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3d-vis_fill-draw-stack.scm
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;;; 3d-vis_fill-draw-stack.scm
; draw-mode = 'all / 'static-elements / 'dynamic-elements
(define (fill-draw-stack draw-stack camera player maze-interface draw-mode)
;;; ==================================================
;;; fill-draw-stack -apufunktiot
;;; ==================================================
(define (loc-x.y-out-of-bounds? loc-x.y)
;(display (list 'loc-out-of-bounds? loc-x.y)) (newline)
(let ((maze-size-list (maze-interface 'size)))
(not (and (< -1 (car loc-x.y) (car maze-size-list))
(< -1 (cdr loc-x.y) (cadr maze-size-list))))))
; Kutsuu funktiota func kaikille enws-dir -suunnassa oleville huoneille
; kunnes tulee seinä vastaan tai func palauttaa 'abort
(define (for-each-cell-ahead start-cell-x.y enws-dir max-distance func)
(if (and (not (loc-x.y-out-of-bounds? start-cell-x.y))
(> max-distance 0))
(begin
(if (eq? (func start-cell-x.y) 'abort)
'abort
(for-each-cell-ahead (one-step-to-enws-dir start-cell-x.y
enws-dir)
enws-dir
(- max-distance 1)
func)))))
; Lasketaan piirtoetäisyys:
; not camera-above-walls? : +inf.0
; 0 < h-phase < 0.5 : h-transition-view-distance
; h-phase >= 0.5 - 1 : h-transition-view-distance - laidoille
(define (calculate-draw-distance h-phase camera-above-walls? maze-width maze-height)
(cond ((not camera-above-walls?) +inf.0)
((< h-phase 0.5) h-transition-view-distance)
(else
(let ((t (* 2 (- h-phase 0.5))))
(+ (* (- 1 t)
h-transition-view-distance)
(* t
(+ (/ (max maze-width maze-height)
2)
1)))))))
; Pelaaja-valonlähteen kirkkauskerroin etäisyyden neliön funktiona.
; Jos h-phase > 0 --> valo himmenee ja sammuu (h-phase = 0.5) :ssä
(define (player-light-magnitude distance-pow2 h-phase)
(let ((distance-pow2-scaled (/ distance-pow2 player-light-effective-distance-factor)))
(if (< h-phase 0.5)
(* ((player 'get-player-light-magnitude)) ; pelaajavalon alkuperäinen kirkkaus
(- 1 (* 2 h-phase)) ; h-phase -feidaus
(/ 1.0 ; etäisyysfeidaus
(max distance-pow2-scaled 1.0)))
0)))
; Laskee huoneen valaistuksen, joka koostuu seuraavista:
; -ratkaisureitin valo, mikäli olemassa.
; -liikkuvien valojen valo, mikäli h-phase < 0.5
; (eli liikkuvat valot sammutetaan 2d-moodiin siirryttäessä)
; -pelaajan valo
; -cell-ambient-lightning
(define (calculate-cell-lightning loc-x.y player-light h-phase)
(let ((solve-route-lightning (maze-interface 'get-cell-solve-route-lightning
(car loc-x.y)
(cdr loc-x.y)
((camera 'get-color-cycle-phase))))
(dynamic-lights-lightning (maze-interface 'get-cell-dynamic-lights-lightning
(car loc-x.y)
(cdr loc-x.y)
((camera 'get-color-cycle-phase))))
(ambient-lightning (if (maze-interface 'solve-route-marked?)
cell-ambient-lightning-when-solve-route-marked
cell-ambient-lightning-when-no-solve-route)))
(vector-map-n (lambda (l1 l2 l3)
(add player-light
l1
l2
l3))
solve-route-lightning
(cond ((= h-phase 0) dynamic-lights-lightning)
((< h-phase 0.5) (vector-map (lambda (light)
(mul (- 1 (* 2 h-phase))
light))
dynamic-lights-lightning))
(else dark-cell-lightning))
ambient-lightning)))
(define (calculate-player-light loc-x.y player-x.y h-phase)
(let ((distance-from-player-pow2 (x.y-pair-geom-length-pow2 (sub (add loc-x.y (cons 0.5 0.5))
player-x.y))))
(mul player-light-color
(player-light-magnitude distance-from-player-pow2 h-phase))))
; Tunkee yhden seinän pinoon
(define (push-wall loc-x.y enws-dir cell-lightning)
(let ((corner-1-x.y (if (or (eq? enws-dir 's)
(eq? enws-dir 'w))
loc-x.y ; sw -kulma
(cons (+ (car loc-x.y) 1)
(+ (cdr loc-x.y) 1)))) ; ne -kulma
(corner-2-x.y (if (or (eq? enws-dir 's)
(eq? enws-dir 'e))
(cons (+ (car loc-x.y) 1)
(cdr loc-x.y)) ; se -kulma
(cons (car loc-x.y)
(+ (cdr loc-x.y) 1)))) ; nw -kulma
(current-dir-lightning (cell-lightning->cell-fenws-dir-lightning cell-lightning
enws-dir)))
;(display (list 'wall loc-x.y enws-dir corner-1-x.y corner-2-x.y)) (newline)
((draw-stack 'push-maze-polygon!)
