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

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@ -1,29 +1,31 @@
{-# LANGUAGE BangPatterns #-}
module Main where
import qualified Graphics.UI.Gtk as Gtk
import Graphics.UI.Gtk (AttrOp((:=)))
import qualified Graphics.UI.Gtk.OpenGL as GtkGL
import Graphics.UI.Gtk (AttrOp ((:=)))
import qualified Graphics.UI.Gtk as Gtk
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 Data.Array.IArray as A
import Map.Coordinates
import Map.Map
import Map.Coordinates
import Map.Map
import Data.Maybe (fromMaybe)
import Debug.Trace
import Data.IntSet as IS
import Data.IORef
import Data.IntSet as IS
import Data.IORef
import Data.Maybe (fromMaybe)
import Debug.Trace
import Prelude as P
import Control.Monad
import Control.Concurrent
import Control.Concurrent.STM
import System.IO.Unsafe (unsafePerformIO)
import GHC.Conc.Sync (unsafeIOToSTM)
import Control.Monad.IO.Class (liftIO)
import Control.Concurrent
import Control.Concurrent.STM
import Control.Monad
import Control.Monad.IO.Class (liftIO)
import Foreign.Ptr (nullPtr)
import GHC.Conc.Sync (unsafeIOToSTM)
import Prelude as P
import System.IO.Unsafe (unsafePerformIO)
import Foreign.Marshal.Array (allocaArray)
data ProgramState = PS { keysPressed :: IntSet
, px :: GLfloat
@ -38,27 +40,47 @@ data ProgramState = PS { keysPressed :: IntSet
, dpitch :: GLfloat }
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
canvasWidth = 1024 :: Int
canvasHeight = 768 :: Int
deltaV = 0.10
deltaH = 0.5
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)
glVertex3f (x,y,z) = vertex (Vertex3 x y z :: Vertex3 GLfloat)
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 cx then
Vector3 (1.5*(fromIntegral cx)) 0.0 (2*(fromIntegral cz))
else
Vector3 (1.5*(fromIntegral cx)) 0.0 (2*(fromIntegral cz)-1)
Vector3 (1.5 * fromIntegral cx) 0.0
(if even cx then 2 * fromIntegral cz else
2 * fromIntegral cz - 1)
,
case t of
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
,getTileVertices m c)
renderTile :: (Vector3 GLfloat, Color3 GLfloat, [Vertex3 GLfloat]) -> IO ()
renderTile :: RenderObject -> IO ()
renderTile (coord,c,ts) =
preservingMatrix $ do
color c
translate coord
_ <- renderPrimitive Polygon $ do
{-color black
lineWidth $= 4.0
lineSmooth $= Enabled
_ <- renderPrimitive LineLoop $ do
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
return ()
drawSphere = do
renderQuadric (QuadricStyle
(Just Smooth)
GenerateTextureCoordinates
Outside
FillStyle)
(Sphere 1.0 48 48)
drawSphere :: IO ()
drawSphere = renderQuadric
(QuadricStyle (Just Smooth) GenerateTextureCoordinates Outside
FillStyle)
(Sphere 2.0 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.
display :: MVar ProgramState -> PlayMap -> IO ()
display state t =
let
-- Todo: have tiles static somewhere .. dont calculate every frame
tiles = P.map (prepareRenderTile t) (A.assocs t)
in
do
@ -104,11 +148,12 @@ display state t =
GL.rotate heading (Vector3 0.0 1.0 0.0 :: 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 ()
updateCamera :: MVar ProgramState -> IO ()
@ -155,13 +200,81 @@ updateCamera state = do
, 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
reconfigure :: Int -> Int -> IO (Int, Int)
reconfigure w h = do
-- maintain aspect ratio
let aspectRatio = (fromIntegral canvasWidth) / (fromIntegral canvasHeight)
(w1, h1) = (fromIntegral w, (fromIntegral w) / aspectRatio)
(w2, h2) = ((fromIntegral h) * aspectRatio, fromIntegral h)
let aspectRatio = fromIntegral canvasWidth / fromIntegral canvasHeight
(w1, h1) = (fromIntegral w, fromIntegral w / aspectRatio)
(w2, h2) = (fromIntegral h * aspectRatio, fromIntegral h)
(w', h') = if h1 <= fromIntegral h
then (floor w1, floor h1)
else (floor w2, floor h2)
@ -210,10 +323,11 @@ keyEvent state press = do
deny a = return (a, False)
in do
-- keep list of pressed keys up2date
ps <- if not press
then return ps { keysPressed = fromIntegral code `IS.delete` kp }
else return ps { keysPressed = fromIntegral code `IS.insert` kp }
-- putStrLn $ unwords [name , show val, show code, show ps] -- trace (unwords [name , show val]) -- debugging
ps <- return (if not press then
(ps{keysPressed = fromIntegral code `delete` kp})
else
(ps{keysPressed = fromIntegral code `insert` kp}))
putStrLn $ unwords [name , show val, show code, show ps] -- trace (unwords [name , show val]) -- debugging
-- process keys
case press of
-- on PRESS only
@ -247,7 +361,7 @@ main :: IO ()
main = do
! terrain <- testmap
-- create TVar using unsafePerformIO -> currently no other thread -> OK
state <- newMVar $ PS { keysPressed = IS.empty
state <- newMVar PS { keysPressed = IS.empty
, px = 7.5
, py = 20
, pz = 15
@ -279,27 +393,48 @@ main = do
-- we are using wouldn't heve been setup yet)
Gtk.onRealize canvas $ GtkGL.withGLDrawingArea canvas $ \_ -> do
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
materialDiffuse Front $= Color4 0.4 0.4 0.4 1.0
materialSpecular Front $= Color4 0.8 0.8 0.8 1.0
materialShininess Front $= 25.0
ambient (Light 0) $= Color4 0.3 0.3 0.3 1.0
diffuse (Light 0) $= Color4 1.0 1.0 1.0 1.0
specular (Light 0) $= Color4 0.8 0.8 0.8 1.0
ambient sun $= Color4 0.3 0.3 0.3 1.0
diffuse sun $= Color4 1.0 1.0 1.0 1.0
specular sun $= Color4 0.8 0.8 0.8 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
light (Light 0) $= Enabled
light sun $= Enabled
depthFunc $= Just Less
shadeModel $= Smooth
--lightModelLocalViewer $= Enabled
--vertexProgramTwoSide $= Enabled
clearColor $= Color4 0.0 0.0 0.0 0.0
drawBuffer $= BackBuffers
colorMaterial $= Just (Front, Diffuse)
frontFace $= CCW
cullFace $= Just Back
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 ()
{-clearColor $= (Color4 0.0 0.0 0.0 0.0)
matrixMode $= Projection

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

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