{-# LANGUAGE LambdaCase #-} module Shader.Poke.Cloud (pokeCloud) where import Dodge.Data.Material import Color import Control.Lens import qualified Data.Vector.Unboxed as UV import Dodge.Data.Cloud import Foreign import Geometry import Graphics.GL.Core45 pokeCloud :: Ptr Float -> Ptr GLushort -> (Int, Int) -> Cloud -> IO (Int, Int) pokeCloud vptr iptr (nv, ni) cl = do UV.imapM_ (pokeCloudVerx vptr cl nv) $ UV.fromList [(1, 1), (-1, 1), (-1, -1), (1, -1)] UV.imapM_ (pokeCloudIndex iptr nv ni) $ UV.fromList [0, 1, 2, 2, 0, 3] return (nv + 4, ni + 6) pokeCloudVerx :: Ptr Float -> Cloud -> Int -> Int -> (Float, Float) -> IO () {-# INLINE pokeCloudVerx #-} pokeCloudVerx ptr cl nv i (dx, dy) = UV.imapM_ (pokeCloudFloat ptr (nv + i)) $ UV.fromList [x, y, cz, 1, r, g, b, a, cx, cy, cz, rad, dx, dy, 0, 0] where V3 cx cy cz = _clPos cl V2 x y = V2 cx cy - rad *.* V2 dx dy --CloudColor fadet col = _clPict cl -- CloudColor fadet = _clPict cl (rad, V4 r g b a') = (20, clColor $ cl ^. clType) -- (rad,V4 r g b a') = (_clRad cl*rad', col) a = a' * min 1 (fromIntegral (_clTimer cl) / 100) clColor :: CloudType -> Color clColor = \case FlamerSmokeCloud -> greyN 0.7 RocketCloud -> greyN 0.5 CryoReleaseCloud -> white GasCloud -> green Dust mt -> materialColor mt materialColor :: Material -> Color materialColor = \case Wood -> dark yellow Dirt -> dark $ dark orange Stone -> greyN 0.5 Glass -> white Metal -> orange Crystal -> green Flesh -> red Electronics-> greyN 0.2 pokeCloudFloat :: Ptr Float -> Int -> Int -> Float -> IO () {-# INLINE pokeCloudFloat #-} pokeCloudFloat ptr nv i = pokeElemOff ptr (nv * 16 + i) pokeCloudIndex :: Ptr GLushort -> Int -> Int -> Int -> Int -> IO () {-# INLINE pokeCloudIndex #-} pokeCloudIndex ptr nv ni ioff voff = pokeElemOff ptr (ni + ioff) (fromIntegral $ nv + voff)