Merge branch 'master' into testing
This commit is contained in:
+3
-13
@@ -10,7 +10,7 @@ import Dodge.Layout
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import Dodge.LoadSound
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import Dodge.Update
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import Dodge.Event
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import Dodge.Rendering
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import Dodge.Render
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import Dodge.Menu
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import Dodge.Floor
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import Dodge.LoadConfig
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@@ -24,6 +24,7 @@ import Sound.Preload
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import Control.Concurrent
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import Control.Lens
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import Foreign (Word32)
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import Control.Monad (when)
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@@ -52,18 +53,7 @@ main = do
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(fmap (setWindowSize sizex sizey keyConfig) firstWorld)
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( \preData w -> do
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startTicks <- SDL.ticks
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clear [ColorBuffer,DepthBuffer]
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(lightTicks,timeSpentPoking) <- renderPicture' (_renderData preData)
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(_cameraRot w) (_cameraZoom w)
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(_cameraCenter w)
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(_windowX w,_windowY w)
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(wallsPointsAndCols w)
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(wallsWindows w)
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(lightsForGloom' w)
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(_cameraViewFrom w)
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(worldPictures w)
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blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
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renderFoldable (_renderData preData) (picToLTree Nothing $ fixedCoordPictures w)
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doDrawing (_renderData preData) w
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playSoundQueue (_soundData preData) (_soundQueue w)
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newSoundData <- playAndUpdate (_sounds w) (_soundData preData)
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@@ -0,0 +1,4 @@
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import Criterion.Main
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main :: IO ()
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main = putStrLn "h"
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@@ -79,3 +79,23 @@ tests:
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- -with-rtsopts=-N
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dependencies:
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- loop
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benchmarks:
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loop-benchmarks:
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dependencies:
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- criterion
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ghc-options:
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- -threaded
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- -O2
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- -rtsopts
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- -with-rtsopts=-N
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- -flate-dmd-anal
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- -fno-liberate-case
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- -fno-state-hack
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- -funfolding-use-threshold1000
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- -funfolding-keeness-factor1000
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- -fllvm
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- -optlo-O3
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main: Bench.hs
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source-dirs: bench
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+6
-5
@@ -280,6 +280,12 @@ zoneOfLine :: Point2 -> Point2 -> [(Int,Int)]
