Merge branch 'master' into ui
This commit is contained in:
commit
c17852d8e1
13
COMPILING
13
COMPILING
@ -1,6 +1,13 @@
|
||||
# on ubuntu14.04 (trusty) and later
|
||||
|
||||
just run
|
||||
> ./build.sh
|
||||
|
||||
# manual installation
|
||||
|
||||
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 ..
|
||||
|
||||
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
|
||||
> cabal sandbox init
|
||||
> cabal sandbox --add-source deps/hsSDL2
|
||||
> cabal sandbox --add-source deps/hsSDL2-ttf
|
||||
> cabal sandbox add-source deps/hsSDL2
|
||||
> cabal sandbox add-source deps/hsSDL2-ttf
|
||||
> cabal install --only-dependencies
|
||||
> 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
|
||||
}
|
||||
other-modules:
|
||||
Map.Map,
|
||||
Map.Types,
|
||||
Map.Graphics,
|
||||
Map.Creation,
|
||||
@ -49,3 +50,33 @@ executable Pioneers
|
||||
attoparsec-binary >= 0.1
|
||||
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 ]]
|
||||
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
|
||||
|
||||
|
||||
@ -38,6 +38,25 @@ else
|
||||
cd ..
|
||||
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"
|
||||
|
||||
cabal install haddock
|
||||
@ -51,7 +70,7 @@ cabal install --only-dependencies
|
||||
cabal build
|
||||
cd ..
|
||||
|
||||
for t in "hsSDL2-ttf"
|
||||
for t in "hsSDL2-ttf" "hsSDL2-mixer" "hsSDL2-image"
|
||||
do
|
||||
echo "building ${t}.."
|
||||
cd "${t}"
|
||||
|
@ -106,6 +106,7 @@ smooth in vec3 tePosition;
|
||||
smooth in float fogDist;
|
||||
smooth in float gmix;
|
||||
in vec4 teColor;
|
||||
in vec3 tePatchDistance;
|
||||
|
||||
out vec4 fgColor;
|
||||
|
||||
@ -116,6 +117,10 @@ void main(void)
|
||||
{
|
||||
//fog color
|
||||
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
|
||||
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 = 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[];
|
||||
uniform float TessLevelInner = 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
|
||||
|
||||
@ -18,10 +21,28 @@ void main()
|
||||
tcPosition[ID] = vPosition[ID];
|
||||
tcColor[ID] = vColor[ID];
|
||||
tcNormal[ID] = vNormal[ID];
|
||||
float dist = (ProjectionMatrix * ViewMatrix * vec4(vPosition[ID], 1)).z;
|
||||
if (ID == 0) {
|
||||
if (dist < 30) {
|
||||
gl_TessLevelInner[0] = TessLevelInner;
|
||||
gl_TessLevelOuter[0] = TessLevelOuter;
|
||||
gl_TessLevelOuter[1] = 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 float fogDist;
|
||||
smooth out float gmix; //mixture of gravel
|
||||
out vec3 tePatchDistance;
|
||||
//out vec3 tePatchDistance;
|
||||
//constant projection matrix
|
||||
uniform mat4 ProjectionMatrix;
|
||||
@ -126,6 +127,7 @@ void main()
|
||||
vec3 p1 = gl_TessCoord.y * tcPosition[1];
|
||||
vec3 p2 = gl_TessCoord.z * tcPosition[2];
|
||||
tePosition = p0 + p1 + p2;
|
||||
tePatchDistance = gl_TessCoord;
|
||||
|
||||
//sin(a,b) = length(cross(a,b))
|
||||
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 standout = i0+i1+i2;
|
||||
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);
|
||||
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 ((^.), (.~), (%~))
|
||||
|
||||
-- GUI
|
||||
import Graphics.UI.SDL as SDL
|
||||
import qualified Graphics.UI.SDL as SDL
|
||||
|
||||
-- Render
|
||||
import qualified Graphics.Rendering.OpenGL.GL as GL
|
||||
@ -66,15 +66,15 @@ testParser a = putStrLn . show =<< parseIQM a
|
||||
|
||||
main :: IO ()
|
||||
main =
|
||||
SDL.withInit [InitVideo, InitAudio, InitEvents, InitTimer] $ --also: InitNoParachute -> faster, without parachute!
|
||||
SDL.withWindow "Pioneers" (SDL.Position 100 100) (Size 1024 600) [WindowOpengl -- we want openGL
|
||||
,WindowShown -- window should be visible
|
||||
,WindowResizable -- and resizable
|
||||
,WindowInputFocus -- focused (=> active)
|
||||
,WindowMouseFocus -- Mouse into it
|
||||
SDL.withInit [SDL.InitVideo, SDL.InitAudio, SDL.InitEvents, SDL.InitTimer] $ --also: InitNoParachute -> faster, without parachute!
