prepared overview-texture
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@ -84,6 +84,7 @@ main =
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--generate map vertices
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(mapBuffer, vert) <- getMapBufferObject
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(mapprog, ci, ni, vi, pri, vii, mi, nmi, tli, tlo, mapTex) <- initMapShader
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overTex <- GL.genObjectName
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print window'
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eventQueue <- newTQueueIO :: IO (TQueue Event)
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putStrLn "foo"
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@ -123,6 +124,7 @@ main =
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, _mapVert = vert
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, _mapProgram = mapprog
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, _mapTexture = mapTex
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, _overviewTexture = overTex
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}
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env = Env
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{ _eventsChan = eventQueue
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@ -30,5 +30,5 @@ type Seed = (XCoord, ZCoord)
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-- | Add lakes on generated Map from (possible) Seeds noted before.
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--
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-- TODO: implement and erode terrain on the way down.
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addLakes :: PlayMap -> [Seeds] -> PlayMap
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addLakes :: PlayMap -> [Seed] -> PlayMap
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addLakes m s = undefined
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@ -180,6 +180,82 @@ initRendering = do
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glCullFace gl_BACK
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checkError "initRendering"
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{-renderOverview :: Pioneers ()
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renderOverview = do
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liftIO $ do
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---- RENDER OVERVIEW MAP ------------------------------------------
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bindFramebuffer Framebuffer $= (state ^. gl.glFramebuffer)
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bindRenderbuffer Renderbuffer $= (state ^. gl.glRenderbuffer)
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framebufferRenderbuffer
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Framebuffer
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DepthAttachment
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Renderbuffer
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(state ^. gl.glRenderbuffer)
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textureBinding Texture2D $= Just (state ^. gl.glMap.mapTexture)
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framebufferTexture2D
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Framebuffer
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(ColorAttachment 0)
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Texture2D
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(state ^. gl.glMap.mapTexture)
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0
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-- Render to FrameBufferObject
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drawBuffers $= [FBOColorAttachment 0]
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checkError "setup Render-Target"
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clear [ColorBuffer, DepthBuffer]
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checkError "clear buffer"
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currentProgram $= Just (state ^. gl.glMap.mapProgram)
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checkError "setting up buffer"
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--set up projection (= copy from state)
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with (distribute frust) $ \ptr ->
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glUniformMatrix4fv proj 1 0 (castPtr (ptr :: Ptr (L.M44 CFloat)))
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checkError "copy projection"
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--set up camera
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let ! cam = getCam camPos zDist' xa ya
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with (distribute cam) $ \ptr ->
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glUniformMatrix4fv vmat 1 0 (castPtr (ptr :: Ptr (L.M44 CFloat)))
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checkError "copy cam"
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--set up normal--Mat transpose((model*camera)^-1)
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let normal' = (case L.inv33 (fmap (^. L._xyz) cam ^. L._xyz) of
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(Just a) -> a
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Nothing -> L.eye3) :: L.M33 CFloat
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nmap = collect id normal' :: L.M33 CFloat --transpose...
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with (distribute nmap) $ \ptr ->
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glUniformMatrix3fv nmat 1 0 (castPtr (ptr :: Ptr (L.M33 CFloat)))
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checkError "nmat"
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glUniform1f tli (fromIntegral tessFac)
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glUniform1f tlo (fromIntegral tessFac)
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bindBuffer ArrayBuffer $= Just map'
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vertexAttribPointer ci $= fgColorIndex
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vertexAttribArray ci $= Enabled
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vertexAttribPointer ni $= fgNormalIndex
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vertexAttribArray ni $= Enabled
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vertexAttribPointer vi $= fgVertexIndex
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vertexAttribArray vi $= Enabled
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checkError "beforeDraw"
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glPatchParameteri gl_PATCH_VERTICES 3
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cullFace $= Just Front
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glDrawArrays gl_PATCHES 0 (fromIntegral numVert)
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checkError "draw map"
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-}
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render :: Pioneers ()
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render = do
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state <- RWS.get
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@ -89,6 +89,7 @@ data GLMapState = GLMapState
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, _mapVert :: !GL.NumArrayIndices
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, _mapProgram :: !GL.Program
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, _mapTexture :: !TextureObject
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, _overviewTexture :: !TextureObject
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}
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data GLHud = GLHud
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