Scene renders better now

- Enabled BackCulling
- Wrote shadow-mapping-functions
- temp. changed to flat-shading for better distinction
- defined Tiles CCW for BackCulling
This commit is contained in:
Nicole Dresselhaus 2014-01-01 20:32:35 +01:00
parent e1cad5786e
commit 7110d9404b
4 changed files with 233 additions and 88 deletions

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@ -10,7 +10,7 @@ executable Pioneers
build-depends: build-depends:
base >= 4, base >= 4,
gtk, gtk,
OpenGL >=2.8.0 && <2.9, OpenGL >=2.9,
gtkglext >=0.12, gtkglext >=0.12,
containers >=0.5 && <0.6, containers >=0.5 && <0.6,
array >=0.4.0 && <0.5, array >=0.4.0 && <0.5,
@ -19,7 +19,6 @@ executable Pioneers
text >=0.11.3 && <0.12, text >=0.11.3 && <0.12,
stm >=2.4.2 && <2.5, stm >=2.4.2 && <2.5,
transformers >=0.3.0 && <0.4, transformers >=0.3.0 && <0.4,
List >=0.5.1 && <0.6,
List >=0.5.1 && <0.6 List >=0.5.1 && <0.6
ghc-options: -Wall ghc-options: -Wall
other-modules: other-modules:

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@ -1,29 +1,31 @@
{-# LANGUAGE BangPatterns #-} {-# LANGUAGE BangPatterns #-}
module Main where module Main where
import qualified Graphics.UI.Gtk as Gtk import Graphics.UI.Gtk (AttrOp ((:=)))
import Graphics.UI.Gtk (AttrOp((:=))) import qualified Graphics.UI.Gtk as Gtk
import qualified Graphics.UI.Gtk.OpenGL as GtkGL import qualified Graphics.UI.Gtk.OpenGL as GtkGL
import Graphics.Rendering.OpenGL as GL import qualified Data.Array.IArray as A
import Graphics.Rendering.OpenGL as GL
import qualified Graphics.UI.Gtk.Gdk.EventM as Event import qualified Graphics.UI.Gtk.Gdk.EventM as Event
import qualified Data.Array.IArray as A
import Map.Coordinates import Map.Coordinates
import Map.Map import Map.Map
import Data.Maybe (fromMaybe) import Data.IntSet as IS
import Debug.Trace import Data.IORef
import Data.IntSet as IS import Data.Maybe (fromMaybe)
import Data.IORef import Debug.Trace
import Prelude as P import Control.Concurrent
import Control.Monad import Control.Concurrent.STM
import Control.Concurrent import Control.Monad
import Control.Concurrent.STM import Control.Monad.IO.Class (liftIO)
import System.IO.Unsafe (unsafePerformIO) import Foreign.Ptr (nullPtr)
import GHC.Conc.Sync (unsafeIOToSTM) import GHC.Conc.Sync (unsafeIOToSTM)
import Control.Monad.IO.Class (liftIO) import Prelude as P
import System.IO.Unsafe (unsafePerformIO)
import Foreign.Marshal.Array (allocaArray)
data ProgramState = PS { keysPressed :: IntSet data ProgramState = PS { keysPressed :: IntSet
, px :: GLfloat , px :: GLfloat
@ -38,27 +40,47 @@ data ProgramState = PS { keysPressed :: IntSet
, dpitch :: GLfloat } , dpitch :: GLfloat }
deriving (Show) deriving (Show)
type RenderObject = (Vector3 GLfloat, Color3 GLfloat, [Vertex3 GLfloat])
(Vertex4 a b c d) .+ (Vertex4 w x y z) = Vertex4 (a+w) (b+x) (c+y) (d+z)
(Vertex4 a b c d) .* e = Vertex4 (a*e) (b*e) (c*e) (d*e)
animationWaitTime = 3 :: Int animationWaitTime = 3 :: Int
canvasWidth = 1024 :: Int canvasWidth = 1024 :: Int
canvasHeight = 768 :: Int canvasHeight = 768 :: Int
deltaV = 0.10 deltaV = 0.10
deltaH = 0.5 deltaH = 0.5
deltaP = 0.15 deltaP = 0.15
