it works...
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@ -26,5 +26,8 @@ executable Pioneers
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transformers >=0.3.0 && <0.4,
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mtl >=2.1.2,
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stm >=2.4.2,
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vector >=0.10.9 && <0.11
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vector >=0.10.9 && <0.11,
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distributive >=0.3.2 && <0.4,
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linear >=1.3.1 && <1.4,
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lens >=3.10.1 && <3.11
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@ -7,16 +7,25 @@ uniform mat4 fg_ModelMatrix;
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//vertex-data
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in vec4 fg_Color;
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in vec3 fg_VertexIn;
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//in vec3 fg_Normal;
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in vec3 fg_NormalIn;
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//output-data for later stages
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smooth out vec4 fg_SmoothColor;
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void main()
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{
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vec3 fg_Normal = fg_NormalIn; //vec3(0,1,0);
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//transform vec3 into vec4, setting w to 1
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vec4 fg_Vertex = vec4(fg_VertexIn, 1.0);
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fg_SmoothColor = fg_Color;
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// + 0.001* fg_Normal.xyzx;
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vec4 light = vec4(1.0,1.0,1.0,1.0);
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vec4 dark = vec4(0.0,0.0,0.0,1.0);
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//direction to sun from origin
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vec3 lightDir = normalize(vec3(5.0,5.0,1.0));
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float costheta = dot(normalize(fg_Normal), lightDir);
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float a = costheta * 0.5 + 0.5;
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fg_SmoothColor = fg_Color * mix(dark, light, a);// + 0.001* fg_Normal.xyzx;
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gl_Position = fg_ProjectionMatrix * fg_ModelMatrix * fg_Vertex;
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}
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60
src/Main.hs
60
src/Main.hs
@ -2,13 +2,20 @@ module Main (main) where
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--------------------------------------------------------------------------------
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import Control.Applicative
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import Control.Concurrent.STM (TQueue, atomically, newTQueueIO, tryReadTQueue, writeTQueue)
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import Control.Lens
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import Control.Monad (unless, when, void)
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import Control.Monad.RWS.Strict (RWST, ask, asks, evalRWST, get, liftIO, modify, put)
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import Control.Monad.Trans.Maybe (MaybeT(..), runMaybeT)
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import Data.List (intercalate)
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import Data.Maybe (catMaybes)
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import Text.PrettyPrint
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import Data.Distributive (distribute)
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import Foreign (Ptr, castPtr, nullPtr, sizeOf, with)
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import Foreign.C (CFloat)
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import Linear as L
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import Linear ((!*!))
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import qualified Graphics.Rendering.OpenGL.GL as GL
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import qualified Graphics.Rendering.OpenGL.Raw as GL
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@ -17,7 +24,7 @@ import qualified Data.Vector.Storable as V
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import Map.Map
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import Render.Render (initShader)
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import Render.Misc (up, lookAtUniformMatrix4fv, createFrustum)
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import Render.Misc (up, lookAtUniformMatrix4fv, createFrustum, checkError)
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--------------------------------------------------------------------------------
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@ -48,6 +55,7 @@ data State = State
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-- mutable because shaders may be changed in the future.
