Merge branch 'master' into ui
This commit is contained in:
		
							
								
								
									
										13
									
								
								COMPILING
									
									
									
									
									
								
							
							
						
						
									
										13
									
								
								COMPILING
									
									
									
									
									
								
							@@ -1,6 +1,13 @@
 | 
				
			|||||||
 | 
					# on ubuntu14.04 (trusty) and later
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					just run 
 | 
				
			||||||
 | 
					> ./build.sh
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					# manual installation
 | 
				
			||||||
 | 
					
 | 
				
			||||||
set up external dependencies:
 | 
					set up external dependencies:
 | 
				
			||||||
 | 
					
 | 
				
			||||||
> sudo apt-get install libsdl2-dev
 | 
					> sudo apt-get install libsdl2-dev libsdl2-ttf-dev libsdl2-image-dev libsdl2-mixer-dev
 | 
				
			||||||
> cd deps && ./getDeps.sh && cd ..
 | 
					> cd deps && ./getDeps.sh && cd ..
 | 
				
			||||||
 | 
					
 | 
				
			||||||
NOTE: ubuntu saucy currently only has libsdl2-dev.2.0.0 in the repositories, but we need libsdl2-dev.2.0.1
 | 
					NOTE: ubuntu saucy currently only has libsdl2-dev.2.0.0 in the repositories, but we need libsdl2-dev.2.0.1
 | 
				
			||||||
@@ -12,8 +19,8 @@ make sure the compiled files are in your PATH (e.g. include $HOME/.cabal/bin in
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
install dependencies & configure app
 | 
					install dependencies & configure app
 | 
				
			||||||
> cabal sandbox init
 | 
					> cabal sandbox init
 | 
				
			||||||
> cabal sandbox --add-source deps/hsSDL2
 | 
					> cabal sandbox add-source deps/hsSDL2
 | 
				
			||||||
> cabal sandbox --add-source deps/hsSDL2-ttf
 | 
					> cabal sandbox add-source deps/hsSDL2-ttf
 | 
				
			||||||
> cabal install --only-dependencies
 | 
					> cabal install --only-dependencies
 | 
				
			||||||
> cabal configure
 | 
					> cabal configure
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -12,6 +12,7 @@ executable Pioneers
 | 
				
			|||||||
    ghc-options:     -Wall -Odph -rtsopts -threaded -fno-liberate-case -funfolding-use-threshold1000 -funfolding-keeness-factor1000 -optlo-O3 -fllvm
 | 
					    ghc-options:     -Wall -Odph -rtsopts -threaded -fno-liberate-case -funfolding-use-threshold1000 -funfolding-keeness-factor1000 -optlo-O3 -fllvm
 | 
				
			||||||
  }
 | 
					  }
 | 
				
			||||||
  other-modules:
 | 
					  other-modules:
 | 
				
			||||||
 | 
					                   Map.Map,
 | 
				
			||||||
                   Map.Types,
 | 
					                   Map.Types,
 | 
				
			||||||
                   Map.Graphics,
 | 
					                   Map.Graphics,
 | 
				
			||||||
                   Map.Creation,
 | 
					                   Map.Creation,
 | 
				
			||||||
@@ -49,3 +50,33 @@ executable Pioneers
 | 
				
			|||||||
                   attoparsec-binary >= 0.1
 | 
					                   attoparsec-binary >= 0.1
 | 
				
			||||||
  Default-Language: Haskell2010
 | 
					  Default-Language: Haskell2010
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					test-suite MapTests
 | 
				
			||||||
 | 
					  type:              exitcode-stdio-1.0
 | 
				
			||||||
 | 
					  hs-source-dirs:    tests/Map, src
 | 
				
			||||||
 | 
					  main-is:           MapTestSuite.hs
 | 
				
			||||||
 | 
					  build-depends:     base,
 | 
				
			||||||
 | 
					                     OpenGL >=2.9,
 | 
				
			||||||
 | 
					                     bytestring >=0.10,
 | 
				
			||||||
 | 
					                     OpenGLRaw >=1.4,
 | 
				
			||||||
 | 
					                     text >=0.11,
 | 
				
			||||||
 | 
					                     array >=0.4,
 | 
				
			||||||
 | 
					                     random >=1.0.1,
 | 
				
			||||||
 | 
					                     transformers >=0.3.0,
 | 
				
			||||||
 | 
					                     unordered-containers >= 0.2.1,
 | 
				
			||||||
 | 
					                     hashable >= 1.0.1.1,
 | 
				
			||||||
 | 
					                     mtl >=2.1.2,
 | 
				
			||||||
 | 
					                     stm >=2.4.2,
 | 
				
			||||||
 | 
					                     vector >=0.10.9 && <0.11,
 | 
				
			||||||
 | 
					                     distributive >=0.3.2,
 | 
				
			||||||
 | 
					                     linear >=1.3.1,
 | 
				
			||||||
 | 
					                     lens >=4.0,
 | 
				
			||||||
 | 
					                     SDL2 >= 0.1.0,
 | 
				
			||||||
 | 
					                     time >=1.4.0,
 | 
				
			||||||
 | 
					                     GLUtil >= 0.7,
 | 
				
			||||||
 | 
					                     attoparsec >= 0.11.2,
 | 
				
			||||||
 | 
					                     attoparsec-binary >= 0.1,
 | 
				
			||||||
 | 
					                     QuickCheck,
 | 
				
			||||||
 | 
					                     test-framework,
 | 
				
			||||||
 | 
					                     test-framework-th,
 | 
				
			||||||
 | 
					                     test-framework-quickcheck2
 | 
				
			||||||
 | 
					  Default-Language: Haskell2010
 | 
				
			||||||
 
 | 
				
			|||||||
							
								
								
									
										23
									
								
								deps/getDeps.sh
									
									
									
									
										vendored
									
									
								
							
							
						
						
									
										23
									
								
								deps/getDeps.sh
									
									
									
									
										vendored
									
									
								
							@@ -14,7 +14,7 @@ fi
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
if [[ $install -eq 0 ]]
 | 
					if [[ $install -eq 0 ]]
 | 
				
			||||||
then
 | 
					then
 | 
				
			||||||
	sudo apt-get install libsdl2-dev libsdl2-ttf-dev
 | 
						sudo apt-get install libsdl2-dev libsdl2-ttf-dev libsdl2-image-dev libsdl2-mixer-dev
 | 
				
			||||||
fi
 | 
					fi
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@@ -38,6 +38,25 @@ else
 | 
				
			|||||||
	cd ..
 | 
						cd ..
 | 
				
			||||||
fi
 | 
					fi
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					if [ ! -d "hsSDL2-mixer" ]
 | 
				
			||||||
 | 
					then
 | 
				
			||||||
 | 
						git clone https://github.com/jdeseno/hs-sdl2-mixer hsSDL2-mixer
 | 
				
			||||||
 | 
					else
 | 
				
			||||||
 | 
						cd hsSDL2-mixer
 | 
				
			||||||
 | 
						git pull
 | 
				
			||||||
 | 
						cd ..
 | 
				
			||||||
 | 
					fi
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					if [ ! -d "hsSDL2-image" ]
 | 
				
			||||||
 | 
					then
 | 
				
			||||||
 | 
						git clone https://github.com/jdeseno/hs-sdl2-image hsSDL2-image
 | 
				
			||||||
 | 
					else
 | 
				
			||||||
 | 
						cd hsSDL2-image
 | 
				
			||||||
 | 
						git pull
 | 
				
			||||||
 | 
						cd ..
 | 
				
			||||||
 | 
					fi
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
echo "trying to build"
 | 
					echo "trying to build"
 | 
				
			||||||
 | 
					
 | 
				
			||||||
cabal install haddock
 | 
					cabal install haddock
 | 
				
			||||||
@@ -51,7 +70,7 @@ cabal install --only-dependencies
 | 
				
			|||||||
cabal build
 | 
					cabal build
 | 
				
			||||||
cd ..
 | 
					cd ..
 | 
				
			||||||
 | 
					
 | 
				
			||||||
for t in "hsSDL2-ttf"
 | 
					for t in "hsSDL2-ttf" "hsSDL2-mixer" "hsSDL2-image"
 | 
				
			||||||
do
 | 
					do
 | 
				
			||||||
	echo "building ${t}.."
 | 
						echo "building ${t}.."
 | 
				
			||||||
	cd "${t}"
 | 
						cd "${t}"
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -106,6 +106,7 @@ smooth in vec3 tePosition;
 | 
				
			|||||||
smooth in float fogDist;
 | 
					smooth in float fogDist;
 | 
				
			||||||
smooth in float gmix;
 | 
					smooth in float gmix;
 | 
				
			||||||
in vec4 teColor;
 | 
					in vec4 teColor;
 | 
				
			||||||
 | 
					in vec3 tePatchDistance;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
out vec4 fgColor;
 | 
					out vec4 fgColor;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@@ -116,6 +117,10 @@ void main(void)
 | 
				
			|||||||
{
 | 
					{
 | 
				
			||||||
    //fog color
 | 
					    //fog color
 | 
				
			||||||
    vec4 fogColor = vec4(0.6,0.7,0.8,1.0);
 | 
					    vec4 fogColor = vec4(0.6,0.7,0.8,1.0);
 | 
				