|
||||
SDL.withWindow "Pioneers" (SDL.Position 100 100) (SDL.Size 1024 600) [SDL.WindowOpengl -- we want openGL
|
||||
,SDL.WindowShown -- window should be visible
|
||||
,SDL.WindowResizable -- and resizable
|
||||
,SDL.WindowInputFocus -- focused (=> active)
|
||||
,SDL.WindowMouseFocus -- Mouse into it
|
||||
--,WindowInputGrabbed-- never let go of input (KB/Mouse)
|
||||
] $ \window' -> do
|
||||
withOpenGL window' $ do
|
||||
SDL.withOpenGL window' $ do
|
||||
|
||||
--Create Renderbuffer & Framebuffer
|
||||
-- We will render to this buffer to copy the result into textures
|
||||
@ -83,15 +83,12 @@ main =
|
||||
GL.bindFramebuffer GL.Framebuffer GL.$= frameBuffer
|
||||
GL.bindRenderbuffer GL.Renderbuffer GL.$= renderBuffer
|
||||
|
||||
(Size fbWidth fbHeight) <- glGetDrawableSize window'
|
||||
(SDL.Size fbWidth fbHeight) <- SDL.glGetDrawableSize window'
|
||||
initRendering
|
||||
--generate map vertices
|
||||
glMap' <- initMapShader 4 =<< getMapBufferObject
|
||||
print window'
|
||||
eventQueue <- newTQueueIO :: IO (TQueue Event)
|
||||
putStrLn "foo"
|
||||
eventQueue <- newTQueueIO :: IO (TQueue SDL.Event)
|
||||
now <- getCurrentTime
|
||||
putStrLn "foo"
|
||||
--font <- TTF.openFont "fonts/ttf-04B_03B_/04B_03B_.TTF" 10
|
||||
--TTF.setFontStyle font TTFNormal
|
||||
--TTF.setFontHinting font TTFHNormal
|
||||
@ -133,6 +130,7 @@ main =
|
||||
}
|
||||
, _io = IOState
|
||||
{ _clock = now
|
||||
, _tessClockFactor = 0
|
||||
}
|
||||
, _mouse = MouseState
|
||||
{ _isDown = False
|
||||
@ -182,7 +180,7 @@ run = do
|
||||
|
||||
-- draw Scene
|
||||
draw
|
||||
liftIO $ glSwapWindow (env ^. windowObject)
|
||||
liftIO $ SDL.glSwapWindow (env ^. windowObject)
|
||||
-- getEvents & process
|
||||
processEvents
|
||||
|
||||
@ -230,17 +228,33 @@ run = do
|
||||
}
|
||||
-}
|
||||
|
||||
mt <- liftIO $ do
|
||||
(mt,tc,sleepAmount,frameTime) <- liftIO $ do
|
||||
let double = fromRational.toRational :: (Real a) => a -> Double
|
||||
targetFramerate = 60.0
|
||||
targetFrametime = 1.0/targetFramerate
|
||||
targetFrametimeμs = targetFrametime * 1000000.0
|
||||
now <- getCurrentTime
|
||||
diff <- return $ diffUTCTime now (state ^. io.clock) -- get time-diffs
|
||||
title <- return $ unwords ["Pioneers @ ",show ((round . double $ 1.0/diff)::Int),"fps"]
|
||||
setWindowTitle (env ^. windowObject) title
|
||||
sleepAmount <- return $ floor (max 0 (0.04 - diff))*1000000 -- get time until next frame in microseconds
|
||||
threadDelay sleepAmount
|
||||
return now
|
||||
let diff = diffUTCTime now (state ^. io.clock) -- get time-diffs
|
||||
title = unwords ["Pioneers @ ",show ((round . double $ 1.0/diff)::Int),"fps"]
|
||||
ddiff = double diff
|
||||
SDL.setWindowTitle (env ^. windowObject) title
|
||||
let sleepAmount = floor ((targetFrametime - double diff)*1000000) :: Int -- get time until next frame in microseconds
|
||||
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
|
||||
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
|
||||
unless shouldClose' run
|
||||
|
||||
@ -315,14 +329,14 @@ adjustWindow = do
|
||||
|
||||
processEvents :: Pioneers ()
|
||||
processEvents = do
|
||||
me <- liftIO pollEvent
|
||||
me <- liftIO SDL.pollEvent
|
||||
case me of
|
||||
Just e -> do
|
||||
processEvent e
|
||||
processEvents
|
||||
Nothing -> return ()
|
||||
|
||||
processEvent :: Event -> Pioneers ()
|
||||
processEvent :: SDL.Event -> Pioneers ()
|
||||
processEvent e = do
|
||||
eventCallback e
|
||||
-- env <- ask
|
||||
@ -331,7 +345,7 @@ processEvent e = do
|
||||
case winEvent of
|
||||
SDL.Closing ->
|
||||
modify $ window.shouldClose .~ True
|
||||
SDL.Resized {windowResizedTo=size} -> do
|
||||
SDL.Resized {SDL.windowResizedTo=size} -> do
|
||||
modify $ (window . width .~ SDL.sizeWidth size)
|
||||
. (window . height .~ SDL.sizeHeight size)
|
||||
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
|
||||
|
||||
import Map.Types
|
||||
import Map.Map
|
||||
import Map.StaticMaps
|
||||
-- import Map.Map unused (for now)
|
||||
|
||||
import Data.Array
|
||||
import System.Random
|
||||
|
||||
-- Orphan instance since this isn't where either Random nor Tuples are defined
|
||||
instance (Random x, Random y) => Random (x, y) where
|
||||
randomR ((x1, y1), (x2, y2)) gen1 = let (a, gen2) = randomR (x1, x2) gen1
|
||||
(b, gen3) = randomR (y1, y2) gen2
|
||||
in ((a, b), gen3)
|
||||
-- preliminary
|
||||
infix 5 ->-
|
||||
(->-) :: (PlayMap -> PlayMap) -> (PlayMap -> PlayMap) -> PlayMap -> PlayMap
|
||||
f ->- g = g . f
|
||||
|
||||
random gen1 = let (a, gen2) = random gen1
|
||||
(b, gen3) = random gen2 in ((a,b), gen3)
|
||||
-- also preliminary
|
||||
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
|
||||
--
|
||||
@ -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))
|
||||
|
||||
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
|
||||
gauss3Dgeneral :: Floating q =>
|
||||
@ -68,3 +77,37 @@ heightToTerrain GrassIslandMap y
|
||||
| y < 10 = Hill
|
||||
| otherwise = Mountain
|
||||
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 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
|
||||
|
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
|
Loading…
Reference in New Issue
Block a user