Merge branch 'master' into ui
This commit is contained in:
66
src/Main.hs
66
src/Main.hs
@ -27,7 +27,7 @@ import Foreign.Marshal.Alloc (allocaBytes)
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import Control.Lens ((^.), (.~), (%~))
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-- GUI
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import Graphics.UI.SDL as SDL
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import qualified Graphics.UI.SDL as SDL
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-- Render
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import qualified Graphics.Rendering.OpenGL.GL as GL
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@ -66,15 +66,15 @@ testParser a = putStrLn . show =<< parseIQM a
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main :: IO ()
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main =
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SDL.withInit [InitVideo, InitAudio, InitEvents, InitTimer] $ --also: InitNoParachute -> faster, without parachute!
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SDL.withWindow "Pioneers" (SDL.Position 100 100) (Size 1024 600) [WindowOpengl -- we want openGL
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,WindowShown -- window should be visible
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,WindowResizable -- and resizable
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,WindowInputFocus -- focused (=> active)
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,WindowMouseFocus -- Mouse into it
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SDL.withInit [SDL.InitVideo, SDL.InitAudio, SDL.InitEvents, SDL.InitTimer] $ --also: InitNoParachute -> faster, without parachute!
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SDL.withWindow "Pioneers" (SDL.Position 100 100) (SDL.Size 1024 600) [SDL.WindowOpengl -- we want openGL
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,SDL.WindowShown -- window should be visible
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,SDL.WindowResizable -- and resizable
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,SDL.WindowInputFocus -- focused (=> active)
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,SDL.WindowMouseFocus -- Mouse into it
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--,WindowInputGrabbed-- never let go of input (KB/Mouse)
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] $ \window' -> do
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withOpenGL window' $ do
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SDL.withOpenGL window' $ do
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--Create Renderbuffer & Framebuffer
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-- We will render to this buffer to copy the result into textures
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@ -83,15 +83,12 @@ main =
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GL.bindFramebuffer GL.Framebuffer GL.$= frameBuffer
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GL.bindRenderbuffer GL.Renderbuffer GL.$= renderBuffer
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(Size fbWidth fbHeight) <- glGetDrawableSize window'
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(SDL.Size fbWidth fbHeight) <- SDL.glGetDrawableSize window'
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initRendering
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--generate map vertices
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glMap' <- initMapShader 4 =<< getMapBufferObject
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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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eventQueue <- newTQueueIO :: IO (TQueue SDL.Event)
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now <- getCurrentTime
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putStrLn "foo"
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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.setFontHinting font TTFHNormal
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@ -133,6 +130,7 @@ main =
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}
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, _io = IOState
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{ _clock = now
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, _tessClockFactor = 0
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}
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, _mouse = MouseState
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{ _isDown = False
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@ -182,7 +180,7 @@ run = do
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-- draw Scene
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draw
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liftIO $ glSwapWindow (env ^. windowObject)
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liftIO $ SDL.glSwapWindow (env ^. windowObject)
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-- getEvents & process
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processEvents
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@ -230,17 +228,33 @@ run = do
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}
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-}
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mt <- liftIO $ do
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let double = fromRational.toRational :: (Real a) => a -> Double
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(mt,tc,sleepAmount,frameTime) <- liftIO $ do
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let double = fromRational.toRational :: (Real a) => a -> Double
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targetFramerate = 60.0
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targetFrametime = 1.0/targetFramerate
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targetFrametimeμs = targetFrametime * 1000000.0
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now <- getCurrentTime
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diff <- return $ diffUTCTime now (state ^. io.clock) -- get time-diffs
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title <- return $ unwords ["Pioneers @ ",show ((round . double $ 1.0/diff)::Int),"fps"]
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setWindowTitle (env ^. windowObject) title
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sleepAmount <- return $ floor (max 0 (0.04 - diff))*1000000 -- get time until next frame in microseconds
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threadDelay sleepAmount
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return now
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let diff = diffUTCTime now (state ^. io.clock) -- get time-diffs
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title = unwords ["Pioneers @ ",show ((round . double $ 1.0/diff)::Int),"fps"]
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ddiff = double diff
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SDL.setWindowTitle (env ^. windowObject) title
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let sleepAmount = floor ((targetFrametime - double diff)*1000000) :: Int -- get time until next frame in microseconds
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clockFactor = (state ^. io.tessClockFactor)
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tessChange
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| (clockFactor < (75*targetFrametime)) && (state ^. gl.glMap.stateTessellationFactor < 5) = ((+)1 :: Int -> Int)
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-- > last 100 frames had > 25% leftover (on avg.)