black = Color3 0 0 0 :: Color3 GLfloat
shadowMapSize :: TextureSize2D
shadowMapSize = TextureSize2D 256 256
-- TODO: Put render-stuff in render-module up :: Vector3 GLdouble
up = Vector3 0 1 0
origin :: Vertex3 GLdouble
origin = Vertex3 0 0 0
sun = Light 0
-- TODO: Put render-stuff in render-modul
--gets Sun position in given format
getSunPos :: (GLdouble -> GLdouble -> GLdouble -> a) -> IO a
getSunPos f = do
Vertex4 x y z _ <- get (position sun)
return $ f (realToFrac x) (realToFrac y) (realToFrac z)
glTexCoord2f (x,y) = texCoord (TexCoord2 x y :: TexCoord2 GLfloat) glTexCoord2f (x,y) = texCoord (TexCoord2 x y :: TexCoord2 GLfloat)
glVertex3f (x,y,z) = vertex (Vertex3 x y z :: Vertex3 GLfloat) glVertex3f (x,y,z) = vertex (Vertex3 x y z :: Vertex3 GLfloat)
glNormal3f (x,y,z) = normal (Normal3 x y z :: Normal3 GLfloat) glNormal3f (x,y,z) = normal (Normal3 x y z :: Normal3 GLfloat)
prepareRenderTile :: PlayMap -> ((Int,Int),MapEntry) -> (Vector3 GLfloat, Color3 GLfloat, [Vertex3 GLfloat]) prepareRenderTile :: PlayMap -> ((Int,Int),MapEntry) -> (Vector3 GLfloat, Color3 GLfloat, [Vertex3 GLfloat])
prepareRenderTile m (c@(cx,cz),(_,t)) = prepareRenderTile m (c@(cx,cz),(_,t)) =
( (
if even cx then Vector3 (1.5 * fromIntegral cx) 0.0
Vector3 (1.5*(fromIntegral cx)) 0.0 (2*(fromIntegral cz)) (if even cx then 2 * fromIntegral cz else
else 2 * fromIntegral cz - 1)
Vector3 (1.5*(fromIntegral cx)) 0.0 (2*(fromIntegral cz)-1)
, ,
case t of case t of
Water -> Color3 0.5 0.5 1 :: Color3 GLfloat Water -> Color3 0.5 0.5 1 :: Color3 GLfloat
@ -67,28 +89,50 @@ prepareRenderTile m (c@(cx,cz),(_,t)) =
Mountain -> Color3 0.5 0.5 0.5 :: Color3 GLfloat Mountain -> Color3 0.5 0.5 0.5 :: Color3 GLfloat
,getTileVertices m c) ,getTileVertices m c)
renderTile :: (Vector3 GLfloat, Color3 GLfloat, [Vertex3 GLfloat]) -> IO () renderTile :: RenderObject -> IO ()
renderTile (coord,c,ts) = renderTile (coord,c,ts) =
preservingMatrix $ do preservingMatrix $ do
color c
translate coord translate coord
_ <- renderPrimitive Polygon $ do {-color black
lineWidth $= 4.0
lineSmooth $= Enabled
_ <- renderPrimitive LineLoop $ do
glNormal3f(0.0,0.0,1.0) glNormal3f(0.0,0.0,1.0)
mapM vertex ts-}
color c
_ <- renderPrimitive Polygon $ do
glNormal3f(0.0,1.0,0.0)
mapM vertex ts mapM vertex ts
return () return ()
drawSphere = do drawSphere :: IO ()
renderQuadric (QuadricStyle drawSphere = renderQuadric
(Just Smooth) (QuadricStyle (Just Smooth) GenerateTextureCoordinates Outside
GenerateTextureCoordinates FillStyle)
Outside (Sphere 2.0 48 48)
FillStyle)
(Sphere 1.0 48 48) drawObjects :: [RenderObject] -> [RenderObject] -> Bool -> IO ()
drawObjects map ent shadowRender = do
textureOn <- get (texture Texture2D) --are textures enabled?
when shadowRender $
texture Texture2D $= Disabled --disable textures if we render shadows.
--draw objects
preservingMatrix $ do
translate (Vector3 15.0 15.0 25.0 :: Vector3 GLfloat)
drawSphere
mapM_ renderTile map
when (shadowRender && textureOn == Enabled) $ --reset texture-rendering
texture Texture2D $= Enabled
-- OpenGL polygon-function for drawing stuff. -- OpenGL polygon-function for drawing stuff.