(make-polygon (color->color-string (apply-light-to-color wall-color
current-dir-lightning))
(list (vector (car corner-1-x.y)
(cdr corner-1-x.y)
0)
(vector (car corner-1-x.y)
(cdr corner-1-x.y)
1)
(vector (car corner-2-x.y)
(cdr corner-2-x.y)
1)
(vector (car corner-2-x.y)
(cdr corner-2-x.y)
0))
'has-integer-maze-coords
'is-wall))))
(define (push-floor cell-lightning loc-x loc-y)
((draw-stack 'push-maze-polygon!)
(make-polygon (color->color-string (apply-light-to-color floor-color
(cell-lightning->cell-fenws-dir-lightning
cell-lightning
'f))) ; 'f = floor lightning
(list (vector loc-x
loc-y
0)
(vector loc-x
(+ loc-y 1)
0)
(vector (+ loc-x 1)
(+ loc-y 1)
0)
(vector (+ loc-x 1)
loc-y
0))
'has-integer-maze-coords)))
; Laittaa pinoon huoneen takaseinän ja dynaamiset valot (jos h-phase < 0.5)
; valinnaisesti myös sivuseinän/-seinät.
; (side-walls? == 'none | 'both-side-walls | 'left-side-wall | 'right-side-wall)
(define (push-cell-contents loc-x.y player-x.y enws-dir side-walls? color-cycle-phase)
;(display (list 'push-cell: 'loc: loc-x.y)) (newline)
(let* ((loc-x (car loc-x.y))
(loc-y (cdr loc-x.y))
(h-phase ((camera 'get-h-phase)))
(cell-lightning (calculate-cell-lightning loc-x.y
(calculate-player-light loc-x.y
player-x.y
h-phase)
h-phase)))
; Näkyvät dynaamiset valot, jos h-phase < 0.5
; Ei-näkyvät dynaamiset valot h-phasen mukaan skaalattuna, jos 0 < h-phase < 0.5
; (h-phase = 0: koko 0x, h-phase = 0.5: koko 1x)
(if (< h-phase 0.5)
(let ((dynamic-lights-in-cell (((maze-interface 'dynamic-lights-manager) 'get-dynamic-lights-in-cell-list)
loc-x.y)))
(for-each (lambda (dynamic-light)
(if ((dynamic-light 'visible-in-3d-mode?))
(push-dynamic-light-image dynamic-light
1
'3d
cell-lightning)))
dynamic-lights-in-cell)))
; Lattia
(if (< h-phase 0.5)
(push-floor cell-lightning loc-x loc-y))
; Takaseinä
(if (maze-interface 'wall (+ loc-x 1) (+ loc-y 1) enws-dir)
(push-wall loc-x.y
enws-dir
cell-lightning))
; Sivuseinät
(if (and (or (eq? side-walls? 'both-side-walls)
(eq? side-walls? 'left-side-wall))
(maze-interface 'wall (+ loc-x 1) (+ loc-y 1) (turn-left enws-dir)))
(push-wall loc-x.y
(turn-left enws-dir)
cell-lightning))
(if (and (or (eq? side-walls? 'both-side-walls)
(eq? side-walls? 'right-side-wall))
(maze-interface 'wall (+ loc-x 1) (+ loc-y 1) (turn-right enws-dir)))
(push-wall loc-x.y
(turn-right enws-dir)
cell-lightning))
; Lattia
(if (>= h-phase 0.5)
(push-floor cell-lightning loc-x loc-y))))
; Tunkee pinoon rivillisen huoneita. Tarkkailee pinon kertomaa seinien peittävyystilannetta
; ja keskeyttää, mikäli.. joo..
(define (push-row-of-cells current-main-cell-x.y player-x.y primary-walk-enws-dir
draw-distance side-walls? color-cycle-phase)
;(display (list 'push-row: 'loc: current-main-cell-x.y)) (newline)
; Tämä huone pinoon
(push-cell-contents current-main-cell-x.y
player-x.y
primary-walk-enws-dir
(if side-walls? 'both-side-walls 'none)
color-cycle-phase)
; Kävellään vasemmalle laidalle asti
(for-each-cell-ahead (one-step-to-enws-dir current-main-cell-x.y
(turn-left primary-walk-enws-dir))
(turn-left primary-walk-enws-dir)
draw-distance
(lambda (current-cell-x.y)
(push-cell-contents current-cell-x.y
player-x.y
primary-walk-enws-dir
(if side-walls? 'left-side-wall 'none)
color-cycle-phase)
(if ((draw-stack 'last-pushed-polygon) 'were-leftmost-visible?)
