Merge branch 'iqm'
This commit is contained in:
commit
502e3efdf3
@ -10,6 +10,9 @@ out vec4 tcColor[];
|
||||
out vec3 tcNormal[];
|
||||
uniform float TessLevelInner = 1.0; // controlled by keyboard buttons
|
||||
uniform float TessLevelOuter = 1.0; // controlled by keyboard buttons
|
||||
uniform mat4 ProjectionMatrix;
|
||||
uniform mat4 ViewMatrix;
|
||||
uniform mat3 NormalMatrix;
|
||||
|
||||
#define ID gl_InvocationID
|
||||
|
||||
@ -18,10 +21,28 @@ void main()
|
||||
tcPosition[ID] = vPosition[ID];
|
||||
tcColor[ID] = vColor[ID];
|
||||
tcNormal[ID] = vNormal[ID];
|
||||
float dist = (ProjectionMatrix * ViewMatrix * vec4(vPosition[ID], 1)).z;
|
||||
if (ID == 0) {
|
||||
if (dist < 30) {
|
||||
gl_TessLevelInner[0] = TessLevelInner;
|
||||
gl_TessLevelOuter[0] = TessLevelOuter;
|
||||
gl_TessLevelOuter[1] = TessLevelOuter;
|
||||
gl_TessLevelOuter[2] = TessLevelOuter;
|
||||
} else if (dist < 50) {
|
||||
gl_TessLevelInner[0] = max(TessLevelInner-1.0,1.0);
|
||||
gl_TessLevelOuter[0] = max(TessLevelOuter-1.0,1.0);
|
||||
gl_TessLevelOuter[1] = max(TessLevelOuter-1.0,1.0);
|
||||
gl_TessLevelOuter[2] = max(TessLevelOuter-1.0,1.0);
|
||||
} else if (dist < 100) {
|
||||
gl_TessLevelInner[0] = max(TessLevelInner-2.0,1.0);
|
||||
gl_TessLevelOuter[0] = max(TessLevelOuter-2.0,1.0);
|
||||
gl_TessLevelOuter[1] = max(TessLevelOuter-2.0,1.0);
|
||||
gl_TessLevelOuter[2] = max(TessLevelOuter-2.0,1.0);
|
||||
} else {
|
||||
gl_TessLevelInner[0] = 1.0;
|
||||
gl_TessLevelOuter[0] = 1.0;
|
||||
gl_TessLevelOuter[1] = 1.0;
|
||||
gl_TessLevelOuter[2] = 1.0;
|
||||
}
|
||||
}
|
||||
}
|
@ -133,7 +133,8 @@ void main()
|
||||
float i2 = (1-gl_TessCoord.z)*gl_TessCoord.z * length(cross(tcNormal[2],tessNormal));
|
||||
float standout = i0+i1+i2;
|
||||
tePosition = tePosition+tessNormal*standout;
|
||||
tePosition = tePosition+0.05*snoise(tePosition);
|
||||
vec3 tmp = tePosition;//+clamp(tePosition,0,0.05)*snoise(tePosition/2);
|
||||
tePosition = vec3(tePosition.x, tmp.y, tePosition.z);
|
||||
gl_Position = ProjectionMatrix * ViewMatrix * vec4(tePosition, 1);
|
||||
fogDist = gl_Position.z;
|
||||
|
||||
|
157
shaders/mapobjects/fragment.shader
Normal file
157
shaders/mapobjects/fragment.shader
Normal file
@ -0,0 +1,157 @@
|
||||
#version 330
|
||||
|
||||
//#include "3rdParty/noise.glsl"
|
||||
|
||||
vec3 mod289(vec3 x) {
|
||||
return x - floor(x * (1.0 / 289.0)) * 289.0;
|
||||
}
|
||||
|
||||
vec4 mod289(vec4 x) {
|
||||
return x - floor(x * (1.0 / 289.0)) * 289.0;
|
||||
}
|
||||
|
||||
vec4 permute(vec4 x) {
|
||||
return mod289(((x*34.0)+1.0)*x);
|
||||
}
|
||||
|
||||
vec4 taylorInvSqrt(vec4 r)
|
||||
{
|
||||
return 1.79284291400159 - 0.85373472095314 * r;
|
||||
}
|
||||
|
||||
float snoise(vec3 v)
|
||||
{
|
||||
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
|
||||
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
|
||||
|
||||
// First corner
|
||||
vec3 i = floor(v + dot(v, C.yyy) );
|
||||