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, shdrVertexIndex :: !GL.AttribLocation
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, shdrColorIndex :: !GL.AttribLocation
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, shdrNormalIndex :: !GL.AttribLocation
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, shdrProjMatIndex :: !GL.UniformLocation
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, shdrModelMatIndex :: !GL.UniformLocation
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-- the map
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@ -107,11 +115,10 @@ main = do
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--generate map vertices
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(mapBuffer, vert) <- getMapBufferObject
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(ci, vi, pi, mi) <- initShader
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(ci, ni, vi, pi, mi) <- initShader
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let zDistClosest = 10
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zDistFarthest = zDistClosest + 20
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zDist = zDistClosest + ((zDistFarthest - zDistClosest) / 2)
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fov = 90 --field of view
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near = 1 --near plane
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far = 100 --far plane
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@ -137,6 +144,7 @@ main = do
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, stateDragStartXAngle = 0
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, stateDragStartYAngle = 0
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, shdrVertexIndex = vi
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, shdrNormalIndex = ni
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, shdrColorIndex = ci
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, shdrProjMatIndex = pi
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, shdrModelMatIndex = mi
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@ -210,8 +218,7 @@ charCallback tc win c = atomically $ writeTQueue tc $ EventC
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--------------------------------------------------------------------------------
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runDemo :: Env -> State -> IO ()
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runDemo env state = do
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void $ evalRWST (adjustWindow >> run) env state
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runDemo env state = void $ evalRWST (adjustWindow >> run) env state
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run :: Pioneer ()
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run = do
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@ -382,6 +389,7 @@ draw = do
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(GL.UniformLocation proj) = shdrProjMatIndex state
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(GL.UniformLocation mmat) = shdrModelMatIndex state
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vi = shdrVertexIndex state
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ni = shdrNormalIndex state
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ci = shdrColorIndex state
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numVert = mapVert state
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map' = stateMap state
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@ -389,27 +397,39 @@ draw = do
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liftIO $ do
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--(vi,GL.UniformLocation proj) <- initShader
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GL.clearColor GL.$= GL.Color4 0.5 0.1 1 1
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GL.clear [GL.ColorBuffer]
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GL.clear [GL.ColorBuffer, GL.DepthBuffer]
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let fov = 90
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s = recip (tan $ fov * 0.5 * pi / 180)
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f = 1000
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n = 1
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let perspective = V.fromList [ s, 0, 0, 0
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, 0, s, 0, 0
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, 0, 0, -(f/(f - n)), -1
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, 0, 0, -((f*n)/(f-n)), 0
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]
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V.unsafeWith perspective $ \ptr -> GL.glUniformMatrix4fv proj 1 0 ptr
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let model = V.fromList [
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1, 0, 0, 0
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, 0, 0, 1, 0
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, 0, 1, 0, 0
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,-5, -10, -10, 1
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]
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V.unsafeWith model $ \ptr -> GL.glUniformMatrix4fv mmat 1 0 ptr
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let perspective = V4 (V4 s 0 0 0)
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(V4 0 s 0 0)
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(V4 0 0 (-(f/(f - n))) (-1))
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(V4 0 0 (-((f*n)/(f-n))) 1)
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!*!
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V4 (V4 1 0 0 0)
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(V4 0 0 1 0)
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(V4 0 1 0 0)
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(V4 0 0 0 1)
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with (distribute $ perspective) $ \ptr ->
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GL.glUniformMatrix4fv proj 1 0 (castPtr (ptr :: Ptr (M44 CFloat)))
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--V.unsafeWith perspective $ \ptr -> GL.glUniformMatrix4fv proj 1 0 ptr
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let cam = crot !*! ctrans
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ctrans = (eye4 & translation .~ V3 (-5) (-10) (-10)) :: M44 CFloat
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crot = (m33_to_m44 $
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(fromQuaternion $
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axisAngle (V3 1 0 0) (pi/4))
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!*!