'abort)))
; Kävellään oikealle laidalle asti
(for-each-cell-ahead (one-step-to-enws-dir current-main-cell-x.y
(turn-right primary-walk-enws-dir))
(turn-right primary-walk-enws-dir)
draw-distance
(lambda (current-cell-x.y)
(push-cell-contents current-cell-x.y
player-x.y
primary-walk-enws-dir
(if side-walls? 'right-side-wall 'none)
color-cycle-phase)
(if ((draw-stack 'last-pushed-polygon) 'were-rightmost-visible?)
'abort))))
; Kävellään kaikkien edessä/takana (ahead/behind?) olevien huoneiden läpi
; peittävyysjärjestyksessä (lähimmät ensin) ja laitetaan
; niissä olevat seinät ja näkyvät dynaamiset valot piirtopinoon.
(define (push-all-cells ahead/behind?)
(let ((primary-walk-enws-dir (nearest-enws-dir ((player 'get-dir))
ahead/behind?))
(camera-cell-x.y ((camera 'get-loc-as-cell-index-x.y)))
(player-x.y (((player 'locator) 'get-loc-as-x.y-pair)))
(color-cycle-phase ((camera 'get-color-cycle-phase)))
(current-draw-distance (calculate-draw-distance ((camera 'get-h-phase))
((camera 'above-walls?))
(car (maze-interface 'size))
(cadr (maze-interface 'size)))))
;(display (list 'push-all-cells: 'dir: primary-walk-enws-dir)) (newline)
; Asetetaan piirtopinoon tieto kameran näkökentässä olevasta sektorista
((draw-stack 'set-visible-sector!) primary-walk-enws-dir
((camera '3d-vectors) 'ahead-vec))
; Kävellään kaikkien edessä olevien huoneiden läpi laidalle asti
; (Jos ollaan menossa taaksepäin, ei pinota ekan rivin sivuseiniä,
; ovat jo pinossa eteenpäin kävelyn jäljiltä)
(if (eq? ahead/behind? 'behind)
(push-row-of-cells camera-cell-x.y
player-x.y
primary-walk-enws-dir
current-draw-distance
false
color-cycle-phase))
(for-each-cell-ahead (if (eq? ahead/behind? 'ahead)
camera-cell-x.y
(one-step-to-enws-dir camera-cell-x.y
primary-walk-enws-dir))
primary-walk-enws-dir
current-draw-distance
(lambda (current-main-cell-x.y)
(push-row-of-cells current-main-cell-x.y
player-x.y
primary-walk-enws-dir
current-draw-distance
true
color-cycle-phase)
(if ((draw-stack 'all-obscured-at?) 'ahead)
'abort)))))
; Interpoloi kolmion pintanormaalin suuntaisen valoarvon annetun solun ilmansuuntavalaistuksista
; ja tunkee kolmion piirtopinoon. Kulmapisteiden tulee kiertää kolmio myötäpäivään valaistavan
; pinnan puolelta katsottuna.
(define (push-enlighted-triangle base-color cell-lightning corner-1 corner-2 corner-3)
(let* ((surface-normal-vec (make-unit-vector (cross-product (sub corner-3 corner-1)
(sub corner-2 corner-1))))
(surface-lightning (add (mul (abs (/ (asin (x-component surface-normal-vec)) pi/2))
(cell-lightning->cell-fenws-dir-lightning cell-lightning
(if (positive? (x-component surface-normal-vec))
'w
'e)))
(mul (abs (/ (asin (y-component surface-normal-vec)) pi/2))
(cell-lightning->cell-fenws-dir-lightning cell-lightning
(if (positive? (y-component surface-normal-vec))
's
'n)))
(if (negative? (z-component surface-normal-vec))
(mul (/ (asin (- (z-component surface-normal-vec))) pi/2)
(cell-lightning->cell-fenws-dir-lightning cell-lightning
'f))
(vector 0 0 0)))))
((draw-stack 'push-maze-polygon!)