vec3 x0 = v - i + dot(i, C.xxx) ;
|
||||
|
||||
// Other corners
|
||||
vec3 g = step(x0.yzx, x0.xyz);
|
||||
vec3 l = 1.0 - g;
|
||||
vec3 i1 = min( g.xyz, l.zxy );
|
||||
vec3 i2 = max( g.xyz, l.zxy );
|
||||
|
||||
// x0 = x0 - 0.0 + 0.0 * C.xxx;
|
||||
// x1 = x0 - i1 + 1.0 * C.xxx;
|
||||
// x2 = x0 - i2 + 2.0 * C.xxx;
|
||||
// x3 = x0 - 1.0 + 3.0 * C.xxx;
|
||||
vec3 x1 = x0 - i1 + C.xxx;
|
||||
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
|
||||
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
|
||||
|
||||
// Permutations
|
||||
i = mod289(i);
|
||||
vec4 p = permute( permute( permute(
|
||||
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
|
||||
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
|
||||
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
|
||||
|
||||
// Gradients: 7x7 points over a square, mapped onto an octahedron.
|
||||
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
|
||||
float n_ = 0.142857142857; // 1.0/7.0
|
||||
vec3 ns = n_ * D.wyz - D.xzx;
|
||||
|
||||
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
|
||||
|
||||
vec4 x_ = floor(j * ns.z);
|
||||
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
|
||||
|
||||
vec4 x = x_ *ns.x + ns.yyyy;
|
||||
vec4 y = y_ *ns.x + ns.yyyy;
|
||||
vec4 h = 1.0 - abs(x) - abs(y);
|
||||
|
||||
vec4 b0 = vec4( x.xy, y.xy );
|
||||
vec4 b1 = vec4( x.zw, y.zw );
|
||||
|
||||
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
|
||||
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
|
||||
vec4 s0 = floor(b0)*2.0 + 1.0;
|
||||
vec4 s1 = floor(b1)*2.0 + 1.0;
|
||||
vec4 sh = -step(h, vec4(0.0));
|
||||
|
||||
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
|
||||
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
|
||||
|
||||
vec3 p0 = vec3(a0.xy,h.x);
|
||||
vec3 p1 = vec3(a0.zw,h.y);
|
||||
vec3 p2 = vec3(a1.xy,h.z);
|
||||
vec3 p3 = vec3(a1.zw,h.w);
|
||||
|
||||
//Normalise gradients
|
||||
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
|
||||
p0 *= norm.x;
|
||||
p1 *= norm.y;
|
||||
p2 *= norm.z;
|
||||
p3 *= norm.w;
|
||||
|
||||
// Mix final noise value
|
||||
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
|
||||
m = m * m;
|
||||
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
|
||||
dot(p2,x2), dot(p3,x3) ) );
|
||||
}
|
||||
|
||||
float fog(float dist) {
|
||||
dist = max(0,dist - 50);
|
||||
dist = dist * 0.05;
|
||||
// dist = dist*dist;
|
||||
return 1-exp(-dist);
|
||||
}
|
||||
|
||||
smooth in vec3 teNormal;
|
||||
smooth in vec3 tePosition;
|
||||
smooth in float fogDist;
|
||||
smooth in float gmix;
|
||||
in vec4 teColor;
|
||||
|
||||
out vec4 fgColor;
|
||||
|
||||
uniform mat4 ViewMatrix;
|
||||
uniform mat4 ProjectionMatrix;
|
||||
|
||||
void main(void)
|
||||
{
|
||||
//fog color
|
||||
vec4 fogColor = vec4(0.6,0.7,0.8,1.0);
|
||||
|
||||
//heliospheric lighting
|
||||
vec4 light = vec4(1.0,1.0,1.0,1.0);
|
||||
vec4 dark = vec4(0.0,0.0,0.0,1.0);
|
||||
