Merge branch 'master' into ui
Conflicts: src/UI/Callbacks.hs caused by using TMVar for camera state
This commit is contained in:
commit
9761e7c6c2
@ -16,7 +16,6 @@ executable Pioneers
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Map.Types,
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Map.Types,
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Map.Graphics,
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Map.Graphics,
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Map.Creation,
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Map.Creation,
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Map.StaticMaps,
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Importer.IQM.Types,
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Importer.IQM.Types,
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Importer.IQM.Parser,
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Importer.IQM.Parser,
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Render.Misc,
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Render.Misc,
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15
shaders/map/fragmentShadow.shader
Normal file
15
shaders/map/fragmentShadow.shader
Normal file
@ -0,0 +1,15 @@
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#version 330
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smooth in vec3 teNormal;
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smooth in vec3 tePosition;
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smooth in float fogDist;
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smooth in float gmix;
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in vec4 teColor;
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in vec3 tePatchDistance;
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uniform mat4 ViewMatrix;
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uniform mat4 ProjectionMatrix;
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void main(void)
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{
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}
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@ -13,6 +13,8 @@ import Data.ByteString.Char8 (pack)
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import Data.ByteString (split, null, ByteString)
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import Data.ByteString (split, null, ByteString)
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import Data.ByteString.Unsafe (unsafeUseAsCString)
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import Data.ByteString.Unsafe (unsafeUseAsCString)
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import qualified Data.ByteString as B
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import qualified Data.ByteString as B
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import Graphics.GLUtil
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import Graphics.Rendering.OpenGL.GL.BufferObjects
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import Data.Word
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import Data.Word
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import Data.Int
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import Data.Int
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import Unsafe.Coerce
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import Unsafe.Coerce
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@ -211,10 +213,29 @@ parseIQM a =
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-- Fill Vertex-Arrays with data of Offsets
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-- Fill Vertex-Arrays with data of Offsets
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let va = vertexArrays raw
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let va = vertexArrays raw
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va' <- mapM (readInVAO f) va
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va' <- mapM (readInVAO f) va
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return $ raw {
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vbo <- sequence $ map toVBOfromVAO va
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vertexArrays = va'
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return $ raw
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{ vertexArrays = va'
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, vertexArrayObjects = vbo
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}
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}
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-- | Creates a BufferObject on the Graphicscard for each BufferObject
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toVBOfromVAO :: IQMVertexArray -> IO BufferObject
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toVBOfromVAO (IQMVertexArray type' _ _ num _ ptr) =
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fromPtr (toBufferTargetfromVAType type') (fromIntegral num) ptr
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-- | translates from VA-type to BufferTarget
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toBufferTargetfromVAType :: IQMVertexArrayType -> BufferTarget
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toBufferTargetfromVAType IQMPosition = ArrayBuffer
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toBufferTargetfromVAType IQMTexCoord = TextureBuffer
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toBufferTargetfromVAType IQMNormal = ArrayBuffer
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toBufferTargetfromVAType IQMBlendIndexes = ElementArrayBuffer
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toBufferTargetfromVAType IQMBlendWeights = ArrayBuffer
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toBufferTargetfromVAType IQMColor = ArrayBuffer
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toBufferTargetfromVAType _ = ArrayBuffer
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-- | Allocates memory for the Vertex-data and copies it over there
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-- | Allocates memory for the Vertex-data and copies it over there
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-- from the given input-String
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-- from the given input-String
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--
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--
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@ -254,6 +275,7 @@ doIQMparse =
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, texts = filter (not.null) (split (unsafeCoerce '\0') text)
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, texts = filter (not.null) (split (unsafeCoerce '\0') text)
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, meshes = meshes'
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, meshes = meshes'
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, vertexArrays = vaf
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, vertexArrays = vaf
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, vertexArrayObjects = [] --initialized later, after vaf get allocated.
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}
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}
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-- | Helper-Function for Extracting a random substring out of a Bytestring
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-- | Helper-Function for Extracting a random substring out of a Bytestring
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@ -13,6 +13,7 @@ import Graphics.Rendering.OpenGL.Raw.Types
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import Prelude as P
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import Prelude as P
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import Foreign.Storable
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import Foreign.Storable
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import Foreign.C.Types
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import Foreign.C.Types
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import Graphics.Rendering.OpenGL.GL.BufferObjects hiding (Offset)
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-- | Mesh-Indices to distinguish the meshes referenced
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-- | Mesh-Indices to distinguish the meshes referenced
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newtype Mesh = Mesh Word32 deriving (Show, Eq)
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newtype Mesh = Mesh Word32 deriving (Show, Eq)
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@ -108,6 +109,7 @@ data IQM = IQM
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, texts :: [ByteString]
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, texts :: [ByteString]
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, meshes :: [IQMMesh]
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, meshes :: [IQMMesh]
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, vertexArrays :: [IQMVertexArray]
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, vertexArrays :: [IQMVertexArray]
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, vertexArrayObjects :: [BufferObject]
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} deriving (Show, Eq)
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} deriving (Show, Eq)
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-- | Different Vertex-Array-Types in IQM
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-- | Different Vertex-Array-Types in IQM
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73
src/Main.hs
73
src/Main.hs
@ -12,8 +12,8 @@ import Control.Arrow ((***))
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-- data consistency/conversion
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-- data consistency/conversion
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import Control.Concurrent (threadDelay)
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import Control.Concurrent (threadDelay)
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import Control.Concurrent.STM (TQueue,
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import Control.Concurrent.STM (TQueue, newTQueueIO, atomically)
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newTQueueIO)
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import Control.Concurrent.STM.TVar (newTVarIO, writeTVar, readTVar)
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import Control.Monad.RWS.Strict (ask, evalRWST, get, liftIO, modify)
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import Control.Monad.RWS.Strict (ask, evalRWST, get, liftIO, modify)
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import Data.Functor ((<$>))
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import Data.Functor ((<$>))
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@ -43,6 +43,7 @@ import Render.Render (initRendering,
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import Render.Types
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import Render.Types
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import UI.Callbacks
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import UI.Callbacks
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import Map.Graphics
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import Map.Graphics
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import Map.Creation (exportedMap)
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import Types
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import Types
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import qualified UI.UIBase as UI
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import qualified UI.UIBase as UI
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import Importer.IQM.Parser
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import Importer.IQM.Parser
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@ -54,7 +55,7 @@ import Importer.IQM.Parser
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--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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testParser :: String -> IO ()
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testParser :: String -> IO ()
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testParser a = putStrLn . show =<< parseIQM a
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testParser a = print =<< parseIQM a
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{-do
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{-do
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f <- B.readFile a
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f <- B.readFile a
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putStrLn "reading in:"
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putStrLn "reading in:"
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@ -86,22 +87,33 @@ main =
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(SDL.Size fbWidth fbHeight) <- SDL.glGetDrawableSize window'
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(SDL.Size fbWidth fbHeight) <- SDL.glGetDrawableSize window'
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initRendering
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initRendering
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--generate map vertices
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--generate map vertices
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glMap' <- initMapShader 4 =<< getMapBufferObject
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curMap <- exportedMap
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glMap' <- initMapShader 4 =<< getMapBufferObject curMap
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eventQueue <- newTQueueIO :: IO (TQueue SDL.Event)
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eventQueue <- newTQueueIO :: IO (TQueue SDL.Event)
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now <- getCurrentTime
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now <- getCurrentTime
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--font <- TTF.openFont "fonts/ttf-04B_03B_/04B_03B_.TTF" 10
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--font <- TTF.openFont "fonts/ttf-04B_03B_/04B_03B_.TTF" 10
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--TTF.setFontStyle font TTFNormal
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--TTF.setFontStyle font TTFNormal
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--TTF.setFontHinting font TTFHNormal
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--TTF.setFontHinting font TTFHNormal
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let
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glHud' <- initHud
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let zDistClosest' = 1
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zDistFarthest' = zDistClosest' + 50
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--TODO: Move near/far/fov to state for runtime-changability & central storage
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fov = 90 --field of view
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fov = 90 --field of view
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near = 1 --near plane
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near = 1 --near plane
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far = 500 --far plane
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far = 500 --far plane
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ratio = fromIntegral fbWidth / fromIntegral fbHeight
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ratio = fromIntegral fbWidth / fromIntegral fbHeight
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frust = createFrustum fov near far ratio
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frust = createFrustum fov near far ratio
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cam' <- newTVarIO CameraState
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{ _xAngle = pi/6
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, _yAngle = pi/2
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, _zDist = 10
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, _frustum = frust
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, _camObject = createFlatCam 25 25 curMap
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}
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game' <- newTVarIO GameState
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{ _currentMap = curMap
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}
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glHud' <- initHud
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let zDistClosest' = 2
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zDistFarthest' = zDistClosest' + 10
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--TODO: Move near/far/fov to state for runtime-changability & central storage
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(guiMap, guiRoots) = createGUI
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(guiMap, guiRoots) = createGUI
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aks = ArrowKeyState {
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aks = ArrowKeyState {
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_up = False
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_up = False
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@ -121,17 +133,11 @@ main =
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, _height = fbHeight
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, _height = fbHeight
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, _shouldClose = False
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, _shouldClose = False
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}
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}
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, _camera = CameraState
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{ _xAngle = pi/6
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, _yAngle = pi/2
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, _zDist = 10
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, _frustum = frust
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, _camObject = createFlatCam 25 25
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}
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, _io = IOState
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, _io = IOState
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{ _clock = now
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{ _clock = now
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, _tessClockFactor = 0
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, _tessClockFactor = 0
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}
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}
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, _camera = cam'
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, _mouse = MouseState
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, _mouse = MouseState
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{ _isDragging = False
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{ _isDragging = False
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, _dragStartX = 0
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, _dragStartX = 0
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@ -152,9 +158,7 @@ main =
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, _glRenderbuffer = renderBuffer
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, _glRenderbuffer = renderBuffer
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, _glFramebuffer = frameBuffer
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, _glFramebuffer = frameBuffer
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}
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}
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, _game = GameState
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, _game = game'
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{
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}
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, _ui = UIState
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, _ui = UIState
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{ _uiHasChanged = True
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{ _uiHasChanged = True
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, _uiMap = guiMap
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, _uiMap = guiMap
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@ -204,20 +208,26 @@ run = do
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| otherwise = newYAngle'
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| otherwise = newYAngle'
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newYAngle' = sodya + myrot/100
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newYAngle' = sodya + myrot/100
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|
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modify $ ((camera.xAngle) .~ newXAngle)
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liftIO $ atomically $ do
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. ((camera.yAngle) .~ newYAngle)
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cam <- readTVar (state ^. camera)
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cam' <- return $ (xAngle .~ newXAngle) . (yAngle .~ newYAngle) $ cam
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writeTVar (state ^. camera) cam'
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|
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-- get cursor-keys - if pressed
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-- get cursor-keys - if pressed
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--TODO: Add sin/cos from stateYAngle
|
--TODO: Add sin/cos from stateYAngle
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(kxrot, kyrot) <- fmap (join (***) fromIntegral) getArrowMovement
|
(kxrot, kyrot) <- fmap (join (***) fromIntegral) getArrowMovement
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|
liftIO $ atomically $ do
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|
cam <- readTVar (state ^. camera)
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|
game' <- readTVar (state ^. game)
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let
|
let
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multc = cos $ state ^. camera.yAngle
|
multc = cos $ cam ^. yAngle
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mults = sin $ state ^. camera.yAngle
|
mults = sin $ cam ^. yAngle
|
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modx x' = x' - 0.2 * kxrot * multc
|
modx x' = x' - 0.2 * kxrot * multc
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- 0.2 * kyrot * mults
|
- 0.2 * kyrot * mults
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mody y' = y' + 0.2 * kxrot * mults
|
mody y' = y' + 0.2 * kxrot * mults
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- 0.2 * kyrot * multc
|
- 0.2 * kyrot * multc
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modify $ camera.camObject %~ (\c -> moveBy c (\(x,y) -> (modx x,mody y)))
|
cam' <- return $ camObject %~ (\c -> moveBy c (\(x,y) -> (modx x,mody y)) (game' ^. currentMap)) $ cam
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|
writeTVar (state ^. camera) cam'
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|
|
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{-
|
{-
|
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--modify the state with all that happened in mt time.