(make-polygon (color->color-string (apply-light-to-color surface-lightning
(vector 1 1 1)))
;(mul 0.5
; (add base-color
; (vector 1 1 1)))))
(list corner-1 corner-2 corner-3)))))
; Laittaa pinoon pelaajakuvan = neljästä palasta koostuva salmiakki
(define (push-player-image player)
(let ((cell-lightning (calculate-cell-lightning (((player 'locator) 'get-loc-as-cell-index-x.y))
(vector 0 0 0)
0))
(player-loc (((player 'locator) 'get-loc)))
(ahead-vec (vector (cos ((player 'get-dir)))
(sin ((player 'get-dir)))
0))
(right-vec (vector (sin ((player 'get-dir)))
(- (cos ((player 'get-dir))))
0))
(up-vec (vector 0 0 1)))
(let ((nose-vec (add player-loc
(mul 0.3 ahead-vec)))
(right-corner-vec (add player-loc
(mul 0.15 right-vec)))
(left-corner-vec (sub player-loc
(mul 0.15 right-vec)))
(tail-vec (sub player-loc
(mul 0.10 ahead-vec)))
(top-vec (add player-loc
(mul 0.10 up-vec))))
; Etu-vasen kylki
(push-enlighted-triangle player-color cell-lightning
top-vec left-corner-vec nose-vec)
; Taka-vasen kylki
(push-enlighted-triangle player-color cell-lightning
top-vec tail-vec left-corner-vec)
; Taka-oikea kylki
(push-enlighted-triangle player-color cell-lightning
top-vec right-corner-vec tail-vec)
; Etu-oikea kylki
(push-enlighted-triangle player-color cell-lightning
top-vec nose-vec right-corner-vec))))
; Draw-mode = '3d / '2d.
; (3d: kuva on 3d-timantti, 2d: kuvasta puuttuu pohja, joka ei kuitenkaan näkyisi ylhäältä)
(define (push-dynamic-light-image dynamic-light size-scale-factor draw-mode cell-lightning)
(if (> size-scale-factor 0)
(let ((light-color ((dynamic-light 'get-light-color)))
(loc-vec (((dynamic-light 'locator) 'get-loc)))
(cell-x.y (((dynamic-light 'locator) 'get-loc-as-cell-index-x.y))))
(if (eq? draw-mode '2d)
((draw-stack 'push-maze-polygon!) (make-polygon (color->color-string light-color)
(list loc-vec)))
(let ((east-corner (add loc-vec
(vector 0.15 0 0)))
(north-corner (add loc-vec
(vector 0 0.15 0)))
(west-corner (add loc-vec
(vector -0.15 0 0)))
(south-corner (add loc-vec
(vector 0 -0.15 0)))
(top-corner (add loc-vec
(vector 0 0 0.2)))
(bottom-corner (add loc-vec
(vector 0 0 -0.2))))
(push-enlighted-triangle light-color cell-lightning
top-corner north-corner east-corner)
(push-enlighted-triangle light-color cell-lightning
top-corner west-corner north-corner)
(push-enlighted-triangle light-color cell-lightning
top-corner south-corner west-corner)
(push-enlighted-triangle light-color cell-lightning
top-corner east-corner south-corner)
(push-enlighted-triangle light-color cell-lightning
bottom-corner east-corner north-corner)
(push-enlighted-triangle light-color cell-lightning
bottom-corner north-corner west-corner)
(push-enlighted-triangle light-color cell-lightning
bottom-corner west-corner south-corner)
(push-enlighted-triangle light-color cell-lightning
bottom-corner south-corner east-corner))))))
(define (push-all-dynamic-lights-as-images dynamic-lights-list filter-mode)
;(newline) (display (list 'push-all: filter-mode ':))
(case filter-mode
((skip-bg-merged-lights)
(for-each (lambda (dynamic-light)
(if (not ((dynamic-light 'bg-merged?)))
(push-dynamic-light-image dynamic-light
1
'2d
false)))
dynamic-lights-list))
((only-bg-mergeable-lights)
(for-each (lambda (dynamic-light)
(if ((dynamic-light 'bg-mergeable?))
(begin
;(display "x")
(push-dynamic-light-image dynamic-light
1
'2d
false)
((dynamic-light 'set-as-bg-merged!)))))
dynamic-lights-list))))
;;; ==================================================
;;; fill-draw-stack -runko
;;; ==================================================
; dynamic-elements:
(if (or (eq? draw-mode 'all)
(eq? draw-mode 'dynamic-elements))
(begin
; Pelaaja:
(if ((camera 'above-walls?))
(push-player-image player))
; Dynaamiset valot:
(if (eq? draw-mode 'dynamic-elements)
(push-all-dynamic-lights-as-images
(((maze-interface 'dynamic-lights-manager) 'get-dynamic-lights-list))
'skip-bg-merged-lights))))
; static-elements:
(if (or (eq? draw-mode 'all)
(eq? draw-mode 'static-elements))
(begin
(if (eq? draw-mode 'static-elements)
(push-all-dynamic-lights-as-images
(((maze-interface 'dynamic-lights-manager) 'get-dynamic-lights-list))
'only-bg-mergeable-lights))
(push-all-cells 'ahead)
(if (> ((camera 'get-h-phase)) 0)
(push-all-cells 'behind)))))