little cleanup
- some formatting - changed y/z-Coords on Map (y is height now, map is in x/z-plane)
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@ -26,6 +26,7 @@ import GHC.Conc.Sync (unsafeIOToSTM)
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import Prelude as P
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import System.IO.Unsafe (unsafePerformIO)
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import Foreign.Marshal.Array (allocaArray)
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import Render.Misc (dumpInfo)
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data ProgramState = PS { keysPressed :: IntSet
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, px :: GLfloat
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@ -365,6 +366,7 @@ keyEvent state press = do
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| code == 25 -> accept $ ps { dheading = dheading - deltaH }
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| code == 27 -> accept $ ps { dheading = dheading + deltaH }
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| code == 42 -> accept $ ps { showShadowMap = not showShadowMap }
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| code == 31 -> dumpInfo >> accept ps
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| otherwise -> deny ps
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-- on RELEASE only
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False
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@ -522,7 +524,6 @@ main = do
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(w', h') <- liftIO $ reconfigure w h
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liftIO $ Gtk.labelSetText label $ unwords ["Width:",show w',"Height:",show h']
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Gtk.widgetShowAll window
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Gtk.mainGUI
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@ -105,11 +105,11 @@ colorLookup hs t = if inRange (bounds hs) t then c else (0.0, 0.0, 0.0)
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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 (x,y) h =
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coordLookup (x,z) y =
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if even x then
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(fromIntegral $ x `div` 2, fromIntegral (2 * y) * lineHeight, h)
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(fromIntegral $ x `div` 2, y, fromIntegral (2 * z) * lineHeight)
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else
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(fromIntegral (x `div` 2) / 2.0, fromIntegral (2 * y + 1) * lineHeight, h)
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(fromIntegral (x `div` 2) / 2.0, 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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@ -1,12 +1,12 @@
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module Render.Misc where
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import Graphics.Rendering.OpenGL.GL.StringQueries
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import Graphics.Rendering.OpenGL.GL.StateVar
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import Graphics.Rendering.OpenGL.GLU.Errors
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import System.IO (hPutStrLn, stderr)
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import Control.Monad
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import Graphics.Rendering.OpenGL.GL.Shaders
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import qualified Data.ByteString as B (ByteString)
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import Control.Monad
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import qualified Data.ByteString as B (ByteString)
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import Graphics.Rendering.OpenGL.GL.Shaders
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import Graphics.Rendering.OpenGL.GL.StateVar
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import Graphics.Rendering.OpenGL.GL.StringQueries
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import Graphics.Rendering.OpenGL.GLU.Errors
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import System.IO (hPutStrLn, stderr)
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checkError :: String -> IO ()
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@ -1,17 +1,19 @@
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{-# LANGUAGE BangPatterns #-}
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module Render.Render where
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import Graphics.Rendering.OpenGL.GL.BufferObjects
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import Graphics.Rendering.OpenGL.GL.ObjectName
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import Graphics.Rendering.OpenGL.GL.StateVar
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import Render.Misc
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import Graphics.Rendering.OpenGL.Raw.Core31.Types (GLfloat)
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import Foreign.Storable (sizeOf)
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import Foreign.Marshal.Array (withArray)
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import Graphics.Rendering.OpenGL.GL.VertexSpec
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import Graphics.Rendering.OpenGL.GL.Shaders
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import Graphics.Rendering.OpenGL.GL.VertexArrays (Capability(..), vertexAttribArray)
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import qualified Data.ByteString as B
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import qualified Data.ByteString as B
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import Foreign.Marshal.Array (withArray)
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import Foreign.Storable (sizeOf)
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import Graphics.Rendering.OpenGL.GL.BufferObjects
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import Graphics.Rendering.OpenGL.GL.Framebuffer (clearColor)
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import Graphics.Rendering.OpenGL.GL.ObjectName
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import Graphics.Rendering.OpenGL.GL.Shaders
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import Graphics.Rendering.OpenGL.GL.StateVar
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import Graphics.Rendering.OpenGL.GL.VertexArrays (Capability (..),
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vertexAttribArray)
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import Graphics.Rendering.OpenGL.GL.VertexSpec
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import Graphics.Rendering.OpenGL.Raw.Core31.Types (GLfloat)
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import Render.Misc
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vertexShaderFile :: String
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vertexShaderFile = "shaders/vertex.shader"
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@ -50,3 +52,8 @@ initShader = do
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checkError "initShader"
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return (projectionMatrixIndex, colorIndex, vertexIndex)
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initRendering :: IO ()
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initRendering = do
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clearColor $= Color4 0 0 0 0
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checkError "initRendering"
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