|
--modify the state with all that happened in mt time.
|
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@ -233,7 +243,7 @@ run = do
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targetFrametime = 1.0/targetFramerate
|
targetFrametime = 1.0/targetFramerate
|
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--targetFrametimeμs = targetFrametime * 1000000.0
|
--targetFrametimeμs = targetFrametime * 1000000.0
|
||||||
now <- getCurrentTime
|
now <- getCurrentTime
|
||||||
let diff = diffUTCTime now (state ^. io.clock) -- get time-diffs
|
let diff = max 0.1 $ diffUTCTime now (state ^. io.clock) -- get time-diffs
|
||||||
title = unwords ["Pioneers @ ",show ((round . double $ 1.0/diff)::Int),"fps"]
|
title = unwords ["Pioneers @ ",show ((round . double $ 1.0/diff)::Int),"fps"]
|
||||||
ddiff = double diff
|
ddiff = double diff
|
||||||
SDL.setWindowTitle (env ^. windowObject) title
|
SDL.setWindowTitle (env ^. windowObject) title
|
||||||
@ -287,7 +297,10 @@ adjustWindow = do
|
|||||||
ratio = fromIntegral fbWidth / fromIntegral fbHeight
|
ratio = fromIntegral fbWidth / fromIntegral fbHeight
|
||||||
frust = createFrustum fov near far ratio
|
frust = createFrustum fov near far ratio
|
||||||
liftIO $ glViewport 0 0 (fromIntegral fbWidth) (fromIntegral fbHeight)
|
liftIO $ glViewport 0 0 (fromIntegral fbWidth) (fromIntegral fbHeight)
|
||||||
modify $ camera.frustum .~ frust
|
liftIO $ atomically $ do
|
||||||
|
cam <- readTVar (state ^. camera)
|
||||||
|
cam' <- return $ frustum .~ frust $ cam
|
||||||
|
writeTVar (state ^. camera) cam'
|
||||||
rb <- liftIO $ do
|
rb <- liftIO $ do
|
||||||
-- bind ints to CInt for lateron.
|
-- bind ints to CInt for lateron.
|
||||||
let fbCWidth = (fromInteger.toInteger) fbWidth
|
let fbCWidth = (fromInteger.toInteger) fbWidth
|
||||||
@ -305,6 +318,7 @@ adjustWindow = do
|
|||||||
|
|
||||||
let hudtexid = state ^. gl.glHud.hudTexture
|
let hudtexid = state ^. gl.glHud.hudTexture
|
||||||
maptexid = state ^. gl.glMap.renderedMapTexture
|
maptexid = state ^. gl.glMap.renderedMapTexture
|
||||||
|
smaptexid = state ^. gl.glMap.shadowMapTexture
|
||||||
allocaBytes (fbWidth*fbHeight*4) $ \ptr -> do
|
allocaBytes (fbWidth*fbHeight*4) $ \ptr -> do
|
||||||
--default to ugly pink to see if
|
--default to ugly pink to see if
|
||||||
--somethings go wrong.
|
--somethings go wrong.
|
||||||
@ -321,6 +335,13 @@ adjustWindow = do
|
|||||||
textureFilter Texture2D GL.$= ((Linear', Nothing), Linear')
|
textureFilter Texture2D GL.$= ((Linear', Nothing), Linear')
|
||||||
texImage2D Texture2D GL.NoProxy 0 RGBA8 (GL.TextureSize2D fbCWidth fbCHeight) 0
|
texImage2D Texture2D GL.NoProxy 0 RGBA8 (GL.TextureSize2D fbCWidth fbCHeight) 0
|
||||||
(GL.PixelData GL.RGBA GL.UnsignedByte ptr)
|
(GL.PixelData GL.RGBA GL.UnsignedByte ptr)
|
||||||
|
allocaBytes (2048*2048) $ \ptr -> do
|
||||||
|
let smapdata = genColorData (2048*2048) [0]
|
||||||
|
pokeArray ptr smapdata
|
||||||
|
textureBinding Texture2D GL.$= Just smaptexid
|
||||||
|
textureFilter Texture2D GL.$= ((Nearest,Nothing), Nearest)
|
||||||
|
texImage2D Texture2D GL.NoProxy 0 GL.DepthComponent16 (GL.TextureSize2D 2048 2048) 0
|
||||||
|
(GL.PixelData GL.DepthComponent GL.UnsignedByte ptr)
|
||||||
checkError "setting up HUD-Tex"
|
checkError "setting up HUD-Tex"
|
||||||
return renderBuffer
|
return renderBuffer
|
||||||
modify $ gl.glRenderbuffer .~ rb
|
modify $ gl.glRenderbuffer .~ rb
|
||||||
|
@ -2,21 +2,13 @@ module Map.Creation
|
|||||||
where
|
where
|
||||||
|
|
||||||
import Map.Types
|
import Map.Types
|
||||||
import Map.StaticMaps
|
|
||||||
-- import Map.Map unused (for now)
|
|
||||||
|
|
||||||
import Data.Array
|
import Data.Array
|
||||||
import System.Random
|
import System.Random
|
||||||
|
|
||||||
-- preliminary
|
-- entirely empty map, only uses the minimal constructor
|
||||||
infix 5 ->-
|
mapEmpty :: PlayMap
|
||||||
(->-) :: (PlayMap -> PlayMap) -> (PlayMap -> PlayMap) -> PlayMap -> PlayMap
|
mapEmpty = array ((0,0), (199,199)) [((a,b), Node (a,b) (fromIntegral a, (if even b then (fromIntegral b) else(fromIntegral b) - 0.5), 1) Grass BNothing NoPlayer NoPath Plain []) | a <- [0..199], b <- [0..199]]
|
||||||
f ->- g = g . f
|
|
||||||
|
|
||||||
-- also preliminary
|
|
||||||
infix 5 -<-
|
|
||||||
(-<-) :: (PlayMap -> PlayMap) -> (PlayMap -> PlayMap) -> PlayMap -> PlayMap
|
|
||||||
f -<- g = f . g
|
|
||||||
|
|
||||||
exportedMap :: IO PlayMap
|
exportedMap :: IO PlayMap
|
||||||
exportedMap = do mounts <- mnt
|
exportedMap = do mounts <- mnt
|
||||||
@ -52,18 +44,7 @@ gauss3Dgeneral :: Floating q =>
|
|||||||
-> q -- ^ Coordinate in question on X
|
-> q -- ^ Coordinate in question on X
|
||||||
-> q -- ^ Coordinate in question on Z
|
-> q -- ^ Coordinate in question on Z
|
||||||
-> q -- ^ elevation on coordinate in question
|
-> q -- ^ elevation on coordinate in question
|
||||||
gauss3Dgeneral amp x0 z0 sX sZ x z = amp * exp(-(((x-x0)^(2 :: Integer)/(2 * sX^(2 :: Integer)))+((z-z0)^(2 :: Integer)/(2 * sZ^(2 :: Integer)))))
|
gauss3Dgeneral amp x0 z0 sX sZ x z = amp * exp(-(((x-x0)^(2 :: Int)/(2 * sX^(2 :: Int)))+((z-z0)^(2 :: Int)/(2 * sZ^(2 :: Int)))))
|
||||||
|
|
||||||
-- specialised 3D gaussian with an origin on 100/100, an amplitude of 15 and two sigmas of 15
|
|
||||||
gauss3D :: Floating q =>
|
|
||||||
q -- ^ X-Coordinate
|
|
||||||
-> q -- ^ Z-Coordinate
|
|
||||||
-> q -- ^ elevation on coordinate in quesion
|
|
||||||
gauss3D = gauss3Dgeneral 15 100.0 100.0 15.0 15.0
|
|
||||||
|
|
||||||
-- 2D Manhattan distance
|
|
||||||
mnh2D :: (Int,Int) -> (Int,Int) -> Int
|
|
||||||
mnh2D (a,b) (c,d) = abs (a-c) + abs (b-d)
|
|
||||||
|
|
||||||
-- | Basic Terrain-Generator. Will not implement "abnormal" Stuff for given Biome
|
-- | Basic Terrain-Generator. Will not implement "abnormal" Stuff for given Biome
|
||||||
-- (like Deserts on Grass-Islands or Grass on Deserts)
|
-- (like Deserts on Grass-Islands or Grass on Deserts)
|
||||||
@ -72,9 +53,9 @@ mnh2D (a,b) (c,d) = abs (a-c) + abs (b-d)
|
|||||||
heightToTerrain :: MapType -> YCoord -> TileType
|
heightToTerrain :: MapType -> YCoord -> TileType
|
||||||
heightToTerrain GrassIslandMap y
|
heightToTerrain GrassIslandMap y
|
||||||
| y < 0.1 = Ocean
|
| y < 0.1 = Ocean
|
||||||
| y < 1 = Beach
|
| y < 0.2 = Beach
|
||||||
| y < 5 = Grass
|
| y < 1.5 = Grass
|
||||||
| y < 10 = Hill
|
| y < 3 = Hill
|
||||||
| otherwise = Mountain
|
| otherwise = Mountain
|
||||||
heightToTerrain _ _ = undefined
|
heightToTerrain _ _ = undefined
|
||||||
|
|
||||||
@ -87,26 +68,23 @@ river = undefined
|
|||||||
|
|
||||||
mnt :: IO [PlayMap -> PlayMap]
|
mnt :: IO [PlayMap -> PlayMap]
|
||||||
mnt = do g <- newStdGen
|
mnt = do g <- newStdGen
|
||||||
let seeds = take 10 $ randoms g
|
let seeds = take 50 $ randoms g
|
||||||
return $ map (gaussMountain) seeds
|
return $ map gaussMountain seeds
|
||||||
|
|
||||||
gaussMountain :: Int -> PlayMap -> PlayMap
|
gaussMountain :: Int -> PlayMap -> PlayMap
|
||||||
gaussMountain seed mp = aplByPlace (liftUp c) (\(_,_) -> True) mp
|
gaussMountain seed mp = aplByPlace (liftUp c) (\(_,_) -> True) mp
|
||||||
where
|
where
|
||||||
g = mkStdGen seed
|
gs = map mkStdGen (map (*seed) [1..])