display :: MVar ProgramState -> PlayMap -> IO () display :: MVar ProgramState -> PlayMap -> IO ()
display state t = display state t =
let let
-- Todo: have tiles static somewhere .. dont calculate every frame
tiles = P.map (prepareRenderTile t) (A.assocs t) tiles = P.map (prepareRenderTile t) (A.assocs t)
in in
do do
@ -104,11 +148,12 @@ display state t =
GL.rotate heading (Vector3 0.0 1.0 0.0 :: Vector3 GLfloat) GL.rotate heading (Vector3 0.0 1.0 0.0 :: Vector3 GLfloat)
translate (Vector3 (-px) (-py) (-pz)::Vector3 GLfloat) translate (Vector3 (-px) (-py) (-pz)::Vector3 GLfloat)
position (Light 0) $= Vertex4 0.0 0.0 (20.0) 1.0 generateShadowMap tiles [] True
generateTextureMatrix
clear [ ColorBuffer, DepthBuffer ]
preservingMatrix $ do
drawObjects tiles [] False
-- Instead of glBegin ... glEnd there is renderPrimitive.
--trace (show tiles) $
mapM_ renderTile tiles
return () return ()
updateCamera :: MVar ProgramState -> IO () updateCamera :: MVar ProgramState -> IO ()
@ -155,13 +200,81 @@ updateCamera state = do
, heading = heading' , heading = heading'
} }
-- Note: preservingViewport is not exception safe, but it doesn't matter here
preservingViewport :: IO a -> IO a
preservingViewport act = do
v <- get viewport
x <- act
viewport $= v
return x
generateTextureMatrix :: IO ()
generateTextureMatrix = do
-- Set up projective texture matrix. We use the Modelview matrix stack and
-- OpenGL matrix commands to make the matrix.
m <- preservingMatrix $ do
loadIdentity
-- resolve overloading, not needed in "real" programs
let translatef = translate :: Vector3 GLfloat -> IO ()
scalef = scale :: GLfloat -> GLfloat -> GLfloat -> IO ()
translatef (Vector3 0.5 0.5 0.0)
scalef 0.5 0.5 1.0
perspective 60 1 1 1000
lightPos' <- getSunPos Vertex3
lookAt lightPos' origin up
get (matrix (Just (Modelview 0)))
[ sx, sy, sz, sw,
tx, ty, tz, tw,
rx, ry, rz, rw,
qx, qy, qz, qw ] <- getMatrixComponents RowMajor (m :: GLmatrix GLdouble)
textureGenMode S $= Just (ObjectLinear (Plane sx sy sz sw))
textureGenMode T $= Just (ObjectLinear (Plane tx ty tz tw))
textureGenMode R $= Just (ObjectLinear (Plane rx ry rz rw))
textureGenMode Q $= Just (ObjectLinear (Plane qx qy qz qw))
generateShadowMap :: [RenderObject] -> [RenderObject] -> Bool -> IO ()
generateShadowMap tiles obj showShadow' = do
lightPos' <- getSunPos Vertex3
let (TextureSize2D shadowMapWidth shadowMapHeight) = shadowMapSize
shadowMapSize' = Size shadowMapWidth shadowMapHeight
preservingViewport $ do
viewport $= (Position 0 0, shadowMapSize')
clear [ ColorBuffer, DepthBuffer ]
matrixMode $= Projection
preservingMatrix $ do
loadIdentity
perspective 80 1 10 1000
matrixMode $= Modelview 0
preservingMatrix $ do
loadIdentity
lookAt lightPos' origin up
drawObjects tiles obj True
matrixMode $= Projection
matrixMode $= Modelview 0
copyTexImage2D Texture2D 0 DepthComponent' (Position 0 0) shadowMapSize 0
when showShadow' $ do
let numShadowMapPixels = fromIntegral (shadowMapWidth * shadowMapHeight)
allocaArray numShadowMapPixels $ \depthImage -> do
let pixelData fmt = PixelData fmt Float depthImage :: PixelData GLfloat
readPixels (Position 0 0) shadowMapSize' (pixelData DepthComponent)
(_, Size viewPortWidth _) <- get viewport
windowPos (Vertex2 (fromIntegral viewPortWidth / 2 :: GLfloat) 0)
drawPixels shadowMapSize' (pixelData Luminance)
--Adjust size to given dimensions --Adjust size to given dimensions