//direction to sun from origin
|
||||
vec3 lightDir = normalize(ViewMatrix * vec4(5.0,5.0,1.0,0.0)).xyz;
|
||||
|
||||
float costheta = dot(teNormal, lightDir);
|
||||
float a = costheta * 0.5 + 0.5;
|
||||
|
||||
//create gravel-texel
|
||||
vec3 uvw = tePosition;
|
||||
// Six components of noise in a fractal sum
|
||||
//float n = snoise(uvw * 10);
|
||||
float n = 0;
|
||||
n += 0.5 * snoise(uvw * 20.0);
|
||||
//n += 0.25 * snoise(uvw * 40.0);
|
||||
//n += 0.125 * snoise(uvw * 80.0);
|
||||
//n += 0.0625 * snoise(uvw * 160.0);
|
||||
//n += 0.03125 * snoise(uvw * 320.0);
|
||||
n = abs(n*2);//[0,1]
|
||||
|
||||
//dirt
|
||||
float d = snoise(uvw);
|
||||
d += 0.5 * snoise(uvw * 2);
|
||||
d += 0.25 * snoise(uvw * 4);
|
||||
d = d/3*2 +0.5;
|
||||
|
||||
// base, dirt, noise-level*(above 0?)*(linear blend by y)
|
||||
vec4 texBase = mix(teColor, vec4(0.45,0.27,0.1,1),d*d*step(0.01,tePosition.y)*clamp(tePosition.y/2,0,2));
|
||||
// stone highlights
|
||||
vec4 texHighlights = mix(texBase, vec4(0.9*n,0.9*n,0.9*n,1),n*n*n);
|
||||
//mix highlights into Color with inclination, if inclination^2 > 0.35
|
||||
vec4 texColor = mix(texBase,texHighlights, (gmix*(1-gmix))*4*(gmix*(1-gmix))*4);
|
||||
vec4 Color = texColor;
|
||||
|
||||
fgColor = Color * mix(dark, light, a);
|
||||
fgColor = mix(fgColor,fogColor,fog(fogDist));
|
||||
}
|
27
shaders/mapobjects/tessControl.shader
Normal file
27
shaders/mapobjects/tessControl.shader
Normal file
@ -0,0 +1,27 @@
|
||||
#version 330
|
||||
#extension GL_ARB_tessellation_shader : require
|
||||
|
||||
layout(vertices = 3) out;
|
||||
in vec3 vPosition[];
|
||||
in vec4 vColor[];
|
||||
in vec3 vNormal[];
|
||||
out vec3 tcPosition[];
|
||||
out vec4 tcColor[];
|
||||
out vec3 tcNormal[];
|
||||
uniform float TessLevelInner = 1.0; // controlled by keyboard buttons
|
||||
uniform float TessLevelOuter = 1.0; // controlled by keyboard buttons
|
||||
|
||||
#define ID gl_InvocationID
|
||||
|
||||
void main()
|
||||
{
|
||||
tcPosition[ID] = vPosition[ID];
|
||||
tcColor[ID] = vColor[ID];
|
||||
tcNormal[ID] = vNormal[ID];
|
||||
if (ID == 0) {
|
||||
gl_TessLevelInner[0] = TessLevelInner;
|
||||
gl_TessLevelOuter[0] = TessLevelOuter;
|
||||
gl_TessLevelOuter[1] = TessLevelOuter;
|
||||
gl_TessLevelOuter[2] = TessLevelOuter;
|
||||
}
|
||||
}
|
149
shaders/mapobjects/tessEval.shader
Normal file
149
shaders/mapobjects/tessEval.shader
Normal file
@ -0,0 +1,149 @@
|
||||
#version 330
|
||||
|
||||
#extension GL_ARB_tessellation_shader : require
|
||||
|
||||
//#include "shaders/3rdParty/noise.glsl"
|
||||
|
||||
vec3 mod289(vec3 x) {
|
||||
return x - floor(x * (1.0 / 289.0)) * 289.0;
|
||||
}
|
||||
|
||||
vec4 mod289(vec4 x) {
|
||||
return x - floor(x * (1.0 / 289.0)) * 289.0;
|
||||
}
|
||||
|
||||
vec4 permute(vec4 x) {
|
||||
return mod289(((x*34.0)+1.0)*x);
|
||||
}
|
||||
|
||||
vec4 taylorInvSqrt(vec4 r)
|
||||
{
|
||||
return 1.79284291400159 - 0.85373472095314 * r;
|
||||
}
|
||||
|