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| (clockFactor > (110*targetFrametime)) && (state ^. gl.glMap.stateTessellationFactor > 1) = (flip (-) 1 :: Int -> Int)
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-- > last 100 frames had < 90% of target-fps
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| otherwise = ((+)0 :: Int -> Int) -- 0ms > x > 10% -> keep settings
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when (sleepAmount > 0) $ threadDelay sleepAmount
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now' <- getCurrentTime
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return (now',tessChange,sleepAmount,ddiff)
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-- set state with new clock-time
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modify $ io.clock .~ mt
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--liftIO $ putStrLn $ unwords ["clockFactor:",show (state ^. io.tessClockFactor),"\ttc:", show (tc (state ^. gl.glMap.stateTessellationFactor)),"\tsleep ",show frameTime,"ms"]
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modify $ (io.clock .~ mt)
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. (gl.glMap.stateTessellationFactor %~ tc)
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. (io.tessClockFactor %~ (((+) frameTime).((*) 0.99)))
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-- liftIO $ putStrLn $ concat $ ["TessFactor at: ",show (state ^. gl.glMap.stateTessellationFactor), " - slept for ",show sleepAmount, "μs."]
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shouldClose' <- return $ state ^. window.shouldClose
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unless shouldClose' run
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@ -315,14 +329,14 @@ adjustWindow = do
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processEvents :: Pioneers ()
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processEvents = do
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me <- liftIO pollEvent
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me <- liftIO SDL.pollEvent
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case me of
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Just e -> do
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processEvent e
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processEvents
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Nothing -> return ()
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processEvent :: Event -> Pioneers ()
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processEvent :: SDL.Event -> Pioneers ()
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processEvent e = do
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eventCallback e
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-- env <- ask
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@ -331,7 +345,7 @@ processEvent e = do
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case winEvent of
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SDL.Closing ->
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modify $ window.shouldClose .~ True
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SDL.Resized {windowResizedTo=size} -> do
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SDL.Resized {SDL.windowResizedTo=size} -> do
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modify $ (window . width .~ SDL.sizeWidth size)
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. (window . height .~ SDL.sizeHeight size)
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adjustWindow
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@ -1,46 +0,0 @@
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module Map.Combinators where
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import Map.Types
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import Map.Creation
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import Data.Array
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import System.Random
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-- preliminary
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infix 5 ->-
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(->-) :: (PlayMap -> PlayMap) -> (PlayMap -> PlayMap) -> PlayMap -> PlayMap
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f ->- g = g . f
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-- also preliminary
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infix 5 -<-
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(-<-) :: (PlayMap -> PlayMap) -> (PlayMap -> PlayMap) -> PlayMap -> PlayMap
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f -<- g = f . g
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lake :: Int -> PlayMap -> PlayMap
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lake = undefined
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river :: Int -> PlayMap -> PlayMap
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river = undefined
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mnt :: IO [PlayMap -> PlayMap]
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mnt = do g <- newStdGen
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let seeds = take 10 $ randoms g
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return $ map gaussMountain seeds
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gaussMountain :: Int -> PlayMap -> PlayMap
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gaussMountain seed mp = aplByPlace (liftUp c) (\(_,_) -> True) mp
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where
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g = mkStdGen seed
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c = head $ randomRs (bounds mp) g
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amp = head $ randomRs (5.0, 20.0) g
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sig = head $ randomRs (5.0, 25.0) g
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fi = fromIntegral
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htt = heightToTerrain
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-- TODO: Fix Lambda to True with sensible function, maybe rework giveNeighbourhood in Map.Map
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liftUp :: (Int, Int) -> Node -> Node
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liftUp (gx,gz) (Full (x,z) y _ b pl pa r s) = let y_neu = max y e