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zoneOfLine (aa,ab) (ba,bb) = nub $ concatMap f
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$ digitalLine (zoneOfPoint (aa,ab)) (zoneOfPoint (ba,bb))
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where f (x,y) = [(p,r) | p <-[x-1,x,x+1] , r<-[y-1,y,y+1]]
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zoneOfLine' :: Point2 -> Point2 -> IM.IntMap IS.IntSet
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{-# INLINE zoneOfLine' #-}
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zoneOfLine' a b = expandLine $ digitalLine (x-1,y-1) (x'-1,y'-1)
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where (x,y) = zoneOfPoint a
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(x',y') = zoneOfPoint b
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--zoneOfLine (aa,ab) (ba,bb) = nub $ concatMap f
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-- $ digitalLine (zoneOfPoint (aa-n,ab-n)) (zoneOfPoint (ba-n,bb-n))
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-- where f (x,y) = [(p,r) | p <-[x,x+1] , r<-[y,y+1]]
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@@ -294,11 +300,6 @@ expandLine xs = IM.map expandSet
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--expandSet s = s
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where mk = IS.findMax s
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zoneOfLine' :: Point2 -> Point2 -> IM.IntMap IS.IntSet
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{-# INLINE zoneOfLine' #-}
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zoneOfLine' a b = expandLine $ digitalLine (x-1,y-1) (x'-1,y'-1)
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where (x,y) = zoneOfPoint a
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(x',y') = zoneOfPoint b
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--zoneOfLine a b = concatMap zoneNearPoint $ divideLine (2 * zoneSize) a b
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--zoneOfLine a b = concatMap zoneNearPoint $ divideLine zoneSize a b
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@@ -254,6 +254,7 @@ startCr = defaultCreature
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(
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[pistol
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,blinkGun
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,spawnGun lamp
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,flameGrenade
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,teslaGrenade
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,autoGun
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@@ -5,6 +5,7 @@ import Dodge.Base
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import Dodge.Default
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import Dodge.CreatureState
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import Dodge.LightSources
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import Dodge.WorldEvent.Flash
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import Dodge.WorldEvent.Sound
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@@ -34,7 +35,7 @@ updateLamp :: Int -> CRUpdate
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updateLamp i = unrandUpdate handleLS internalUpdate
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where
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handleLS cr w
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| _crHP cr < 0 = mkSoundBreakGlass w & lightSources %~ IM.delete i
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| _crHP cr < 0 = explosionFlashAt (_crPos cr) $ mkSoundBreakGlass w & lightSources %~ IM.delete i
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| otherwise = w & lightSources . ix i . lsPos .~ _crPos cr
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internalUpdate cr
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| _crHP cr < 0 = Nothing
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@@ -82,6 +82,7 @@ pistol = Weapon
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, _itInvColor = white
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}
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defaultGun = pistol
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defaultAutoGun = autoGun {_itScrollUp = const id
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, _itScrollDown = const id, _itInvDisplay = basicWeaponDisplay}
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effectGun :: String -> (Int -> World -> World) -> Item
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@@ -900,13 +901,14 @@ aFlame a cid w
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w
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where
