map now has normals..
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@ -27,6 +27,7 @@ import Foreign.Marshal.Array (withArray)
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import Foreign.Storable (sizeOf)
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import Foreign.Storable (sizeOf)
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import Foreign.Ptr (Ptr, nullPtr, plusPtr)
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import Foreign.Ptr (Ptr, nullPtr, plusPtr)
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import Render.Misc (checkError)
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import Render.Misc (checkError)
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import Linear
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data TileType =
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data TileType =
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@ -174,8 +175,8 @@ lookupVertex :: PlayMap -> Int -> Int -> [GLfloat]
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lookupVertex map' x y =
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lookupVertex map' x y =
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let
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let
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(cr, cg, cb) = colorLookup map' (x,y)
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(cr, cg, cb) = colorLookup map' (x,y)
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(vx, vy, vz) = coordLookup (x,y) $ heightLookup map' (x,y)
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(V3 vx vy vz) = coordLookup (x,y) $ heightLookup map' (x,y)
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(nx, ny, nz) = (0.0, 1.0, 0.0) :: (GLfloat, GLfloat, GLfloat)
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(V3 nx ny nz) = normalLookup map' x y
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--TODO: calculate normals correctly!
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--TODO: calculate normals correctly!
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in
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in
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[
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[
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@ -184,6 +185,39 @@ lookupVertex map' x y =
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vx, vy, vz -- 3 Vertex
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vx, vy, vz -- 3 Vertex
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]
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]
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normalLookup :: PlayMap -> Int -> Int -> V3 GLfloat
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normalLookup map' x y = normalize $ normN + normNE + normSE + normS + normSW + normNW
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where
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--Face Normals
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normN = cross (vNE-vC) (vNW-vC)
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normNE = cross (vE -vC) (vNE-vC)
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normSE = cross (vSE-vC) (vE -vC)
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normS = cross (vSW-vC) (vSE-vC)
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normSW = cross (vW -vC) (vSW-vC)
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normNW = cross (vNW-vC) (vW -vC)
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--Vertex Normals
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vC = coordLookup (x,y) $ heightLookup map' (x,y)
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--TODO: kill guards with eo
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vNW
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| even x = coordLookup (x-1,y-1) $ heightLookup map' (x-1,y-1)
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| otherwise = coordLookup (x-1,y ) $ heightLookup map' (x-1,y )
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vNE
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| even x = coordLookup (x+1,y-1) $ heightLookup map' (x+1,y-1)
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| otherwise = coordLookup (x+1,y ) $ heightLookup map' (x+1,y )
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vE
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| even x = coordLookup (x+2,y ) $ heightLookup map' (x+2,y )
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| otherwise = coordLookup (x+2,y ) $ heightLookup map' (x+2,y )
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vSE
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| even x = coordLookup (x+1,y ) $ heightLookup map' (x+1,y )
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| otherwise = coordLookup (x+1,y+1) $ heightLookup map' (x+1,y+1)
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vSW
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| even x = coordLookup (x-1,y ) $ heightLookup map' (x-1,y )
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| otherwise = coordLookup (x-1,y+1) $ heightLookup map' (x-1,y+1)
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vW
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| even x = coordLookup (x-2,y ) $ heightLookup map' (x-2,y )
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| otherwise = coordLookup (x-2,y ) $ heightLookup map' (x-2,y )
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eo = if even x then 1 else -1
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heightLookup :: PlayMap -> (Int,Int) -> GLfloat
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heightLookup :: PlayMap -> (Int,Int) -> GLfloat
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heightLookup hs t = if inRange (bounds hs) t then fromRational $ toRational h else 0.0
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heightLookup hs t = if inRange (bounds hs) t then fromRational $ toRational h else 0.0
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where
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where
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@ -199,12 +233,12 @@ colorLookup hs t = if inRange (bounds hs) t then c else (0.0, 0.0, 0.0)
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Grass -> (0.3, 0.9, 0.1)
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Grass -> (0.3, 0.9, 0.1)
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Mountain -> (0.5, 0.5, 0.5)
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Mountain -> (0.5, 0.5, 0.5)
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coordLookup :: (Int,Int) -> GLfloat -> (GLfloat, GLfloat, GLfloat)
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coordLookup :: (Int,Int) -> GLfloat -> V3 GLfloat
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coordLookup (x,z) y =
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coordLookup (x,z) y =
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if even x then
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if even x then
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(fromIntegral $ x `div` 2, y, fromIntegral (2 * z) * lineHeight)
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V3 (fromIntegral $ x `div` 2) y (fromIntegral (2 * z) * lineHeight)
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else
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else
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(fromIntegral (x `div` 2) + 0.5, y, fromIntegral (2 * z + 1) * lineHeight)
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V3 (fromIntegral (x `div` 2) + 0.5) y (fromIntegral (2 * z + 1) * lineHeight)
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-- if writing in ASCII-Format transpose so i,j -> y,x
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-- if writing in ASCII-Format transpose so i,j -> y,x
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