|
||||||
c = let ((a,b), (x,y)) = bounds mp in (head (randomRs (a,x) g), (head (randomRs (b,y) g)))
|
c = let ((a,b), (x,y)) = bounds mp in (head (randomRs (a,x) (gs !! 0)), (head (randomRs (b,y) (gs !! 1))))
|
||||||
amp = head $ randomRs (5.0, 20.0) g
|
amp = head $ randomRs ((2.0, 5.0) :: (Double, Double)) (gs !! 2)
|
||||||
sig = head $ randomRs (5.0, 25.0) g
|
sig = head $ randomRs ((2.0, 8.0) :: (Double, Double)) (gs !! 3)
|
||||||
fi = fromIntegral
|
|
||||||
htt = heightToTerrain
|
htt = heightToTerrain
|
||||||
|
|
||||||
-- TODO: Fix Lambda to True with sensible function, maybe rework giveNeighbourhood in Map.Map
|
-- TODO: Fix Lambda to True with sensible function, maybe rework giveNeighbourhood in Map.Map
|
||||||
liftUp :: (Int, Int) -> Node -> Node
|
liftUp :: (Int, Int) -> Node -> Node
|
||||||
liftUp (gx,gz) (Full (x,z) y _ b pl pa r s) = let y_neu = max y e
|
liftUp (gx,gz) (Node (x,z) (rx,rz,y) _ b pl pa r s) = let y_neu = max y e
|
||||||
in Full (x,z) y_neu (htt GrassIslandMap y_neu) b pl pa r s
|
in Node (x,z) (rx, rz, y_neu) (htt GrassIslandMap y_neu) b pl pa r s
|
||||||
where e = gauss3Dgeneral amp (fi gx) (fi gz) sig sig (fi x) (fi z)
|
where e = gauss3Dgeneral amp (fromIntegral gx) (fromIntegral gz) sig sig rx rz
|
||||||
liftUp (gx, gz) (Minimal (x,z)) = Full (x,z) e (htt GrassIslandMap e) BFlag NoPlayer NoPath Plain []
|
|
||||||
where e = gauss3Dgeneral amp (fi gx) (fi gz) sig sig (fi x) (fi z)
|
|
||||||
|
|
||||||
-- | Makes sure the edges of the Map are mountain-free
|
-- | Makes sure the edges of the Map are mountain-free
|
||||||
makeIsland :: PlayMap -> PlayMap
|
makeIsland :: PlayMap -> PlayMap
|
||||||
|
@ -30,9 +30,8 @@ import Linear
|
|||||||
import Control.Arrow ((***))
|
import Control.Arrow ((***))
|
||||||
|
|
||||||
import Map.Types
|
import Map.Types
|
||||||
import Map.Creation
|
|
||||||
|
|
||||||
type Height = Float
|
type Height = Double
|
||||||
|
|
||||||
type MapEntry = (
|
type MapEntry = (
|
||||||
Height,
|
Height,
|
||||||
@ -50,16 +49,14 @@ stripify :: (Int,Int) -> (Int,Int)
|
|||||||
stripify (x,z) = (if even z then 2*x else 2*x+1, z `div` 2)
|
stripify (x,z) = (if even z then 2*x else 2*x+1, z `div` 2)
|
||||||
|
|
||||||
strp :: Node -> Node
|
strp :: Node -> Node
|
||||||
strp (Full xz y tt bi pli p ri si) = Full (stripify xz) y tt bi pli p ri si
|
strp (Node i (x,z,y) tt bi pli p ri si) = Node (stripify i) (x,z,y) tt bi pli p ri si
|
||||||
strp (Minimal xz ) = Minimal (stripify xz)
|
|
||||||
|
|
||||||
-- extract graphics information from Playmap
|
-- extract graphics information from Playmap
|
||||||
convertToGraphicsMap :: PlayMap -> GraphicsMap
|
convertToGraphicsMap :: PlayMap -> GraphicsMap
|
||||||
convertToGraphicsMap mp = array (bounds mp) [(i, graphicsyfy (mp ! i))| i <- indices mp]
|
convertToGraphicsMap mp = array (bounds mp) [(i, graphicsyfy (mp ! i))| i <- indices mp]
|
||||||
where
|
where
|
||||||
graphicsyfy :: Node -> MapEntry
|
graphicsyfy :: Node -> MapEntry
|
||||||
graphicsyfy (Minimal _ ) = (1.0, Grass)
|
graphicsyfy (Node _ (_,_,y) t _ _ _ _ _ ) = (y, t)
|
||||||
graphicsyfy (Full _ y t _ _ _ _ _ ) = (y, t)
|
|
||||||
|
|
||||||
lineHeight :: GLfloat
|
lineHeight :: GLfloat
|
||||||
lineHeight = 0.8660254
|
lineHeight = 0.8660254
|
||||||
@ -87,9 +84,8 @@ fgNormalIndex = (ToFloat, mapVertexArrayDescriptor 3 4) --normal after color
|
|||||||
fgVertexIndex :: (IntegerHandling, VertexArrayDescriptor GLfloat)
|
fgVertexIndex :: (IntegerHandling, VertexArrayDescriptor GLfloat)
|
||||||
fgVertexIndex = (ToFloat, mapVertexArrayDescriptor 3 7) --vertex after normal
|
fgVertexIndex = (ToFloat, mapVertexArrayDescriptor 3 7) --vertex after normal
|
||||||
|
|
||||||
getMapBufferObject :: IO (BufferObject, NumArrayIndices)
|
getMapBufferObject :: PlayMap -> IO (BufferObject, NumArrayIndices)
|
||||||
getMapBufferObject = do
|
getMapBufferObject eMap = do
|
||||||
eMap <- exportedMap
|
|
||||||
myMap' <- return $ convertToGraphicsMap $ convertToStripeMap eMap
|
myMap' <- return $ convertToGraphicsMap $ convertToStripeMap eMap
|
||||||
! myMap <- return $ generateTriangles myMap'
|
! myMap <- return $ generateTriangles myMap'
|
||||||
len <- return $ fromIntegral $ P.length myMap `div` numComponents
|
len <- return $ fromIntegral $ P.length myMap `div` numComponents
|
||||||
@ -203,8 +199,8 @@ colorLookup hs t = if inRange (bounds hs) t then c else (0.0, 0.0, 0.0)
|
|||||||
Beach -> (0.90, 0.85, 0.70)
|
Beach -> (0.90, 0.85, 0.70)
|
||||||
Desert -> (1.00, 0.87, 0.39)
|
Desert -> (1.00, 0.87, 0.39)
|
||||||
Grass -> (0.30, 0.90, 0.10)
|
Grass -> (0.30, 0.90, 0.10)
|
||||||
Hill -> (0.80, 0.80, 0.80)
|
Mountain -> (0.80, 0.80, 0.80)
|
||||||
Mountain -> (0.50, 0.50, 0.50)
|
Hill -> (0.50, 0.50, 0.50)
|
||||||
|
|
||||||
coordLookup :: (Int,Int) -> GLfloat -> V3 GLfloat
|
coordLookup :: (Int,Int) -> GLfloat -> V3 GLfloat
|
||||||
coordLookup (x,z) y =
|
coordLookup (x,z) y =
|
||||||
|
@ -2,7 +2,7 @@ module Map.Map where
|
|||||||
|
|
||||||
import Map.Types
|
import Map.Types
|
||||||
|
|
||||||
import Data.Array (bounds)
|
import Data.Array (bounds, (!))
|
||||||
import Data.List (sort, group)
|
import Data.List (sort, group)
|
||||||
|
|
||||||
-- WARNING: Does NOT Check for neighbours exceeding maximum map coordinates yet.
|
-- WARNING: Does NOT Check for neighbours exceeding maximum map coordinates yet.
|
||||||
@ -36,6 +36,57 @@ giveNeighbourhood _ 0 (a,b) = [(a,b)]
|
|||||||
giveNeighbourhood mp n (a,b) = let ns = giveNeighbours mp (a,b) in
|
giveNeighbourhood mp n (a,b) = let ns = giveNeighbours mp (a,b) in
|
||||||
remdups . concat $ ns : map (giveNeighbourhood mp (n-1)) ns
|
remdups . concat $ ns : map (giveNeighbourhood mp (n-1)) ns
|
||||||
|
|
||||||
|
-- | Calculates the height of any given point on the map.
|
||||||
|
-- Does not add camera distance to ground to that.