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in Full (x,z) y_neu (htt GrassIslandMap y_neu) b pl pa r s
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where e = gauss3Dgeneral amp (fi gx) (fi gz) sig sig (fi x) (fi z)
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liftUp (gx, gz) (Minimal (x,z)) = Full (x,z) e (htt GrassIslandMap e) BFlag NoPlayer NoPath Plain []
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where e = gauss3Dgeneral amp (fi gx) (fi gz) sig sig (fi x) (fi z)
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@ -2,19 +2,25 @@ module Map.Creation
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where
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import Map.Types
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import Map.Map
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import Map.StaticMaps
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-- import Map.Map unused (for now)
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import Data.Array
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import System.Random
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-- Orphan instance since this isn't where either Random nor Tuples are defined
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instance (Random x, Random y) => Random (x, y) where
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randomR ((x1, y1), (x2, y2)) gen1 = let (a, gen2) = randomR (x1, x2) gen1
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(b, gen3) = randomR (y1, y2) gen2
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in ((a, b), gen3)
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-- preliminary
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infix 5 ->-
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(->-) :: (PlayMap -> PlayMap) -> (PlayMap -> PlayMap) -> PlayMap -> PlayMap
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f ->- g = g . f
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random gen1 = let (a, gen2) = random gen1
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(b, gen3) = random gen2 in ((a,b), gen3)
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-- also preliminary
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infix 5 -<-
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(-<-) :: (PlayMap -> PlayMap) -> (PlayMap -> PlayMap) -> PlayMap -> PlayMap
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f -<- g = f . g
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exportedMap :: IO PlayMap
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exportedMap = do mounts <- mnt
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return $ aplAll mounts mapEmpty
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-- | Generate a new Map of given Type and Size
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--
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@ -31,7 +37,10 @@ aplByNode :: (Node -> Node) -> (Node -> Bool) -> PlayMap -> PlayMap
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aplByNode f g mp = array (bounds mp) (map (\(ab,c) -> (if g c then (ab, f c) else (ab,c))) (assocs mp))
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aplAll :: [a -> a] -> a -> a
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aplAll fs m = foldl (\ m f -> f m) m fs
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aplAll fs m = foldl (\ n f -> f n) m fs
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aplAllM :: Monad m => [m a -> m a] -> m a -> m a
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aplAllM fs x = foldl (\ n f -> f n) x fs
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-- general 3D-Gaussian
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gauss3Dgeneral :: Floating q =>
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@ -68,3 +77,37 @@ heightToTerrain GrassIslandMap y
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| y < 10 = Hill
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| otherwise = Mountain
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heightToTerrain _ _ = undefined
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lake :: Int -> PlayMap -> PlayMap
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lake = undefined
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river :: Int -> PlayMap -> PlayMap
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river = undefined
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mnt :: IO [PlayMap -> PlayMap]
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mnt = do g <- newStdGen
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let seeds = take 10 $ randoms g
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return $ map (gaussMountain) seeds
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gaussMountain :: Int -> PlayMap -> PlayMap
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gaussMountain seed mp = aplByPlace (liftUp c) (\(_,_) -> True) mp
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where
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g = mkStdGen seed
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c = let ((a,b), (x,y)) = bounds mp in (head (randomRs (a,x) g), (head (randomRs (b,y) g)))
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amp = head $ randomRs (5.0, 20.0) g
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sig = head $ randomRs (5.0, 25.0) g
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fi = fromIntegral
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htt = heightToTerrain
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-- TODO: Fix Lambda to True with sensible function, maybe rework giveNeighbourhood in Map.Map
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liftUp :: (Int, Int) -> Node -> Node
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liftUp (gx,gz) (Full (x,z) y _ b pl pa r s) = let y_neu = max y e
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in Full (x,z) y_neu (htt GrassIslandMap y_neu) b pl pa r s
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||||
where e = gauss3Dgeneral amp (fi gx) (fi gz) sig sig (fi x) (fi z)
|
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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
|
||||
makeIsland :: PlayMap -> PlayMap
|
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makeIsland = undefined -- tomorrow....
