Merge branch 'iqm'
This commit is contained in:
30
src/Main.hs
30
src/Main.hs
@ -132,6 +132,7 @@ main =
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}
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, _io = IOState
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{ _clock = now
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, _tessClockFactor = 0
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}
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, _mouse = MouseState
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{ _isDown = False
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@ -228,17 +229,30 @@ run = do
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}
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-}
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mt <- liftIO $ do
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let double = fromRational.toRational :: (Real a) => a -> Double
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(mt,tc,sleepAmount) <- liftIO $ do
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let double = fromRational.toRational :: (Real a) => a -> Double
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targetFramerate = 40.0
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targetFrametime = 1.0/targetFramerate
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targetFrametimeμs = targetFrametime * 1000000.0
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now <- getCurrentTime
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diff <- return $ diffUTCTime now (state ^. io.clock) -- get time-diffs
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title <- return $ unwords ["Pioneers @ ",show ((round . double $ 1.0/diff)::Int),"fps"]
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let diff = diffUTCTime now (state ^. io.clock) -- get time-diffs
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title = unwords ["Pioneers @ ",show ((round . double $ 1.0/diff)::Int),"fps"]
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setWindowTitle (env ^. windowObject) title
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sleepAmount <- return $ floor (max 0 (0.04 - diff))*1000000 -- get time until next frame in microseconds
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threadDelay sleepAmount
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return now
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let sleepAmount = floor ((targetFrametime - double diff)*1000000) :: Int -- get time until next frame in microseconds
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clockFactor = (state ^. io.tessClockFactor)
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tessChange
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| (clockFactor > (2*targetFrametimeμs)) && (state ^. gl.glMap.stateTessellationFactor < 5) = ((+)1 :: Int -> Int)
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-- > factor < 5 & 10% of frame idle -> increase graphics
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| sleepAmount < 0 && (state ^. gl.glMap.stateTessellationFactor > 1) = (flip (-) 1 :: Int -> Int)
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-- frame used up completely -> decrease
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| otherwise = ((+)0 :: Int -> Int) -- 0ms > x > 10% -> keep settings
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when (sleepAmount > 0) $ threadDelay sleepAmount
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return (now,tessChange,sleepAmount)
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-- set state with new clock-time
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modify $ io.clock .~ mt
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modify $ (io.clock .~ mt)
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. (gl.glMap.stateTessellationFactor %~ tc)
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. (io.tessClockFactor %~ (((+) (fromIntegral sleepAmount)).((*) 0.99)))
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-- liftIO $ putStrLn $ concat $ ["TessFactor at: ",show (state ^. gl.glMap.stateTessellationFactor), " - slept for ",show sleepAmount, "μs."]
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shouldClose' <- return $ state ^. window.shouldClose
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unless shouldClose' run
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@ -22,6 +22,8 @@ import Types
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import Render.Misc
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import Render.Types
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import Graphics.GLUtil.BufferObjects (makeBuffer)
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import Importer.IQM.Parser
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import Importer.IQM.Types
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mapVertexShaderFile :: String
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mapVertexShaderFile = "shaders/map/vertex.shader"
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@ -32,6 +34,11 @@ mapTessEvalShaderFile = "shaders/map/tessEval.shader"
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mapFragmentShaderFile :: String
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mapFragmentShaderFile = "shaders/map/fragment.shader"
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objectVertexShaderFile :: String
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objectVertexShaderFile = "shaders/mapobjects/vertex.shader"
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objectFragmentShaderFile :: String
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objectFragmentShaderFile = "shaders/mapobjects/fragment.shader"
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uiVertexShaderFile :: String
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uiVertexShaderFile = "shaders/ui/vertex.shader"
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uiFragmentShaderFile :: String
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@ -113,6 +120,21 @@ initMapShader tessFac (buf, vertDes) = do
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texts <- genObjectNames 6
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testobj <- parseIQM "sample.iqm"
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let
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objs = [MapObject testobj (L.V3 0 10 0) (MapObjectState ())]
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! vertexSource' <- B.readFile objectVertexShaderFile
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! fragmentSource' <- B.readFile objectFragmentShaderFile
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vertexShader' <- compileShaderSource VertexShader vertexSource'
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checkError "compile Object-Vertex"
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fragmentShader' <- compileShaderSource FragmentShader fragmentSource'
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checkError "compile Object-Fragment"
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objProgram <- createProgramUsing [vertexShader', fragmentShader']
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checkError "compile Object-Program"
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currentProgram $= Just objProgram
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checkError "initShader"
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return GLMapState
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@ -132,6 +154,8 @@ initMapShader tessFac (buf, vertDes) = do
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, _mapVert = vertDes
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, _overviewTexture = overTex
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, _mapTextures = texts
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, _mapObjects = objs
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, _objectProgram = objProgram
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}
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initHud :: IO GLHud
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@ -266,6 +290,16 @@ renderOverview = do
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-}
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-- | renders an IQM-Model at Position with scaling
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renderIQM :: IQM -> L.V3 CFloat -> L.V3 CFloat -> IO ()
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renderIQM m p@(L.V3 x y z) s@(L.V3 sx sy sz) = do
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return ()
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renderObject :: MapObject -> IO ()
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renderObject (MapObject model pos@(L.V3 x y z) _{-state-}) =
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renderIQM model pos (L.V3 1 1 1)
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render :: Pioneers ()
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render = do
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state <- RWS.get
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@ -354,8 +388,19 @@ render = do
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cullFace $= Just Front
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glDrawArrays gl_PATCHES 0 (fromIntegral numVert)
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currentProgram $= Just (state ^. gl.glMap.objectProgram)
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checkError "draw map"
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---- RENDER MAPOBJECTS --------------------------------------------
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currentProgram $= Just (state ^. gl.glMap.objectProgram)
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mapM_ renderObject (state ^. gl.glMap.mapObjects)
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-- set sample 1 as target in renderbuffer
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{-framebufferRenderbuffer
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DrawFramebuffer --write-only
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12
src/Types.hs
12
src/Types.hs
@ -8,12 +8,15 @@ import Foreign.C (CFloat)
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import qualified Data.HashMap.Strict as Map
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import Data.Time (UTCTime)
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import Linear.Matrix (M44)
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import Linear (V3)
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import Control.Monad.RWS.Strict (RWST)
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import Control.Lens
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import Graphics.Rendering.OpenGL.GL.Texturing.Objects (TextureObject)
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import Render.Types
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import Importer.IQM.Types
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import UI.UIBase
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data Coord3D a = Coord3D a a a
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--Static Read-Only-State
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data Env = Env
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@ -49,6 +52,7 @@ data CameraState = CameraState
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data IOState = IOState
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{ _clock :: !UTCTime
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, _tessClockFactor :: !Double
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}
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data GameState = GameState
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@ -113,8 +117,16 @@ data GLMapState = GLMapState
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, _renderedMapTexture :: !TextureObject --TODO: Probably move to UI?
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, _overviewTexture :: !TextureObject
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, _mapTextures :: ![TextureObject] --TODO: Fix size on list?
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, _objectProgram :: !GL.Program
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, _mapObjects :: ![MapObject]
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}
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data MapObject = MapObject !IQM !MapCoordinates !MapObjectState
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data MapObjectState = MapObjectState ()
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type MapCoordinates = V3 CFloat
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data GLHud = GLHud
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{ _hudTexture :: !TextureObject -- ^ HUD-Texture itself
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, _hudTexIndex :: !GL.UniformLocation -- ^ Position of Overlay-Texture in Shader
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