fixed map

- map is now displayed correctly
- camera is adjusted
- created ProgramState as TVar for concurrent reading/writing
This commit is contained in:
Stefan Dresselhaus
2013-12-29 14:39:01 +01:00
parent 14ce8c5986
commit 55a873022b
4 changed files with 91 additions and 48 deletions

View File

@ -1,3 +1,4 @@
{-# LANGUAGE BangPatterns #-}
module Main where
import qualified Graphics.UI.Gtk as Gtk
@ -13,12 +14,32 @@ import Map.Map
import Data.Maybe (fromMaybe)
import Debug.Trace
import Data.IntSet as IS
import Data.IORef
import Prelude as P
import Control.Monad
import Control.Concurrent
import Control.Concurrent.STM
data ProgramState = PS { keysPressed :: IntSet
, px :: GLfloat
, py :: GLfloat
, pz :: GLfloat
, heading :: GLfloat
, pitch :: GLfloat
, dx :: GLfloat
, dz :: GLfloat
, dheading :: GLfloat
, dpitch :: GLfloat }
animationWaitTime = 3 :: Int
canvasWidth = 640 :: Int
canvasHeight = 480 :: Int
-- TODO: Put render-stuff in render-module
glTexCoord2f (x,y) = texCoord (TexCoord2 x y :: TexCoord2 GLfloat)
glVertex3f (x,y,z) = vertex (Vertex3 x y z :: Vertex3 GLfloat)
glNormal3f (x,y,z) = normal (Normal3 x y z :: Normal3 GLfloat)
@ -27,10 +48,10 @@ glNormal3f (x,y,z) = normal (Normal3 x y z :: Normal3 GLfloat)
prepareRenderTile :: PlayMap -> ((Int,Int),MapEntry) -> (Vector3 GLfloat, Color3 GLfloat, [Vertex3 GLfloat])
prepareRenderTile m (c@(cx,cz),(_,t)) =
(
if even cz then
Vector3 (3*(fromIntegral cx)) 0.0 ((fromIntegral cz))
if even cx then
Vector3 (1.5*(fromIntegral cx)) 0.0 (2*(fromIntegral cz))
else
Vector3 (3*(fromIntegral cx)+1.5) 0.0 ((fromIntegral cz))
Vector3 (1.5*(fromIntegral cx)) 0.0 (2*(fromIntegral cz)-1)
,
case t of
Water -> Color3 0.5 0.5 1 :: Color3 GLfloat
@ -58,28 +79,30 @@ drawSphere = do
(Sphere 1.0 48 48)
-- OpenGL polygon-function for drawing stuff.
display :: PlayMap -> IO ()
display t =
display :: TVar ProgramState -> PlayMap -> IO ()
display state t =
let
tiles = map (prepareRenderTile t) (A.assocs t)
tiles = P.map (prepareRenderTile t) (A.assocs t)
in
do
loadIdentity
GL.rotate (60) (Vector3 1.0 0.0 0.0 :: Vector3 GLfloat)
--GL.rotate (-20) (Vector3 0.0 1.0 0.0 :: Vector3 GLfloat)
translate (Vector3 (-15) (-10) (-15)::Vector3 GLfloat)
position (Light 0) $= Vertex4 0.0 0.0 (20.0) 1.0
ps@PS {
px = px
, py = py
, pz = pz
, pitch = pitch
, heading = heading }
<- readTVarIO state
loadIdentity
GL.rotate pitch (Vector3 1.0 0.0 0.0 :: Vector3 GLfloat)
GL.rotate heading (Vector3 0.0 1.0 0.0 :: Vector3 GLfloat)
translate (Vector3 (-px) (-py) (-pz)::Vector3 GLfloat)
-- Instead of glBegin ... glEnd there is renderPrimitive.
--trace (show tiles) $
mapM_ renderTile tiles
return ()
{- color (Color3 1 1 1 :: Color3 GLfloat)
renderPrimitive LineLoop $ do
vertex (Vertex3 0.25 0.25 0.0 :: Vertex3 GLfloat)
vertex (Vertex3 0.75 0.25 0.0 :: Vertex3 GLfloat)
vertex (Vertex3 0.75 0.75 0.0 :: Vertex3 GLfloat)
vertex (Vertex3 0.25 0.75 0.0 :: Vertex3 GLfloat) -}
position (Light 0) $= Vertex4 0.0 0.0 (20.0) 1.0
-- Instead of glBegin ... glEnd there is renderPrimitive.
--trace (show tiles) $
mapM_ renderTile tiles
return ()
--Adjust size to given dimensions
reconfigure :: Int -> Int -> IO (Int, Int)
@ -105,14 +128,26 @@ reshape dims = do
let (w, h) = if width <= height
then (fromIntegral height, fromIntegral width )
else (fromIntegral width, fromIntegral height)
perspective 60.0 (fromIntegral canvasWidth / fromIntegral canvasHeight) 1.0 20.0
-- open, aspect-ratio, near-plane, far-plane
perspective 60.0 (fromIntegral canvasWidth / fromIntegral canvasHeight) 1.0 100.0
matrixMode $= Modelview 0
loadIdentity
main :: IO ()
main = do
terrain <- testmap
Gtk.initGUI
! terrain <- testmap
-- create TVar using unsafePerformIO -> currently no other thread -> OK
state <- newTVarIO $ PS { keysPressed = IS.empty
, px = 7.5
, py = 20
, pz = 15
, heading = 0
, pitch = 60
, dx = 0
, dz = 0
, dheading = 0
, dpitch = 0}
trace (show terrain) Gtk.initGUI
-- Initialise the Gtk+ OpenGL extension
-- (including reading various command line parameters)
GtkGL.initGL
@ -166,7 +201,7 @@ main = do
Gtk.onExpose canvas $ \_ -> do
GtkGL.withGLDrawingArea canvas $ \glwindow -> do
GL.clear [GL.DepthBuffer, GL.ColorBuffer]
display terrain
display state terrain
GtkGL.glDrawableSwapBuffers glwindow
return True