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(fromQuaternion $
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axisAngle (V3 0 1 0) (pi/16))
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) :: M44 CFloat
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--V.unsafeWith model $ \ptr -> GL.glUniformMatrix4fv mmat 1 0 ptr
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with (distribute $ cam) $ \ptr ->
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GL.glUniformMatrix4fv mmat 1 0 (castPtr (ptr :: Ptr (M44 CFloat)))
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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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@ -1,4 +1,4 @@
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{-# LANGUAGE OverloadedStrings #-}
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{-# LANGUAGE OverloadedStrings, BangPatterns #-}
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module Map.Map
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(
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@ -47,7 +47,7 @@ lineHeight :: GLfloat
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lineHeight = 0.8660254
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numComponents :: Int
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numComponents = 7
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numComponents = 10
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mapStride :: Stride
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mapStride = fromIntegral (sizeOf (0.0 :: GLfloat) * numComponents)
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@ -60,18 +60,18 @@ mapVertexArrayDescriptor count' offset =
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VertexArrayDescriptor count' Float mapStride (bufferObjectPtr ((fromIntegral offset)*sizeOf (0 :: GLfloat)) ) --(fromIntegral numComponents * offset))
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fgColorIndex :: (IntegerHandling, VertexArrayDescriptor GLfloat)
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fgColorIndex = (ToFloat, mapVertexArrayDescriptor 4 3) --color first
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fgColorIndex = (ToFloat, mapVertexArrayDescriptor 4 0) --color first
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fgNormalIndex :: (IntegerHandling, VertexArrayDescriptor GLfloat)
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fgNormalIndex = (ToFloat, mapVertexArrayDescriptor 3 4) --normal after color
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fgVertexIndex :: (IntegerHandling, VertexArrayDescriptor GLfloat)
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fgVertexIndex = (ToFloat, mapVertexArrayDescriptor 3 0) --vertex after normal
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fgVertexIndex = (ToFloat, mapVertexArrayDescriptor 3 7) --vertex after normal
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getMapBufferObject :: IO (BufferObject, NumArrayIndices)
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getMapBufferObject = do
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map' <- testmap
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map' <- return $ P.map (*1) (generateTriangles map')
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! map' <- return $ P.map (*1) (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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@ -177,9 +177,9 @@ lookupVertex map' x y =
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--TODO: calculate normals correctly!
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in
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[
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vx, vy, vz, -- 3 Vertex
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cr, cg, cb, 1.0 -- RGBA Color
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--nx, ny, nz, -- 3 Normal
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cr, cg, cb, 1.0, -- RGBA Color
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nx, ny, nz, -- 3 Normal
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vx, vy, vz -- 3 Vertex
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]
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heightLookup :: PlayMap -> (Int,Int) -> GLfloat
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@ -233,8 +233,7 @@ testMapTemplate = T.transpose [
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testMapTemplate2 :: [Text]
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testMapTemplate2 = T.transpose [
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"~~~~~~~~~~~~",
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"~SSSSSSSSSS~"
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"~~~~~~~~~~~~"
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]
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testmap :: IO PlayMap
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@ -243,6 +242,12 @@ testmap = do
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rawMap <- return $ parseTemplate (randoms g) (T.concat testMapTemplate)
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return $ listArray ((0,0),(19,19)) rawMap
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testmap2 :: IO PlayMap
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testmap2 = 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),(9,0)) rawMap
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parseTemplate :: [Int] -> Text -> [MapEntry]
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parseTemplate (r:rs) t =
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checkError "initBuffer"
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return bufferObject
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initShader :: IO (AttribLocation, AttribLocation, UniformLocation, UniformLocation)
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initShader :: IO (AttribLocation, AttribLocation, AttribLocation, UniformLocation, UniformLocation)
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initShader = do
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! vertexSource <- B.readFile vertexShaderFile
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! fragmentSource <- B.readFile fragmentShaderFile
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@ -52,20 +52,25 @@ initShader = do
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modelMatrixIndex <- get (uniformLocation program "fg_ModelMatrix")
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checkError "modelMat"
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att <- get (activeAttribs program)
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vertexIndex <- get (attribLocation program "fg_VertexIn")
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vertexAttribArray vertexIndex $= Enabled
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checkError "vertexInd"
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normalIndex <- get (attribLocation program "fg_NormalIn")
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vertexAttribArray normalIndex $= Enabled
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checkError "normalInd"
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colorIndex <- get (attribLocation program "fg_Color")
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vertexAttribArray colorIndex $= Enabled
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checkError "colorInd"
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att <- get (activeAttribs program)
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putStrLn $ unlines $ "Attributes: ":map show att
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putStrLn $ unlines $ ["Indices: ", show (colorIndex, normalIndex, vertexIndex)]
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checkError "initShader"
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return (colorIndex, vertexIndex, projectionMatrixIndex, modelMatrixIndex)
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return (colorIndex, normalIndex, vertexIndex, projectionMatrixIndex, modelMatrixIndex)
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initRendering :: IO ()
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initRendering = do
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