			||||||
 | 
					    //grid color
 | 
				
			||||||
 | 
					    vec4 grid = vec4(0.0,0.0,0.0,1.0);
 | 
				
			||||||
 | 
					    //point color
 | 
				
			||||||
 | 
					    vec4 point = vec4(1.0,0.9,0.1,1.0);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    //heliospheric lighting
 | 
					    //heliospheric lighting
 | 
				
			||||||
    vec4 light = vec4(1.0,1.0,1.0,1.0);
 | 
					    vec4 light = vec4(1.0,1.0,1.0,1.0);
 | 
				
			||||||
@@ -154,4 +159,11 @@ void main(void)
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
    fgColor = Color * mix(dark, light, a);
 | 
					    fgColor = Color * mix(dark, light, a);
 | 
				
			||||||
    fgColor = mix(fgColor,fogColor,fog(fogDist));
 | 
					    fgColor = mix(fgColor,fogColor,fog(fogDist));
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    //mix onto tri-borders
 | 
				
			||||||
 | 
					    float mixer = clamp(exp(1.0-50.0*min(tePatchDistance.x,min(tePatchDistance.y,tePatchDistance.z))),0,1);
 | 
				
			||||||
 | 
					    fgColor = mix(fgColor, grid, mixer);
 | 
				
			||||||
 | 
					    
 | 
				
			||||||
 | 
					    mixer = clamp(exp(1.0-50.0*min(tePatchDistance.x+tePatchDistance.y,min(tePatchDistance.x+tePatchDistance.z,tePatchDistance.y+tePatchDistance.z))),0,1);
 | 
				
			||||||
 | 
					    fgColor = mix(fgColor, point, mixer);
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
@@ -10,6 +10,9 @@ out vec4 tcColor[];
 | 
				
			|||||||
out vec3 tcNormal[];
 | 
					out vec3 tcNormal[];
 | 
				
			||||||
uniform float TessLevelInner = 1.0; // controlled by keyboard buttons
 | 
					uniform float TessLevelInner = 1.0; // controlled by keyboard buttons
 | 
				
			||||||
uniform float TessLevelOuter = 1.0; // controlled by keyboard buttons
 | 
					uniform float TessLevelOuter = 1.0; // controlled by keyboard buttons
 | 
				
			||||||
 | 
					uniform mat4 ProjectionMatrix;
 | 
				
			||||||
 | 
					uniform mat4 ViewMatrix;
 | 
				
			||||||
 | 
					uniform mat3 NormalMatrix;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
#define ID gl_InvocationID
 | 
					#define ID gl_InvocationID
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@@ -18,10 +21,28 @@ void main()
 | 
				
			|||||||
    tcPosition[ID] = vPosition[ID];
 | 
					    tcPosition[ID] = vPosition[ID];
 | 
				
			||||||
    tcColor[ID] = vColor[ID];
 | 
					    tcColor[ID] = vColor[ID];
 | 
				
			||||||
    tcNormal[ID] = vNormal[ID];
 | 
					    tcNormal[ID] = vNormal[ID];
 | 
				
			||||||
 | 
					    float dist = (ProjectionMatrix * ViewMatrix * vec4(vPosition[ID], 1)).z;
 | 
				
			||||||
    if (ID == 0) {
 | 
					    if (ID == 0) {
 | 
				
			||||||
 | 
						if (dist < 30) {
 | 
				
			||||||
	        gl_TessLevelInner[0] = TessLevelInner;
 | 
						        gl_TessLevelInner[0] = TessLevelInner;
 | 
				
			||||||
        	gl_TessLevelOuter[0] = TessLevelOuter;
 | 
					        	gl_TessLevelOuter[0] = TessLevelOuter;
 | 
				
			||||||
	        gl_TessLevelOuter[1] = TessLevelOuter;
 | 
						        gl_TessLevelOuter[1] = TessLevelOuter;
 | 
				
			||||||
        	gl_TessLevelOuter[2] = TessLevelOuter;
 | 
					        	gl_TessLevelOuter[2] = TessLevelOuter;
 | 
				
			||||||
 | 
						} else if (dist < 50) {
 | 
				
			||||||
 | 
						        gl_TessLevelInner[0] = max(TessLevelInner-1.0,1.0);
 | 
				
			||||||
 | 
					        	gl_TessLevelOuter[0] = max(TessLevelOuter-1.0,1.0);
 | 
				
			||||||
 | 
						        gl_TessLevelOuter[1] = max(TessLevelOuter-1.0,1.0);
 | 
				
			||||||
 | 
					        	gl_TessLevelOuter[2] = max(TessLevelOuter-1.0,1.0);
 | 
				
			||||||
 | 
						} else if (dist < 100) {
 | 
				
			||||||
 | 
						        gl_TessLevelInner[0] = max(TessLevelInner-2.0,1.0);
 | 
				
			||||||
 | 
					        	gl_TessLevelOuter[0] = max(TessLevelOuter-2.0,1.0);
 | 
				
			||||||
 | 
						        gl_TessLevelOuter[1] = max(TessLevelOuter-2.0,1.0);
 | 
				
			||||||
 | 
					        	gl_TessLevelOuter[2] = max(TessLevelOuter-2.0,1.0);
 | 
				
			||||||
 | 
						} else {
 | 
				
			||||||
 | 
						        gl_TessLevelInner[0] = 1.0;
 | 
				
			||||||
 | 
					        	gl_TessLevelOuter[0] = 1.0;
 | 
				
			||||||
 | 
						        gl_TessLevelOuter[1] = 1.0;
 | 
				
			||||||
 | 
					        	gl_TessLevelOuter[2] = 1.0;
 | 
				
			||||||
 | 
						}
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
@@ -106,6 +106,7 @@ smooth out vec3 tePosition;
 | 
				
			|||||||
smooth out vec3 teNormal;
 | 
					smooth out vec3 teNormal;
 | 
				
			||||||
smooth out float fogDist;
 | 
					smooth out float fogDist;
 | 
				
			||||||
smooth out float gmix; //mixture of gravel
 | 
					smooth out float gmix; //mixture of gravel
 | 
				
			||||||
 | 
					out vec3 tePatchDistance;
 | 
				
			||||||
//out vec3 tePatchDistance;
 | 
					//out vec3 tePatchDistance;
 | 
				
			||||||
//constant projection matrix
 | 
					//constant projection matrix
 | 
				
			||||||
uniform mat4 ProjectionMatrix;
 | 
					uniform mat4 ProjectionMatrix;
 | 
				
			||||||
@@ -126,6 +127,7 @@ void main()
 | 
				
			|||||||
    vec3 p1 = gl_TessCoord.y * tcPosition[1];
 | 
					    vec3 p1 = gl_TessCoord.y * tcPosition[1];
 | 
				
			||||||
    vec3 p2 = gl_TessCoord.z * tcPosition[2];
 | 
					    vec3 p2 = gl_TessCoord.z * tcPosition[2];
 | 
				
			||||||
    tePosition = p0 + p1 + p2;
 | 
					    tePosition = p0 + p1 + p2;
 | 
				
			||||||
 | 
					    tePatchDistance = gl_TessCoord;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    //sin(a,b) = length(cross(a,b))
 | 
					    //sin(a,b) = length(cross(a,b))
 | 
				
			||||||
    float i0 = (1-gl_TessCoord.x)*gl_TessCoord.x * length(cross(tcNormal[0],tessNormal));
 | 
					    float i0 = (1-gl_TessCoord.x)*gl_TessCoord.x * length(cross(tcNormal[0],tessNormal));
 | 
				
			||||||
@@ -133,7 +135,8 @@ void main()
 | 
				
			|||||||
    float i2 = (1-gl_TessCoord.z)*gl_TessCoord.z * length(cross(tcNormal[2],tessNormal));
 | 
					    float i2 = (1-gl_TessCoord.z)*gl_TessCoord.z * length(cross(tcNormal[2],tessNormal));
 | 
				
			||||||
    float standout = i0+i1+i2;
 | 
					    float standout = i0+i1+i2;
 | 
				
			||||||
    tePosition = tePosition+tessNormal*standout;
 | 
					    tePosition = tePosition+tessNormal*standout;
 | 
				
			||||||
    tePosition = tePosition+0.05*snoise(tePosition);
 | 
					    vec3 tmp = tePosition;//+clamp(tePosition,0,0.05)*snoise(tePosition/2);
 | 
				
			||||||
 | 
					    tePosition = vec3(tePosition.x, tmp.y, tePosition.z);
 | 
				
			||||||
    gl_Position = ProjectionMatrix * ViewMatrix * vec4(tePosition, 1);
 | 
					    gl_Position = ProjectionMatrix * ViewMatrix * vec4(tePosition, 1);
 | 
				
			||||||
    fogDist = gl_Position.z;
 | 
					    fogDist = gl_Position.z;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 
 | 
				
			|||||||
							
								
								