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(a2,g) = randomR (-0.1,0.1) (_randGen w)
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(t,_) = randomR (99,101) (_randGen w)
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angle = min flamerAngle $ max (-flamerAngle) (a + a2)
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cr = (_creatures w IM.! cid)
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dir = _crDir cr + angle
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pos = _crPos cr +.+ ((_crRad cr + 2.9) *.* unitVectorAtAngle (_crDir cr))
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w1 = set randGen g w
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vel = (_crPos cr -.- _crOldPos cr) +.+ 4 *.* unitVectorAtAngle dir
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insertFlame = makeFlame pos vel (Just cid) -- . makeFlame pos2 vel (Just cid)
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insertFlame = makeFlame t pos vel (Just cid) -- . makeFlame pos2 vel (Just cid)
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resetAngle = set (creatures . ix cid . crInv . ix (_crInvSel cr) . wpFire)
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(shoot $ aFlame angle)
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@@ -1942,4 +1944,23 @@ makeLaserScope p ep d relFrac = Particle'
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spawnGun :: Creature -> Item
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spawnGun cr = defaultGun
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{ _itName = "SPAWNER"
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, _wpMaxAmmo = 1
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, _wpLoadedAmmo = 1
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, _wpReloadTime = 80
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, _wpReloadState = 0
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, _wpFireRate = 100
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, _wpFire = spawnCrNextTo cr
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}
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spawnCrNextTo :: Creature -> Int -> World -> World
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spawnCrNextTo cr i w = w & creatures %~ IM.insert k newCr
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where
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k = newKey $ _creatures w
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sCr = _creatures w IM.! i
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newCr = cr
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& crID .~ k
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& crPos .~ _crPos sCr +.+ unitVectorAtAngle (_crDir sCr)
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& crOldPos .~ _crPos sCr +.+ unitVectorAtAngle (_crDir sCr)
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@@ -0,0 +1,122 @@
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module Dodge.Render
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( module Dodge.Render.Picture
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, doDrawing
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, doDrawing'
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)
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where
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import Dodge.Data
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import Dodge.Base
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import Dodge.Render.HUD
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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 Picture
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import Shader
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import Picture.Render
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import Picture.Preload
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import Data.Graph.Inductive.Query.DFS
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import Data.Graph.Inductive.Graph
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import Control.Monad.State
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import Data.List
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import Data.Bifunctor
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import Foreign (Word32)
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import Data.Function
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import Control.Applicative
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import Control.Lens
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import Data.Maybe
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import qualified Data.IntMap.Strict as IM