||||
float snoise(vec3 v)
|
||||
{
|
||||
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
|
||||
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
|
||||
|
||||
// First corner
|
||||
vec3 i = floor(v + dot(v, C.yyy) );
|
||||
vec3 x0 = v - i + dot(i, C.xxx) ;
|
||||
|
||||
// Other corners
|
||||
vec3 g = step(x0.yzx, x0.xyz);
|
||||
vec3 l = 1.0 - g;
|
||||
vec3 i1 = min( g.xyz, l.zxy );
|
||||
vec3 i2 = max( g.xyz, l.zxy );
|
||||
|
||||
// x0 = x0 - 0.0 + 0.0 * C.xxx;
|
||||
// x1 = x0 - i1 + 1.0 * C.xxx;
|
||||
// x2 = x0 - i2 + 2.0 * C.xxx;
|
||||
// x3 = x0 - 1.0 + 3.0 * C.xxx;
|
||||
vec3 x1 = x0 - i1 + C.xxx;
|
||||
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
|
||||
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
|
||||
|
||||
// Permutations
|
||||
i = mod289(i);
|
||||
vec4 p = permute( permute( permute(
|
||||
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
|
||||
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
|
||||
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
|
||||
|
||||
// Gradients: 7x7 points over a square, mapped onto an octahedron.
|
||||
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
|
||||
float n_ = 0.142857142857; // 1.0/7.0
|
||||
vec3 ns = n_ * D.wyz - D.xzx;
|
||||
|
||||
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
|
||||
|
||||
vec4 x_ = floor(j * ns.z);
|
||||
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
|
||||
|
||||
vec4 x = x_ *ns.x + ns.yyyy;
|
||||
vec4 y = y_ *ns.x + ns.yyyy;
|
||||
vec4 h = 1.0 - abs(x) - abs(y);
|
||||
|
||||
vec4 b0 = vec4( x.xy, y.xy );
|
||||
vec4 b1 = vec4( x.zw, y.zw );
|
||||
|
||||
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
|
||||
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
|
||||
vec4 s0 = floor(b0)*2.0 + 1.0;
|
||||
vec4 s1 = floor(b1)*2.0 + 1.0;
|
||||
vec4 sh = -step(h, vec4(0.0));
|
||||
|
||||
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
|
||||
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
|
||||
|
||||
vec3 p0 = vec3(a0.xy,h.x);
|
||||
vec3 p1 = vec3(a0.zw,h.y);
|
||||
vec3 p2 = vec3(a1.xy,h.z);
|
||||
vec3 p3 = vec3(a1.zw,h.w);
|
||||
|
||||
//Normalise gradients
|
||||
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
|
||||
p0 *= norm.x;
|
||||
p1 *= norm.y;
|
||||
p2 *= norm.z;
|
||||
p3 *= norm.w;
|
||||
|
||||
// Mix final noise value
|
||||
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
|
||||
m = m * m;
|
||||
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
|
||||
dot(p2,x2), dot(p3,x3) ) );
|
||||
}
|
||||
|
||||
|
||||
layout(triangles, equal_spacing, cw) in;
|
||||
in vec3 tcPosition[];
|
||||
in vec4 tcColor[];
|
||||
in vec3 tcNormal[];
|
||||
out vec4 teColor;
|
||||
smooth out vec3 tePosition;
|
||||
smooth out vec3 teNormal;
|
||||
smooth out float fogDist;
|
||||
smooth out float gmix; //mixture of gravel
|
||||
//out vec3 tePatchDistance;
|
||||
//constant projection matrix
|
||||
uniform mat4 ProjectionMatrix;