									
										157
									
								
								shaders/mapobjects/fragment.shader
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										157
									
								
								shaders/mapobjects/fragment.shader
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,157 @@
 | 
				
			|||||||
 | 
					#version 330
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					//#include "3rdParty/noise.glsl"
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					vec3 mod289(vec3 x) {
 | 
				
			||||||
 | 
					  return x - floor(x * (1.0 / 289.0)) * 289.0;
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					vec4 mod289(vec4 x) {
 | 
				
			||||||
 | 
					  return x - floor(x * (1.0 / 289.0)) * 289.0;
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					vec4 permute(vec4 x) {
 | 
				
			||||||
 | 
					     return mod289(((x*34.0)+1.0)*x);
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					vec4 taylorInvSqrt(vec4 r)
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					  return 1.79284291400159 - 0.85373472095314 * r;
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					float snoise(vec3 v)
 | 
				
			||||||
 | 
					  { 
 | 
				
			||||||
 | 
					  const vec2  C = vec2(1.0/6.0, 1.0/3.0) ;
 | 
				
			||||||
 | 
					  const vec4  D = vec4(0.0, 0.5, 1.0, 2.0);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					// First corner
 | 
				
			||||||
 | 
					  vec3 i  = floor(v + dot(v, C.yyy) );
 | 
				
			||||||
 | 
					  vec3 x0 =   v - i + dot(i, C.xxx) ;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					// Other corners
 | 
				
			||||||
 | 
					  vec3 g = step(x0.yzx, x0.xyz);
 | 
				
			||||||
 | 
					  vec3 l = 1.0 - g;
 | 
				
			||||||
 | 
					  vec3 i1 = min( g.xyz, l.zxy );
 | 
				
			||||||
 | 
					  vec3 i2 = max( g.xyz, l.zxy );
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  //   x0 = x0 - 0.0 + 0.0 * C.xxx;
 | 
				
			||||||
 | 
					  //   x1 = x0 - i1  + 1.0 * C.xxx;
 | 
				
			||||||
 | 
					  //   x2 = x0 - i2  + 2.0 * C.xxx;
 | 
				
			||||||
 | 
					  //   x3 = x0 - 1.0 + 3.0 * C.xxx;
 | 
				
			||||||
 | 
					  vec3 x1 = x0 - i1 + C.xxx;
 | 
				
			||||||
 | 
					  vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
 | 
				
			||||||
 | 
					  vec3 x3 = x0 - D.yyy;      // -1.0+3.0*C.x = -0.5 = -D.y
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					// Permutations
 | 
				
			||||||
 | 
					  i = mod289(i); 
 | 
				
			||||||
 | 
					  vec4 p = permute( permute( permute( 
 | 
				
			||||||
 | 
					             i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
 | 
				
			||||||
 | 
					           + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) 
 | 
				
			||||||
 | 
					           + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					// Gradients: 7x7 points over a square, mapped onto an octahedron.
 | 
				
			||||||
 | 
					// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
 | 
				
			||||||
 | 
					  float n_ = 0.142857142857; // 1.0/7.0
 | 
				
			||||||
 | 
					  vec3  ns = n_ * D.wyz - D.xzx;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  vec4 j = p - 49.0 * floor(p * ns.z * ns.z);  //  mod(p,7*7)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  vec4 x_ = floor(j * ns.z);
 | 
				
			||||||
 | 
					  vec4 y_ = floor(j - 7.0 * x_ );    // mod(j,N)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  vec4 x = x_ *ns.x + ns.yyyy;
 | 
				
			||||||
 | 
					  vec4 y = y_ *ns.x + ns.yyyy;
 | 
				
			||||||
 | 
					  vec4 h = 1.0 - abs(x) - abs(y);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  vec4 b0 = vec4( x.xy, y.xy );
 | 
				
			||||||
 | 
					  vec4 b1 = vec4( x.zw, y.zw );
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
 | 
				
			||||||
 | 
					  //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
 | 
				
			||||||
 | 
					  vec4 s0 = floor(b0)*2.0 + 1.0;
 | 
				
			||||||
 | 
					  vec4 s1 = floor(b1)*2.0 + 1.0;
 | 
				
			||||||
 | 
					  vec4 sh = -step(h, vec4(0.0));
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
 | 
				
			||||||
 | 
					  vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  vec3 p0 = vec3(a0.xy,h.x);
 | 
				
			||||||
 | 
					  vec3 p1 = vec3(a0.zw,h.y);
 | 
				
			||||||
 | 
					  vec3 p2 = vec3(a1.xy,h.z);
 | 
				
			||||||
 | 
					  vec3 p3 = vec3(a1.zw,h.w);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					//Normalise gradients
 | 
				
			||||||
 | 
					  vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
 | 
				
			||||||
 | 
					  p0 *= norm.x;
 | 
				
			||||||
 | 
					  p1 *= norm.y;
 | 
				
			||||||
 | 
					  p2 *= norm.z;
 | 
				
			||||||
 | 
					  p3 *= norm.w;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					// Mix final noise value
 | 
				
			||||||
 | 
					  vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
 | 
				
			||||||
 | 
					  m = m * m;
 | 
				
			||||||
 | 
					  return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), 
 | 
				
			||||||
 | 
					                                dot(p2,x2), dot(p3,x3) ) );
 | 
				
			||||||
 | 
					  }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					float fog(float dist) {
 | 
				
			||||||
 | 
					    dist = max(0,dist - 50);
 | 
				
			||||||
 | 
					    dist = dist * 0.05;
 | 
				
			||||||
 | 
					//    dist = dist*dist;
 | 
				
			||||||
 | 
					    return 1-exp(-dist);
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					smooth in vec3 teNormal;
 | 
				
			||||||
 | 
					smooth in vec3 tePosition;
 | 
				
			||||||
 | 
					smooth in float fogDist;
 | 
				
			||||||
 | 
					smooth in float gmix;
 | 
				
			||||||
 | 
					in vec4 teColor;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					out vec4 fgColor;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					uniform mat4 ViewMatrix;
 | 
				
			||||||
 | 
					uniform mat4 ProjectionMatrix;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					void main(void)
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					    //fog color
 | 
				
			||||||
 | 
					    vec4 fogColor = vec4(0.6,0.7,0.8,1.0);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    //heliospheric lighting
 | 
				
			||||||
 | 
					    vec4 light = vec4(1.0,1.0,1.0,1.0);
 | 
				
			||||||
 | 
					    vec4 dark  = vec4(0.0,0.0,0.0,1.0);
 | 
				
			||||||
 | 
					    //direction to sun from origin
 | 
				
			||||||
 | 
					    vec3 lightDir = normalize(ViewMatrix * vec4(5.0,5.0,1.0,0.0)).xyz;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    float costheta = dot(teNormal, lightDir);
 | 
				
			||||||
 | 
					    float a = costheta * 0.5 + 0.5;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    //create gravel-texel
 | 
				
			||||||
 | 
					    vec3 uvw = tePosition;
 | 
				
			||||||
 | 
					    // Six components of noise in a fractal sum
 | 
				
			||||||
 | 
					    //float n = snoise(uvw * 10);
 | 
				
			||||||
 | 
					    float n = 0;
 | 
				
			||||||
 | 
					    n += 0.5 * snoise(uvw * 20.0);
 | 
				
			||||||
 | 
					    //n += 0.25 * snoise(uvw * 40.0);
 | 
				
			||||||
 | 
					    //n += 0.125 * snoise(uvw * 80.0);
 | 
				
			||||||
 | 
					    //n += 0.0625 * snoise(uvw * 160.0);
 | 
				
			||||||
 | 
					    //n += 0.03125 * snoise(uvw * 320.0);
 | 
				
			||||||
 | 
					    n = abs(n*2);//[0,1]
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    //dirt
 | 
				
			||||||
 | 
					    float d = snoise(uvw);
 | 
				
			||||||
 | 
					    d += 0.5 * snoise(uvw * 2);
 | 
				
			||||||
 | 
					    d += 0.25 * snoise(uvw * 4);
 | 
				
			||||||
 | 
					    d = d/3*2 +0.5;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    //                  base, dirt, noise-level*(above 0?)*(linear blend by y)
 | 
				
			||||||
 | 
					    vec4 texBase = mix(teColor, vec4(0.45,0.27,0.1,1),d*d*step(0.01,tePosition.y)*clamp(tePosition.y/2,0,2));
 | 
				
			||||||
 | 
					    //                  stone highlights
 | 
				
			||||||
 | 
					    vec4 texHighlights = mix(texBase, vec4(0.9*n,0.9*n,0.9*n,1),n*n*n);
 | 
				
			||||||
 | 
					    //mix highlights into Color with inclination, if inclination^2 > 0.35
 | 
				
			||||||
 | 
					    vec4 texColor = mix(texBase,texHighlights, (gmix*(1-gmix))*4*(gmix*(1-gmix))*4);
 | 
				
			||||||
 | 
					    vec4 Color = texColor;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    fgColor = Color * mix(dark, light, a);
 | 
				
			||||||
 | 
					    fgColor = mix(fgColor,fogColor,fog(fogDist));
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
							
								
								