reconfigure :: Int -> Int -> IO (Int, Int) reconfigure :: Int -> Int -> IO (Int, Int)
reconfigure w h = do reconfigure w h = do
-- maintain aspect ratio -- maintain aspect ratio
let aspectRatio = (fromIntegral canvasWidth) / (fromIntegral canvasHeight) let aspectRatio = fromIntegral canvasWidth / fromIntegral canvasHeight
(w1, h1) = (fromIntegral w, (fromIntegral w) / aspectRatio) (w1, h1) = (fromIntegral w, fromIntegral w / aspectRatio)
(w2, h2) = ((fromIntegral h) * aspectRatio, fromIntegral h) (w2, h2) = (fromIntegral h * aspectRatio, fromIntegral h)
(w', h') = if h1 <= fromIntegral h (w', h') = if h1 <= fromIntegral h
then (floor w1, floor h1) then (floor w1, floor h1)
else (floor w2, floor h2) else (floor w2, floor h2)
@ -210,10 +323,11 @@ keyEvent state press = do
deny a = return (a, False) deny a = return (a, False)
in do in do
-- keep list of pressed keys up2date -- keep list of pressed keys up2date
ps <- if not press ps <- return (if not press then
then return ps { keysPressed = fromIntegral code `IS.delete` kp } (ps{keysPressed = fromIntegral code `delete` kp})
else return ps { keysPressed = fromIntegral code `IS.insert` kp } else
-- putStrLn $ unwords [name , show val, show code, show ps] -- trace (unwords [name , show val]) -- debugging (ps{keysPressed = fromIntegral code `insert` kp}))
putStrLn $ unwords [name , show val, show code, show ps] -- trace (unwords [name , show val]) -- debugging
-- process keys -- process keys
case press of case press of
-- on PRESS only -- on PRESS only
@ -247,7 +361,7 @@ main :: IO ()
main = do main = do
! terrain <- testmap ! terrain <- testmap
-- create TVar using unsafePerformIO -> currently no other thread -> OK -- create TVar using unsafePerformIO -> currently no other thread -> OK
state <- newMVar $ PS { keysPressed = IS.empty state <- newMVar PS { keysPressed = IS.empty
, px = 7.5 , px = 7.5
, py = 20 , py = 20
, pz = 15 , pz = 15
@ -279,27 +393,48 @@ main = do
-- we are using wouldn't heve been setup yet) -- we are using wouldn't heve been setup yet)
Gtk.onRealize canvas $ GtkGL.withGLDrawingArea canvas $ \_ -> do Gtk.onRealize canvas $ GtkGL.withGLDrawingArea canvas $ \_ -> do
reconfigure canvasWidth canvasHeight reconfigure canvasWidth canvasHeight
--set up shadow-map
texImage2D Texture2D NoProxy 0 DepthComponent' shadowMapSize 0
(PixelData DepthComponent UnsignedByte nullPtr)
materialAmbient Front $= Color4 0.4 0.4 0.4 1.0 materialAmbient Front $= Color4 0.4 0.4 0.4 1.0
materialDiffuse Front $= Color4 0.4 0.4 0.4 1.0 materialDiffuse Front $= Color4 0.4 0.4 0.4 1.0
materialSpecular Front $= Color4 0.8 0.8 0.8 1.0 materialSpecular Front $= Color4 0.8 0.8 0.8 1.0
materialShininess Front $= 25.0 materialShininess Front $= 25.0
ambient (Light 0) $= Color4 0.3 0.3 0.3 1.0 ambient sun $= Color4 0.3 0.3 0.3 1.0
diffuse (Light 0) $= Color4 1.0 1.0 1.0 1.0 diffuse sun $= Color4 1.0 1.0 1.0 1.0
specular (Light 0) $= Color4 0.8 0.8 0.8 1.0 specular sun $= Color4 0.8 0.8 0.8 1.0
lightModelAmbient $= Color4 0.2 0.2 0.2 1.0 lightModelAmbient $= Color4 0.2 0.2 0.2 1.0
position sun $= (Vertex4 2.0 1.0 1.3 1.0 :: Vertex4 GLfloat) .* 5
spotDirection sun $= (Normal3 (-2.0) (-1.0) (-1.3) :: Normal3 GLfloat)
--spotExponent sun $= 1.0
--attenuation sun $= (1.0, 0.0, 0.0)
lighting $= Enabled lighting $= Enabled
light (Light 0) $= Enabled light sun $= Enabled
