pioneers/src/Main.hs

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{-# LANGUAGE BangPatterns #-}
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module Main where
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import qualified Graphics.UI.Gtk as Gtk
import Graphics.UI.Gtk (AttrOp((:=)))
import qualified Graphics.UI.Gtk.OpenGL as GtkGL
import Graphics.Rendering.OpenGL as GL
import qualified Graphics.UI.Gtk.Gdk.EventM as Event
import qualified Data.Array.IArray as A
import Map.Coordinates
import Map.Map
import Data.Maybe (fromMaybe)
import Debug.Trace
import Data.IntSet as IS
import Data.IORef
import Prelude as P
import Control.Monad
import Control.Concurrent
import Control.Concurrent.STM
import System.IO.Unsafe (unsafePerformIO)
import GHC.Conc.Sync (unsafeIOToSTM)
import Control.Monad.IO.Class (liftIO)
data ProgramState = PS { keysPressed :: IntSet
, px :: GLfloat
, py :: GLfloat
, pz :: GLfloat
, heading :: GLfloat
, pitch :: GLfloat
, dx :: GLfloat
, dy :: GLfloat
, dz :: GLfloat
, dheading :: GLfloat
, dpitch :: GLfloat }
deriving (Show)
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animationWaitTime = 3 :: Int
canvasWidth = 1024 :: Int
canvasHeight = 768 :: Int
deltaV = 0.10
deltaH = 0.5
deltaP = 0.15
-- TODO: Put render-stuff in render-module
glTexCoord2f (x,y) = texCoord (TexCoord2 x y :: TexCoord2 GLfloat)
glVertex3f (x,y,z) = vertex (Vertex3 x y z :: Vertex3 GLfloat)
glNormal3f (x,y,z) = normal (Normal3 x y z :: Normal3 GLfloat)
prepareRenderTile :: PlayMap -> ((Int,Int),MapEntry) -> (Vector3 GLfloat, Color3 GLfloat, [Vertex3 GLfloat])
prepareRenderTile m (c@(cx,cz),(_,t)) =
(
if even cx then
Vector3 (1.5*(fromIntegral cx)) 0.0 (2*(fromIntegral cz))
else
Vector3 (1.5*(fromIntegral cx)) 0.0 (2*(fromIntegral cz)-1)
,
case t of
Water -> Color3 0.5 0.5 1 :: Color3 GLfloat
Grass -> Color3 0.3 0.9 0.1 :: Color3 GLfloat
Sand -> Color3 0.9 0.85 0.7 :: Color3 GLfloat
Mountain -> Color3 0.5 0.5 0.5 :: Color3 GLfloat
,getTileVertices m c)
renderTile :: (Vector3 GLfloat, Color3 GLfloat, [Vertex3 GLfloat]) -> IO ()
renderTile (coord,c,ts) =
preservingMatrix $ do
color c
translate coord
_ <- renderPrimitive Polygon $ do
glNormal3f(0.0,0.0,1.0)
mapM vertex ts
return ()
drawSphere = do
renderQuadric (QuadricStyle
(Just Smooth)
GenerateTextureCoordinates
Outside
FillStyle)
(Sphere 1.0 48 48)
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-- OpenGL polygon-function for drawing stuff.
display :: MVar ProgramState -> PlayMap -> IO ()
display state t =
let
tiles = P.map (prepareRenderTile t) (A.assocs t)
in
do
ps@PS {
px = px
, py = py
, pz = pz
, pitch = pitch
, heading = heading }
<- readMVar state
loadIdentity
GL.rotate pitch (Vector3 1.0 0.0 0.0 :: Vector3 GLfloat)
GL.rotate heading (Vector3 0.0 1.0 0.0 :: Vector3 GLfloat)
translate (Vector3 (-px) (-py) (-pz)::Vector3 GLfloat)
position (Light 0) $= Vertex4 0.0 0.0 (20.0) 1.0
-- Instead of glBegin ... glEnd there is renderPrimitive.