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import qualified Data.Map as M
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import qualified Data.Set as S
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import Graphics.Rendering.OpenGL hiding (color,scale,translate,rotate)
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import qualified SDL
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doDrawing :: RenderData -> World -> IO (Word32)
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doDrawing pdata w = do
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sTicks <- SDL.ticks
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clear [ColorBuffer,DepthBuffer]
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let rot = _cameraRot w
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zoom = _cameraZoom w
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trans@(tranx,trany) = _cameraCenter w
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wins@(winx,winy) = (_windowX w,_windowY w)
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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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pic = worldPictures w
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wallPoints = map fst wallPointsCol
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setCommonUniforms pdata rot zoom trans wins
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depthFunc $= Just Less
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pmat <- (newMatrix RowMajor $ perspectiveMatrix w) :: IO (GLmatrix GLfloat)
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createLightMap pdata rot zoom trans wins wallPoints lightPoints viewFroms pmat
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blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
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-- clear [DepthBuffer]
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depthFunc $= Just Always
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renderBackground pdata rot zoom trans wins
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depthFunc $= Just Lequal
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renderWalls pdata wallPointsCol pmat
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setWallDepth pdata wallPoints (viewFromx,viewFromy) pmat
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-- depthFunc $= Just Lequal
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renderFoldable pdata $ picToLTree (Just 0) pic
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-- reset blend so that light map doesn't apply
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-- blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
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blendFuncSeparate $= ((SrcAlpha,OneMinusSrcAlpha) , (Zero,One))
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-- blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
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renderFoldable pdata $ picToLTree (Just 1) pic
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-- set drawing for on top
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blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
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renderFoldable pdata $ picToLTree (Just 2) pic
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depthMask $= Disabled
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renderWalls pdata windowPoints pmat
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depthMask $= Enabled
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resetShaderUniforms (map extractProgAndUnis $ _listShaders pdata)
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----------------------
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blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
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renderFoldable pdata (picToLTree Nothing $ fixedCoordPictures w)
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eTicks <- SDL.ticks
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return (eTicks - sTicks)
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doDrawing' :: RenderData -> World -> IO (Word32)
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doDrawing' pdata w = do
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bindFramebuffer Framebuffer $= defaultFramebufferObject
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sTicks <- SDL.ticks
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clear [ColorBuffer,DepthBuffer]
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let rot = _cameraRot w
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zoom = _cameraZoom w