									
										27
									
								
								shaders/mapobjects/tessControl.shader
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										27
									
								
								shaders/mapobjects/tessControl.shader
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,27 @@
 | 
				
			|||||||
 | 
					#version 330
 | 
				
			||||||
 | 
					#extension GL_ARB_tessellation_shader : require
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					layout(vertices = 3) out;
 | 
				
			||||||
 | 
					in vec3 vPosition[];
 | 
				
			||||||
 | 
					in vec4 vColor[];
 | 
				
			||||||
 | 
					in vec3 vNormal[];
 | 
				
			||||||
 | 
					out vec3 tcPosition[];
 | 
				
			||||||
 | 
					out vec4 tcColor[];
 | 
				
			||||||
 | 
					out vec3 tcNormal[];
 | 
				
			||||||
 | 
					uniform float TessLevelInner = 1.0; // controlled by keyboard buttons
 | 
				
			||||||
 | 
					uniform float TessLevelOuter = 1.0; // controlled by keyboard buttons
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					#define ID gl_InvocationID
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					void main()
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					    tcPosition[ID] = vPosition[ID];
 | 
				
			||||||
 | 
					    tcColor[ID] = vColor[ID];
 | 
				
			||||||
 | 
					    tcNormal[ID] = vNormal[ID];
 | 
				
			||||||
 | 
					    if (ID == 0) {
 | 
				
			||||||
 | 
					        gl_TessLevelInner[0] = TessLevelInner;
 | 
				
			||||||
 | 
					        gl_TessLevelOuter[0] = TessLevelOuter;
 | 
				
			||||||
 | 
					        gl_TessLevelOuter[1] = TessLevelOuter;
 | 
				
			||||||
 | 
					        gl_TessLevelOuter[2] = TessLevelOuter;
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
							
								
								
									
										149
									
								
								shaders/mapobjects/tessEval.shader
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										149
									
								
								shaders/mapobjects/tessEval.shader
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,149 @@
 | 
				
			|||||||
 | 
					#version 330
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					#extension GL_ARB_tessellation_shader : require
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					//#include "shaders/3rdParty/noise.glsl"
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					vec3 mod289(vec3 x) {
 | 
				
			||||||
 | 
					  return x - floor(x * (1.0 / 289.0)) * 289.0;
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					vec4 mod289(vec4 x) {
 | 
				
			||||||
 | 
					  return x - floor(x * (1.0 / 289.0)) * 289.0;
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					vec4 permute(vec4 x) {
 | 
				
			||||||
 | 
					     return mod289(((x*34.0)+1.0)*x);
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					vec4 taylorInvSqrt(vec4 r)
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					  return 1.79284291400159 - 0.85373472095314 * r;
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					float snoise(vec3 v)
 | 
				
			||||||
 | 
					  {
 | 
				
			||||||
 | 
					  const vec2  C = vec2(1.0/6.0, 1.0/3.0) ;
 | 
				
			||||||
 | 
					  const vec4  D = vec4(0.0, 0.5, 1.0, 2.0);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					// First corner
 | 
				
			||||||
 | 
					  vec3 i  = floor(v + dot(v, C.yyy) );
 | 
				
			||||||
 | 
					  vec3 x0 =   v - i + dot(i, C.xxx) ;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					// Other corners
 | 
				
			||||||
 | 
					  vec3 g = step(x0.yzx, x0.xyz);
 | 
				
			||||||
 | 
					  vec3 l = 1.0 - g;
 | 
				
			||||||
 | 
					  vec3 i1 = min( g.xyz, l.zxy );
 | 
				
			||||||
 | 
					  vec3 i2 = max( g.xyz, l.zxy );
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  //   x0 = x0 - 0.0 + 0.0 * C.xxx;
 | 
				
			||||||
 | 
					  //   x1 = x0 - i1  + 1.0 * C.xxx;
 | 
				
			||||||
 | 
					  //   x2 = x0 - i2  + 2.0 * C.xxx;
 | 
				
			||||||
 | 
					  //   x3 = x0 - 1.0 + 3.0 * C.xxx;
 | 
				
			||||||
 | 
					  vec3 x1 = x0 - i1 + C.xxx;
 | 
				
			||||||
 | 
					  vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
 | 
				
			||||||
 | 
					  vec3 x3 = x0 - D.yyy;      // -1.0+3.0*C.x = -0.5 = -D.y
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					// Permutations
 | 
				
			||||||
 | 
					  i = mod289(i);
 | 
				
			||||||
 | 
					  vec4 p = permute( permute( permute(
 | 
				
			||||||
 | 
					             i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
 | 
				
			||||||
 | 
					           + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
 | 
				
			||||||
 | 
					           + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					// Gradients: 7x7 points over a square, mapped onto an octahedron.
 | 
				
			||||||
 | 
					// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
 | 
				
			||||||
 | 
					  float n_ = 0.142857142857; // 1.0/7.0
 | 
				
			||||||
 | 
					  vec3  ns = n_ * D.wyz - D.xzx;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  vec4 j = p - 49.0 * floor(p * ns.z * ns.z);  //  mod(p,7*7)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  vec4 x_ = floor(j * ns.z);
 | 
				
			||||||
 | 
					  vec4 y_ = floor(j - 7.0 * x_ );    // mod(j,N)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  vec4 x = x_ *ns.x + ns.yyyy;
 | 
				
			||||||
 | 
					  vec4 y = y_ *ns.x + ns.yyyy;
 | 
				
			||||||
 | 
					  vec4 h = 1.0 - abs(x) - abs(y);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  vec4 b0 = vec4( x.xy, y.xy );
 | 
				
			||||||
 | 
					  vec4 b1 = vec4( x.zw, y.zw );
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
 | 
				
			||||||
 | 
					  //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
 | 
				
			||||||
 | 
					  vec4 s0 = floor(b0)*2.0 + 1.0;
 | 
				
			||||||
 | 
					  vec4 s1 = floor(b1)*2.0 + 1.0;
 | 
				
			||||||
 | 
					  vec4 sh = -step(h, vec4(0.0));
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
 | 
				
			||||||
 | 
					  vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					  vec3 p0 = vec3(a0.xy,h.x);
 | 
				
			||||||
 | 
					  vec3 p1 = vec3(a0.zw,h.y);
 | 
				
			||||||
 | 
					  vec3 p2 = vec3(a1.xy,h.z);
 | 
				
			||||||
 | 
					  vec3 p3 = vec3(a1.zw,h.w);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					//Normalise gradients
 | 
				
			||||||
 | 
					  vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
 | 
				
			||||||
 | 
					  p0 *= norm.x;
 | 
				
			||||||
 | 
					  p1 *= norm.y;
 | 
				
			||||||
 | 
					  p2 *= norm.z;
 | 
				
			||||||
 | 
					  p3 *= norm.w;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					// Mix final noise value
 | 
				
			||||||
 | 
					  vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
 | 
				
			||||||
 | 
					  m = m * m;
 | 
				
			||||||
 | 
					  return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
 | 
				
			||||||
 | 
					                                dot(p2,x2), dot(p3,x3) ) );
 | 
				
			||||||
 | 
					  }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					layout(triangles, equal_spacing, cw) in;
 | 
				
			||||||
 | 
					in vec3 tcPosition[];
 | 
				
			||||||
 | 
					in vec4 tcColor[];
 | 
				
			||||||
 | 
					in vec3 tcNormal[];
 | 
				
			||||||
 | 
					out vec4 teColor;
 | 
				
			||||||
 | 
					smooth out vec3 tePosition;
 | 
				
			||||||
 | 
					smooth out vec3 teNormal;
 | 
				
			||||||
 | 
					smooth out float fogDist;
 | 
				
			||||||
 | 
					smooth out float gmix; //mixture of gravel
 | 
				
			||||||
 | 
					//out vec3 tePatchDistance;
 | 
				
			||||||
 | 
					//constant projection matrix
 | 
				
			||||||
 | 
					uniform mat4 ProjectionMatrix;
 | 
				
			||||||
 | 
					uniform mat4 ViewMatrix;
 | 
				
			||||||
 | 
					uniform mat3 NormalMatrix;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					void main()
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					    //NORMAL
 | 
				
			||||||
 | 
					    vec3 n0 = gl_TessCoord.x * tcNormal[0];
 | 
				
			||||||
 | 
					    vec3 n1 = gl_TessCoord.y * tcNormal[1];
 | 
				
			||||||
 | 
					    vec3 n2 = gl_TessCoord.z * tcNormal[2];
 | 
				
			||||||
 | 
					    vec3 tessNormal = normalize(n0 + n1 + n2);
 | 
				
			||||||
 | 
					    teNormal = NormalMatrix * tessNormal;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    //POSITION
 | 
				
			||||||
 | 
					    vec3 p0 = gl_TessCoord.x * tcPosition[0];
 | 
				
			||||||
 | 
					    vec3 p1 = gl_TessCoord.y * tcPosition[1];
 | 
				
			||||||
 | 
					    vec3 p2 = gl_TessCoord.z * tcPosition[2];
 | 
				
			||||||
 | 
					    tePosition = p0 + p1 + p2;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    //sin(a,b) = length(cross(a,b))
 | 
				
			||||||
 | 
					    float i0 = (1-gl_TessCoord.x)*gl_TessCoord.x * length(cross(tcNormal[0],tessNormal));
 | 
				
			||||||
 | 
					    float i1 = (1-gl_TessCoord.y)*gl_TessCoord.y * length(cross(tcNormal[1],tessNormal));
 | 
				
			||||||
 | 
					    float i2 = (1-gl_TessCoord.z)*gl_TessCoord.z * length(cross(tcNormal[2],tessNormal));
 | 
				
			||||||
 | 
					    float standout = i0+i1+i2;
 | 
				
			||||||
 | 
					    tePosition = tePosition+tessNormal*standout;
 | 
				
			||||||
 | 
					    tePosition = tePosition+0.05*snoise(tePosition);
 | 
				
			||||||
 | 
					    gl_Position = ProjectionMatrix * ViewMatrix * vec4(tePosition, 1);
 | 
				
			||||||
 | 
					    fogDist = gl_Position.z;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    //COLOR-BLENDING
 | 
				
			||||||
 | 
					    vec4 c0 = (1-exp(gl_TessCoord.x)) * tcColor[0];
 | 
				
			||||||
 | 
					    vec4 c1 = (1-exp(gl_TessCoord.y)) * tcColor[1];
 | 
				
			||||||
 | 
					    vec4 c2 = (1-exp(gl_TessCoord.z)) * tcColor[2];
 | 
				
			||||||
 | 
					    teColor = (c0 + c1 + c2)/((1-exp(gl_TessCoord.x))+(1-exp(gl_TessCoord.y))+(1-exp(gl_TessCoord.z)));
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    //mix gravel based on incline (sin (normal,up))
 | 
				
			||||||
 | 
					    gmix = length(cross(tessNormal, vec3(0,1,0)));
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
							
