234 lines
8.3 KiB
Haskell
234 lines
8.3 KiB
Haskell
--{-# LANGUAGE TupleSections #-}
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module Dodge.Render.Picture
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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.Base.Window
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import Dodge.Base.Zone
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import Dodge.Picture
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import Dodge.Picture.Layer
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import Dodge.Render.HUD
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import Dodge.Render.MenuScreen
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import Geometry
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import Picture
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import Polyhedra.Data
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import Control.Lens
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import Data.Maybe
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import Data.List (partition)
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import qualified Data.IntMap.Lazy as IM
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worldPictures :: World -> Picture
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worldPictures w = pictures
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[pictures (_decorations w)
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,concatMapPic (dbArg _pjDraw) $ _projectiles w
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,concatMapPic (crDraw w) . IM.filter crIsClose $ _creatures w
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,concatMapPic (dbArg _ptDraw) $ _particles w
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,testPic w
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,concatMapPic drawItem $ _floorItems w
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,concatMapPic (crDraw w) $ _creatures w
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,concatMapPic clDraw $ _clouds w
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,concatMapPic ppDraw $ _pressPlates w
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,concatMapPic btDraw $ _buttons w
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,concatMapPic drawWallFloor $ wallFloorsToDraw w
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]
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where
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crIsClose cr = dist (_crPos cr) camCen < winSize
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winSize = 30 + max (getWindowX w) (getWindowY w)
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camCen = _cameraCenter w
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foregroundPics :: World -> [Polyhedra]
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foregroundPics = _foregroundDecorations
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fixedCoordPictures :: World -> Picture
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fixedCoordPictures w = case _menuLayers w of
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[] -> pictures
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[ hudDrawings w
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, customMouseCursor w
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]
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(lay:_) -> scaler . onLayer MenuDepth $ menuScreen w lay
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where
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scaler = setDepth (-1) . scale (2 / getWindowX w) (2 / getWindowY w)
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customMouseCursor :: World -> Picture
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customMouseCursor w =
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scale (2 /getWindowX w) (2/ getWindowY w)
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. uncurryV translate (_mousePos w)
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. color white
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$ pictures [ line [V2 (-5) 0,V2 5 0] , line [V2 0 (-5),V2 0 5] ]
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testPic :: World -> Picture
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testPic _ = blank
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--setLayer 1 $ renderListAt 50 0 w $ map ((,white) . _grName) $ _gameRooms w
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-- [ setDepth (-1) . translate 0 0.8
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-- . scale 0.001 0.001 . text . show $ _crMvDir $ you w
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-- ]
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crDraw :: World -> Creature -> Picture
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crDraw w c = _crPict c c w
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ppDraw :: PressPlate -> Picture
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ppDraw c = uncurryV translate (_ppPos c) $ rotate (_ppRot c) (_ppPict c)
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btDraw :: Button -> Picture
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btDraw c = uncurryV translate (_btPos c) $ rotate (_btRot c) (_btPict c)
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clDraw :: Cloud -> Picture
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clDraw c = translate3 (_clPos c) (_clPict c c)
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wallFloorsToDraw :: World -> [Wall]
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wallFloorsToDraw w = filter isVisible $ IM.elems $ wallsOnScreen w
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where
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onScreen wall = uncurry (lineOnScreen w) $ _wlLine wall
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isVisible wl
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| wl ^? blVisible == Just False = False
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| otherwise = onScreen wl
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drawWallFloor :: Wall -> Picture
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drawWallFloor wl = if _wlIsSeeThrough wl
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then setDepth 0.9 . color c $ polygon [x,x +.+ n2,y+.+n2, y]
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else blank
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where
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(x,y) = _wlLine wl
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c = _wlColor wl
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n2 = 15 *.* (vNormal . errorNormalizeVDR $ y -.- x)
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errorNormalizeVDR :: Point2 -> Point2
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errorNormalizeVDR (V2 0 0) = error "problem with function: errorNormalizeVDR in DodgeRendering"
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errorNormalizeVDR p = normalizeV p
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printPoint :: Point2 -> Picture
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printPoint p = color white $ uncurryV translate p $ pictures [circle 3 ,scale 0.05 0.05 $ text (show p)]
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printRotPoint :: Float -> Point2 -> Picture
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printRotPoint r p = color white
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. uncurryV translate p
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$ pictures [circle 3 , rotate (negate r) $ scale 0.1 0.1 $ text (show p)]
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outsideScreenPolygon :: World -> [Point2]
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outsideScreenPolygon w = [tr,tl,bl,br]
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where
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scRot = rotateV (_cameraRot w)
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scZoom p | _cameraZoom w /= 0 = (1/_cameraZoom w) *.* p
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| otherwise = error "Trying to set screen zoom to zero"
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scTran p = p +.+ _cameraCenter w
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tr = scTran $ scRot $ scZoom $ V2 ( 3*halfWidth w ) ( 3* halfHeight w)
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tl = scTran $ scRot $ scZoom $ V2 (- (3*halfWidth w)) ( 3* halfHeight w)
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br = scTran $ scRot $ scZoom $ V2 ( 3*halfWidth w ) (- (3* halfHeight w))
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bl = scTran $ scRot $ scZoom $ V2 (- (3*halfWidth w)) (- (3* halfHeight w))
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wallShadowsToDraw :: World -> [Wall]
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wallShadowsToDraw w
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= filter (fromMaybe True . (^? blVisible))