|
||||
|
@ -30,9 +30,7 @@ import Linear
|
||||
import Control.Arrow ((***))
|
||||
|
||||
import Map.Types
|
||||
import Map.StaticMaps
|
||||
import Map.Creation
|
||||
import Map.Combinators
|
||||
|
||||
type Height = Float
|
||||
|
||||
@ -91,8 +89,8 @@ fgVertexIndex = (ToFloat, mapVertexArrayDescriptor 3 7) --vertex after normal
|
||||
|
||||
getMapBufferObject :: IO (BufferObject, NumArrayIndices)
|
||||
getMapBufferObject = do
|
||||
mountains <- mnt
|
||||
myMap' <- return $ convertToGraphicsMap $ convertToStripeMap $ aplAll mountains mapEmpty
|
||||
eMap <- exportedMap
|
||||
myMap' <- return $ convertToGraphicsMap $ convertToStripeMap eMap
|
||||
! myMap <- return $ generateTriangles myMap'
|
||||
len <- return $ fromIntegral $ P.length myMap `div` numComponents
|
||||
putStrLn $ P.unwords ["num verts in map:",show len]
|
||||
|
@ -39,6 +39,3 @@ giveNeighbourhood mp n (a,b) = let ns = giveNeighbours mp (a,b) in
|
||||
-- removing duplicates in O(n log n), losing order and adding Ord requirement
|
||||
remdups :: Ord a => [a] -> [a]
|
||||
remdups = map head . group . sort
|
||||
|
||||
prop_rd_idempot :: Ord a => [a] -> Bool
|
||||
prop_rd_idempot xs = remdups xs == (remdups . remdups) xs
|
||||
|
@ -3,48 +3,47 @@ where
|
||||
|
||||
import Map.Types
|
||||
import Data.Array
|
||||
import Map.Creation
|
||||
|
||||
-- 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]
|
||||
--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)
|
||||
-- g2d :: Int -> Int -> Float
|
||||
-- g2d x y = gauss3D (fromIntegral x) (fromIntegral y)
|
||||
|
||||
m2d :: (Int,Int) -> Int
|
||||
m2d (x,y) = mnh2D (x,y) (100,100)
|
||||
-- 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
|
||||
--_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)
|
||||
--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)
|
||||
|
@ -22,6 +22,8 @@ import Types
|
||||
import Render.Misc
|
||||
import Render.Types
|
||||
import Graphics.GLUtil.BufferObjects (makeBuffer)
|
||||
import Importer.IQM.Parser
|
||||
import Importer.IQM.Types
|
||||
|
||||
mapVertexShaderFile :: String
|
||||
mapVertexShaderFile = "shaders/map/vertex.shader"
|
||||
@ -32,6 +34,11 @@ mapTessEvalShaderFile = "shaders/map/tessEval.shader"
|
||||
mapFragmentShaderFile :: String
|
||||
mapFragmentShaderFile = "shaders/map/fragment.shader"
|
||||
|
||||
objectVertexShaderFile :: String
|
||||
objectVertexShaderFile = "shaders/mapobjects/vertex.shader"
|
||||
objectFragmentShaderFile :: String
|
||||
objectFragmentShaderFile = "shaders/mapobjects/fragment.shader"
|
||||
|
||||
uiVertexShaderFile :: String
|
||||
uiVertexShaderFile = "shaders/ui/vertex.shader"
|
||||
uiFragmentShaderFile :: String
|
||||
@ -113,6 +120,21 @@ initMapShader tessFac (buf, vertDes) = do
|
||||
|
||||
texts <- genObjectNames 6
|
||||
|
||||
testobj <- parseIQM "sample.iqm"
|
||||
|
||||
let
|
||||
objs = [MapObject testobj (L.V3 0 10 0) (MapObjectState ())]
|
||||
|
||||
