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loop/src/Dodge/Render/Picture.hs
T
2021-04-04 16:26:06 +02:00

208 lines
8.2 KiB
Haskell

module Dodge.Render.Picture
where
import Dodge.Data
import Dodge.Base
import Dodge.Render.HUD
import Dodge.Render.MenuScreen
import Geometry
import Picture
import Control.Lens
import Data.Maybe
import qualified Data.IntMap.Strict as IM
worldPictures :: World -> Picture
worldPictures w = pictures $ concat
[ IM.elems $ _decorations w
, map _pjPict . IM.elems $ _projectiles w
, map drawItem . IM.elems $ _floorItems w
, map crDraw . IM.elems $ _creatures w
, map clDraw . IM.elems $ _clouds w
, map btDraw (IM.elems (_buttons w))
, map (\pt -> _ptDraw pt pt) $ _particles' w
, map drawWallFloor (wallFloorsToDraw w)
, testPic w
]
fixedCoordPictures :: World -> Picture
fixedCoordPictures w = pictures
[ hudDrawings w
, scaler . onLayer MenuLayer $ menuScreen w
, customMouseCursor w
]
where
scaler = setDepth (-1) . scale (2 / _windowX w) (2 / _windowY w)
customMouseCursor :: World -> Picture
customMouseCursor w =
setDepth (-1)
. scale (2 /_windowX w) (2/ _windowY w)
. uncurry translate (_mousePos w)
$ pictures [ line [(-5,0),(5,0)] , line [(0,-5),(0,5)] ]
testPic :: World -> [Picture]
testPic w = [blank]
crDraw :: Creature -> Picture
crDraw c = uncurry translate (_crPos c) $ rotate (_crDir c) (_crPict c c)
ppDraw :: PressPlate -> Picture
ppDraw c = uncurry translate (_ppPos c) $ rotate (_ppRot c) (_ppPict c)
btDraw :: Button -> Picture
btDraw c = uncurry translate (_btPos c) $ rotate (_btRot c) (_btPict c)
clDraw :: Cloud -> Picture
clDraw c = uncurry translate (_clPos c) $ (_clPict c c)
wallFloorsToDraw :: World -> [Wall]
wallFloorsToDraw w = filter isVisible $ IM.elems $ wallsOnScreen w
where onScreen wall = lineOnScreen w (_wlLine wall)
isVisible wl | wl ^? blVisible == Just False = False
| otherwise = onScreen wl
wallsOnScreen :: World -> IM.IntMap Wall
wallsOnScreen w = wallsNearZones (zoneOfScreen w) w
drawWallFloor :: Wall -> Picture
drawWallFloor wl = if _wlIsSeeThrough wl
then setDepth 0.9 . color c $ polygon [x,x +.+ n2,y+.+n2, y]
else blank
where
(x:y:_) = _wlLine wl
c = _wlColor wl
n2 = 15 *.* (vNormal . errorNormalizeVDR $ y -.- x)
errorNormalizeVDR :: Point2 -> Point2
errorNormalizeVDR (0,0) = error $ "problem with function: errorNormalizeVDR in DodgeRendering"
errorNormalizeVDR p = normalizeV p
printPoint :: Point2 -> Picture
printPoint p = color white $ uncurry translate p $ pictures [circle 3 ,scale 0.05 0.05 $ text (show p)]
printRotPoint :: Float -> Point2 -> Picture
printRotPoint r p = color white $ uncurry translate p $ pictures [circle 3
, rotate (0 - r) $ scale 0.1 0.1 $ text (show p)]
outsideScreenPolygon :: World -> [Point2]
outsideScreenPolygon w = [tr,tl,bl,br]
where scRot = rotateV (_cameraRot w)
scZoom p | _cameraZoom w /= 0 = (1/_cameraZoom w) *.* p
scTran p = p +.+ _cameraCenter w
tr = scTran $ scRot $ scZoom ( 3*halfWidth w , 3* halfHeight w)
tl = scTran $ scRot $ scZoom (- (3*halfWidth w), 3* halfHeight w)
br = scTran $ scRot $ scZoom ( 3*halfWidth w ,- (3* halfHeight w))
bl = scTran $ scRot $ scZoom (- (3*halfWidth w),- (3* halfHeight w))
x = halfWidth w + halfHeight w
wallShadowsToDraw :: World -> [Wall]
wallShadowsToDraw w = filter (fromMaybe True . (^? blVisible))
. IM.elems
$ wallsNearZones (zoneOfSight w) w
-- cannot only test if walls are on screen, but also if they are on the cone
-- towards the center of sight
lineOnScreenCone :: World -> [Point2] -> Bool
lineOnScreenCone w (p1:p2:_) = errorPointInPolygon 8 p1 sp || errorPointInPolygon 9 p2 sp
|| any (isJust . uncurry (intersectSegSeg' p1 p2)) sps
where sp' = screenPolygon w