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trans@(tranx,trany) = _cameraCenter w
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wins@(winx,winy) = (_windowX w,_windowY w)
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wallPointsCol = wallsPointsAndCols w
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windowPoints = wallsWindows w
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lightPoints = lightsForGloom' w
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viewFroms@(viewFromx,viewFromy) = _cameraViewFrom w
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pic = worldPictures w
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wallPoints = map fst wallPointsCol
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pmat <- (newMatrix RowMajor
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$ perspectiveMatrix w) :: IO (GLmatrix GLfloat)
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setCommonUniforms pdata rot zoom trans wins
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depthMask $= Disabled
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renderBackground pdata rot zoom trans wins
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depthMask $= Enabled
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blend $= Enabled
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blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
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-- not sure why renderWalls and setWallDepth aren't combined
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renderWalls pdata wallPointsCol pmat
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setWallDepth pdata wallPoints (viewFromx,viewFromy) pmat
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depthFunc $= Just Lequal
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renderFoldable pdata $ picToLTree (Just 0) pic
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renderFoldable pdata $ picToLTree (Just 1) pic
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renderFoldable pdata $ picToLTree (Just 2) pic
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eTicks <- SDL.ticks
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return (eTicks - sTicks)
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@@ -1,4 +1,4 @@
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module Dodge.Rendering.HUD
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module Dodge.Render.HUD
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where
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import Dodge.Data
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||||
@@ -1,4 +1,4 @@
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module Dodge.Rendering.MenuScreen
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module Dodge.Render.MenuScreen
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( menuScreen
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)
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where
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@@ -0,0 +1,50 @@
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module Dodge.Render.PerspectiveMatrix
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where
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import Dodge.Data
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import Geometry
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import Linear.Matrix
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import Linear.V4
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import Graphics.Rendering.OpenGL (GLfloat)
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||||
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perspectiveMatrix :: World -> [GLfloat]
|
||||
perspectiveMatrix w =
|
||||
let rot = _cameraRot w
|
||||
zoom = _cameraZoom w
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||||
(tranx,trany) = _cameraCenter w
|
||||
(winx,winy) = (_windowX w,_windowY w)
|
||||
(viewFromx,viewFromy) = _cameraViewFrom w
|
||||
scalMat = Linear.Matrix.transpose $ V4
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(V4 (2*zoom/winx) 0 0 (0::GLfloat))
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||||
(V4 0 (2*zoom/winy) 0 0)
|
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(V4 0 0 0.5 0) --scaled to make walls shorter
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||||
(V4 0 0 0 1)
|
||||
rotMat = Linear.Matrix.transpose $
|
||||
V4 (V4 (cos rot) (sin (-rot)) 0 0)
|
||||
(V4 (sin rot) (cos rot) 0 0)
|
||||
(V4 0 0 1 0)
|
||||
(V4 0 0 0 1)
|
||||
tranMat3 = Linear.Matrix.transpose $
|
||||
V4 (V4 1 0 0 0)
|
||||
(V4 0 1 0 0)
|
||||
(V4 0 0 1 0)
|
||||
(V4 (-tranx) (-trany) 0 1)
|
||||