|
||||||
|
giveMapHeight :: PlayMap
|
||||||
|
-> (Double, Double)
|
||||||
|
-> Double
|
||||||
|
giveMapHeight mop (x, z)
|
||||||
|
| outsideMap (x,z') = 0.0
|
||||||
|
| otherwise = sum $ map (\(p,d) -> (hlu p) * (1 - (d / totald))) tups
|
||||||
|
where
|
||||||
|
z' = z * 2/(sqrt 3)
|
||||||
|
|
||||||
|
outsideMap :: (Double, Double) -> Bool
|
||||||
|
outsideMap (mx, mz) = let ((a,b),(c,d)) = bounds mop
|
||||||
|
fr = fromIntegral
|
||||||
|
in mx < (fr a) || mx > (fr c) || mz < (fr b) || mz > (fr d)
|
||||||
|
|
||||||
|
-- Height LookUp on PlayMap
|
||||||
|
hlu :: (Int, Int) -> Double
|
||||||
|
hlu (k,j) = let (Node _ (_,_,y) _ _ _ _ _ _) = mop ! (k,j) in y
|
||||||
|
|
||||||
|
-- reference Points
|
||||||
|
refs :: [(Int, Int)]
|
||||||
|
refs = remdups $ map clmp $ map (tadd (floor x, floor z')) mods
|
||||||
|
where
|
||||||
|
mods = [(-1,-1),(-1,2),(0,0),(0,1),(1,0),(1,1),(2,-1),(2,2)]
|
||||||
|
tadd (a,b) (c,d) = (a+b,c+d)
|
||||||
|
|
||||||
|
-- tupels with reference point and distance
|
||||||
|
tups = map (\t -> (t, dist (x,z') t)) refs
|
||||||
|
|
||||||
|
-- total distance of all for reference point from the point in question
|
||||||
|
totald = sum $ map (\(_,d) -> d) tups
|
||||||
|
|
||||||
|
-- clamp, as she is programmed
|
||||||
|
clamp :: (Ord a) => a -> a -> a -> a
|
||||||
|
clamp mn mx = max mn . min mx
|
||||||
|
|
||||||
|
-- clamp for tupels
|
||||||
|
clmp :: (Int, Int) -> (Int, Int)
|
||||||
|
clmp (a,b) = let ((xmin,zmin),(xmax,zmax)) = bounds mop
|
||||||
|
in ((clamp (xmin+2) (xmax-2) a),(clamp (zmin+2) (zmax-2) b))
|
||||||
|
|
||||||
|
-- Real distance on PlayMap
|
||||||
|
dist :: (Double, Double) -> (Int, Int) -> Double
|
||||||
|
dist (x1,z1) pmp = let xf = x1 - realx
|
||||||
|
zf = z1 - realz
|
||||||
|
in sqrt $ xf*xf + zf*zf
|
||||||
|
where
|
||||||
|
realx = (\(Node _ (nx,_,_) _ _ _ _ _ _) -> nx) (mop ! pmp)
|
||||||
|
realz = (\(Node _ (_,nz,_) _ _ _ _ _ _) -> nz) (mop ! pmp)
|
||||||
|
|
||||||
-- removing duplicates in O(n log n), losing order and adding Ord requirement
|
-- removing duplicates in O(n log n), losing order and adding Ord requirement
|
||||||
remdups :: Ord a => [a] -> [a]
|
remdups :: Ord a => [a] -> [a]
|
||||||
remdups = map head . group . sort
|
remdups = map head . group . sort
|
||||||
|
@ -1,49 +0,0 @@
|
|||||||
module Map.StaticMaps
|
|
||||||
where
|
|
||||||
|
|
||||||
import Map.Types
|
|
||||||
import Data.Array
|
|
||||||
|
|
||||||
-- entirely empty map, only uses the minimal constructor
|
|
||||||
mapEmpty :: PlayMap
|
|
||||||
mapEmpty = array ((0,0), (199,199)) [((a,b), Minimal (a,b)) | a <- [0..199], b <- [0..199]]
|
|
||||||
|
|
||||||
--mapCenterMountain :: PlayMap
|
|
||||||
--mapCenterMountain = array ((0,0),(199,199)) nodes
|
|
||||||
-- where
|
|
||||||
-- nodes = water ++ beach ++ grass ++ hill ++ mountain
|
|
||||||
-- water = [((a,b), Full (a,b) 0.0 Ocean BNothing NoPlayer NoPath Plain []) | a <- [0..199], b <- [0..199], m2d (a,b) > 95]
|
|
||||||
-- beach = [((a,b), Full (a,b) (g2d a b) Beach BNothing NoPlayer NoPath Plain []) | a <- [0..199], b <- [0..199], m2d (a,b) <= 95, m2d (a,b) > 75]
|
|
||||||
-- grass = [((a,b), Full (a,b) (g2d a b) Grass BNothing NoPlayer NoPath Plain []) | a <- [0..199], b <- [0..199], m2d (a,b) <= 75, m2d (a,b) > 25]
|
|
||||||
-- hill = [((a,b), Full (a,b) (g2d a b) Hill BNothing NoPlayer NoPath Plain []) | a <- [0..199], b <- [0..199], m2d (a,b) <= 25, m2d (a,b) > 10]
|
|
||||||
-- mountain = [((a,b), Full (a,b) (g2d a b) Mountain BNothing NoPlayer NoPath Plain []) | a <- [0..199], b <- [0..199], m2d (a,b) <= 10]
|
|
||||||
|
|
||||||
-- g2d :: Int -> Int -> Float
|
|
||||||
-- g2d x y = gauss3D (fromIntegral x) (fromIntegral y)
|
|
||||||
|
|
||||||
-- m2d :: (Int,Int) -> Int
|
|
||||||
-- m2d (x,y) = mnh2D (x,y) (100,100)
|
|
||||||
|
|
||||||
-- small helper for some hills. Should be replaced by multi-layer perlin-noise
|
|
||||||
-- TODO: Replace as given in comment.
|
|
||||||
--_noisyMap :: (Floating q) => q -> q -> q
|
|
||||||
--_noisyMap x y = gauss3Dgeneral 15 100.0 100.0 15.0 15.0 x y
|
|
||||||
-- + gauss3Dgeneral 5 10.0 10.0 10.0 10.0 x y
|
|
||||||
-- + gauss3Dgeneral 5 150.0 120.0 10.0 10.0 x y
|
|
||||||
-- + gauss3Dgeneral 5 50.0 75.0 10.0 10.0 x y
|
|
||||||
|
|
||||||
-- generates a noisy map
|
|
||||||
-- TODO: add real noise to a simple pattern
|
|
||||||
--mapNoise :: PlayMap
|
|
||||||
--mapNoise = array ((0,0),(199,199)) nodes
|
|
||||||
-- where
|
|
||||||
-- nodes = [((a,b), Full (a,b)
|
|
||||||
-- (height a b)
|
|
||||||
-- (heightToTerrain GrassIslandMap $ height a b)
|
|
||||||
-- BNothing
|
|
||||||
-- NoPlayer
|
|
||||||
-- NoPath
|
|
||||||
-- Plain
|
|
||||||
-- []) | a <- [0..199], b <- [0..199]]
|
|
||||||
-- where
|
|
||||||
-- height a b = _noisyMap (fromIntegral a) (fromIntegral b)
|
|
@ -1,15 +1,15 @@
|
|||||||
module Map.Types
|
module Map.Types
|
||||||
where
|
where
|
||||||
|
|
||||||
import Types
|
|
||||||
|
|
||||||
import Data.Array
|
import Data.Array
|
||||||
|
|
||||||
type PlayMap = Array (XCoord, ZCoord) Node
|
type PlayMap = Array (Xindex, Zindex) Node
|
||||||
|
|
||||||
type XCoord = Int
|
type Xindex = Int
|
||||||
type ZCoord = Int
|
type Zindex = Int
|
||||||
type YCoord = Float
|
type XCoord = Double
|
||||||
|
type ZCoord = Double
|
||||||
|
type YCoord = Double
|
||||||
|
|
||||||
data MapType = GrassIslandMap
|
data MapType = GrassIslandMap
|
||||||
| DesertMap
|
| DesertMap
|
||||||
@ -66,7 +66,67 @@ data TileType = Ocean
|
|||||||
| Mountain -- ^ Not accessible
|
| Mountain -- ^ Not accessible
|
||||||
deriving (Show, Eq)
|
deriving (Show, Eq)
|
||||||
|
|
||||||
-- TODO: Record Syntax
|
-- TODO: Record Syntax?
|
||||||
data Node = Full (XCoord, ZCoord) YCoord TileType BuildInfo PlayerInfo PathInfo ResInfo StorInfo
|
data Node = Node (Xindex, Zindex) (XCoord, ZCoord, YCoord) TileType BuildInfo PlayerInfo PathInfo ResInfo StorInfo
|
||||||
| Minimal (XCoord, ZCoord) -- defaults to empty green grass node on height 1
|
|
||||||
deriving (Show)
|
deriving (Show)
|
||||||
|
|
||||||
|
data Structure = Flag -- Flag
|
||||||
|
| Woodcutter -- Huts
|
||||||
|
| Forester
|
||||||
|
| Stonemason
|
||||||
|
| Fisher
|
||||||
|
| Hunter
|
||||||
|
| Barracks
|
||||||
|
| Guardhouse
|
||||||
|
| LookoutTower
|
||||||
|
| Well
|
||||||
|
| Sawmill -- Houses
|
||||||
|
| Slaughterhouse
|
||||||
|
| Mill
|
||||||
|
| Bakery
|
||||||
|
| IronSmelter
|
||||||
|
| Metalworks
|
||||||
|
| Armory
|
||||||
|
| Mint
|
||||||
|
| Shipyard
|
||||||
|
| Brewery
|
||||||
|
| Storehouse
|
||||||
|
| Watchtower
|
||||||
|
| Catapult
|
||||||
|
| GoldMine -- Mines
|
||||||
|
| IronMine
|
||||||
|
| GraniteMine
|
||||||
|
| CoalMine
|
||||||
|
| Farm -- Castles
|
||||||
|
| PigFarm
|
||||||
|
| DonkeyBreeder
|
||||||
|
| Harbor
|
||||||
|
| Fortress
|
||||||
|
deriving (Show, Eq)
|
||||||
|
|
||||||
|
data Amount = Infinite -- Neverending supply
|
||||||
|
| Finite Int -- Finite supply
|
||||||
|
|
||||||
|
-- Extremely preliminary, expand when needed
|
||||||
|
data Commodity = WoodPlank
|
||||||
|
| Sword
|
||||||
|
| Fish
|
||||||
|
deriving Eq
|
||||||
|
|
||||||
|
data Resource = Coal
|
||||||
|
| Iron
|
||||||
|
| Gold
|
||||||
|
| Granite
|
||||||
|
| Water
|
||||||
|
| Fishes
|
||||||
|
deriving (Show, Eq)
|
||||||
|
|
||||||
|
instance Show Amount where
|
||||||
|
show (Infinite) = "inexhaustable supply"
|
||||||
|
show (Finite n) = show n ++ " left"
|
||||||
|
|
||||||
|
instance Show Commodity where
|
||||||
|
show WoodPlank = "wooden plank"
|
||||||
|
show Sword = "sword"
|
||||||
|
show Fish = "fish"
|
||||||
|
|
||||||
|
@ -1,4 +1,3 @@
|
|||||||
{-# LANGUAGE ForeignFunctionInterface #-}
|
|
||||||
module Render.Misc where
|
module Render.Misc where
|
||||||
|
|
||||||
import Control.Monad
|
import Control.Monad
|
||||||
@ -75,6 +74,16 @@ createFrustum fov n' f' rat =
|
|||||||
(V4 0 0 (-((f+n)/(f-n))) (-((2*f*n)/(f-n))))
|
(V4 0 0 (-((f+n)/(f-n))) (-((2*f*n)/(f-n))))
|
||||||
(V4 0 0 (-1) 0)
|
(V4 0 0 (-1) 0)
|
||||||
|
|
||||||
|
-- | Creates an orthogonal frustum with given width, height, near and far-plane
|
||||||
|
createFrustumOrtho :: Float -> Float -> Float -> Float -> M44 CFloat
|
||||||
|
createFrustumOrtho w' h' n' f' =
|
||||||
|
let [w,h,n,f] = map realToFrac [w',h',n',f']
|
||||||
|
in
|
||||||
|
V4 (V4 (0.5/w) 0 0 0)
|
||||||
|
(V4 0 (0.5/h) 0 0)
|
||||||
|
(V4 0 0 (-2/(f-n)) ((-f+n)/(f-n)))
|
||||||
|
(V4 0 0 0 1)
|
||||||
|
|
||||||
-- from vmath.h
|
-- from vmath.h
|
||||||
lookAt :: V3 CFloat -> V3 CFloat -> V3 CFloat -> M44 CFloat
|
lookAt :: V3 CFloat -> V3 CFloat -> V3 CFloat -> M44 CFloat
|
||||||
lookAt eye center up' =
|
lookAt eye center up' =
|
||||||
@ -128,5 +137,4 @@ tryWithTexture t f fail' =
|
|||||||
genColorData :: Int -- ^ Amount
|
genColorData :: Int -- ^ Amount
|
||||||
-> [Int8] -- ^ [r,g,b,a], [r,g,b] - whatever should be repeatet.