! vertexSource' <- B.readFile objectVertexShaderFile
|
||||
! fragmentSource' <- B.readFile objectFragmentShaderFile
|
||||
vertexShader' <- compileShaderSource VertexShader vertexSource'
|
||||
checkError "compile Object-Vertex"
|
||||
fragmentShader' <- compileShaderSource FragmentShader fragmentSource'
|
||||
checkError "compile Object-Fragment"
|
||||
objProgram <- createProgramUsing [vertexShader', fragmentShader']
|
||||
checkError "compile Object-Program"
|
||||
|
||||
currentProgram $= Just objProgram
|
||||
|
||||
checkError "initShader"
|
||||
return GLMapState
|
||||
@ -132,6 +154,8 @@ initMapShader tessFac (buf, vertDes) = do
|
||||
, _mapVert = vertDes
|
||||
, _overviewTexture = overTex
|
||||
, _mapTextures = texts
|
||||
, _mapObjects = objs
|
||||
, _objectProgram = objProgram
|
||||
}
|
||||
|
||||
initHud :: IO GLHud
|
||||
@ -266,6 +290,16 @@ renderOverview = do
|
||||
-}
|
||||
|
||||
|
||||
-- | renders an IQM-Model at Position with scaling
|
||||
renderIQM :: IQM -> L.V3 CFloat -> L.V3 CFloat -> IO ()
|
||||
renderIQM m p@(L.V3 x y z) s@(L.V3 sx sy sz) = do
|
||||
return ()
|
||||
|
||||
renderObject :: MapObject -> IO ()
|
||||
renderObject (MapObject model pos@(L.V3 x y z) _{-state-}) =
|
||||
renderIQM model pos (L.V3 1 1 1)
|
||||
|
||||
|
||||
render :: Pioneers ()
|
||||
render = do
|
||||
state <- RWS.get
|
||||
@ -354,8 +388,15 @@ render = do
|
||||
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
|
||||
|
12
src/Types.hs
12
src/Types.hs
@ -8,12 +8,15 @@ import Foreign.C (CFloat)
|
||||
import qualified Data.HashMap.Strict as Map
|
||||
import Data.Time (UTCTime)
|
||||
import Linear.Matrix (M44)
|
||||
import Linear (V3)
|
||||
import Control.Monad.RWS.Strict (RWST)
|
||||
import Control.Lens
|
||||
import Graphics.Rendering.OpenGL.GL.Texturing.Objects (TextureObject)
|
||||
import Render.Types
|
||||
import Importer.IQM.Types
|
||||
import UI.UIBase
|
||||
|
||||
data Coord3D a = Coord3D a a a
|
||||
|
||||
--Static Read-Only-State
|
||||
data Env = Env
|
||||
@ -49,6 +52,7 @@ data CameraState = CameraState
|
||||
|
||||
data IOState = IOState
|
||||
{ _clock :: !UTCTime
|
||||
, _tessClockFactor :: !Double
|
||||
}
|
||||
|
||||
data GameState = GameState
|
||||
@ -113,8 +117,16 @@ data GLMapState = GLMapState
|
||||
, _renderedMapTexture :: !TextureObject --TODO: Probably move to UI?
|
||||
, _overviewTexture :: !TextureObject
|
||||
, _mapTextures :: ![TextureObject] --TODO: Fix size on list?
|
||||
, _objectProgram :: !GL.Program
|
||||
, _mapObjects :: ![MapObject]
|
||||
}
|
||||
|
||||
data MapObject = MapObject !IQM !MapCoordinates !MapObjectState
|
||||
|
||||
data MapObjectState = MapObjectState ()
|
||||
|
||||
type MapCoordinates = V3 CFloat
|
||||
|
||||
data GLHud = GLHud
|
||||
{ _hudTexture :: !TextureObject -- ^ HUD-Texture itself
|
||||
, _hudTexIndex :: !GL.UniformLocation -- ^ Position of Overlay-Texture in Shader
|
||||
|
Reference in New Issue
Block a user