Make Shapes use Streaming rather than Vector streaming

This commit is contained in:
2022-07-03 23:04:58 +01:00
parent 02fcb5f072
commit f9a904d52b
11 changed files with 54 additions and 47 deletions
+1 -1
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@@ -42,8 +42,8 @@ initialAnoTree = OnwardList
$ intersperse (AnTree corDoor)
[ IntAnno $ AnTree . startRoom
, AnRoom $ return airlock0
, AnRoom $ roomCCrits 10
, AnRoom slowDoorRoom
, AnRoom $ roomCCrits 10
, AnTree firstBreather
, AnTree $ telRoomLev 1 >>= rToOnward "telRoomLev" . pure . cleatOnward
]
+1 -1
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@@ -99,7 +99,7 @@ teslaGun = defaultBatteryGun
teslaGunPic :: Item -> SPic
teslaGunPic _ = noPic $ colorSH blue $
upperPrismPoly 5 (rectNESW xb 8 xa 0)
++ upperPrismPoly 5 (rectNESW (-xa) 8 (-xb) 0)
<> upperPrismPoly 5 (rectNESW (-xa) 8 (-xb) 0)
where
xa = 1
xb = 9
+1 -1
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@@ -302,7 +302,7 @@ miniGunXPict i spin _ =
)
where
aBarrel = translateSH (V3 15 2 2) baseCaneShape
barrels = concatMap (\an -> aBarrel & rotateSHx (2*pi * fromIntegral an / fromIntegral i)) [1..i]
barrels = foldMap (\an -> aBarrel & rotateSHx (2*pi * fromIntegral an / fromIntegral i)) [1..i]
a = fromIntegral spin / 100
--x = fromIntegral am / 10
-- clip y z = translateSH (V3 0 (-1) z) (rotateSHx (negate $ pi/4)
+1 -1
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@@ -41,7 +41,7 @@ shatterGun = defaultWeapon
shatterGunSPic :: Item -> SPic
shatterGunSPic _ = noPic $ colorSH blue $
upperPrismPoly 5 (rectNESW xb 8 xa 0)
++ upperPrismPoly 5 (rectNESW (-xa) 8 (-xb) 0)
<> upperPrismPoly 5 (rectNESW (-xa) 8 (-xb) 0)
where
xa = 1
xb = 9
+1 -1
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@@ -56,7 +56,7 @@ flamerPic :: Item -> SPic
flamerPic it =
( colorSH yellow $
translateSHf tx ty (upperPrismPoly tz $ polyCirc 3 r)
++ upperPrismPoly 5 (rectNESW 2 18 (-2) 0)
<> upperPrismPoly 5 (rectNESW 2 18 (-2) 0)
, color black $ translate3 (V3 tx ty (tz+0.01)) $ circleSolid (r * am)
)
where
+15 -15
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@@ -51,21 +51,21 @@ doDrawing pdata u = do
let (ws,wp) = wallSPics <> worldSPic cfig w
( (nWalls, nWins , nFls),(nShapeVs, nIndices, nSilIndices) )
<- MP.bindM3 (\ _ wlwifl counts -> return (wlwifl,counts))
( pokeBindFoldableLayer shadV layerCounts wp)
( pokeWallsWindowsFloor
(shadVBOptr $ _wallTextureShader pdata)
(shadVBOptr $ _windowShader pdata)
(shadVBOptr $ _textureArrayShader pdata)
wallPointsCol
windowPoints
(_floorTiles w)
)
( pokeShape
(_vboPtr $ _vaoVBO $ _shadVAO $ _shapeShader pdata)
(_eboPtr $ _shapeEBO pdata)
(_eboPtr $ _silhouetteEBO pdata)
ws
)
( pokeBindFoldableLayer shadV layerCounts wp)
( pokeWallsWindowsFloor
(shadVBOptr $ _wallTextureShader pdata)
(shadVBOptr $ _windowShader pdata)
(shadVBOptr $ _textureArrayShader pdata)
wallPointsCol
windowPoints
(_floorTiles w)
)
( pokeShape
(_vboPtr $ _vaoVBO $ _shadVAO $ _shapeShader pdata)
(_eboPtr $ _shapeEBO pdata)
(_eboPtr $ _silhouetteEBO pdata)
ws
)
-- bind wall points, silhouette data, surface geometry
uncurry bindShaderBuffers $ unzip
[ ( _wallTextureShader pdata, nWalls)
+1 -1
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@@ -81,7 +81,7 @@ extraPics cfig w = pictures (_decorations w)
<> concatMapPic clDraw (_clouds w )
<> concatMapPic ppDraw (_pressPlates w )
<> viewClipBounds cfig w
-- <> debugDraw cfig w
<> debugDraw cfig w
debugDraw :: Configuration -> World -> Picture
{-# INLINE debugDraw #-}