|
-> [Int8] -- ^ [r,g,b,a], [r,g,b] - whatever should be repeatet.
|
||||||
-> [Int8]
|
-> [Int8]
|
||||||
genColorData n c = take ((length c)*n) (cycle c)
|
genColorData n c = take (length c*n) (cycle c)
|
||||||
|
|
||||||
|
@ -7,11 +7,13 @@ import Foreign.Storable
|
|||||||
import Graphics.Rendering.OpenGL.GL
|
import Graphics.Rendering.OpenGL.GL
|
||||||
import Graphics.Rendering.OpenGL.Raw.Core31
|
import Graphics.Rendering.OpenGL.Raw.Core31
|
||||||
import Graphics.Rendering.OpenGL.Raw.ARB.TessellationShader
|
import Graphics.Rendering.OpenGL.Raw.ARB.TessellationShader
|
||||||
import Graphics.GLUtil.BufferObjects (offset0)
|
import Graphics.GLUtil.BufferObjects
|
||||||
import qualified Linear as L
|
import qualified Linear as L
|
||||||
import Control.Lens ((^.))
|
import Control.Lens ((^.))
|
||||||
import Control.Monad.RWS.Strict (liftIO)
|
import Control.Monad.RWS.Strict (liftIO)
|
||||||
import qualified Control.Monad.RWS.Strict as RWS (get)
|
import qualified Control.Monad.RWS.Strict as RWS (get)
|
||||||
|
import Control.Concurrent.STM.TVar (readTVarIO)
|
||||||
|
import Control.Concurrent.STM (atomically)
|
||||||
import Data.Distributive (distribute, collect)
|
import Data.Distributive (distribute, collect)
|
||||||
-- FFI
|
-- FFI
|
||||||
import Foreign (Ptr, castPtr, with)
|
import Foreign (Ptr, castPtr, with)
|
||||||
@ -24,6 +26,7 @@ import Render.Types
|
|||||||
import Graphics.GLUtil.BufferObjects (makeBuffer)
|
import Graphics.GLUtil.BufferObjects (makeBuffer)
|
||||||
import Importer.IQM.Parser
|
import Importer.IQM.Parser
|
||||||
import Importer.IQM.Types
|
import Importer.IQM.Types
|
||||||
|
import Map.Map (giveMapHeight)
|
||||||
|
|
||||||
mapVertexShaderFile :: String
|
mapVertexShaderFile :: String
|
||||||
mapVertexShaderFile = "shaders/map/vertex.shader"
|
mapVertexShaderFile = "shaders/map/vertex.shader"
|
||||||
@ -33,6 +36,8 @@ mapTessEvalShaderFile :: String
|
|||||||
mapTessEvalShaderFile = "shaders/map/tessEval.shader"
|
mapTessEvalShaderFile = "shaders/map/tessEval.shader"
|
||||||
mapFragmentShaderFile :: String
|
mapFragmentShaderFile :: String
|
||||||
mapFragmentShaderFile = "shaders/map/fragment.shader"
|
mapFragmentShaderFile = "shaders/map/fragment.shader"
|
||||||
|
mapFragmentShaderShadowMapFile :: String
|
||||||
|
mapFragmentShaderShadowMapFile = "shaders/map/fragmentShadow.shader"
|
||||||
|
|
||||||
objectVertexShaderFile :: String
|
objectVertexShaderFile :: String
|
||||||
objectVertexShaderFile = "shaders/mapobjects/vertex.shader"
|
objectVertexShaderFile = "shaders/mapobjects/vertex.shader"
|
||||||
@ -66,6 +71,7 @@ initMapShader tessFac (buf, vertDes) = do
|
|||||||
! tessControlSource <- B.readFile mapTessControlShaderFile
|
! tessControlSource <- B.readFile mapTessControlShaderFile
|
||||||
! tessEvalSource <- B.readFile mapTessEvalShaderFile
|
! tessEvalSource <- B.readFile mapTessEvalShaderFile
|
||||||
! fragmentSource <- B.readFile mapFragmentShaderFile
|
! fragmentSource <- B.readFile mapFragmentShaderFile
|
||||||
|
! fragmentShadowSource <- B.readFile mapFragmentShaderShadowMapFile
|
||||||
vertexShader <- compileShaderSource VertexShader vertexSource
|
vertexShader <- compileShaderSource VertexShader vertexSource
|
||||||
checkError "compile Vertex"
|
checkError "compile Vertex"
|
||||||
tessControlShader <- compileShaderSource TessControlShader tessControlSource
|
tessControlShader <- compileShaderSource TessControlShader tessControlSource
|
||||||
@ -74,7 +80,10 @@ initMapShader tessFac (buf, vertDes) = do
|
|||||||
checkError "compile TessEval"
|
checkError "compile TessEval"
|
||||||
fragmentShader <- compileShaderSource FragmentShader fragmentSource
|
fragmentShader <- compileShaderSource FragmentShader fragmentSource
|
||||||
checkError "compile Frag"
|
checkError "compile Frag"
|
||||||
|
fragmentShadowShader <- compileShaderSource FragmentShader fragmentShadowSource
|
||||||
|
checkError "compile Frag"
|
||||||
program <- createProgramUsing [vertexShader, tessControlShader, tessEvalShader, fragmentShader]
|
program <- createProgramUsing [vertexShader, tessControlShader, tessEvalShader, fragmentShader]
|
||||||
|
shadowProgram <- createProgramUsing [vertexShader, tessControlShader, tessEvalShader, fragmentShadowShader]
|
||||||
checkError "compile Program"
|
checkError "compile Program"
|
||||||
|
|
||||||
currentProgram $= Just program
|
currentProgram $= Just program
|
||||||
@ -120,6 +129,8 @@ initMapShader tessFac (buf, vertDes) = do
|
|||||||
|
|
||||||
texts <- genObjectNames 6
|
texts <- genObjectNames 6
|
||||||
|
|
||||||
|
smap <- genObjectName
|
||||||
|
|
||||||
testobj <- parseIQM "sample.iqm"
|
testobj <- parseIQM "sample.iqm"
|
||||||
|
|
||||||
let
|
let
|
||||||
@ -137,25 +148,31 @@ initMapShader tessFac (buf, vertDes) = do
|
|||||||
currentProgram $= Just objProgram
|
currentProgram $= Just objProgram
|
||||||
|
|
||||||
checkError "initShader"
|
checkError "initShader"
|
||||||
|
let sdata = MapShaderData
|
||||||
|
{ shdrVertexIndex = vertexIndex
|
||||||
|
, shdrColorIndex = colorIndex
|
||||||
|
, shdrNormalIndex = normalIndex
|
||||||
|
, shdrProjMatIndex = projectionMatrixIndex
|
||||||
|
, shdrViewMatIndex = viewMatrixIndex
|
||||||
|
, shdrModelMatIndex = modelMatrixIndex
|
||||||
|
, shdrNormalMatIndex = normalMatrixIndex
|
||||||
|
, shdrTessInnerIndex = tessLevelInner
|
||||||
|
, shdrTessOuterIndex = tessLevelOuter
|
||||||
|
}
|
||||||
|
|
||||||
return GLMapState
|
return GLMapState
|
||||||
{ _mapProgram = program
|
{ _mapProgram = program
|
||||||
, _shdrColorIndex = colorIndex
|
, _mapShaderData = sdata
|
||||||
, _shdrNormalIndex = normalIndex
|
|
||||||
, _shdrVertexIndex = vertexIndex
|
|
||||||
, _shdrProjMatIndex = projectionMatrixIndex
|
|
||||||
, _shdrViewMatIndex = viewMatrixIndex
|
|
||||||
, _shdrModelMatIndex = modelMatrixIndex
|
|
||||||
, _shdrNormalMatIndex = normalMatrixIndex
|
|
||||||
, _shdrTessInnerIndex = tessLevelInner
|
|
||||||
, _shdrTessOuterIndex = tessLevelOuter
|
|
||||||
, _renderedMapTexture = tex
|
, _renderedMapTexture = tex
|
||||||
, _stateTessellationFactor = tessFac
|
, _stateTessellationFactor = tessFac
|
||||||
, _stateMap = buf
|
, _stateMap = buf
|
||||||
, _mapVert = vertDes
|
, _mapVert = vertDes
|
||||||
, _overviewTexture = overTex
|
, _overviewTexture = overTex
|
||||||
, _mapTextures = texts
|
, _mapTextures = texts
|
||||||
|
, _shadowMapTexture = smap
|
||||||