|
||||
uniform mat4 ViewMatrix;
|
||||
uniform mat3 NormalMatrix;
|
||||
|
||||
void main()
|
||||
{
|
||||
//NORMAL
|
||||
vec3 n0 = gl_TessCoord.x * tcNormal[0];
|
||||
vec3 n1 = gl_TessCoord.y * tcNormal[1];
|
||||
vec3 n2 = gl_TessCoord.z * tcNormal[2];
|
||||
vec3 tessNormal = normalize(n0 + n1 + n2);
|
||||
teNormal = NormalMatrix * tessNormal;
|
||||
|
||||
//POSITION
|
||||
vec3 p0 = gl_TessCoord.x * tcPosition[0];
|
||||
vec3 p1 = gl_TessCoord.y * tcPosition[1];
|
||||
vec3 p2 = gl_TessCoord.z * tcPosition[2];
|
||||
tePosition = p0 + p1 + p2;
|
||||
|
||||
//sin(a,b) = length(cross(a,b))
|
||||
float i0 = (1-gl_TessCoord.x)*gl_TessCoord.x * length(cross(tcNormal[0],tessNormal));
|
||||
float i1 = (1-gl_TessCoord.y)*gl_TessCoord.y * length(cross(tcNormal[1],tessNormal));
|
||||
float i2 = (1-gl_TessCoord.z)*gl_TessCoord.z * length(cross(tcNormal[2],tessNormal));
|
||||
float standout = i0+i1+i2;
|
||||
tePosition = tePosition+tessNormal*standout;
|
||||
tePosition = tePosition+0.05*snoise(tePosition);
|
||||
gl_Position = ProjectionMatrix * ViewMatrix * vec4(tePosition, 1);
|
||||
fogDist = gl_Position.z;
|
||||
|
||||
//COLOR-BLENDING
|
||||
vec4 c0 = (1-exp(gl_TessCoord.x)) * tcColor[0];
|
||||
vec4 c1 = (1-exp(gl_TessCoord.y)) * tcColor[1];
|
||||
vec4 c2 = (1-exp(gl_TessCoord.z)) * tcColor[2];
|
||||
teColor = (c0 + c1 + c2)/((1-exp(gl_TessCoord.x))+(1-exp(gl_TessCoord.y))+(1-exp(gl_TessCoord.z)));
|
||||
|
||||
//mix gravel based on incline (sin (normal,up))
|
||||
gmix = length(cross(tessNormal, vec3(0,1,0)));
|
||||
|
||||
}
|
18
shaders/mapobjects/vertex.shader
Normal file
18
shaders/mapobjects/vertex.shader
Normal file
@ -0,0 +1,18 @@
|
||||
#version 330
|
||||
|
||||
//vertex-data
|
||||
in vec4 Color;
|
||||
in vec3 Position;
|
||||
in vec3 Normal;
|
||||
|
||||
//output-data for later stages
|
||||
out vec4 vColor;
|
||||
out vec3 vPosition;
|
||||
out vec3 vNormal;
|
||||
|
||||
void main()
|
||||
{
|
||||
vPosition = Position;
|
||||
vNormal = Normal;
|
||||
vColor = Color;
|
||||
}
|
28
src/Main.hs
28
src/Main.hs
@ -132,6 +132,7 @@ main =
|
||||
}
|
||||
, _io = IOState
|
||||
{ _clock = now
|
||||
, _tessClockFactor = 0
|
||||
}
|
||||
, _mouse = MouseState
|
||||
{ _isDown = False
|
||||
@ -228,17 +229,30 @@ run = do
|
||||
}
|
||||
-}
|
||||
|
||||
mt <- liftIO $ do
|
||||
(mt,tc,sleepAmount) <- liftIO $ do
|
||||
let double = fromRational.toRational :: (Real a) => a -> Double
|
||||
targetFramerate = 40.0
|
||||
targetFrametime = 1.0/targetFramerate
|
||||
targetFrametimeμs = targetFrametime * 1000000.0
|
||||
now <- getCurrentTime
|
||||
diff <- return $ diffUTCTime now (state ^. io.clock) -- get time-diffs
|
||||
title <- return $ unwords ["Pioneers @ ",show ((round . double $ 1.0/diff)::Int),"fps"]
|
||||
let diff = diffUTCTime now (state ^. io.clock) -- get time-diffs
|
||||
title = unwords ["Pioneers @ ",show ((round . double $ 1.0/diff)::Int),"fps"]
|
||||
setWindowTitle (env ^. windowObject) title