								
								
									
										18
									
								
								shaders/mapobjects/vertex.shader
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										18
									
								
								shaders/mapobjects/vertex.shader
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,18 @@
 | 
				
			|||||||
 | 
					#version 330
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					//vertex-data
 | 
				
			||||||
 | 
					in vec4 Color;
 | 
				
			||||||
 | 
					in vec3 Position;
 | 
				
			||||||
 | 
					in vec3 Normal;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					//output-data for later stages
 | 
				
			||||||
 | 
					out vec4 vColor;
 | 
				
			||||||
 | 
					out vec3 vPosition;
 | 
				
			||||||
 | 
					out vec3 vNormal;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					void main()
 | 
				
			||||||
 | 
					{
 | 
				
			||||||
 | 
					    vPosition = Position;
 | 
				
			||||||
 | 
					    vNormal = Normal;
 | 
				
			||||||
 | 
					    vColor = Color;
 | 
				
			||||||
 | 
					}
 | 
				
			||||||
							
								
								
									
										64
									
								
								src/Main.hs
									
									
									
									
									
								
							
							
						
						
									
										64
									
								
								src/Main.hs
									
									
									
									
									
								
							@@ -27,7 +27,7 @@ import           Foreign.Marshal.Alloc                (allocaBytes)
 | 
				
			|||||||
import           Control.Lens                         ((^.), (.~), (%~))
 | 
					import           Control.Lens                         ((^.), (.~), (%~))
 | 
				
			||||||
 | 
					
 | 
				
			||||||
-- GUI
 | 
					-- GUI
 | 
				
			||||||
import           Graphics.UI.SDL                      as SDL
 | 
					import qualified Graphics.UI.SDL                      as SDL
 | 
				
			||||||
 | 
					
 | 
				
			||||||
-- Render
 | 
					-- Render
 | 
				
			||||||
import qualified Graphics.Rendering.OpenGL.GL         as GL
 | 
					import qualified Graphics.Rendering.OpenGL.GL         as GL
 | 
				
			||||||
@@ -66,15 +66,15 @@ testParser a = putStrLn . show  =<< parseIQM a
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
main :: IO ()
 | 
					main :: IO ()
 | 
				
			||||||
main =
 | 
					main =
 | 
				
			||||||
    SDL.withInit [InitVideo, InitAudio, InitEvents, InitTimer] $ --also: InitNoParachute -> faster, without parachute!
 | 
					    SDL.withInit [SDL.InitVideo, SDL.InitAudio, SDL.InitEvents, SDL.InitTimer] $ --also: InitNoParachute -> faster, without parachute!
 | 
				
			||||||
      SDL.withWindow "Pioneers" (SDL.Position 100 100) (Size 1024 600) [WindowOpengl     -- we want openGL
 | 
					      SDL.withWindow "Pioneers" (SDL.Position 100 100) (SDL.Size 1024 600) [SDL.WindowOpengl     -- we want openGL
 | 
				
			||||||
                                                                             ,WindowShown      -- window should be visible
 | 
					                                                                             ,SDL.WindowShown      -- window should be visible
 | 
				
			||||||
                                                                             ,WindowResizable  -- and resizable
 | 
					                                                                             ,SDL.WindowResizable  -- and resizable
 | 
				
			||||||
                                                                             ,WindowInputFocus -- focused (=> active)
 | 
					                                                                             ,SDL.WindowInputFocus -- focused (=> active)
 | 
				
			||||||
                                                                             ,WindowMouseFocus -- Mouse into it
 | 
					                                                                             ,SDL.WindowMouseFocus -- Mouse into it
 | 
				
			||||||
                                                                             --,WindowInputGrabbed-- never let go of input (KB/Mouse)
 | 
					                                                                             --,WindowInputGrabbed-- never let go of input (KB/Mouse)
 | 
				
			||||||
                                                                             ] $ \window' -> do
 | 
					                                                                             ] $ \window' -> do
 | 
				
			||||||
       withOpenGL window' $ do
 | 
					       SDL.withOpenGL window' $ do
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        --Create Renderbuffer & Framebuffer
 | 
					        --Create Renderbuffer & Framebuffer
 | 
				
			||||||
        -- We will render to this buffer to copy the result into textures
 | 
					        -- We will render to this buffer to copy the result into textures
 | 
				
			||||||
@@ -83,15 +83,12 @@ main =
 | 
				
			|||||||
        GL.bindFramebuffer GL.Framebuffer GL.$= frameBuffer
 | 
					        GL.bindFramebuffer GL.Framebuffer GL.$= frameBuffer
 | 
				
			||||||
        GL.bindRenderbuffer GL.Renderbuffer GL.$= renderBuffer
 | 
					        GL.bindRenderbuffer GL.Renderbuffer GL.$= renderBuffer
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        (Size fbWidth fbHeight) <- glGetDrawableSize window'
 | 
					        (SDL.Size fbWidth fbHeight) <- SDL.glGetDrawableSize window'
 | 
				
			||||||
        initRendering
 | 
					        initRendering
 | 
				
			||||||
        --generate map vertices
 | 
					        --generate map vertices
 | 
				
			||||||
        glMap' <- initMapShader 4 =<< getMapBufferObject
 | 
					        glMap' <- initMapShader 4 =<< getMapBufferObject
 | 
				
			||||||
        print window'
 | 
					        eventQueue <- newTQueueIO :: IO (TQueue SDL.Event)
 | 
				
			||||||
        eventQueue <- newTQueueIO :: IO (TQueue Event)
 | 
					 | 
				
			||||||
        putStrLn "foo"
 | 
					 | 
				
			||||||
        now <- getCurrentTime
 | 
					        now <- getCurrentTime
 | 
				
			||||||
        putStrLn "foo"
 | 
					 | 
				
			||||||
        --font <- TTF.openFont "fonts/ttf-04B_03B_/04B_03B_.TTF" 10
 | 
					        --font <- TTF.openFont "fonts/ttf-04B_03B_/04B_03B_.TTF" 10
 | 
				
			||||||
        --TTF.setFontStyle font TTFNormal
 | 
					        --TTF.setFontStyle font TTFNormal
 | 
				
			||||||
        --TTF.setFontHinting font TTFHNormal
 | 
					        --TTF.setFontHinting font TTFHNormal
 | 
				
			||||||
@@ -133,6 +130,7 @@ main =
 | 
				
			|||||||
                        }
 | 
					                        }
 | 
				
			||||||
              , _io                  = IOState
 | 
					              , _io                  = IOState
 | 
				
			||||||
                        { _clock               = now
 | 
					                        { _clock               = now
 | 
				
			||||||
 | 
					                        , _tessClockFactor     = 0
 | 
				
			||||||
                        }
 | 
					                        }
 | 
				
			||||||
              , _mouse               = MouseState
 | 
					              , _mouse               = MouseState
 | 
				
			||||||
                        { _isDown              = False
 | 
					                        { _isDown              = False
 | 
				
			||||||
@@ -182,7 +180,7 @@ run = do
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
    -- draw Scene
 | 
					    -- draw Scene
 | 
				
			||||||
    draw
 | 
					    draw
 | 
				
			||||||
    liftIO $ glSwapWindow (env ^. windowObject)
 | 
					    liftIO $ SDL.glSwapWindow (env ^. windowObject)
 | 
				
			||||||
    -- getEvents & process
 | 
					    -- getEvents & process
 | 
				
			||||||
    processEvents
 | 
					    processEvents
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@@ -230,17 +228,33 @@ run = do
 | 
				
			|||||||
      }
 | 
					      }
 | 
				
			||||||
    -}
 | 
					    -}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    mt <- liftIO $ do
 | 
					    (mt,tc,sleepAmount,frameTime) <- liftIO $ do
 | 
				
			||||||
        let 	double = fromRational.toRational :: (Real a) => a -> Double
 | 
					        let 	double = fromRational.toRational :: (Real a) => a -> Double
 | 
				