tranMat2 = Linear.Matrix.transpose $
|
||||
V4 (V4 1 0 0 0)
|
||||
(V4 0 1 0 0)
|
||||
(V4 0 0 1 0)
|
||||
(V4 (viewFromx-tranx) (viewFromy-trany) 0 1)
|
||||
perMat = Linear.Matrix.transpose $
|
||||
V4 (V4 1 0 0 0)
|
||||
(V4 0 1 0 0)
|
||||
(V4 0 0 1 1)
|
||||
(V4 0 0 0 1)
|
||||
tranMat1 = Linear.Matrix.transpose $
|
||||
V4 (V4 1 0 0 0)
|
||||
(V4 0 1 0 0)
|
||||
(V4 0 0 1 0)
|
||||
(V4 (-viewFromx) (-viewFromy) 0 1)
|
||||
wmat = scalMat !*! rotMat !*! tranMat2 !*! perMat !*! tranMat1
|
||||
vToL (V4 a b c d) = [a,b,c,d]
|
||||
in concatMap vToL $ vToL wmat
|
||||
@@ -1,29 +1,17 @@
|
||||
module Dodge.Rendering where
|
||||
-- imports {{{
|
||||
module Dodge.Render.Picture
|
||||
where
|
||||
import Dodge.Data
|
||||
import Dodge.Base
|
||||
--import Dodge.Inventory
|
||||
|
||||
import Dodge.Rendering.HUD
|
||||
import Dodge.Rendering.MenuScreen
|
||||
import Dodge.Render.HUD
|
||||
import Dodge.Render.MenuScreen
|
||||
|
||||
import Geometry
|
||||
import Picture
|
||||
|
||||
import Data.Graph.Inductive.Query.DFS
|
||||
import Data.Graph.Inductive.Graph
|
||||
|
||||
import Control.Monad.State
|
||||
import Data.List
|
||||
import Data.Bifunctor
|
||||
|
||||
import Data.Function
|
||||
import Control.Applicative
|
||||
import Control.Lens
|
||||
import Data.Maybe
|
||||
import qualified Data.IntMap.Strict as IM
|
||||
import qualified Data.Map as M
|
||||
import qualified Data.Set as S
|
||||
|
||||
worldPictures :: World -> Picture
|
||||
worldPictures w = pictures $ concat
|
||||
+5
-2
@@ -71,8 +71,11 @@ updateLightSources w = set tempLightSources (catMaybes tlss) w'
|
||||
updateProjectiles w = IM.foldr' _pjUpdate w $ _projectiles w
|
||||
|
||||
updateParticles' :: World -> World
|
||||
updateParticles' w = set particles' (catMaybes ps) w'
|
||||
where (w',ps) = mapAccumR (\a b -> _ptUpdate' b a b) w $ _particles' w
|
||||
updateParticles' w =
|
||||
--set particles' [] w
|
||||
set particles' (catMaybes ps) w'
|
||||
where
|
||||
(w',ps) = mapAccumR (\a b -> _ptUpdate' b a b) w $ _particles' w
|
||||
|
||||
updateCreatures :: World -> World
|
||||
updateCreatures w = f $ set randGen newG $ set creatures (IM.mapMaybe id crs) w
|
||||
|
||||
@@ -40,18 +40,17 @@ wallBuffer = 3
|
||||
|
||||
-- the following tests whether or not a point is on a wall, and if so pushes it
|
||||
-- out from the wall
|
||||
-- If the resultant push out is itself on another wall, the original point is
|
||||
-- returned
|
||||
-- this is then repeated if the point ends up on a new wall
|
||||
collideWalls :: Float -> Point2 -> [[Point2]] -> Point2 -> Point2
|
||||
collideWalls rad cp1 walls cp2
|
||||
= case (listToMaybe.mapMaybe (pushOutFromWall rad cp2)) walls of
|
||||
Nothing -> cp2
|
||||
Just cp3 -> case (listToMaybe.reverse.mapMaybe (pushOutFromWall rad cp3)) walls of
|
||||
Nothing -> cp3
|
||||
Just cp4 -> cp1
|
||||
Just cp4 -> cp4
|
||||
|
||||
-- pushes a point out from a list of walls
|
||||
-- if multiple new points occur, chooses the one closest to the orignal pointjk
|
||||
-- if multiple new points occur, chooses the one closest to the orignal point
|
||||
pushOutFromWalls :: Float -> [[Point2]] -> Point2 -> Point2
|
||||
pushOutFromWalls rad walls p =
|
||||
fromMaybe p
|
||||
|
||||
@@ -59,7 +59,7 @@ glareBetween t len wdth col a b w
|
||||
|
||||
lowLightPic :: Float -> Float -> Color -> (Point2, Point2) -> World -> Picture
|
||||
lowLightPic len wdth col (a,b) w
|
||||
= case thingsHitLongLine a b w of
|
||||
= case thingsHit a b w of
|
||||
((p, E3x2 wall):_)
|
||||
-> setCol . lineOfThickness wdth $ [alongLineBy len p wa, alongLineBy len p wb]
|
||||
where x = len *.* (normalizeV $ wa -.- wb)
|
||||
|
||||
@@ -37,8 +37,8 @@ aFlameParticle t pos vel maycid = Pt'
|
||||
, _btHitEffect' = destroyOnImpact (doFlameDam 1) noEff noEff
|
||||
}
|
||||
|
||||
makeFlame :: Point2 -> Point2 -> Maybe Int -> World -> World
|
||||
makeFlame pos vel maycid = over particles' (aFlameParticle 100 pos vel maycid : )
|
||||
makeFlame :: Int -> Point2 -> Point2 -> Maybe Int -> World -> World
|
||||
makeFlame t pos vel maycid = over particles' (aFlameParticle t pos vel maycid : )
|
||||
|
||||
drawFlame :: Point2 -> Particle' -> Picture
|
||||
drawFlame rotd pt = thePic
|
||||
@@ -167,6 +167,7 @@ moveFlamelet w pt
|
||||
& btPassThrough' .~ Nothing
|
||||
& btVel' .~ 0.8 *.* vel
|
||||
damcrs = foldr ($) w $ map dodam $ filter closeCrs $ IM.elems $ _creatures w
|
||||
-- damcrs = w
|
||||
closeCrs cr = dist ep (_crPos cr) < _crRad cr + size
|
||||
dodam cr = over (creatures . ix (_crID cr) . crState . crDamage)
|
||||
((:) $ Flaming 3 sp ep ep)
|
||||
|
||||
@@ -17,6 +17,7 @@ thingsHit sp ep w
|
||||
where
|
||||
hitCrs = IM.elems $ IM.filter (\cr -> circOnLine sp ep (_crPos cr) (_crRad cr))
|
||||