|
||||
sleepAmount <- return $ floor (max 0 (0.04 - diff))*1000000 -- get time until next frame in microseconds
|
||||
threadDelay sleepAmount
|
||||
return now
|
||||
let sleepAmount = floor ((targetFrametime - double diff)*1000000) :: Int -- get time until next frame in microseconds
|
||||
clockFactor = (state ^. io.tessClockFactor)
|
||||
tessChange
|
||||
| (clockFactor > (2*targetFrametimeμs)) && (state ^. gl.glMap.stateTessellationFactor < 5) = ((+)1 :: Int -> Int)
|
||||
-- > factor < 5 & 10% of frame idle -> increase graphics
|
||||
| sleepAmount < 0 && (state ^. gl.glMap.stateTessellationFactor > 1) = (flip (-) 1 :: Int -> Int)
|
||||
-- frame used up completely -> decrease
|
||||
| otherwise = ((+)0 :: Int -> Int) -- 0ms > x > 10% -> keep settings
|
||||
when (sleepAmount > 0) $ threadDelay sleepAmount
|
||||
return (now,tessChange,sleepAmount)
|
||||
-- set state with new clock-time
|
||||
modify $ io.clock .~ mt
|
||||
modify $ (io.clock .~ mt)
|
||||
. (gl.glMap.stateTessellationFactor %~ tc)
|
||||
. (io.tessClockFactor %~ (((+) (fromIntegral sleepAmount)).((*) 0.99)))
|
||||
-- liftIO $ putStrLn $ concat $ ["TessFactor at: ",show (state ^. gl.glMap.stateTessellationFactor), " - slept for ",show sleepAmount, "μs."]
|
||||
shouldClose' <- return $ state ^. window.shouldClose
|
||||
unless shouldClose' run
|
||||
|
||||
|
@ -22,6 +22,8 @@ import Types
|
||||
import Render.Misc
|
||||
import Render.Types
|
||||
import Graphics.GLUtil.BufferObjects (makeBuffer)
|
||||
import Importer.IQM.Parser
|
||||
import Importer.IQM.Types
|
||||
|
||||
mapVertexShaderFile :: String
|
||||
mapVertexShaderFile = "shaders/map/vertex.shader"
|
||||
@ -32,6 +34,11 @@ mapTessEvalShaderFile = "shaders/map/tessEval.shader"
|
||||
mapFragmentShaderFile :: String
|
||||
mapFragmentShaderFile = "shaders/map/fragment.shader"
|
||||
|
||||
objectVertexShaderFile :: String
|
||||
objectVertexShaderFile = "shaders/mapobjects/vertex.shader"
|
||||
objectFragmentShaderFile :: String
|
||||
objectFragmentShaderFile = "shaders/mapobjects/fragment.shader"
|
||||
|
||||
uiVertexShaderFile :: String
|
||||
uiVertexShaderFile = "shaders/ui/vertex.shader"
|
||||
uiFragmentShaderFile :: String
|
||||
@ -113,6 +120,21 @@ initMapShader tessFac (buf, vertDes) = do
|
||||
|
||||
texts <- genObjectNames 6
|
||||
|
||||
testobj <- parseIQM "sample.iqm"
|
||||
|
||||
let
|
||||
objs = [MapObject testobj (L.V3 0 10 0) (MapObjectState ())]
|
||||
|
||||
! vertexSource' <- B.readFile objectVertexShaderFile
|
||||
! fragmentSource' <- B.readFile objectFragmentShaderFile
|
||||
vertexShader' <- compileShaderSource VertexShader vertexSource'
|
||||
checkError "compile Object-Vertex"
|
||||
fragmentShader' <- compileShaderSource FragmentShader fragmentSource'
|
||||
checkError "compile Object-Fragment"
|
||||
objProgram <- createProgramUsing [vertexShader', fragmentShader']
|
||||
checkError "compile Object-Program"
|
||||
|
||||
currentProgram $= Just objProgram
