moooaaarrr work on triangles ... still nothing
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@ -25,5 +25,6 @@ executable Pioneers
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pretty >=1.1,
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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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stm >=2.4.2,
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vector >=0.10.9 && <0.11
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@ -3,11 +3,10 @@
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//color from earlier stages
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smooth in vec4 fg_SmoothColor;
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//color of pixel
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out vec4 fg_FragColor;
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void main(void)
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{
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//copy-shader
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fg_FragColor = fg_SmoothColor;
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fg_FragColor = vec4(1,0,0,1) + 0.01* fg_SmoothColor;
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}
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@ -9,12 +9,12 @@ in vec3 fg_VertexIn;
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in vec3 fg_Normal;
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//output-data for later stages
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smooth out vec4 fg_SmoothColor;
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out vec4 fg_SmoothColor;
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void main()
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{
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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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vec4 fg_Vertex = vec4(fg_VertexIn.x, fg_VertexIn.y+0.1, fg_VertexIn.z, 1.0);
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fg_SmoothColor = fg_Color + 0.001* fg_Normal.xyzx;
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gl_Position = fg_ProjectionMatrix * fg_Vertex;
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}
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34
src/Main.hs
34
src/Main.hs
@ -10,12 +10,14 @@ import Data.List (intercalate)
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import Data.Maybe (catMaybes)
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import Text.PrettyPrint
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import qualified Graphics.Rendering.OpenGL.GL as GL
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import qualified Graphics.UI.GLFW as GLFW
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import qualified Graphics.Rendering.OpenGL.GL as GL
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import qualified Graphics.Rendering.OpenGL.Raw.Core31 as GLRaw
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import qualified Graphics.UI.GLFW as GLFW
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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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@ -385,13 +387,37 @@ draw = do
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map' = stateMap state
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frust = stateFrustum state
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liftIO $ do
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lookAtUniformMatrix4fv (0.0,0.0,0.0) (0, 15, 0) up frust proj 1
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GLRaw.glClearDepth 1.0
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GLRaw.glDisable GLRaw.gl_CULL_FACE
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--lookAtUniformMatrix4fv (0.0,0.0,0.0) (0, 15, 0) up frust proj 1
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-------------
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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 -> GLRaw.glUniformMatrix4fv proj 1 0 ptr
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---------------
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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.vertexAttribArray ci GL.$= GL.Enabled
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GL.vertexAttribPointer ni GL.$= fgNormalIndex
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GL.vertexAttribArray ni GL.$= GL.Enabled
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GL.vertexAttribPointer vi GL.$= fgVertexIndex
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GL.vertexAttribArray vi GL.$= GL.Enabled
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GL.drawArrays GL.Triangles 0 numVert
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checkError "draw"
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getCursorKeyDirections :: GLFW.Window -> IO (Double, Double)
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getCursorKeyDirections win = do
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@ -80,7 +80,9 @@ getMapBufferObject = do
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bo <- genObjectName -- create a new buffer
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bindBuffer ArrayBuffer $= Just bo -- bind buffer
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withArray map' $ \buffer ->
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bufferData ArrayBuffer $= (fromIntegral (sizeOf(P.head map')), buffer, StaticDraw)
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bufferData ArrayBuffer $= (fromIntegral $ sizeOf (0 :: Float)*P.length map',
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buffer,
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StaticDraw)
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checkError "initBuffer"
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return (bo,len)
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@ -77,10 +77,10 @@ lookAtUniformMatrix4fv :: (Double, Double, Double) --origin
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lookAtUniformMatrix4fv o c u frust num size = allocaArray 16 $ \projMat ->
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do
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pokeArray projMat $
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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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0, 0, 0, 1
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[0.1, 0, 0, 0,
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0, 0, 0.1, 0,
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0, 0.1, 0, 0,
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0, 0, 0, 1
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]
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--(lookAt o c u) >< frust
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glUniformMatrix4fv num size 1 projMat
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