wizard-wipeout/src-client/Client/Graphics.hs

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module Client.Graphics where
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import qualified Control.Concurrent.STM as STM
import Control.Monad.RWS
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import Data.List (foldl')
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import qualified Data.Matrix as M
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import Graphics.Vty
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import Linear hiding (trace)
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-- internal imports
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import Client.Types
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import Library.Types
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vFOV :: Float
vFOV = pi / 2
hFOV :: Float
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hFOV = pi / 2
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getPixel :: Float -> Char
getPixel l
| l <= 1 = '█'
| l <= 2 = '▓'
| l <= 3 = '▒'
| l <= 4 = '░'
| otherwise = ' '
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rotVec :: V2 Float -> Float -> V2 Float
rotVec (V2 x y) rad = V2 nx ny
where
nx = x * cos rad + y * sin rad
ny = x * sin rad - y * cos rad
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draw :: Game ()
draw = do
mapSlice <- msViewMap <$> gets scMapSlice
wizard <- gets scWizard
clientStateVar <- gets scClientState
vty <- clientVty <$> liftIO (STM.atomically $ STM.readTMVar clientStateVar)
(w, h) <- liftIO $ displayBounds (outputIface vty)
let result = map
(\y ->
map
(\x ->
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getPixel $ foldl'
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(\acc coord@(row, col) ->
if mapSlice M.! coord == Just Wall
then
let rayLength = castRay
wizard
(fromIntegral row, fromIntegral col)
(fromIntegral x, fromIntegral y)
(fromIntegral w, fromIntegral h)
in min rayLength acc
else
acc
)
5
((,) <$> [1 .. 9] <*> [1 .. 9])
)
[1 .. w]
)
[1 .. h]
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image = foldl'
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(\img line ->
img <-> string defAttr line
)
(string defAttr $ head result)
(tail result)
liftIO $ do
update vty (picForImage image)
-- mapM_ putStrLn result
castRay
:: Wizard -- Player
-> (Float, Float) -- coordinates of inspected tile
-> (Float, Float) -- screen pixel coordinates
-> (Float, Float) -- screen dimensions
-> Float -- Ray length
castRay wizard (row, col) (x, y) (width, height) =
let direction = angle (wizardRot wizard - pi / 2 - hFOV / 2 + x * hFOV / width)
invdir@(V2 invDirCol invDirRow) = (1 /) <$> direction
wStep@(V2 wStepCol wStepRow) = wizardPos wizard - (fromIntegral . floor <$> wizardPos wizard)
ulCol = col - 1
ulRow = row - 1
brCol = col
brRow = row
dMinCol = ((if signum invDirCol <= 0 then brCol else ulCol) - (4 + wStepCol)) * invDirCol
dMaxCol = ((if signum invDirCol <= 0 then ulCol else brCol) - (4 + wStepCol)) * invDirCol
dMinRow = ((if signum invDirRow <= 0 then brRow else ulRow) - (4 + wStepRow)) * invDirRow
dMaxRow = ((if signum invDirRow <= 0 then ulRow else brRow) - (4 + wStepRow)) * invDirRow
tMinCol = max dMinCol 0
tMaxCol = min dMaxCol (recip 0)
tMinRow = max dMinRow 0
tMaxRow = min dMaxRow (recip 0)
tMin = max 0 $ max dMinCol dMinRow
tMax = min (recip 0) $ min dMaxCol dMaxRow
in
if tMin < tMax
then
let result = sqrt (quadrance ((tMin *) <$> direction)) * abs ((- vFOV) / 2 + y * vFOV / height)
-- in trace ("ray length: " <> show result) result
-- in trace ("vector: " <> show (sqrt $ quadrance $ (tMin *) <$> direction)) result
-- in trace ("wStep: " <> show wStep) result
in result
else
-- trace (show (tMin, tMax)) 5
-- trace (show invdir) 5
5