--{-# LANGUAGE LambdaCase #-} module Dodge.Render.ShapePicture (worldSPic) where import Dodge.Debug import Control.Lens import Data.Foldable import Data.Strict.Tuple import Dodge.Creature.Picture import Dodge.Data.Universe import Dodge.Debug.Picture import Dodge.Draw import Dodge.Item.Draw.SPic import Dodge.RadarBlip import Dodge.Render.Picture import Geometry import qualified IntMapHelp as IM import Linear.V3 import Picture import Shape import ShapePicture worldSPic :: Config -> Universe -> SPic worldSPic cfig u = (mempty :!: extraPics cfig u) <> foldup propSPic (filtOn _prPos _props) <> foldMap' debrisSPic (filtOn' (xyV3 . _dbPos) _debris) <> foldup drawProjectile (filtOn (^. pjPos . _xy) _projectiles) <> foldup drawPulseBall (filtOn _pbPos _pulseBalls) -- <> foldup (shiftDraw _blPos _blDir (const $ drawBlock . _blDraw)) <> foldup (shiftDraw _blPos _blDir (const $ noPic . _blDraw)) (filtOn _blPos _blocks) <> foldMap' (shiftDraw _fsPos _fsDir (const _fsSPic)) (filtOn' _fsPos _foreShapes) <> foldup (drawCreature (lw ^. items)) (filtOn (^. crPos . _xy) _creatures) <> foldup (Prelude.uncurry floorItemSPic) ( IM.intersectionWith (,) (lw ^. items) (filtOn _flItPos _floorItems) ) <> foldup btSPic (filtOn _btPos _buttons) <> foldup (mcSPic (w ^. cWorld)) (filtOn _mcPos _machines) <> foldMap' drawChasm (w ^. cWorld . chasms) <> w ^. cWorld . lWorld . tempSPic where w = u ^. uvWorld lw = w ^. cWorld . lWorld foldup = foldMap' filtOn f g = IM.filter (pointIsClose . f) (g lw) filtOn' f g = filter (pointIsClose . f) (g lw) pointIsClose = cullPoint cfig w drawChasm :: [Point2] -> SPic drawChasm = foldMap (Prelude.uncurry drawCliff) . loopPairs drawCliff :: Point2 -> Point2 -> SPic drawCliff x y = noPic . translateSHz (-500.01) . colorSH (dark orange) $ upperPrismPoly Large Important 500 [x, 0.5 * (x + y) + normalizeV (vNormal (y - x)), y] drawPulseBall :: PulseBall -> SPic drawPulseBall pb = translateSPz 20 . uncurryV translateSPxy (pb ^. pbPos) . noShape . setLayer BloomLayer $ circleSolidCol green white 10 drawCreature :: IM.IntMap Item -> Creature -> SPic drawCreature m cr = translateSP (_crPos cr) . rotateSP (_crDir cr) $ case cr ^. crType of _ | CrIsCorpse sp <- cr ^. crHP -> sp _ | null (cr ^? crHP . _HP) -> mempty BarrelCrit{} -> barrelShape LampCrit{_lampHeight = h} -> lampCrSPic h _ -> basicCrPict m cr barrelShape :: SPic barrelShape = noPic $ cylinderPoly Medium Important (map (addZ 20) ps) (map (addZ 0) ps) where ps = polyCirc 3 10 lampCrSPic :: Float -> SPic lampCrSPic h = colorSH blue (upperBox Small Typical h $ rectWH 5 5) :!: setLayer BloomLayer (setDepth h . color white $ circleSolid 3) shiftDraw :: (a -> Point2) -> (a -> Float) -> (a -> a -> SPic) -> a -> SPic shiftDraw fpos fdir fdraw x = uncurryV translateSPxy (fpos x) . rotateSP (fdir x) $ fdraw x x cullPoint :: Config -> World -> Point2 -> Bool cullPoint cfig w p | debugOn Close_shape_culling cfig = pointInPoly p (w ^. wCam . camBoundBox) | otherwise = dist (w ^. wCam . camCenter) p < (w ^. wCam . camViewDistance) extraPics :: Config -> Universe -> Picture extraPics cfig u = setLayer FixedCoordLayer (fixedCoordPictures u) <> foldMap drawTractorBeam (_tractorBeams lw) <> foldMap drawLinearShockwave (_linearShockwaves lw) <> foldMap drawShockwave (_shockwaves lw) <> foldMap drawTeslaArc (_teslaArcs lw) <> foldMap drawRadarSweep (_radarSweeps lw) <> foldMap drawFlame (_flames lw) <> foldMap drawEnergyBall (_energyBalls lw) <> foldMap drawSpark (_sparks lw) <> foldMap drawBullet (_bullets lw) <> foldMap drawBlip (_radarBlips lw) <> _flares lw <> foldMap drawLightSource (_lightSources lw) <> viewClipBounds cfig w <> foldMap (drawDebug u) (u ^. uvConfig . debug_booleans) where w = u ^. uvWorld lw = w ^. cWorld . lWorld floorItemSPic :: Item -> FloorItem -> SPic floorItemSPic itm flit = uncurryV translateSPxy (_flItPos flit) $ rotateSP (_flItRot flit) (itemSPic itm) btSPic :: Button -> SPic btSPic bt = uncurryV translateSPxy (_btPos bt) $ rotateSP (_btRot bt) (drawButton bt) mcSPic :: CWorld -> Machine -> SPic mcSPic cw mc = uncurryV translateSPxy (_mcPos mc) $ rotateSP (_mcDir mc) (drawMachine cw mc) drawBullet :: Bullet -> Picture drawBullet pt = setLayer BloomLayer . setDepth 20 . color (V4 200 200 200 2) $ thickLine 2 [_buOldPos pt, _buPos pt]