$ _creatures w
|
||||
-- $ creaturesAlongLine sp ep w
|
||||
crPs = map (\cr -> ssaTriPoint ep (_crPos cr) sp (_crRad cr)) hitCrs
|
||||
crs = zip crPs (map E3x1 hitCrs)
|
||||
|
||||
|
||||
@@ -152,6 +152,7 @@ circOnLine' !p1 !p2 !c !rad = isJustTrue (fmap (\p -> magV (p -.- c) < rad) y)
|
||||
|
||||
-- this should probably be circOnSeg
|
||||
circOnLine :: Point2 -> Point2 -> Point2 -> Float -> Bool
|
||||
{-# INLINE circOnLine #-}
|
||||
circOnLine !p1 !p2 !c !rad = magV (p1 -.- c) <= rad || magV (p2 -.- c) <= rad
|
||||
|| isJustTrue (fmap (\p -> magV (p -.- c) < rad) y)
|
||||
where
|
||||
|
||||
+1
-1
@@ -11,7 +11,7 @@ perspectiveMatrix rot zoom (tranx,trany) (winx,winy) (viewFromx,viewFromy) =
|
||||
let scalMat = Linear.Matrix.transpose $ V4
|
||||
(V4 (2*zoom/winx) 0 0 (0::GLfloat))
|
||||
(V4 0 (2*zoom/winy) 0 0)
|
||||
(V4 0 0 0.5 0) --scale to make walls shorter
|
||||
(V4 0 0 0.5 0) --scaled to make walls shorter
|
||||
(V4 0 0 0 1)
|
||||
rotMat = Linear.Matrix.transpose $
|
||||
V4 (V4 (cos rot) (sin (-rot)) 0 0)
|
||||
|
||||
+39
-56
@@ -1,9 +1,9 @@
|
||||
--{-# LANGUAGE Strict #-}
|
||||
{-# LANGUAGE DeriveFoldable, StandaloneDeriving #-}
|
||||
module Picture.Render
|
||||
( renderPicture'
|
||||
, renderFoldable
|
||||
( module Picture.Render
|
||||
, picToLTree
|
||||
-- , perspectiveMatrix
|
||||
)
|
||||
where
|
||||
|
||||
@@ -33,25 +33,22 @@ import qualified SDL as SDL
|
||||
|
||||
renderPicture' :: RenderData -> Float -> Float -> Point2 -> Point2 ->
|
||||
[((Point2,Point2),Point4)] -> [((Point2,Point2),Point4)] -> [Point4] ->
|
||||
(Float,Float) -> Picture -> IO (Word32,Word32)
|
||||
(Float,Float) -> Picture -> IO (Word32)
|
||||
renderPicture' pdata rot zoom trans@(tranx,trany) wins@(winx,winy) wallPointsCol windowPoints lightPoints
|
||||
viewFroms@(viewFromx,viewFromy) pic = do
|
||||
let wallPoints = map fst wallPointsCol
|
||||
startTicks <- SDL.ticks
|
||||
let wallPoints = map fst wallPointsCol
|
||||
|
||||
setCommonUniforms pdata rot zoom trans wins
|
||||
|
||||
depthFunc $= Just Less
|
||||
|
||||
-- calculate perspective matrix
|
||||
pmat <- (newMatrix RowMajor
|
||||
$ perspectiveMatrix rot zoom (tranx,trany) (winx,winy) (viewFromx,viewFromy)
|
||||
) :: IO (GLmatrix GLfloat)
|
||||
|
||||
createLightMap pdata rot zoom trans wins wallPoints lightPoints viewFroms pmat
|
||||
|
||||
ticksAfterLighting <- SDL.ticks
|
||||
|
||||
renderBackground pdata rot zoom trans wins
|
||||
|
||||
renderWalls pdata wallPointsCol pmat
|
||||
@@ -65,6 +62,7 @@ renderPicture' pdata rot zoom trans@(tranx,trany) wins@(winx,winy) wallPointsCol
|
||||
-- reset blend so that light map doesn't apply
|
||||
-- blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
|
||||
blendFuncSeparate $= ((SrcAlpha,OneMinusSrcAlpha) , (Zero,One))
|
||||
-- blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
|
||||
renderFoldable pdata $ picToLTree (Just 1) pic
|
||||
|
||||
-- set drawing for on top
|
||||
@@ -78,7 +76,7 @@ renderPicture' pdata rot zoom trans@(tranx,trany) wins@(winx,winy) wallPointsCol
|
||||
|
||||
resetShaderUniforms (map extractProgAndUnis $ _listShaders pdata)
|
||||
endTicks <- SDL.ticks
|
||||
return (ticksAfterLighting, endTicks - startTicks)
|
||||
return (endTicks - startTicks)
|
||||
|
||||
renderWalls :: RenderData -> [((Point2,Point2),Point4)] -> GLmatrix GLfloat -> IO ()
|
||||
renderWalls pdata wps pmat = do
|
||||
@@ -116,22 +114,23 @@ createLightMap pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints
|
||||
(viewFromx,viewFromy) pmat = do
|
||||
|
||||
bindFramebuffer Framebuffer $= (_spareFBO pdata)
|
||||
clearColor $= Color4 0 0.5 0 1
|
||||
depthFunc $= Just Less
|
||||
-- clear buffer to full alpha and furthest depth
|
||||
clearColor $= Color4 0 0 0 1
|
||||
clearDepth $= 1
|
||||
clear [ColorBuffer,DepthBuffer]
|
||||
|
||||
depthFunc $= Just Less
|
||||
-- store wall and light positions into buffer
|
||||
nWallLights <- F.foldM (pokeShader $ _wallLightShader pdata) wallPoints
|
||||
bindShaderBuffers [_wallLightShader pdata] [nWallLights]
|
||||
nWalls <- F.foldM (pokeShader $ _wallShadowShader pdata) wallPoints
|
||||
bindShaderBuffers [_wallShadowShader pdata] [nWalls]
|
||||
-- set uniforms for shader that draws lights
|
||||
currentProgram $= Just (_shaderProgram $ _wallLightShader pdata)
|
||||
uniform ( (fromJust $ _shaderCustomUnis $ _wallLightShader pdata) !! 1)
|
||||
$= pmat
|
||||
|
||||
nWalls <- F.foldM (pokeShader $ _wallShadowShader pdata) wallPoints
|
||||
bindShaderBuffers [_wallShadowShader pdata] [nWalls]
|
||||
|
||||
-- draw walls from your point of view in order to set z buffer
|
||||
colorMask $= (Color4 Disabled Disabled Disabled Disabled)
|
||||
let (tx,ty) = (tranx,trany) -.- (viewFromx,viewFromy)
|