			||||||
 | 
							targetFramerate = 60.0
 | 
				
			||||||
 | 
							targetFrametime = 1.0/targetFramerate
 | 
				
			||||||
 | 
							targetFrametimeμs = targetFrametime * 1000000.0
 | 
				
			||||||
        now <- getCurrentTime
 | 
					        now <- getCurrentTime
 | 
				
			||||||
        diff <- return $ diffUTCTime now (state ^. io.clock) -- get time-diffs
 | 
					        let diff  = diffUTCTime now (state ^. io.clock) -- get time-diffs
 | 
				
			||||||
        title <- return $ unwords ["Pioneers @ ",show ((round . double $ 1.0/diff)::Int),"fps"]
 | 
					            title = unwords ["Pioneers @ ",show ((round . double $ 1.0/diff)::Int),"fps"]
 | 
				
			||||||
        setWindowTitle (env ^. windowObject) title
 | 
					            ddiff = double diff
 | 
				
			||||||
        sleepAmount <- return $ floor (max 0 (0.04 - diff))*1000000 -- get time until next frame in microseconds
 | 
					        SDL.setWindowTitle (env ^. windowObject) title
 | 
				
			||||||
        threadDelay sleepAmount
 | 
					        let 	sleepAmount = floor ((targetFrametime - double diff)*1000000) :: Int -- get time until next frame in microseconds
 | 
				
			||||||
        return now
 | 
					                clockFactor = (state ^. io.tessClockFactor)
 | 
				
			||||||
 | 
							tessChange
 | 
				
			||||||
 | 
								| (clockFactor < (75*targetFrametime)) && (state ^. gl.glMap.stateTessellationFactor < 5) = ((+)1 :: Int -> Int) 
 | 
				
			||||||
 | 
															-- > last 100 frames had > 25% leftover (on avg.)
 | 
				
			||||||
 | 
								| (clockFactor > (110*targetFrametime)) && (state ^. gl.glMap.stateTessellationFactor > 1) = (flip (-) 1 :: Int -> Int)
 | 
				
			||||||
 | 
														-- > last 100 frames had < 90% of target-fps
 | 
				
			||||||
 | 
								| otherwise = ((+)0 :: Int -> Int)              -- 0ms > x > 10% -> keep settings
 | 
				
			||||||
 | 
					        when (sleepAmount > 0) $ threadDelay sleepAmount
 | 
				
			||||||
 | 
						now' <- getCurrentTime
 | 
				
			||||||
 | 
					        return (now',tessChange,sleepAmount,ddiff)
 | 
				
			||||||
    -- set state with new clock-time
 | 
					    -- set state with new clock-time
 | 
				
			||||||
    modify $ io.clock .~ mt
 | 
					    --liftIO $ putStrLn $ unwords ["clockFactor:",show (state ^. io.tessClockFactor),"\ttc:", show (tc (state ^. gl.glMap.stateTessellationFactor)),"\tsleep ",show frameTime,"ms"]
 | 
				
			||||||
 | 
					    modify $ (io.clock .~ mt)
 | 
				
			||||||
 | 
					           . (gl.glMap.stateTessellationFactor %~ tc)
 | 
				
			||||||
 | 
					           . (io.tessClockFactor %~ (((+) frameTime).((*) 0.99)))
 | 
				
			||||||
 | 
					    -- liftIO $ putStrLn $ concat $ ["TessFactor at: ",show (state ^. gl.glMap.stateTessellationFactor), " - slept for ",show sleepAmount, "μs."]
 | 
				
			||||||
    shouldClose' <- return $ state ^. window.shouldClose
 | 
					    shouldClose' <- return $ state ^. window.shouldClose
 | 
				
			||||||
    unless shouldClose' run
 | 
					    unless shouldClose' run
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@@ -315,14 +329,14 @@ adjustWindow = do
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
processEvents :: Pioneers ()
 | 
					processEvents :: Pioneers ()
 | 
				
			||||||
processEvents = do
 | 
					processEvents = do
 | 
				
			||||||
    me <- liftIO pollEvent
 | 
					    me <- liftIO SDL.pollEvent
 | 
				
			||||||
    case me of
 | 
					    case me of
 | 
				
			||||||
      Just e -> do
 | 
					      Just e -> do
 | 
				
			||||||
          processEvent e
 | 
					          processEvent e
 | 
				
			||||||
          processEvents
 | 
					          processEvents
 | 
				
			||||||
      Nothing -> return ()
 | 
					      Nothing -> return ()
 | 
				
			||||||
 | 
					
 | 
				
			||||||
processEvent :: Event -> Pioneers ()
 | 
					processEvent :: SDL.Event -> Pioneers ()
 | 
				
			||||||
processEvent e = do
 | 
					processEvent e = do
 | 
				
			||||||
    eventCallback e
 | 
					    eventCallback e
 | 
				
			||||||
    -- env <- ask
 | 
					    -- env <- ask
 | 
				
			||||||
@@ -331,7 +345,7 @@ processEvent e = do
 | 
				
			|||||||
            case winEvent of
 | 
					            case winEvent of
 | 
				
			||||||
                SDL.Closing ->
 | 
					                SDL.Closing ->
 | 
				
			||||||
                        modify $ window.shouldClose .~ True
 | 
					                        modify $ window.shouldClose .~ True
 | 
				
			||||||
                SDL.Resized {windowResizedTo=size} -> do
 | 
					                SDL.Resized {SDL.windowResizedTo=size} -> do
 | 
				
			||||||
                        modify $ (window . width .~ SDL.sizeWidth size)
 | 
					                        modify $ (window . width .~ SDL.sizeWidth size)
 | 
				
			||||||
                               . (window . height .~ SDL.sizeHeight size)
 | 
					                               . (window . height .~ SDL.sizeHeight size)
 | 
				
			||||||
                        adjustWindow
 | 
					                        adjustWindow
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -1,46 +0,0 @@
 | 
				
			|||||||
module Map.Combinators where
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
import Map.Types
 | 
					 | 
				
			||||||
import Map.Creation
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
import Data.Array
 | 
					 | 
				
			||||||
import System.Random
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
-- preliminary
 | 
					 | 
				
			||||||
infix 5 ->-
 | 
					 | 
				
			||||||
(->-) :: (PlayMap -> PlayMap) -> (PlayMap -> PlayMap) -> PlayMap -> PlayMap
 | 
					 | 
				
			||||||
f ->- g = g . f
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
-- also preliminary
 | 
					 | 
				
			||||||
infix 5 -<-
 | 
					 | 
				
			||||||
(-<-) :: (PlayMap -> PlayMap) -> (PlayMap -> PlayMap) -> PlayMap -> PlayMap
 | 
					 | 
				
			||||||
f -<- g = f . g
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
lake :: Int -> PlayMap -> PlayMap
 | 
					 | 
				
			||||||
lake = undefined
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
river :: Int -> PlayMap -> PlayMap
 | 
					 | 
				
			||||||
river = undefined
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
mnt :: IO [PlayMap -> PlayMap]
 | 
					 | 
				
			||||||
mnt = do g <- newStdGen
 | 
					 | 
				
			||||||
         let seeds = take 10 $ randoms g
 | 
					 | 
				
			||||||
         return $ map gaussMountain seeds
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
gaussMountain :: Int -> PlayMap -> PlayMap
 | 
					 | 
				
			||||||
gaussMountain seed mp = aplByPlace (liftUp c) (\(_,_) -> True) mp
 | 
					 | 
				
			||||||
  where
 | 
					 | 
				
			||||||
    g   = mkStdGen seed
 | 
					 | 
				
			||||||
    c   = head $ randomRs (bounds mp) g
 | 
					 | 
				
			||||||
    amp = head $ randomRs (5.0, 20.0) g
 | 
					 | 
				
			||||||
    sig = head $ randomRs (5.0, 25.0) g
 | 
					 | 
				
			||||||
    fi  = fromIntegral
 | 
					 | 
				
			||||||
    htt = heightToTerrain
 | 
					 | 
				
			||||||
 | 
					 | 
				
			||||||
    -- TODO: Fix Lambda to True with sensible function, maybe rework giveNeighbourhood in Map.Map
 | 
					 | 
				
			||||||
    liftUp :: (Int, Int) -> Node -> Node
 | 
					 | 
				
			||||||
    liftUp (gx,gz) (Full     (x,z) 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
 | 
					 | 
				
			||||||
      where e = gauss3Dgeneral amp (fi gx) (fi gz) sig sig (fi x) (fi z)
 | 
					 | 
				
			||||||
    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)
 | 
					 | 
				
			||||||
@@ -2,19 +2,25 @@ module Map.Creation
 | 
				
			|||||||
where
 | 
					where
 | 
				
			||||||
 | 
					
 | 
				
			||||||
import Map.Types
 | 
					import Map.Types
 | 
				
			||||||
import Map.Map
 | 
					import Map.StaticMaps
 | 
				
			||||||
 | 
					-- import Map.Map unused (for now)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
import Data.Array
 | 
					import Data.Array
 | 
				
			||||||
import System.Random
 | 
					import System.Random
 | 
				
			||||||
 | 
					
 | 
				
			||||||
-- Orphan instance since this isn't where either Random nor Tuples are defined
 | 
					-- preliminary
 | 
				
