Triiiiangleeeeesss!!!! *narf*
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@ -104,8 +104,8 @@ main = do
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GL.position (GL.Light 0) GL.$= GL.Vertex4 5 5 10 0
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GL.light (GL.Light 0) GL.$= GL.Enabled
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GL.lighting GL.$= GL.Enabled
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GL.cullFace GL.$= Just GL.Back
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GL.depthFunc GL.$= Just GL.Less
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GL.cullFace GL.$= Just GL.FrontAndBack -- Back
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GL.depthFunc GL.$= Just GL.Always -- Less
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GL.clearColor GL.$= GL.Color4 0.05 0.05 0.05 1
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GL.normalize GL.$= GL.Enabled
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@ -407,14 +407,13 @@ draw = do
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map' = stateMap state
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frust = stateFrustum state
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liftIO $ do
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GL.clearColor GL.$= GL.Color4 0.5 0.2 1 1
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GL.clear [GL.ColorBuffer, GL.DepthBuffer]
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lookAtUniformMatrix4fv (0.0,0.0,0.0) (15, 15, 30) up frust proj 1
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lookAtUniformMatrix4fv (0.0,0.0,0.0) (0, 15, 0) up frust proj 1
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GL.bindBuffer GL.ArrayBuffer GL.$= Just map'
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GL.vertexAttribPointer ci GL.$= fgColorIndex
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GL.vertexAttribPointer ni GL.$= fgNormalIndex
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GL.vertexAttribPointer vi GL.$= fgVertexIndex
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GL.drawArrays GL.Triangles 0 numVert
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getCursorKeyDirections :: GLFW.Window -> IO (Double, Double)
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@ -69,6 +69,7 @@ getMapBufferObject = do
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map' <- return $ generateTriangles map'
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putStrLn $ P.unlines $ P.map show (prettyMap map')
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len <- return $ fromIntegral $ P.length map' `div` numComponents
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putStrLn $ P.unwords ["num verts",show len]
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bo <- genObjectName -- create a new buffer
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bindBuffer ArrayBuffer $= Just bo -- bind buffer
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withArray map' $ \buffer ->
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@ -182,7 +183,6 @@ testMapTemplate = T.transpose [
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testMapTemplate2 :: [Text]
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testMapTemplate2 = T.transpose [
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"~~~~~~",
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"~~~~~~"
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]
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@ -190,7 +190,7 @@ testmap :: IO PlayMap
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testmap = do
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g <- getStdGen
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rawMap <- return $ parseTemplate (randoms g) (T.concat testMapTemplate2)
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return $ listArray ((0,0),(5,1)) rawMap
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return $ listArray ((0,0),(5,0)) rawMap
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parseTemplate :: [Int] -> Text -> [MapEntry]
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@ -75,7 +75,13 @@ lookAtUniformMatrix4fv :: (Double, Double, Double) --origin
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-> GLint -> GLsizei -> IO () --rest of GL-call
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lookAtUniformMatrix4fv o c u frust num size = allocaArray 16 $ \projMat ->
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do
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pokeArray projMat $ (lookAt o c u) >< frust
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pokeArray projMat $
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[1, 0, 0, 0,
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0, 0, 1, 0.1,
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0, 1, 0, 0,
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0, 0, 0, 1
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]
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--(lookAt o c u) >< frust
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glUniformMatrix4fv num size 1 projMat
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infixl 5 ><
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@ -121,7 +127,7 @@ _ >< _ = error "non-conformat matrix-multiplication"
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-- generates 4x4-Projection-Matrix
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lookAt :: (Double, Double, Double) -> (Double, Double, Double) -> (Double, Double, Double) -> [GLfloat]
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lookAt origin eye up =
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lookAt at eye up =
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map (fromRational . toRational) [
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xx, yx, zx, 0,
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xy, yy, zy, 0,
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@ -129,7 +135,7 @@ lookAt origin eye up =
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-(x *. eye), -(y *. eye), -(z *. eye), 1
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]
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where
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z@(zx,zy,zz) = normal (origin .- eye)
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z@(zx,zy,zz) = normal (at .- eye)
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x@(xx,xy,xz) = normal (up *.* z)
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y@(yx,yy,yz) = z *.* x
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