||||
|
||||
currentProgram $= Just (_shaderProgram $ _wallShadowShader pdata)
|
||||
uniform (head $ fromJust $ _shaderCustomUnis $ _wallShadowShader pdata)
|
||||
$= Vector2 viewFromx viewFromy
|
||||
@@ -141,81 +140,65 @@ createLightMap pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints
|
||||
$= (0 :: Float)
|
||||
cullFace $= Just Back
|
||||
drawShader (_wallShadowShader pdata) nWalls
|
||||
|
||||
-- for each of the lights:
|
||||
-- stencil out the walls from this light's point of view
|
||||
-- draw fading lightmap circles on the floor
|
||||
-- draw fading lightmaps on the walls
|
||||
depthMask $= Disabled
|
||||
blendFunc $= (Zero, OneMinusSrcAlpha)
|
||||
-- blendFuncSeparate $= ((Zero,Zero),(Zero, OneMinusSrcAlpha))
|
||||
stencilTest $= Enabled
|
||||
forM_ lightPoints $ \(x,y,r,lum) -> do
|
||||
-- depthFunc $= Just Less
|
||||
colorMask $= (Color4 Disabled Disabled Disabled Disabled)
|
||||
clear [StencilBuffer]
|
||||
cullFace $= Just Back
|
||||
-- stencilOp $= (OpKeep,OpKeep,OpReplace)
|
||||
stencilOp $= (OpKeep,OpKeep,OpIncr)
|
||||
stencilFunc $= (Always, 0, 255)
|
||||
-- currentProgram does get called twice: here and inside drawShader below
|
||||
currentProgram $= Just (_shaderProgram $ _wallShadowShader pdata)
|
||||
uniform (head $ fromJust $ _shaderCustomUnis $ _wallShadowShader pdata)
|
||||
$= Vector2 x y
|
||||
-- blendFunc $= (Zero,One)
|
||||
drawShader (_wallShadowShader pdata) nWalls
|
||||
|
||||
cullFace $= Just Front
|
||||
stencilOp $= (OpKeep,OpKeep,OpDecr)
|
||||
drawShader (_wallShadowShader pdata) nWalls
|
||||
|
||||
cullFace $= Nothing
|
||||
|
||||
colorMask $= (Color4 Enabled Enabled Enabled Enabled)
|
||||
-- bind buffer for floor light circle
|
||||
let lightPtr = (\(_,ptr,_) -> ptr) $ head
|
||||
$ _vaoBufferTargets $ _shaderVAO $ _lightSourceShader pdata
|
||||
(x',y') = zTran $ rotateV (0 - rot) $ (x,y) -.- (tranx,trany)
|
||||
zTran (a,b) = (a*2*zoom / winx, b*2*zoom / winy)
|
||||
pokeFourOff lightPtr 0 (x',y',r,lum)
|
||||
-- stencil out walls
|
||||
colorMask $= (Color4 Disabled Disabled Disabled Disabled)
|
||||
clear [StencilBuffer]
|
||||
cullFace $= Just Back
|
||||
stencilOp $= (OpKeep,OpKeep,OpIncr)
|
||||
stencilFunc $= (Always, 0, 255)
|
||||
currentProgram $= Just (_shaderProgram $ _wallShadowShader pdata)
|
||||
uniform (head $ fromJust $ _shaderCustomUnis $ _wallShadowShader pdata)
|
||||
$= Vector2 x y
|
||||
drawShader (_wallShadowShader pdata) nWalls
|
||||
cullFace $= Just Front
|
||||
stencilOp $= (OpKeep,OpKeep,OpDecr)
|
||||
drawShader (_wallShadowShader pdata) nWalls
|
||||
-- draw floor light circles
|
||||
cullFace $= Nothing
|
||||
colorMask $= (Color4 Disabled Disabled Disabled Enabled)
|
||||
bindShaderBuffers [_lightSourceShader pdata] [1]
|
||||
stencilFunc $= (Equal, 0, 255)
|
||||
drawShader (_lightSourceShader pdata) 1
|
||||
|
||||
-- draw wall light "circles"
|
||||
currentProgram $= Just (_shaderProgram $ _wallLightShader pdata)
|
||||
uniform (head $ fromJust $ _shaderCustomUnis $ _wallLightShader pdata)
|
||||
$= Vector2 x y
|
||||
uniform ( (fromJust $ _shaderCustomUnis $ _wallLightShader pdata) !! 2)
|
||||
$= Vector2 r lum
|
||||
drawShader (_wallLightShader pdata) nWallLights
|
||||
|
||||
depthMask $= Enabled
|
||||
cullFace $= Nothing
|
||||
stencilTest $= Disabled
|
||||
|
||||
blend $= Disabled
|
||||
|
||||
-- blendFunc $= (Zero,One)
|
||||
bindFramebuffer Framebuffer $= defaultFramebufferObject
|
||||
|
||||
colorMask $= (Color4 Disabled Disabled Disabled Enabled)
|
||||
--
|
||||
-- blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
|
||||
bindShaderBuffers [_fullscreenShader pdata] [4]
|
||||
textureBinding Texture2D $= Just (_fboTexture pdata)
|
||||
-- blendFunc $= (One, Zero)
|
||||
drawShader (_fullscreenShader pdata) 4
|
||||
|
||||
colorMask $= (Color4 Enabled Enabled Enabled Enabled)
|
||||
|
||||
blend $= Enabled
|
||||
|
||||
renderBackground :: RenderData -> Float -> Float -> (Float,Float) -> (Float,Float) -> IO ()
|
||||
renderBackground pdata rot zoom (tranx,trany) (winx,winy) = do
|
||||
depthFunc $= Just Less
|
||||
|
||||
-- depthFunc $= Just Less
|
||||
-- set drawing for on top
|
||||
blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
|
||||
clear [DepthBuffer]
|
||||
|
||||
--blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
|
||||
-- draw background
|
||||
bindArrayBuffers 1 $ _vaoBufferTargets $ _shaderVAO $ _backgroundShader pdata
|
||||
|
||||
currentProgram $= Just (_shaderProgram $ _backgroundShader pdata)
|
||||
bindVertexArrayObject $= Just (_vao $ _shaderVAO $ _backgroundShader pdata)
|
||||
let backPtr = (\(_,x,_) -> x) $ head $ _vaoBufferTargets $ _shaderVAO $ _backgroundShader pdata
|
||||
|
||||
Reference in New Issue
Block a user