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. IM.elems
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$ wallsNearZones (zoneOfSight w) w
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-- cannot only test if walls are on screen, but also if they are on the cone
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-- towards the center of sight
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lineOnScreenCone :: World -> Point2 -> Point2 -> Bool
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lineOnScreenCone w p1 p2 = errorPointInPolygon 8 p1 sp || errorPointInPolygon 9 p2 sp
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|| any (isJust . uncurry (intersectSegSeg p1 p2)) sps
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where
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sp' = screenPolygon w
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vp = _cameraViewFrom w
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sp | pointInPolygon vp sp' = sp'
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| otherwise = orderPolygon (_cameraViewFrom w : sp')
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sps = zip sp (tail sp ++ [head sp])
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lineOnScreen :: World -> Point2 -> Point2 -> Bool
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lineOnScreen w p1 p2 = errorPointInPolygon 8 p1 sp || errorPointInPolygon 9 p2 sp
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|| any (isJust . uncurry (intersectSegSeg p1 p2)) sps
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where
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sp = screenPolygon w
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sps = zip sp (tail sp ++ [head sp])
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drawWallFace :: World -> Wall -> Picture
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drawWallFace w wall
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| isRHS sightFrom x y || _wlIsSeeThrough wall = blank
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| otherwise = setDepth (-1) . color (withAlpha 0 black) . polygon $ points
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where
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(x,y) = _wlLine wall
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points = extendConeToScreenEdge w sightFrom (x,y)
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sightFrom = _cameraViewFrom w
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-- the following assumes that the point a is inside the screen
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-- it still works otherwise, but it might intersect two points:
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-- it is not obvious which will be returned
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intersectLinefromScreen :: World -> Point2 -> Point2 -> Maybe Point2
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intersectLinefromScreen w a b = listToMaybe
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. mapMaybe (\(x,y) -> intersectSegLineFrom' x y b (b +.+ b -.- a))
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. makeLoopPairs
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$ screenPolygon w
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extendConeToScreenEdge :: World -> Point2 -> (Point2,Point2) -> [Point2]
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extendConeToScreenEdge w c (x,y) = orderPolygon $ wallScreenIntersect ++ [x,y] ++ borderPs ++ cornerPs
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where
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borderPs = mapMaybe (intersectLinefromScreen w c) [x,y]
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cornerPs = filter (pointIsInCone c (x,y)) $ screenPolygon w
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wallScreenIntersect = mapMaybe (uncurry $ intersectSegSeg y ((2*.*y) -.- x))
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. makeLoopPairs $ screenPolygon w
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rectangleSolid :: Float -> Float -> Picture
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rectangleSolid x y = polygon $ map toV2 [(x,y),(x,-y),(-x,-y),(-x,y)]
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drawItem :: FloorItem -> Picture
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drawItem flit = uncurryV translate (_flItPos flit)
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$ rotate (_flItRot flit) (_itFloorPict (_flIt flit))
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ffToDraw :: World -> [ForceField]
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ffToDraw _ = []
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-- filter (lineOnScreen w . _ffLine) $
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-- IM.elems $ over ffLine (map ( -.- _cameraCenter w)) <$>
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-- _forceFields w
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drawFF :: ForceField -> Picture
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drawFF FF{_ffLine = l, _ffColor = col} = pictures
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[color white $ line l
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, color col $ lineOfThickness 6 l
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]
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drawFFShadow :: World -> ForceField -> [Picture]
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drawFFShadow w ff
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| youOnFF = []
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| otherwise = map (rotate ( _cameraRot w) . pane) [0,0.05..0.25]
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where
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x = rotateV (-_cameraRot w) x'
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y = rotateV (-_cameraRot w) y'
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yp = _crPos $ you w
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(x1:y1:_) = _ffLine ff
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(x':y':_) | isRHS x1 y1 yp = [y1,x1]
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| otherwise = [x1,y1]
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col = _ffColor ff
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ypShift = yp -.- _cameraCenter w
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youOnFF = circOnSeg x' y' ypShift (_crRad $ you w)
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pane j = color (withAlpha 0.1 col)
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$ polygon
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[ x
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, x +.+ ((0.1 + j) *.* (x -.- ypShift))
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, y +.+ ((0.1 + j) *.* (y -.- ypShift))
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, y]
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wallsAndWindows
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:: World
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-> ( [((Point2,Point2),Point4)] ,[((Point2,Point2),Point4)] )
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wallsAndWindows w
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= (map f wls, map f $ filter (fromMaybe True . (^? blVisible)) wins)
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where
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f wl = (_wlLine wl, _wlColor wl)
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(wins,wls) = partition _wlIsSeeThrough . IM.elems $ wallsDoubleScreen w
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wallsToList :: [((Point2,Point2),Point4)] -> [Float]
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wallsToList = concatMap (\((V2 a b,V2 c d),V4 e f g h) -> [a,b,c,d,e,f,g,h])
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lightsForGloom :: World -> [(Point3,Float,Point3)]
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lightsForGloom w = mapMaybe getLS (IM.elems $ _lightSources w) ++ mapMaybe getTLS (_tempLightSources w)
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where
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getLS ls
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| dist campos (fst2 $ _lsPos ls) > 1000 = Nothing
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| otherwise = Just ( _lsPos ls, _lsRad ls^(2::Int) , _lsIntensity ls)
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getTLS ls
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| dist campos (fst2 $ _tlsPos ls) > 1000 = Nothing
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| otherwise = Just ( _tlsPos ls, _tlsRad ls^(2::Int), _tlsIntensity ls)
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campos = _cameraCenter w
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fst2 (V3 a b _) = V2 a b
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