, _mapObjects = objs
|
, _mapObjects = objs
|
||||||
, _objectProgram = objProgram
|
, _objectProgram = objProgram
|
||||||
|
, _shadowMapProgram = shadowProgram
|
||||||
}
|
}
|
||||||
|
|
||||||
initHud :: IO GLHud
|
initHud :: IO GLHud
|
||||||
@ -190,7 +207,7 @@ initHud = do
|
|||||||
att <- get (activeAttribs program)
|
att <- get (activeAttribs program)
|
||||||
|
|
||||||
putStrLn $ unlines $ "Attributes: ":map show att
|
putStrLn $ unlines $ "Attributes: ":map show att
|
||||||
putStrLn $ unlines $ ["Indices: ", show (texIndex)]
|
putStrLn $ unlines $ ["Indices: ", show texIndex]
|
||||||
|
|
||||||
checkError "initHud"
|
checkError "initHud"
|
||||||
return GLHud
|
return GLHud
|
||||||
@ -299,38 +316,126 @@ renderObject :: MapObject -> IO ()
|
|||||||
renderObject (MapObject model pos@(L.V3 x y z) _{-state-}) =
|
renderObject (MapObject model pos@(L.V3 x y z) _{-state-}) =
|
||||||
renderIQM model pos (L.V3 1 1 1)
|
renderIQM model pos (L.V3 1 1 1)
|
||||||
|
|
||||||
|
drawMap :: Pioneers ()
|
||||||
|
drawMap = do
|
||||||
|
state <- RWS.get
|
||||||
|
let
|
||||||
|
d = state ^. gl.glMap.mapShaderData
|
||||||
|
vi = shdrVertexIndex d
|
||||||
|
ni = shdrNormalIndex d
|
||||||
|
ci = shdrColorIndex d
|
||||||
|
numVert = state ^. gl.glMap.mapVert
|
||||||
|
map' = state ^. gl.glMap.stateMap
|
||||||
|
tessFac = state ^. gl.glMap.stateTessellationFactor
|
||||||
|
(UniformLocation tli) = shdrTessInnerIndex d
|
||||||
|
(UniformLocation tlo) = shdrTessOuterIndex d
|
||||||
|
liftIO $ do
|
||||||
|
glUniform1f tli (fromIntegral tessFac)
|
||||||
|
glUniform1f tlo (fromIntegral tessFac)
|
||||||
|
|
||||||
|
bindBuffer ArrayBuffer $= Just map'
|
||||||
|
vertexAttribPointer ci $= fgColorIndex
|
||||||
|
vertexAttribArray ci $= Enabled
|
||||||
|
vertexAttribPointer ni $= fgNormalIndex
|
||||||
|
vertexAttribArray ni $= Enabled
|
||||||
|
vertexAttribPointer vi $= fgVertexIndex
|
||||||
|
vertexAttribArray vi $= Enabled
|
||||||
|
checkError "beforeDraw"
|
||||||
|
|
||||||
|
glPatchParameteri gl_PATCH_VERTICES 3
|
||||||
|
|
||||||
|
cullFace $= Just Front
|
||||||
|
|
||||||
|
glDrawArrays gl_PATCHES 0 (fromIntegral numVert)
|
||||||
|
|
||||||
|
checkError "draw map"
|
||||||
|
|
||||||
|
---- RENDER MAPOBJECTS --------------------------------------------
|
||||||
|
|
||||||
|
currentProgram $= Just (state ^. gl.glMap.objectProgram)
|
||||||
|
|
||||||
|
mapM_ renderObject (state ^. gl.glMap.mapObjects)
|
||||||
|
|
||||||
|
-- set sample 1 as target in renderbuffer
|
||||||
|
{-framebufferRenderbuffer
|
||||||
|
DrawFramebuffer --write-only
|
||||||
|
(ColorAttachment 1) --sample 1
|
||||||
|
Renderbuffer --const
|
||||||
|
rb --buffer-}
|
||||||
|
|
||||||
render :: Pioneers ()
|
render :: Pioneers ()
|
||||||
render = do
|
render = do
|
||||||
state <- RWS.get
|
state <- RWS.get
|
||||||
let xa = state ^. camera.xAngle
|
cam <- liftIO $ readTVarIO (state ^. camera)
|
||||||
ya = state ^. camera.yAngle
|
let xa = cam ^. xAngle
|
||||||
(UniformLocation proj) = state ^. gl.glMap.shdrProjMatIndex
|
ya = cam ^. yAngle
|
||||||
(UniformLocation nmat) = state ^. gl.glMap.shdrNormalMatIndex
|
frust = cam ^. Types.frustum
|
||||||
(UniformLocation vmat) = state ^. gl.glMap.shdrViewMatIndex
|
camPos = cam ^. camObject
|
||||||
(UniformLocation tli) = state ^. gl.glMap.shdrTessInnerIndex
|
zDist' = cam ^. zDist
|
||||||
(UniformLocation tlo) = state ^. gl.glMap.shdrTessOuterIndex
|
d = state ^. gl.glMap.mapShaderData
|
||||||
vi = state ^. gl.glMap.shdrVertexIndex
|
(UniformLocation proj) = shdrProjMatIndex d
|
||||||
ni = state ^. gl.glMap.shdrNormalIndex
|
(UniformLocation nmat) = shdrNormalMatIndex d
|
||||||
ci = state ^. gl.glMap.shdrColorIndex
|
(UniformLocation vmat) = shdrViewMatIndex d
|
||||||
numVert = state ^. gl.glMap.mapVert
|
|
||||||
map' = state ^. gl.glMap.stateMap
|
|
||||||
frust = state ^. camera.Types.frustum
|
|
||||||
camPos = state ^. camera.camObject
|
|
||||||
zDist' = state ^. camera.zDist
|
|
||||||
tessFac = state ^. gl.glMap.stateTessellationFactor
|
|
||||||
liftIO $ do
|
liftIO $ do
|
||||||
---- RENDER MAP IN TEXTURE ------------------------------------------
|
---- RENDER MAP IN TEXTURE ------------------------------------------
|
||||||
|
|
||||||
bindFramebuffer Framebuffer $= (state ^. gl.glFramebuffer)
|
bindFramebuffer Framebuffer $= (state ^. gl.glFramebuffer)
|
||||||
bindRenderbuffer Renderbuffer $= (state ^. gl.glRenderbuffer)
|
{-bindRenderbuffer Renderbuffer $= (state ^. gl.glRenderbuffer)
|
||||||
framebufferRenderbuffer
|
framebufferRenderbuffer
|
||||||
Framebuffer
|
Framebuffer
|
||||||
DepthAttachment
|
DepthAttachment
|
||||||
Renderbuffer
|
Renderbuffer
|
||||||
(state ^. gl.glRenderbuffer)
|
(state ^. gl.glRenderbuffer)-}
|
||||||
textureBinding Texture2D $= Just (state ^. gl.glMap.renderedMapTexture)
|
|
||||||
|
|
||||||
|
-- SHADOWMAP
|
||||||
|
textureBinding Texture2D $= Just (state ^. gl.glMap.shadowMapTexture)
|
||||||
|
framebufferTexture2D
|
||||||
|
Framebuffer
|
||||||
|
DepthAttachment
|
||||||
|
Texture2D
|
||||||
|
(state ^. gl.glMap.shadowMapTexture)
|
||||||
|
0
|
||||||
|
|
||||||
|
drawBuffer $= NoBuffers --color-buffer is not needed but must(?) be set up
|
||||||
|
checkError "setup Render-Target"
|
||||||
|
|
||||||
|
clear [DepthBuffer]
|
||||||
|
checkError "clearing shadowmap-buffer"
|
||||||
|
|
||||||
|
--TODO: simplified program for shadows?
|
||||||
|
currentProgram $= Just (state ^. gl.glMap.mapProgram)
|
||||||
|
checkError "setting up shadowmap-program"
|
||||||
|
|
||||||
|
--set up projection (= copy from state)
|
||||||
|
--TODO: Fix width/depth
|
||||||
|
with (distribute (createFrustumOrtho 20 20 0 100)) $ \ptr ->
|
||||||
|
glUniformMatrix4fv proj 1 0 (castPtr (ptr :: Ptr (L.M44 CFloat)))
|
||||||
|
checkError "copy shadowmap-projection"
|
||||||
|
|
||||||
|
--set up camera
|
||||||
|
--TODO: Fix magic constants... and camPos
|
||||||
|
let ! cam = getCam camPos 1 0.7 0
|
||||||
|
with (distribute cam) $ \ptr ->
|
||||||
|
glUniformMatrix4fv vmat 1 0 (castPtr (ptr :: Ptr (L.M44 CFloat)))
|
||||||
|
checkError "copy shadowmap-cam"
|
||||||
|
|
||||||
|
--set up normal--Mat transpose((model*camera)^-1)
|
||||||
|
--needed?
|
||||||
|
let normal' = (case L.inv33 (fmap (^. L._xyz) cam ^. L._xyz) of
|
||||||
|
(Just a) -> a
|
||||||
|
Nothing -> L.eye3) :: L.M33 CFloat
|
||||||
|
nmap = collect id normal' :: L.M33 CFloat --transpose...