|
||||
|
||||
checkError "initShader"
|
||||
return GLMapState
|
||||
@ -132,6 +154,8 @@ initMapShader tessFac (buf, vertDes) = do
|
||||
, _mapVert = vertDes
|
||||
, _overviewTexture = overTex
|
||||
, _mapTextures = texts
|
||||
, _mapObjects = objs
|
||||
, _objectProgram = objProgram
|
||||
}
|
||||
|
||||
initHud :: IO GLHud
|
||||
@ -266,6 +290,16 @@ renderOverview = do
|
||||
-}
|
||||
|
||||
|
||||
-- | renders an IQM-Model at Position with scaling
|
||||
renderIQM :: IQM -> L.V3 CFloat -> L.V3 CFloat -> IO ()
|
||||
renderIQM m p@(L.V3 x y z) s@(L.V3 sx sy sz) = do
|
||||
return ()
|
||||
|
||||
renderObject :: MapObject -> IO ()
|
||||
renderObject (MapObject model pos@(L.V3 x y z) _{-state-}) =
|
||||
renderIQM model pos (L.V3 1 1 1)
|
||||
|
||||
|
||||
render :: Pioneers ()
|
||||
render = do
|
||||
state <- RWS.get
|
||||
@ -354,8 +388,19 @@ render = do
|
||||
cullFace $= Just Front
|
||||
|
||||
glDrawArrays gl_PATCHES 0 (fromIntegral numVert)
|
||||
|
||||
|
||||
currentProgram $= Just (state ^. gl.glMap.objectProgram)
|
||||
|
||||
|
||||
checkError "draw map"
|
||||
|
||||
---- RENDER MAPOBJECTS --------------------------------------------
|
||||
|
||||
currentProgram $= Just (state ^. gl.glMap.objectProgram)
|
||||
|
||||
mapM_ renderObject (state ^. gl.glMap.mapObjects)
|
||||
|
||||
-- set sample 1 as target in renderbuffer
|
||||
{-framebufferRenderbuffer
|
||||
DrawFramebuffer --write-only
|
||||
|
12
src/Types.hs
12
src/Types.hs
@ -8,12 +8,15 @@ import Foreign.C (CFloat)
|
||||
import qualified Data.HashMap.Strict as Map
|
||||
import Data.Time (UTCTime)
|
||||
import Linear.Matrix (M44)
|
||||
import Linear (V3)
|
||||
import Control.Monad.RWS.Strict (RWST)
|
||||
import Control.Lens
|
||||
import Graphics.Rendering.OpenGL.GL.Texturing.Objects (TextureObject)
|
||||
import Render.Types
|
||||
import Importer.IQM.Types
|
||||
import UI.UIBase
|
||||
|
||||
data Coord3D a = Coord3D a a a
|
||||
|
||||
--Static Read-Only-State
|
||||
data Env = Env
|
||||
@ -49,6 +52,7 @@ data CameraState = CameraState
|
||||
|
||||
data IOState = IOState
|
||||
{ _clock :: !UTCTime
|
||||
, _tessClockFactor :: !Double
|
||||
}
|
||||
|
||||
data GameState = GameState
|
||||
@ -113,8 +117,16 @@ data GLMapState = GLMapState
|
||||
, _renderedMapTexture :: !TextureObject --TODO: Probably move to UI?
|
||||
, _overviewTexture :: !TextureObject
|
||||
, _mapTextures :: ![TextureObject] --TODO: Fix size on list?
|
||||
, _objectProgram :: !GL.Program
|
||||
, _mapObjects :: ![MapObject]
|
||||
}
|
||||
|
||||
data MapObject = MapObject !IQM !MapCoordinates !MapObjectState
|
||||
|
||||
data MapObjectState = MapObjectState ()
|
||||
|
||||
type MapCoordinates = V3 CFloat
|
||||
|
||||
data GLHud = GLHud
|
||||
{ _hudTexture :: !TextureObject -- ^ HUD-Texture itself
|
||||
, _hudTexIndex :: !GL.UniformLocation -- ^ Position of Overlay-Texture in Shader
|
||||
|
Loading…
Reference in New Issue
Block a user