map now has normals..

This commit is contained in:
Nicole Dresselhaus 2014-01-05 22:37:56 +01:00
parent 22fe07e0f3
commit 0c4ac0a2b2

View File

@ -27,6 +27,7 @@ import Foreign.Marshal.Array (withArray)
import Foreign.Storable (sizeOf) import Foreign.Storable (sizeOf)
import Foreign.Ptr (Ptr, nullPtr, plusPtr) import Foreign.Ptr (Ptr, nullPtr, plusPtr)
import Render.Misc (checkError) import Render.Misc (checkError)
import Linear
data TileType = data TileType =
@ -173,9 +174,9 @@ generateSecondTriLine _ True _ _ = []
lookupVertex :: PlayMap -> Int -> Int -> [GLfloat] lookupVertex :: PlayMap -> Int -> Int -> [GLfloat]
lookupVertex map' x y = lookupVertex map' x y =
let let
(cr, cg, cb) = colorLookup map' (x,y) (cr, cg, cb) = colorLookup map' (x,y)
(vx, vy, vz) = coordLookup (x,y) $ heightLookup map' (x,y) (V3 vx vy vz) = coordLookup (x,y) $ heightLookup map' (x,y)
(nx, ny, nz) = (0.0, 1.0, 0.0) :: (GLfloat, GLfloat, GLfloat) (V3 nx ny nz) = normalLookup map' x y
--TODO: calculate normals correctly! --TODO: calculate normals correctly!
in in
[ [
@ -184,6 +185,39 @@ lookupVertex map' x y =
vx, vy, vz -- 3 Vertex vx, vy, vz -- 3 Vertex
] ]
normalLookup :: PlayMap -> Int -> Int -> V3 GLfloat
normalLookup map' x y = normalize $ normN + normNE + normSE + normS + normSW + normNW
where
--Face Normals
normN = cross (vNE-vC) (vNW-vC)
normNE = cross (vE -vC) (vNE-vC)
normSE = cross (vSE-vC) (vE -vC)
normS = cross (vSW-vC) (vSE-vC)
normSW = cross (vW -vC) (vSW-vC)
normNW = cross (vNW-vC) (vW -vC)
--Vertex Normals
vC = coordLookup (x,y) $ heightLookup map' (x,y)
--TODO: kill guards with eo
vNW
| even x = coordLookup (x-1,y-1) $ heightLookup map' (x-1,y-1)
| otherwise = coordLookup (x-1,y ) $ heightLookup map' (x-1,y )
vNE
| even x = coordLookup (x+1,y-1) $ heightLookup map' (x+1,y-1)
| otherwise = coordLookup (x+1,y ) $ heightLookup map' (x+1,y )
vE
| even x = coordLookup (x+2,y ) $ heightLookup map' (x+2,y )
| otherwise = coordLookup (x+2,y ) $ heightLookup map' (x+2,y )
vSE
| even x = coordLookup (x+1,y ) $ heightLookup map' (x+1,y )
| otherwise = coordLookup (x+1,y+1) $ heightLookup map' (x+1,y+1)
vSW
| even x = coordLookup (x-1,y ) $ heightLookup map' (x-1,y )
| otherwise = coordLookup (x-1,y+1) $ heightLookup map' (x-1,y+1)
vW
| even x = coordLookup (x-2,y ) $ heightLookup map' (x-2,y )
| otherwise = coordLookup (x-2,y ) $ heightLookup map' (x-2,y )
eo = if even x then 1 else -1
heightLookup :: PlayMap -> (Int,Int) -> GLfloat heightLookup :: PlayMap -> (Int,Int) -> GLfloat
heightLookup hs t = if inRange (bounds hs) t then fromRational $ toRational h else 0.0 heightLookup hs t = if inRange (bounds hs) t then fromRational $ toRational h else 0.0
where where
@ -199,12 +233,12 @@ colorLookup hs t = if inRange (bounds hs) t then c else (0.0, 0.0, 0.0)
Grass -> (0.3, 0.9, 0.1) Grass -> (0.3, 0.9, 0.1)
Mountain -> (0.5, 0.5, 0.5) Mountain -> (0.5, 0.5, 0.5)
coordLookup :: (Int,Int) -> GLfloat -> (GLfloat, GLfloat, GLfloat) coordLookup :: (Int,Int) -> GLfloat -> V3 GLfloat
coordLookup (x,z) y = coordLookup (x,z) y =
if even x then if even x then
(fromIntegral $ x `div` 2, y, fromIntegral (2 * z) * lineHeight) V3 (fromIntegral $ x `div` 2) y (fromIntegral (2 * z) * lineHeight)
else else
(fromIntegral (x `div` 2) + 0.5, y, fromIntegral (2 * z + 1) * lineHeight) V3 (fromIntegral (x `div` 2) + 0.5) y (fromIntegral (2 * z + 1) * lineHeight)
-- if writing in ASCII-Format transpose so i,j -> y,x -- if writing in ASCII-Format transpose so i,j -> y,x