|
||||||
|
|
||||||
|
with (distribute nmap) $ \ptr ->
|
||||||
|
glUniformMatrix3fv nmat 1 0 (castPtr (ptr :: Ptr (L.M33 CFloat)))
|
||||||
|
|
||||||
|
checkError "nmat"
|
||||||
|
drawMap
|
||||||
|
liftIO $ do
|
||||||
|
checkError "draw ShadowMap"
|
||||||
|
|
||||||
|
-- COLORMAP
|
||||||
|
textureBinding Texture2D $= Just (state ^. gl.glMap.renderedMapTexture)
|
||||||
framebufferTexture2D
|
framebufferTexture2D
|
||||||
Framebuffer
|
Framebuffer
|
||||||
(ColorAttachment 0)
|
(ColorAttachment 0)
|
||||||
@ -371,38 +476,8 @@ render = do
|
|||||||
|
|
||||||
checkError "nmat"
|
checkError "nmat"
|
||||||
|
|
||||||
glUniform1f tli (fromIntegral tessFac)
|
drawMap --draw map -> put to another function for readability
|
||||||
glUniform1f tlo (fromIntegral tessFac)
|
liftIO $ do
|
||||||
|
|
||||||
bindBuffer ArrayBuffer $= Just map'
|
|
||||||
vertexAttribPointer ci $= fgColorIndex
|
|
||||||
vertexAttribArray ci $= Enabled
|
|
||||||
vertexAttribPointer ni $= fgNormalIndex
|
|
||||||
vertexAttribArray ni $= Enabled
|
|
||||||
vertexAttribPointer vi $= fgVertexIndex
|
|
||||||
vertexAttribArray vi $= Enabled
|
|
||||||
checkError "beforeDraw"
|
|
||||||
|
|
||||||
glPatchParameteri gl_PATCH_VERTICES 3
|
|
||||||
|
|
||||||
cullFace $= Just Front
|
|
||||||
|
|
||||||
glDrawArrays gl_PATCHES 0 (fromIntegral numVert)
|
|
||||||
|
|
||||||
checkError "draw map"
|
|
||||||
|
|
||||||
---- RENDER MAPOBJECTS --------------------------------------------
|
|
||||||
|
|
||||||
currentProgram $= Just (state ^. gl.glMap.objectProgram)
|
|
||||||
|
|
||||||
mapM_ renderObject (state ^. gl.glMap.mapObjects)
|
|
||||||
|
|
||||||
-- set sample 1 as target in renderbuffer
|
|
||||||
{-framebufferRenderbuffer
|
|
||||||
DrawFramebuffer --write-only
|
|
||||||
(ColorAttachment 1) --sample 1
|
|
||||||
Renderbuffer --const
|
|
||||||
rb --buffer-}
|
|
||||||
|
|
||||||
---- COMPOSE RENDERING --------------------------------------------
|
---- COMPOSE RENDERING --------------------------------------------
|
||||||
-- Render to BackBuffer (=Screen)
|
-- Render to BackBuffer (=Screen)
|
||||||
|
@ -4,6 +4,10 @@ module Render.Types (createFlatCam, createSphereCam, Camera, GLCamera(..)) where
|
|||||||
import Linear
|
import Linear
|
||||||
import Foreign.C (CFloat)
|
import Foreign.C (CFloat)
|
||||||
import Render.Misc (lookAt)
|
import Render.Misc (lookAt)
|
||||||
|
import Map.Map (giveMapHeight)
|
||||||
|
import Map.Types (PlayMap)
|
||||||
|
import GHC.Float
|
||||||
|
import qualified Debug.Trace as D
|
||||||
|
|
||||||
type Distance = Double
|
type Distance = Double
|
||||||
type Pitch = Double
|
type Pitch = Double
|
||||||
@ -11,30 +15,32 @@ type Yaw = Double
|
|||||||
|
|
||||||
class GLCamera a where
|
class GLCamera a where
|
||||||
getCam :: a -> Distance -> Pitch -> Yaw -> M44 CFloat
|
getCam :: a -> Distance -> Pitch -> Yaw -> M44 CFloat
|
||||||
moveBy :: a -> (Position -> Position) -> a
|
moveBy :: a -> (Position -> Position) -> PlayMap -> a
|
||||||
move :: a -> Position -> a
|
move :: a -> Position -> PlayMap -> a
|
||||||
|
|
||||||
type Position = (Double, Double)
|
type Position = (Double, Double)
|
||||||
|
|
||||||
type Radius = Double
|
type Radius = Double
|
||||||
|
|
||||||
data Camera = Flat Position
|
type Height = Double
|
||||||
|
|
||||||
|
data Camera = Flat Position Height
|
||||||
| Sphere Position Radius
|
| Sphere Position Radius
|
||||||
|
|
||||||
-- | create a Flatcam-Camera starting at given x/z-Coordinates
|
-- | create a Flatcam-Camera starting at given x/z-Coordinates
|
||||||
createFlatCam :: Double -> Double -> Camera
|
createFlatCam :: Double -> Double -> PlayMap -> Camera
|
||||||
createFlatCam x z = Flat (x,z)
|
createFlatCam x z map' = Flat (x,z) (giveMapHeight map' (x, z))
|
||||||
|
|
||||||
-- | create a Flatcam-Camera starting at given pitch/azimuth/radius
|
-- | create a Flatcam-Camera starting at given pitch/azimuth/radius
|
||||||
createSphereCam :: Double -> Double -> Double -> Camera
|
createSphereCam :: Double -> Double -> Double -> Camera
|
||||||
createSphereCam p a r = Sphere (p,a) r
|
createSphereCam p a = Sphere (p,a)
|
||||||
|
|
||||||
|
|
||||||
instance GLCamera Camera where
|
instance GLCamera Camera where
|
||||||
getCam (Flat (x',z')) dist' xa' ya' =
|
getCam (Flat (x',z') y') dist' xa' ya' =
|
||||||
lookAt (cpos ^+^ at') at' up
|
lookAt (cpos ^+^ at') at' up
|
||||||
where
|
where
|
||||||
at' = V3 x 0 z
|
at' = V3 x (y+2) z
|
||||||
cpos = crot !* (V3 0 0 (-dist))
|
cpos = crot !* (V3 0 0 (-dist))
|
||||||
crot = (
|
crot = (
|
||||||
(fromQuaternion $ axisAngle upmap (xa::CFloat))
|
(fromQuaternion $ axisAngle upmap (xa::CFloat))
|
||||||
@ -44,6 +50,7 @@ instance GLCamera Camera where
|
|||||||
upmap = ((fromQuaternion $ axisAngle (V3 0 1 0) (ya::CFloat)) :: M33 CFloat)
|
upmap = ((fromQuaternion $ axisAngle (V3 0 1 0) (ya::CFloat)) :: M33 CFloat)
|
||||||
!* (V3 1 0 0)
|
!* (V3 1 0 0)
|
||||||
x = realToFrac x'
|
x = realToFrac x'
|
||||||
|
y = realToFrac y'
|
||||||
z = realToFrac z'
|
z = realToFrac z'
|
||||||
dist = realToFrac dist'
|
dist = realToFrac dist'
|
||||||
xa = realToFrac xa'
|
xa = realToFrac xa'
|
||||||
@ -68,9 +75,12 @@ instance GLCamera Camera where
|
|||||||
dist = realToFrac dist'
|
dist = realToFrac dist'
|
||||||
xa = realToFrac xa'
|
xa = realToFrac xa'
|
||||||
ya = realToFrac ya'
|
ya = realToFrac ya'
|
||||||
moveBy (Sphere (inc, az) r) f = undefined
|
moveBy (Sphere (inc, az) r) f map = undefined
|
||||||
moveBy (Flat (x', z')) f = Flat (f (x',z'))
|
moveBy (Flat (x', z') y) f map = Flat (x,z) y
|
||||||
move c (x', z') = moveBy c (\(x,z) -> (x+x',z+z'))
|
where
|
||||||
|
(x,z) = f (x', z')
|
||||||
|
y = giveMapHeight map (x,z)
|
||||||
|
move c (x', z') map = moveBy c (\(x,z) -> (x+x',z+z')) map
|
||||||
|
|
||||||
sphereToCart :: (Floating a) => a -> a -> a -> V3 a
|
sphereToCart :: (Floating a) => a -> a -> a -> V3 a
|
||||||
sphereToCart r inc az = V3
|
sphereToCart r inc az = V3
|
||||||
|
103
src/Types.hs
103
src/Types.hs
@ -1,7 +1,7 @@
|
|||||||
{-# LANGUAGE TemplateHaskell #-}
|
{-# LANGUAGE TemplateHaskell #-}
|
||||||
module Types where
|
module Types where
|
||||||
|
|
||||||
import Control.Concurrent.STM (TQueue)
|
import Control.Concurrent.STM (TQueue, TVar, readTVar, writeTVar, atomically)
|
||||||
import qualified Graphics.Rendering.OpenGL.GL as GL
|
import qualified Graphics.Rendering.OpenGL.GL as GL
|
||||||
import Graphics.UI.SDL as SDL (Event, Window)
|
import Graphics.UI.SDL as SDL (Event, Window)
|
||||||
import Foreign.C (CFloat)
|
import Foreign.C (CFloat)
|
||||||
@ -9,12 +9,14 @@ import qualified Data.HashMap.Strict as Map
|
|||||||
import Data.Time (UTCTime)
|
import Data.Time (UTCTime)
|
||||||
import Linear.Matrix (M44)
|
import Linear.Matrix (M44)
|
||||||
import Linear (V3)
|
import Linear (V3)
|
||||||
import Control.Monad.RWS.Strict (RWST)
|
import Control.Monad.RWS.Strict (RWST, liftIO, get)
|
||||||
|
import Control.Monad (when)
|
||||||
import Control.Lens
|
import Control.Lens
|
||||||
import Graphics.Rendering.OpenGL.GL.Texturing.Objects (TextureObject)
|
import Graphics.Rendering.OpenGL.GL.Texturing.Objects (TextureObject)
|
||||||
import Render.Types
|
import Render.Types
|
||||||
import Importer.IQM.Types
|
import Importer.IQM.Types
|
||||||
import UI.UIBase
|
import UI.UIBase
|
||||||
|
import Map.Types (PlayMap)
|
||||||
|
|
||||||
data Coord3D a = Coord3D a a a
|
data Coord3D a = Coord3D a a a
|
||||||
|
|
||||||
@ -56,7 +58,7 @@ data IOState = IOState
|
|||||||
}
|
}
|
||||||
|
|
||||||
data GameState = GameState
|
data GameState = GameState
|
||||||
{
|
{ _currentMap :: !PlayMap
|
||||||
}
|
}
|
||||||
|
|
||||||
data MouseState = MouseState
|
data MouseState = MouseState
|
||||||
@ -100,24 +102,30 @@ data KeyboardState = KeyboardState
|
|||||||
|
|
||||||
|
|
||||||
data GLMapState = GLMapState
|
data GLMapState = GLMapState
|
||||||
{ _shdrVertexIndex :: !GL.AttribLocation
|
{ _mapShaderData :: !MapShaderData
|
||||||
, _shdrColorIndex :: !GL.AttribLocation
|
|
||||||
, _shdrNormalIndex :: !GL.AttribLocation
|
|
||||||
, _shdrProjMatIndex :: !GL.UniformLocation
|
|
||||||
, _shdrViewMatIndex :: !GL.UniformLocation
|
|
||||||
, _shdrModelMatIndex :: !GL.UniformLocation
|
|
||||||
, _shdrNormalMatIndex :: !GL.UniformLocation
|
|
||||||
, _shdrTessInnerIndex :: !GL.UniformLocation
|
|
||||||
, _shdrTessOuterIndex :: !GL.UniformLocation
|
|
||||||
, _stateTessellationFactor :: !Int
|
, _stateTessellationFactor :: !Int
|
||||||
, _stateMap :: !GL.BufferObject
|
, _stateMap :: !GL.BufferObject
|
||||||
, _mapVert :: !GL.NumArrayIndices
|
, _mapVert :: !GL.NumArrayIndices
|
||||||
, _mapProgram :: !GL.Program
|
, _mapProgram :: !GL.Program
|
||||||
, _renderedMapTexture :: !TextureObject --TODO: Probably move to UI?
|
, _renderedMapTexture :: !TextureObject --TODO: Probably move to UI?
|
||||||
, _overviewTexture :: !TextureObject
|
, _overviewTexture :: !TextureObject
|
||||||
|
, _shadowMapTexture :: !TextureObject
|
||||||
, _mapTextures :: ![TextureObject] --TODO: Fix size on list?
|
, _mapTextures :: ![TextureObject] --TODO: Fix size on list?
