
, _spareFBO = fbo
@@ -150,9 +148,6 @@ pokeTriStrat :: RenderType -> [[[Float]]]
pokeTriStrat (RenderPoly vs) = fmap (\((x,y,z),(r,g,b,a)) -> [[x,y,z],[r,g,b,a]]) vs
pokeTriStrat _ = []
pokeWlStrat :: (Point3,Point4) -> [[[Float]]]
pokeWlStrat ((x,y,z),(r,g,b,a)) = [[[x,y,z],[r,g,b,a]]]
pokeCharStrat (RenderText vs) = fmap (\(a,b,c) -> flat3 (flat3 a, flat4 b, flat3 c)) vs
pokeCharStrat _ = []
-1
View File
@@ -48,7 +48,6 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints
( (extractProgAndUnis $ _lightSourceShader pdata)
: (extractProgAndUnis $ _wallShadowShader pdata)
: (extractProgAndUnis $ _wallLightShader pdata)
: (extractProgAndUnis $ _wallShader pdata)
: (extractProgAndUnis $ _backgroundShader pdata)
: (map extractProgAndUnis $ _listShaders pdata)
)