			||||||
instance (Random x, Random y) => Random (x, y) where
 | 
					infix 5 ->-
 | 
				
			||||||
  randomR ((x1, y1), (x2, y2)) gen1 = let (a, gen2) = randomR (x1, x2) gen1
 | 
					(->-) :: (PlayMap -> PlayMap) -> (PlayMap -> PlayMap) -> PlayMap -> PlayMap
 | 
				
			||||||
                                          (b, gen3) = randomR (y1, y2) gen2
 | 
					f ->- g = g . f
 | 
				
			||||||
                                      in ((a, b), gen3)
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
  random                       gen1 = let (a, gen2) = random gen1
 | 
					-- also preliminary
 | 
				
			||||||
                                          (b, gen3) = random gen2 in ((a,b), gen3)
 | 
					infix 5 -<-
 | 
				
			||||||
 | 
					(-<-) :: (PlayMap -> PlayMap) -> (PlayMap -> PlayMap) -> PlayMap -> PlayMap
 | 
				
			||||||
 | 
					f -<- g = f . g
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					exportedMap :: IO PlayMap
 | 
				
			||||||
 | 
					exportedMap = do mounts <- mnt
 | 
				
			||||||
 | 
					                 return $ aplAll mounts mapEmpty
 | 
				
			||||||
 | 
					
 | 
				
			||||||
-- | Generate a new Map of given Type and Size
 | 
					-- | Generate a new Map of given Type and Size
 | 
				
			||||||
--
 | 
					--
 | 
				
			||||||
@@ -31,7 +37,10 @@ aplByNode :: (Node -> Node) -> (Node -> Bool) -> PlayMap -> PlayMap
 | 
				
			|||||||
aplByNode f g mp = array (bounds mp) (map (\(ab,c) -> (if g c then (ab, f c) else (ab,c))) (assocs mp)) 
 | 
					aplByNode f g mp = array (bounds mp) (map (\(ab,c) -> (if g c then (ab, f c) else (ab,c))) (assocs mp)) 
 | 
				
			||||||
 | 
					
 | 
				
			||||||
aplAll :: [a -> a] -> a -> a
 | 
					aplAll :: [a -> a] -> a -> a
 | 
				
			||||||
aplAll fs m = foldl (\ m f -> f m) m fs
 | 
					aplAll fs m = foldl (\ n f -> f n) m fs
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					aplAllM :: Monad m => [m a -> m a] -> m a -> m a
 | 
				
			||||||
 | 
					aplAllM fs x = foldl (\ n f -> f n) x fs
 | 
				
			||||||
 | 
					
 | 
				
			||||||
-- general 3D-Gaussian
 | 
					-- general 3D-Gaussian
 | 
				
			||||||
gauss3Dgeneral :: Floating q =>
 | 
					gauss3Dgeneral :: Floating q =>
 | 
				
			||||||
@@ -68,3 +77,37 @@ heightToTerrain GrassIslandMap y
 | 
				
			|||||||
                | y < 10    = Hill
 | 
					                | y < 10    = Hill
 | 
				
			||||||
                | otherwise = Mountain
 | 
					                | otherwise = Mountain
 | 
				
			||||||
heightToTerrain _ _ = undefined
 | 
					heightToTerrain _ _ = undefined
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					lake :: Int -> PlayMap -> PlayMap
 | 
				
			||||||
 | 
					lake = undefined
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					river :: Int -> PlayMap -> PlayMap
 | 
				
			||||||
 | 
					river = undefined
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					mnt :: IO [PlayMap -> PlayMap]
 | 
				
			||||||
 | 
					mnt = do g <- newStdGen
 | 
				
			||||||
 | 
					         let seeds = take 10 $ randoms g
 | 
				
			||||||
 | 
					         return $ map (gaussMountain) seeds
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					gaussMountain :: Int -> PlayMap -> PlayMap
 | 
				
			||||||
 | 
					gaussMountain seed mp = aplByPlace (liftUp c) (\(_,_) -> True) mp
 | 
				
			||||||
 | 
					  where
 | 
				
			||||||
 | 
					    g   = mkStdGen seed
 | 
				
			||||||
 | 
					    c   = let ((a,b), (x,y)) = bounds mp in (head (randomRs (a,x) g), (head (randomRs (b,y) g)))
 | 
				
			||||||
 | 
					    amp = head $ randomRs (5.0, 20.0) g
 | 
				
			||||||
 | 
					    sig = head $ randomRs (5.0, 25.0) g
 | 
				
			||||||
 | 
					    fi  = fromIntegral
 | 
				
			||||||
 | 
					    htt = heightToTerrain
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    -- TODO: Fix Lambda to True with sensible function, maybe rework giveNeighbourhood in Map.Map
 | 
				
			||||||
 | 
					    liftUp :: (Int, Int) -> Node -> Node
 | 
				
			||||||
 | 
					    liftUp (gx,gz) (Full     (x,z) 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
 | 
				
			||||||
 | 
					      where e = gauss3Dgeneral amp (fi gx) (fi gz) sig sig (fi x) (fi z)
 | 
				
			||||||
 | 
					    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
 | 
				
			||||||
 | 
					makeIsland = undefined -- tomorrow....
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -30,9 +30,7 @@ import Linear
 | 
				
			|||||||
import Control.Arrow         ((***))
 | 
					import Control.Arrow         ((***))
 | 
				
			||||||
 | 
					
 | 
				
			||||||
import Map.Types
 | 
					import Map.Types
 | 
				
			||||||
import Map.StaticMaps
 | 
					 | 
				
			||||||
import Map.Creation
 | 
					import Map.Creation
 | 
				
			||||||
import Map.Combinators
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
type Height = Float
 | 
					type Height = Float
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@@ -91,8 +89,8 @@ fgVertexIndex = (ToFloat, mapVertexArrayDescriptor 3 7) --vertex after normal
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
getMapBufferObject :: IO (BufferObject, NumArrayIndices)
 | 
					getMapBufferObject :: IO (BufferObject, NumArrayIndices)
 | 
				
			||||||
getMapBufferObject = do
 | 
					getMapBufferObject = do
 | 
				
			||||||
        mountains <- mnt
 | 
					        eMap    <- exportedMap
 | 
				
			||||||
        myMap'  <- return $ convertToGraphicsMap $ convertToStripeMap $ aplAll mountains mapEmpty
 | 
					        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
 | 
				
			||||||
        putStrLn $ P.unwords ["num verts in map:",show len]
 | 
					        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
 | 
					-- 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
 | 
				
			||||||
 | 
					 | 
				
			||||||
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 Map.Types
 | 
				
			||||||
import Data.Array
 | 
					import Data.Array
 | 
				
			||||||
import Map.Creation
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
-- entirely empty map, only uses the minimal constructor
 | 
					-- entirely empty map, only uses the minimal constructor
 | 
				
			||||||
mapEmpty :: PlayMap
 | 
					mapEmpty :: PlayMap
 | 
				
			||||||
mapEmpty = array ((0,0), (199,199)) [((a,b), Minimal (a,b)) | a <- [0..199], b <- [0..199]]
 | 
					mapEmpty = array ((0,0), (199,199)) [((a,b), Minimal (a,b)) | a <- [0..199], b <- [0..199]]
 | 
				
			||||||
 | 
					
 | 
				
			||||||
mapCenterMountain :: PlayMap
 | 
					--mapCenterMountain :: PlayMap
 | 
				
			||||||
mapCenterMountain = array ((0,0),(199,199)) nodes
 | 
					--mapCenterMountain = array ((0,0),(199,199)) nodes
 | 
				
			||||||
    where
 | 
					--    where
 | 
				
			||||||
      nodes    = water ++ beach ++ grass ++ hill ++ mountain
 | 
					--      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]
 | 
					--      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]
 | 
					--      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]
 | 
					--      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]
 | 
					--      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]
 | 
					--      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 :: Int -> Int -> Float
 | 
				
			||||||
      g2d x y = gauss3D (fromIntegral x) (fromIntegral y)
 | 
					--      g2d x y = gauss3D (fromIntegral x) (fromIntegral y)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
      m2d :: (Int,Int) -> Int
 | 
					--      m2d :: (Int,Int) -> Int
 | 
				
			||||||
      m2d (x,y) = mnh2D (x,y) (100,100)
 | 
					--      m2d (x,y) = mnh2D (x,y) (100,100)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
-- small helper for some hills. Should be replaced by multi-layer perlin-noise
 | 
					-- small helper for some hills. Should be replaced by multi-layer perlin-noise
 | 
				
			||||||
-- TODO: Replace as given in comment.
 | 
					-- TODO: Replace as given in comment.
 | 
				
			||||||
_noisyMap :: (Floating q) => q -> q -> q
 | 
					--_noisyMap :: (Floating q) => q -> q -> q
 | 
				
			||||||
_noisyMap x y =    gauss3Dgeneral 15 100.0 100.0 15.0 15.0 x y
 | 
					--_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  10.0 10.0 10.0 10.0 x y
 | 
				
			||||||
                +  gauss3Dgeneral 5  150.0 120.0 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
 | 
					--                +  gauss3Dgeneral 5  50.0 75.0 10.0 10.0 x y
 | 
				