--trace (show tiles) $
mapM_ renderTile tiles
return ()
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updateCamera :: MVar ProgramState -> IO ()
updateCamera state = do
ps@PS { dx = dx
, dy = dy
, dz = dz
, px = px
, py = py
, pz = pz
, pitch = pitch
, heading = heading
, dpitch = dpitch
, dheading = dheading }
<- takeMVar state
d@((dx,dy,dz),(heading',pitch')) <-
if any (/= 0.0) [dx,dy,dz,dpitch,dheading] then
preservingMatrix $ do
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-- putStrLn $ unwords $ P.map show [dx,dy,dz,dpitch,dheading]
loadIdentity
-- in direction of current heading and pitch
rotate (-heading) (Vector3 0.0 1.0 0.0 :: Vector3 GLfloat)
rotate (-pitch) (Vector3 1.0 0.0 0.0 :: Vector3 GLfloat)
-- perform motion
translate (Vector3 (-dx) (-dy) (-dz))
-- get changes in location components
mat <- get (matrix Nothing) :: IO (GLmatrix GLfloat)
comps <- getMatrixComponents ColumnMajor mat
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-- putStrLn $ show $ comps
let [dx', dy', dz', _] = drop 12 comps
(heading', pitch') = (heading + dheading, pitch + dpitch)
return ((dx',dy',dz'),(heading',pitch'))
else
return ((0,0,0),(heading, pitch))
putMVar state ps { px = px + dx
, py = py + dy
, pz = pz + dz
, pitch = pitch'
, heading = heading'
}
--Adjust size to given dimensions
reconfigure :: Int -> Int -> IO (Int, Int)
reconfigure w h = do
-- maintain aspect ratio
let aspectRatio = (fromIntegral canvasWidth) / (fromIntegral canvasHeight)
(w1, h1) = (fromIntegral w, (fromIntegral w) / aspectRatio)
(w2, h2) = ((fromIntegral h) * aspectRatio, fromIntegral h)
(w', h') = if h1 <= fromIntegral h
then (floor w1, floor h1)
else (floor w2, floor h2)
reshape $ Just (w', h')
return (w', h')
-- Called by reconfigure to fix the OpenGL viewport according to the
-- dimensions of the widget, appropriately.
reshape :: Maybe (Int, Int) -> IO ()
reshape dims = do
let (width, height) = fromMaybe (canvasWidth, canvasHeight) dims
viewport $= (Position 0 0, Size (fromIntegral width) (fromIntegral height))
matrixMode $= Projection
loadIdentity
let (w, h) = if width <= height
then (fromIntegral height, fromIntegral width )
else (fromIntegral width, fromIntegral height)
-- open, aspect-ratio, near-plane, far-plane
perspective 60.0 (fromIntegral canvasWidth / fromIntegral canvasHeight) 1.0 100.0
matrixMode $= Modelview 0
loadIdentity
keyEvent state press = do
code <- Event.eventHardwareKeycode
val <- Event.eventKeyVal
mods <- Event.eventModifier
name <- Event.eventKeyName
liftIO $ do
ps@PS { keysPressed = kp
, dx = dx
, dy = dy
, dz = dz
, px = px
, py = py
, pz = pz
, pitch = pitch
, heading = heading
, dpitch = dpitch
, dheading = dheading }
<- takeMVar state
-- Only process the key event if it is not a repeat
(ps',ret) <- if (fromIntegral code `member` kp && not press) ||
(fromIntegral code `notMember` kp && press)
then let
accept a = return (a, True)
deny a = return (a, False)
in do
-- keep list of pressed keys up2date
ps <- if not press
then return ps { keysPressed = fromIntegral code `IS.delete` kp }
else return ps { keysPressed = fromIntegral code `IS.insert` kp }
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-- putStrLn $ unwords [name , show val, show code, show ps] -- trace (unwords [name , show val]) -- debugging
-- process keys
case press of
-- on PRESS only
True
| code == 9 -> Gtk.mainQuit >> deny ps
| code == 26 -> accept $ ps { dz = dz + deltaV }
| code == 40 -> accept $ ps { dz = dz - deltaV }
| code == 39 -> accept $ ps { dx = dx + deltaV }
| code == 41 -> accept $ ps { dx = dx - deltaV }
| code == 65 -> accept $ ps { dy = dy - deltaV }
| code == 66 -> accept $ ps { dy = dy + deltaV }
| code == 25 -> accept $ ps { dheading = dheading - deltaH }
| code == 27 -> accept $ ps { dheading = dheading + deltaH }
| otherwise -> deny ps
-- on RELEASE only
False
| code == 26 -> accept $ ps { dz = dz - deltaV }
| code == 40 -> accept $ ps { dz = dz + deltaV }
| code == 39 -> accept $ ps { dx = dx - deltaV }
| code == 41 -> accept $ ps { dx = dx + deltaV }
| code == 65 -> accept $ ps { dy = dy + deltaV }
| code == 66 -> accept $ ps { dy = dy - deltaV }
| code == 25 -> accept $ ps { dheading = dheading + deltaH }
| code == 27 -> accept $ ps { dheading = dheading - deltaH }
| otherwise -> deny ps
else return (ps, False)
putMVar state ps'
return ret
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main :: IO ()
main = do
! terrain <- testmap
-- create TVar using unsafePerformIO -> currently no other thread -> OK
state <- newMVar $ PS { keysPressed = IS.empty
, px = 7.5
, py = 20
, pz = 15
, heading = 0
, pitch = 60
, dx = 0
, dy = 0
, dz = 0
, dheading = 0
, dpitch = 0}
trace (show terrain) Gtk.initGUI
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-- Initialise the Gtk+ OpenGL extension
-- (including reading various command line parameters)
GtkGL.initGL
-- We need a OpenGL frame buffer configuration to be able to create other
-- OpenGL objects.