depthFunc $= Just Less depthFunc $= Just Less
shadeModel $= Smooth
--lightModelLocalViewer $= Enabled
--vertexProgramTwoSide $= Enabled
clearColor $= Color4 0.0 0.0 0.0 0.0 clearColor $= Color4 0.0 0.0 0.0 0.0
drawBuffer $= BackBuffers drawBuffer $= BackBuffers
colorMaterial $= Just (Front, Diffuse) colorMaterial $= Just (Front, Diffuse)
frontFace $= CCW
cullFace $= Just Back
texture Texture2D $= Enabled texture Texture2D $= Enabled
shadeModel $= Smooth shadeModel $= Flat
fog $= Enabled
fogMode $= Linear 45.0 50.0
fogColor $= Color4 0.5 0.5 0.5 1.0
fogDistanceMode $= EyeRadial
return () return ()
{-clearColor $= (Color4 0.0 0.0 0.0 0.0) {-clearColor $= (Color4 0.0 0.0 0.0 0.0)
matrixMode $= Projection matrixMode $= Projection

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@ -63,17 +63,18 @@ data TileVertex =
deriving (Show, Eq, Ord) deriving (Show, Eq, Ord)
--Culling is done with GL_CCW
getTileVertices :: PlayMap -> Tile -> [Vertex3 GLfloat] getTileVertices :: PlayMap -> Tile -> [Vertex3 GLfloat]
getTileVertices heights t = let p = (listArray (0,5) hexagon) getTileVertices heights t = let p = (listArray (0,5) hexagon)
::Array Int (Float,Float) in ::Array Int (Float,Float) in
P.map floatToVertex $ P.map floatToVertex $
[ [
(fst $ p ! 0, getHeight heights VertexNW t, snd $ p ! 0), (fst $ p ! 5, getHeight heights VertexW t, snd $ p ! 5),
(fst $ p ! 1, getHeight heights VertexNE t, snd $ p ! 1),
(fst $ p ! 2, getHeight heights VertexE t, snd $ p ! 2),
(fst $ p ! 3, getHeight heights VertexSE t, snd $ p ! 3),
(fst $ p ! 4, getHeight heights VertexSW t, snd $ p ! 4), (fst $ p ! 4, getHeight heights VertexSW t, snd $ p ! 4),
(fst $ p ! 5, getHeight heights VertexW t, snd $ p ! 5) (fst $ p ! 3, getHeight heights VertexSE t, snd $ p ! 3),
(fst $ p ! 2, getHeight heights VertexE t, snd $ p ! 2),
(fst $ p ! 1, getHeight heights VertexNE t, snd $ p ! 1),
(fst $ p ! 0, getHeight heights VertexNW t, snd $ p ! 0)
] ]
getHeight :: PlayMap -> TileVertex -> Tile -> Float getHeight :: PlayMap -> TileVertex -> Tile -> Float

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@ -26,23 +26,33 @@ type PlayMap = Array (Int, Int) MapEntry
-- row-minor -> row-major -- row-minor -> row-major
testMapTemplate :: [Text] testMapTemplate :: [Text]
testMapTemplate = T.transpose [ testMapTemplate = T.transpose [
"~~~~~~~~~~", "~~~~~~~~~~~~~~~~~~~~",
"~~SSSSSS~~", "~~SSSSSSSSSSSSSS~~~~",
"~SSGGGGS~~", "~SSGGGGGGGSGSGGS~~~~",
"~SSGGMMS~~", "~SSGGGGGGMSGSGMS~~~~",
"~SGGMMS~~~", "~SGGGGGGMMMGGGS~~~S~",
"~SGMMMS~~~", "~SGGGMGMMMMMGGS~~~SS",
"~GGGGGGS~~", "~GGGGGGGGGGGGGGS~~~~",
"~SGGGGGS~~", "~SGGGGGGGGGGGGGS~~~~",
"~~SSSS~~~~", "~~SSSSGGGSSSSS~~~~~~",
"~~~~~~~~~~" "~~~~~SGGGGS~~~~~~~~~",
"~~~~SSGGGGSS~~~~~~~~",
"~~SSSGGGGGGSSSSS~~~~",
"~SSGSGSGGGSGSGGS~~~~",
"~SSGSGSGGMSGSGMS~~~~",
"~SGGMMMMGGGGGGS~~~~~",
"~SGMMMMMGGGGSSS~~~~~",
"~GGMMMMMGGGSSSSS~~~~",
"~SGGGGGGGSSSSSSS~~~~",
"~~SSSSSSSSSSSS~~~~~~",
"~~~~~~~~~~~~~~~~~~~~"
] ]
testmap :: IO PlayMap testmap :: IO PlayMap
testmap = do testmap = do
g <- getStdGen g <- getStdGen
rawMap <- return $ parseTemplate (randoms g) (T.concat testMapTemplate) rawMap <- return $ parseTemplate (randoms g) (T.concat testMapTemplate)
return $ listArray ((0,0),(9,9)) rawMap return $ listArray ((0,0),(19,19)) rawMap
parseTemplate :: [Int] -> Text -> [MapEntry] parseTemplate :: [Int] -> Text -> [MapEntry]