			||||||
 | 
					
 | 
				
			||||||
-- generates a noisy map
 | 
					-- generates a noisy map
 | 
				
			||||||
-- TODO: add real noise to a simple pattern
 | 
					-- TODO: add real noise to a simple pattern
 | 
				
			||||||
mapNoise :: PlayMap
 | 
					--mapNoise :: PlayMap
 | 
				
			||||||
mapNoise = array ((0,0),(199,199)) nodes
 | 
					--mapNoise = array ((0,0),(199,199)) nodes
 | 
				
			||||||
    where
 | 
					--    where
 | 
				
			||||||
      nodes    = [((a,b), Full (a,b)
 | 
					--      nodes    = [((a,b), Full (a,b)
 | 
				
			||||||
                               (height a b)
 | 
					--                               (height a b)
 | 
				
			||||||
                               (heightToTerrain GrassIslandMap $ height a b)
 | 
					--                               (heightToTerrain GrassIslandMap $ height a b)
 | 
				
			||||||
                               BNothing
 | 
					--                               BNothing
 | 
				
			||||||
                               NoPlayer
 | 
					--                               NoPlayer
 | 
				
			||||||
                               NoPath
 | 
					--                               NoPath
 | 
				
			||||||
                               Plain
 | 
					--                               Plain
 | 
				
			||||||
                               []) | a <- [0..199], b <- [0..199]]
 | 
					--                               []) | a <- [0..199], b <- [0..199]]
 | 
				
			||||||
                 where
 | 
					--                 where
 | 
				
			||||||
                    height a b = _noisyMap (fromIntegral a) (fromIntegral b)
 | 
					--                    height a b = _noisyMap (fromIntegral a) (fromIntegral b)
 | 
				
			||||||
 
 | 
				
			|||||||
@@ -22,6 +22,8 @@ import           Types
 | 
				
			|||||||
import           Render.Misc
 | 
					import           Render.Misc
 | 
				
			||||||
import           Render.Types
 | 
					import           Render.Types
 | 
				
			||||||
import           Graphics.GLUtil.BufferObjects              (makeBuffer)
 | 
					import           Graphics.GLUtil.BufferObjects              (makeBuffer)
 | 
				
			||||||
 | 
					import		 Importer.IQM.Parser
 | 
				
			||||||
 | 
					import           Importer.IQM.Types
 | 
				
			||||||
 | 
					
 | 
				
			||||||
mapVertexShaderFile :: String
 | 
					mapVertexShaderFile :: String
 | 
				
			||||||
mapVertexShaderFile = "shaders/map/vertex.shader"
 | 
					mapVertexShaderFile = "shaders/map/vertex.shader"
 | 
				
			||||||
@@ -32,6 +34,11 @@ mapTessEvalShaderFile = "shaders/map/tessEval.shader"
 | 
				
			|||||||
mapFragmentShaderFile :: String
 | 
					mapFragmentShaderFile :: String
 | 
				
			||||||
mapFragmentShaderFile = "shaders/map/fragment.shader"
 | 
					mapFragmentShaderFile = "shaders/map/fragment.shader"
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					objectVertexShaderFile :: String
 | 
				
			||||||
 | 
					objectVertexShaderFile = "shaders/mapobjects/vertex.shader"
 | 
				
			||||||
 | 
					objectFragmentShaderFile :: String
 | 
				
			||||||
 | 
					objectFragmentShaderFile = "shaders/mapobjects/fragment.shader"
 | 
				
			||||||
 | 
					
 | 
				
			||||||
uiVertexShaderFile :: String
 | 
					uiVertexShaderFile :: String
 | 
				
			||||||
uiVertexShaderFile = "shaders/ui/vertex.shader"
 | 
					uiVertexShaderFile = "shaders/ui/vertex.shader"
 | 
				
			||||||
uiFragmentShaderFile :: String
 | 
					uiFragmentShaderFile :: String
 | 
				
			||||||
@@ -113,6 +120,21 @@ initMapShader tessFac (buf, vertDes) = do
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
   texts <- genObjectNames 6
 | 
					   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"
 | 
					   checkError "initShader"
 | 
				
			||||||
   return GLMapState
 | 
					   return GLMapState
 | 
				
			||||||
@@ -132,6 +154,8 @@ initMapShader tessFac (buf, vertDes) = do
 | 
				
			|||||||
        , _mapVert            = vertDes
 | 
					        , _mapVert            = vertDes
 | 
				
			||||||
        , _overviewTexture    = overTex
 | 
					        , _overviewTexture    = overTex
 | 
				
			||||||
        , _mapTextures        = texts
 | 
					        , _mapTextures        = texts
 | 
				
			||||||
 | 
						, _mapObjects         = objs
 | 
				
			||||||
 | 
						, _objectProgram      = objProgram
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
initHud :: IO GLHud
 | 
					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 :: Pioneers ()
 | 
				
			||||||
render = do
 | 
					render = do
 | 
				
			||||||
    state <- RWS.get
 | 
					    state <- RWS.get
 | 
				
			||||||
@@ -354,8 +388,15 @@ render = do
 | 
				
			|||||||
        cullFace $= Just Front
 | 
					        cullFace $= Just Front
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        glDrawArrays gl_PATCHES 0 (fromIntegral numVert)
 | 
					        glDrawArrays gl_PATCHES 0 (fromIntegral numVert)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        checkError "draw map"
 | 
					        checkError "draw map"
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						---- RENDER MAPOBJECTS --------------------------------------------
 | 
				
			||||||
 | 
						
 | 
				
			||||||
 | 
						currentProgram $= Just (state ^. gl.glMap.objectProgram)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
						mapM_ renderObject (state ^. gl.glMap.mapObjects)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
        -- set sample 1 as target in renderbuffer
 | 
					        -- set sample 1 as target in renderbuffer
 | 
				
			||||||
        {-framebufferRenderbuffer
 | 
					        {-framebufferRenderbuffer
 | 
				
			||||||
                DrawFramebuffer              --write-only
 | 
					                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 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 Control.Monad.RWS.Strict (RWST)
 | 
					import Control.Monad.RWS.Strict (RWST)
 | 
				
			||||||
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 UI.UIBase
 | 
					import UI.UIBase
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					data Coord3D a = Coord3D a a a
 | 
				
			||||||
 | 
					
 | 
				
			||||||
--Static Read-Only-State
 | 
					--Static Read-Only-State
 | 
				
			||||||
data Env = Env
 | 
					data Env = Env
 | 
				
			||||||
@@ -49,6 +52,7 @@ data CameraState = CameraState
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
data IOState = IOState
 | 
					data IOState = IOState
 | 
				
			||||||
    { _clock               :: !UTCTime
 | 
					    { _clock               :: !UTCTime
 | 
				
			||||||
 | 
					    , _tessClockFactor     :: !Double
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
data GameState = GameState
 | 
					data GameState = GameState
 | 
				
			||||||
@@ -113,8 +117,16 @@ data GLMapState = GLMapState
 | 
				
			|||||||
    , _renderedMapTexture   :: !TextureObject --TODO: Probably move to UI?
 | 
					    , _renderedMapTexture   :: !TextureObject --TODO: Probably move to UI?
 | 
				
			||||||
    , _overviewTexture      :: !TextureObject
 | 
					    , _overviewTexture      :: !TextureObject
 | 
				
			||||||
    , _mapTextures          :: ![TextureObject] --TODO: Fix size on list?
 | 
					    , _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
 | 
					data GLHud = GLHud
 | 
				
			||||||
    { _hudTexture               :: !TextureObject       -- ^ HUD-Texture itself
 | 
					    { _hudTexture               :: !TextureObject       -- ^ HUD-Texture itself
 | 
				
			||||||
    , _hudTexIndex              :: !GL.UniformLocation  -- ^ Position of Overlay-Texture in Shader
 | 
					    , _hudTexIndex              :: !GL.UniformLocation  -- ^ Position of Overlay-Texture in Shader
 | 
				
			||||||
 
 | 
				
			|||||||
							
								
								
									
										23
									
								
								tests/Map/MapTestSuite.hs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										23
									
								
								tests/Map/MapTestSuite.hs
									
									
									
									
									
										Normal file
									
								
							@@ -0,0 +1,23 @@
 | 
				
			|||||||
 | 
					{-# LANGUAGE TemplateHaskell #-}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					module Main where
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					import Test.QuickCheck
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					import Test.Framework
 | 
				
			||||||
 | 
					import Test.Framework.TH
 | 
				
			||||||
 | 
					import Test.Framework.Providers.QuickCheck2
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					import Map.Map
 | 
				
			||||||
 | 
					 
 | 
				
			||||||
 | 
					main :: IO ()
 | 
				
			||||||
 | 
					main = $(defaultMainGenerator)
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					prop_rd_idempot :: [Int] -> Bool
 | 
				
			||||||
 | 
					prop_rd_idempot xs = remdups xs == (remdups . remdups) xs
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					prop_rd_length :: [Int] -> Bool
 | 
				
			||||||
 | 
					prop_rd_length xs = length (remdups xs) <= length xs
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					prop_rd_sorted :: [Int] -> Property
 | 
				
			||||||
 | 
					prop_rd_sorted xs = (not . null) xs ==> head (remdups xs) == minimum xs
 | 
				
			||||||
		Reference in New Issue
	
	Block a user