vp = _cameraViewFrom w
sp | pointInPolygon vp sp' = sp'
| otherwise = orderPolygon $ (_cameraViewFrom w : sp')
sps = zip sp (tail sp ++ [head sp])
lineOnScreen :: World -> [Point2] -> Bool
lineOnScreen w (p1:p2:_) = errorPointInPolygon 8 p1 sp || errorPointInPolygon 9 p2 sp
|| any (isJust . uncurry (intersectSegSeg' p1 p2)) sps
where sp = screenPolygon w
sps = zip sp (tail sp ++ [head sp])
drawWallFace :: World -> Wall -> Picture
drawWallFace w wall
| isRHS sightFrom x y || _wlIsSeeThrough wall = blank
| otherwise = setDepth (-1) . color (withAlpha 0 black) . polygon $ points
where
(x:y:_) = _wlLine wall
points = extendConeToScreenEdge w sightFrom (x,y)
sightFrom = _cameraViewFrom w
-- the following assumes that the point a is inside the screen
-- it still works otherwise, but it might intersect two points:
-- it is not obvious which will be returned
intersectLinefromScreen :: World -> Point2 -> Point2 -> Maybe Point2
intersectLinefromScreen w a b = listToMaybe
. mapMaybe (\(x,y) -> intersectSegLineFrom' x y b (b +.+ b -.- a))
. makeLoopPairs
$ screenPolygon w
extendConeToScreenEdge :: World -> Point2 -> (Point2,Point2) -> [Point2]
extendConeToScreenEdge w c (x,y) = orderPolygon $ wallScreenIntersect ++ [x,y] ++ borderPs ++ cornerPs
where borderPs = mapMaybe (intersectLinefromScreen w c) [x,y]
cornerPs = filter (pointIsInCone c (x,y)) $ screenPolygon w
wallScreenIntersect = mapMaybe (uncurry $ intersectSegSeg' y ((2*.*y) -.- x))
. makeLoopPairs $ screenPolygon w
rectangleSolid x y = polygon [(x,y),(x,-y),(-x,-y),(-x,y)]
drawItem :: FloorItem -> Picture
drawItem flIt = uncurry translate (_flItPos flIt)
$ rotate (_flItRot flIt) (_itFloorPict (_flIt flIt))
ffToDraw :: World -> [ForceField]
ffToDraw w = filter (lineOnScreen w . _ffLine) $
IM.elems $ fmap (over ffLine (map (\p->p -.- _cameraCenter w))) $
_forceFields w
drawFF :: ForceField -> Picture
drawFF (FF {_ffLine = l, _ffColor = col}) = pictures [color white $ line l, color col
$ lineOfThickness 6 l ]
drawFFShadow :: World -> ForceField -> [Picture]
drawFFShadow w ff
| youOnFF = []
| otherwise = map (rotate ( _cameraRot w) . pane)
[0,0.05..0.25]
where p = rotateV (-_cameraRot w) $ ypShift
x = rotateV (-_cameraRot w) x'
y = rotateV (-_cameraRot w) y'
yp = _crPos $ you w
(x1:y1:_) = _ffLine ff
(x':y':_) | isRHS x1 y1 yp = (y1:x1:[])
| otherwise = (x1:y1:[])
fCol = color (_ffColor ff)
col = _ffColor ff
ypShift = yp -.- _cameraCenter w
youOnFF = circOnSeg x' y' ypShift (_crRad $ you w)
pane j = color (withAlpha 0.1 col)
$ polygon
$ [ x
, x +.+ ((0.1 + j) *.* (x -.- ypShift))
, y +.+ ((0.1 + j) *.* (y -.- ypShift))
, y]
wallsPointsAndCols :: World -> [((Point2,Point2),Point4)]
wallsPointsAndCols w = map f . filter (not . _wlIsSeeThrough) . IM.elems $ wallsNearZones (zoneOfDoubleScreen w) w
where linePairs (x:y:_) = (x,y)
f wl = (linePairs $ _wlLine wl, _wlColor wl)
wallsWindows :: World -> [((Point2,Point2),Point4)]
wallsWindows w = map f . filter (fromMaybe True . (^? blVisible)) .
filter _wlIsSeeThrough . IM.elems $ wallsNearZones (zoneOfDoubleScreen w) w
where linePairs (x:y:_) = (x,y)
f wl = (linePairs $ _wlLine wl, _wlColor wl)
wallsForShadows :: World -> [(Point2,Point2)]
wallsForShadows w = map (linePairs . _wlLine)
. filter (not . _wlIsSeeThrough)
. IM.elems $ wallsNearZones (zoneOfDoubleScreen w) w
where linePairs (x:y:_) = (x,y)
lightsForGloom' :: World -> [(Point4)]
lightsForGloom' w = map getLS (IM.elems $ _lightSources w) ++ map getTLS (_tempLightSources w)
where getLS ls = ( fst $ _lsPos ls, snd $ _lsPos ls, _lsRad ls , _lsIntensity ls)
getTLS ls = ( fst $ _tlsPos ls,snd $ _tlsPos ls, _tlsRad ls, _tlsIntensity ls)