|
||||||
, _objectProgram :: !GL.Program
|
, _objectProgram :: !GL.Program
|
||||||
, _mapObjects :: ![MapObject]
|
, _mapObjects :: ![MapObject]
|
||||||
|
, _shadowMapProgram :: !GL.Program
|
||||||
|
}
|
||||||
|
|
||||||
|
data MapShaderData = MapShaderData
|
||||||
|
{ shdrVertexIndex :: !GL.AttribLocation
|
||||||
|
, shdrColorIndex :: !GL.AttribLocation
|
||||||
|
, shdrNormalIndex :: !GL.AttribLocation
|
||||||
|
, shdrProjMatIndex :: !GL.UniformLocation
|
||||||
|
, shdrViewMatIndex :: !GL.UniformLocation
|
||||||
|
, shdrModelMatIndex :: !GL.UniformLocation
|
||||||
|
, shdrNormalMatIndex :: !GL.UniformLocation
|
||||||
|
, shdrTessInnerIndex :: !GL.UniformLocation
|
||||||
|
, shdrTessOuterIndex :: !GL.UniformLocation
|
||||||
}
|
}
|
||||||
|
|
||||||
data MapObject = MapObject !IQM !MapCoordinates !MapObjectState
|
data MapObject = MapObject !IQM !MapCoordinates !MapObjectState
|
||||||
@ -153,12 +161,12 @@ data UIState = UIState
|
|||||||
|
|
||||||
data State = State
|
data State = State
|
||||||
{ _window :: !WindowState
|
{ _window :: !WindowState
|
||||||
, _camera :: !CameraState
|
, _camera :: TVar CameraState
|
||||||
, _io :: !IOState
|
, _io :: !IOState
|
||||||
, _mouse :: !MouseState
|
, _mouse :: !MouseState
|
||||||
, _keyboard :: !KeyboardState
|
, _keyboard :: !KeyboardState
|
||||||
, _gl :: !GLState
|
, _gl :: !GLState
|
||||||
, _game :: !GameState
|
, _game :: TVar GameState
|
||||||
, _ui :: !UIState
|
, _ui :: !UIState
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -180,63 +188,18 @@ $(makeLenses ''Position)
|
|||||||
$(makeLenses ''Env)
|
$(makeLenses ''Env)
|
||||||
$(makeLenses ''UIState)
|
$(makeLenses ''UIState)
|
||||||
|
|
||||||
data Structure = Flag -- Flag
|
-- helper-functions for types
|
||||||
| Woodcutter -- Huts
|
|
||||||
| Forester
|
|
||||||
| Stonemason
|
|
||||||
| Fisher
|
|
||||||
| Hunter
|
|
||||||
| Barracks
|
|
||||||
| Guardhouse
|
|
||||||
| LookoutTower
|
|
||||||
| Well
|
|
||||||
| Sawmill -- Houses
|
|
||||||
| Slaughterhouse
|
|
||||||
| Mill
|
|
||||||
| Bakery
|
|
||||||
| IronSmelter
|
|
||||||
| Metalworks
|
|
||||||
| Armory
|
|
||||||
| Mint
|
|
||||||
| Shipyard
|
|
||||||
| Brewery
|
|
||||||
| Storehouse
|
|
||||||
| Watchtower
|
|
||||||
| Catapult
|
|
||||||
| GoldMine -- Mines
|
|
||||||
| IronMine
|
|
||||||
| GraniteMine
|
|
||||||
| CoalMine
|
|
||||||
| Farm -- Castles
|
|
||||||
| PigFarm
|
|
||||||
| DonkeyBreeder
|
|
||||||
| Harbor
|
|
||||||
| Fortress
|
|
||||||
deriving (Show, Eq)
|
|
||||||
|
|
||||||
data Amount = Infinite -- Neverending supply
|
-- | atomically change gamestate on condition
|
||||||
| Finite Int -- Finite supply
|
changeIfGamestate :: (GameState -> Bool) -> (GameState -> GameState) -> Pioneers ()
|
||||||
|
changeIfGamestate cond f = do
|
||||||
|
state <- get
|
||||||
|
liftIO $ atomically $ do
|
||||||
|
game' <- readTVar (state ^. game)
|
||||||
|
when (cond game') (writeTVar (state ^. game) (f game'))
|
||||||
|
|
||||||
-- Extremely preliminary, expand when needed
|
|
||||||
data Commodity = WoodPlank
|
|
||||||
| Sword
|
|
||||||
| Fish
|
|
||||||
deriving Eq
|
|
||||||
|
|
||||||
data Resource = Coal
|
-- | atomically change gamestate
|
||||||
| Iron
|
changeGamestate :: (GameState -> GameState) -> Pioneers ()
|
||||||
| Gold
|
changeGamestate = changeIfGamestate (const True)
|
||||||
| Granite
|
|
||||||
| Water
|
|
||||||
| Fishes
|
|
||||||
deriving (Show, Eq)
|
|
||||||
|
|
||||||
instance Show Amount where
|
|
||||||
show (Infinite) = "inexhaustable supply"
|
|
||||||
show (Finite n) = show n ++ " left"
|
|
||||||
|
|
||||||
instance Show Commodity where
|
|
||||||
show WoodPlank = "wooden plank"
|
|
||||||
show Sword = "sword"
|
|
||||||
show Fish = "fish"
|
|
||||||
|
|
||||||
|
@ -13,6 +13,8 @@ import Data.Maybe
|
|||||||
import Foreign.Marshal.Array (pokeArray)
|
import Foreign.Marshal.Array (pokeArray)
|
||||||
import Foreign.Marshal.Alloc (allocaBytes)
|
import Foreign.Marshal.Alloc (allocaBytes)
|
||||||
import qualified Graphics.UI.SDL as SDL
|
import qualified Graphics.UI.SDL as SDL
|
||||||
|
import Control.Concurrent.STM.TVar (readTVar, readTVarIO, writeTVar)
|
||||||
|
import Control.Concurrent.STM (atomically)
|
||||||
|
|
||||||
|
|
||||||
import Render.Misc (curb,genColorData)
|
import Render.Misc (curb,genColorData)
|
||||||
@ -102,6 +104,7 @@ eventCallback e = do
|
|||||||
return ()
|
return ()
|
||||||
SDL.MouseMotion _ _ _ (SDL.Position x y) _ _ -> -- windowID mouseID motionState motionPosition xrel yrel
|
SDL.MouseMotion _ _ _ (SDL.Position x y) _ _ -> -- windowID mouseID motionState motionPosition xrel yrel
|
||||||
mouseMoveHandler (x, y)
|
mouseMoveHandler (x, y)
|
||||||
|
|
||||||
SDL.MouseButton _ _ button state (SDL.Position x y) -> -- windowID mouseID button buttonState buttonAt
|
SDL.MouseButton _ _ button state (SDL.Position x y) -> -- windowID mouseID button buttonState buttonAt
|
||||||
case state of
|
case state of
|
||||||
SDL.Pressed -> maybe (return ()) (`mousePressHandler` (x, y)) $ transformButton button
|
SDL.Pressed -> maybe (return ()) (`mousePressHandler` (x, y)) $ transformButton button
|
||||||
@ -110,8 +113,13 @@ eventCallback e = do
|
|||||||
SDL.MouseWheel _ _ _ vscroll -> -- windowID mouseID hScroll vScroll
|
SDL.MouseWheel _ _ _ vscroll -> -- windowID mouseID hScroll vScroll
|
||||||
do -- TODO: MouseWheelHandler
|
do -- TODO: MouseWheelHandler
|
||||||
state <- get
|
state <- get
|
||||||
let zDist' = (state ^. camera.zDist) + realToFrac (negate vscroll) in
|
liftIO $ atomically $ do
|
||||||
modify $ camera.zDist .~ curb (env ^. zDistClosest) (env ^. zDistFarthest) zDist'
|
cam <- readTVar (state ^. camera)
|
||||||
|
let zDist' = (cam ^. zDist) + realToFrac (negate vscroll)
|
||||||
|
zDist'' = curb (env ^. zDistClosest) (env ^. zDistFarthest) zDist'
|
||||||
|
cam' <- return $ zDist .~ zDist'' $ cam
|
||||||
|
writeTVar (state ^. camera) cam'
|
||||||
|
|
||||||
-- there is more (joystic, touchInterface, ...), but currently ignored
|
-- there is more (joystic, touchInterface, ...), but currently ignored
|
||||||
SDL.Quit -> modify $ window.shouldClose .~ True
|
SDL.Quit -> modify $ window.shouldClose .~ True
|
||||||
_ -> liftIO $ putStrLn $ unwords ["Not processing Event:", show e]
|
_ -> liftIO $ putStrLn $ unwords ["Not processing Event:", show e]
|
||||||
|
@ -2,9 +2,10 @@
|
|||||||
|
|
||||||
module UI.UIWidgets (module UI.UIWidgets, module UI.UIBase) where
|
module UI.UIWidgets (module UI.UIWidgets, module UI.UIBase) where
|
||||||
|
|
||||||
|
import Control.Concurrent.STM.TVar (readTVarIO)
|
||||||
import Control.Lens ((^.), (.~), (%~), (&))
|
import Control.Lens ((^.), (.~), (%~), (&))
|
||||||
import Control.Monad
|
import Control.Monad
|
||||||
-- import Control.Monad.IO.Class (liftIO)
|
import Control.Monad.IO.Class (liftIO)
|
||||||
import Control.Monad.RWS.Strict (get, modify)
|
import Control.Monad.RWS.Strict (get, modify)
|
||||||
import Data.List
|
import Data.List
|
||||||
import Data.Maybe
|
import Data.Maybe
|
||||||
@ -57,11 +58,12 @@ createViewport btn bnd chld prio = Widget (rectangularBase bnd chld prio "VWP")
|
|||||||
let press btn' (x, y) _ w =
|
let press btn' (x, y) _ w =
|
||||||
do when (btn == btn') $ do
|
do when (btn == btn') $ do
|
||||||
state <- get
|
state <- get
|
||||||
|
cam <- liftIO $ readTVarIO (state ^. camera)
|
||||||
modify $ mouse %~ (isDragging .~ True)
|
modify $ mouse %~ (isDragging .~ True)
|
||||||
. (dragStartX .~ fromIntegral x)
|
. (dragStartX .~ fromIntegral x)
|
||||||
. (dragStartY .~ fromIntegral y)
|
. (dragStartY .~ fromIntegral y)
|
||||||
. (dragStartXAngle .~ (state ^. camera.xAngle))
|
. (dragStartXAngle .~ (cam ^. xAngle))
|
||||||
. (dragStartYAngle .~ (state ^. camera.yAngle))
|
. (dragStartYAngle .~ (cam ^. yAngle))
|
||||||
. (mousePosition.Types._x .~ fromIntegral x)
|
. (mousePosition.Types._x .~ fromIntegral x)
|
||||||
. (mousePosition.Types._y .~ fromIntegral y)
|
. (mousePosition.Types._y .~ fromIntegral y)
|
||||||
return w
|
return w
|
||||||
|
Loading…
Reference in New Issue
Block a user