glconfig <- GtkGL.glConfigNew [GtkGL.GLModeRGBA,
GtkGL.GLModeDepth,
GtkGL.GLModeDouble]
-- Create an OpenGL drawing area widget
canvas <- GtkGL.glDrawingAreaNew glconfig
Gtk.widgetSetSizeRequest canvas canvasWidth canvasHeight
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-- Initialise some GL setting just before the canvas first gets shown
-- (We can't initialise these things earlier since the GL resources that
-- we are using wouldn't heve been setup yet)
Gtk.onRealize canvas $ GtkGL.withGLDrawingArea canvas $ \_ -> do
reconfigure canvasWidth canvasHeight
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materialAmbient Front $= Color4 0.4 0.4 0.4 1.0
materialDiffuse Front $= Color4 0.4 0.4 0.4 1.0
materialSpecular Front $= Color4 0.8 0.8 0.8 1.0
materialShininess Front $= 25.0
ambient (Light 0) $= Color4 0.3 0.3 0.3 1.0
diffuse (Light 0) $= Color4 1.0 1.0 1.0 1.0
specular (Light 0) $= Color4 0.8 0.8 0.8 1.0
lightModelAmbient $= Color4 0.2 0.2 0.2 1.0
lighting $= Enabled
light (Light 0) $= Enabled
depthFunc $= Just Less
clearColor $= Color4 0.0 0.0 0.0 0.0
drawBuffer $= BackBuffers
colorMaterial $= Just (Front, Diffuse)
texture Texture2D $= Enabled
shadeModel $= Smooth
return ()
{-clearColor $= (Color4 0.0 0.0 0.0 0.0)
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matrixMode $= Projection
loadIdentity
ortho 0.0 1.0 0.0 1.0 (-1.0) 1.0
depthFunc $= Just Less
drawBuffer $= BackBuffers-}
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-- Set the repaint handler
Gtk.onExpose canvas $ \_ -> do
GtkGL.withGLDrawingArea canvas $ \glwindow -> do
GL.clear [GL.DepthBuffer, GL.ColorBuffer]
display state terrain
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GtkGL.glDrawableSwapBuffers glwindow
return True
-- Setup the animation
Gtk.timeoutAddFull (do
updateCamera state
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Gtk.widgetQueueDraw canvas
return True)
Gtk.priorityDefaultIdle animationWaitTime
--------------------------------
-- Setup the rest of the GUI:
--
-- Objects
window <- Gtk.windowNew
button <- Gtk.buttonNew
exitButton <- Gtk.buttonNew
label <- Gtk.labelNew (Just "Gtk2Hs using OpenGL via HOpenGL!")
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vbox <- Gtk.vBoxNew False 4
--Wrench them together
Gtk.set window [ Gtk.containerBorderWidth := 10,
Gtk.containerChild := canvas,
Gtk.windowTitle := "Pioneer" ]
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------
-- Events
--
Gtk.afterClicked button (putStrLn "Hello World")
Gtk.afterClicked exitButton Gtk.mainQuit
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Gtk.onDestroy window Gtk.mainQuit
Gtk.on window Gtk.keyPressEvent $ keyEvent state True
Gtk.on window Gtk.keyReleaseEvent $ keyEvent state False
-- "reshape" event handler
Gtk.on canvas Gtk.configureEvent $ Event.tryEvent $ do
(w, h) <- Event.eventSize
(w', h') <- liftIO $ reconfigure w h
liftIO $ Gtk.labelSetText label $ unwords ["Width:",show w',"Height:",show h']
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Gtk.widgetShowAll window
Gtk.mainGUI