cameraaaaaaa -.-
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54
src/Main.hs
54
src/Main.hs
@ -16,6 +16,7 @@ import Foreign (Ptr, castPtr, nullPtr, sizeOf, with)
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import Foreign.C (CFloat)
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import Linear as L
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import Linear ((!*!))
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import qualified Debug.Trace as T (trace)
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import qualified Graphics.Rendering.OpenGL.GL as GL
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import qualified Graphics.Rendering.OpenGL.Raw as GL
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@ -23,7 +24,7 @@ import qualified Graphics.UI.GLFW as GLFW
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import qualified Data.Vector.Storable as V
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import Map.Map
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import Render.Render (initShader)
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import Render.Render (initShader, initRendering)
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import Render.Misc (up, lookAtUniformMatrix4fv, createFrustum, checkError, lookAt)
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--------------------------------------------------------------------------------
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@ -113,6 +114,7 @@ main = do
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(fbWidth, fbHeight) <- GLFW.getFramebufferSize win
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initRendering
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--generate map vertices
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(mapBuffer, vert) <- getMapBufferObject
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(ci, ni, vi, pi, mi) <- initShader
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@ -244,14 +246,14 @@ run = do
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(x, y) <- liftIO $ GLFW.getCursorPos win
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let myrot = (x - sodx) / 2
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mxrot = (y - sody) / 2
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newXAngle = if newXAngle' > pi then pi else
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if newXAngle' < 0 then 0 else
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newXAngle = if newXAngle' > 2*pi then 2*pi else
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if newXAngle' < -2*pi then -2*pi else
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newXAngle'
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newXAngle' = sodxa - mxrot/100
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newXAngle' = sodxa + mxrot/100
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newYAngle = if newYAngle' > 2*pi then newYAngle'-2*pi else
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if newYAngle' < 0 then newYAngle'+2*pi else
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newYAngle'
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newYAngle' = sodya - myrot/100
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newYAngle' = sodya + myrot/100
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put $ state
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{ stateXAngle = newXAngle
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, stateYAngle = newYAngle
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@ -412,20 +414,35 @@ draw = do
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f = 1000
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n = 1
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let perspective = V4 (V4 s 0 0 0)
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(V4 0 s 0 0)
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let perspective = V4 (V4 (2*s) 0 0 0)
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(V4 0 (2*s) 0 0)
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(V4 0 0 (-((f+n)/(f-n))) (-((2*f*n)/(f-n))))
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(V4 0 0 (-1) 0)
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!*!
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V4 (V4 1 0 0 0)
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(V4 0 0 1 0)
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(V4 0 1 0 0)
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(V4 0 0 0 1)
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with (distribute $ perspective) $ \ptr ->
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GL.glUniformMatrix4fv proj 1 0 (castPtr (ptr :: Ptr (M44 CFloat)))
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{-let cam = out !*! roty !*! rotx !*! center
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out = V4 (V4 1 0 0 0)
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(V4 0 1 0 0)
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(V4 0 0 1 (-10))
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(V4 0 0 0 1)
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rotx = V4 (V4 1 0 0 0)
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(V4 0 (cos xa) (-sin xa) 0)
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(V4 0 (sin xa) (cos xa) 0)
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(V4 0 0 0 1)
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roty = V4 (V4 (cos ya) 0 (-sin ya) 0)
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(V4 0 1 0 0)
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(V4 (sin ya) 0 (cos ya) 0)
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(V4 0 0 0 1)
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center = V4 (V4 1 0 0 (-x))
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(V4 1 1 0 0 )
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(V4 0 0 1 (-z))
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(V4 0 0 0 1 )
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(x,z) = (5,5)-}
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--V.unsafeWith perspective $ \ptr -> GL.glUniformMatrix4fv proj 1 0 ptr
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let cam = lookAt (V3 5 0 5) (crot' !* cdist') up
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let cam = lookAt (cpos ^+^ at') at' up
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--cdist !*! crot !*! camat
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cpos = -10 *^ normalize (V3 (sin ya) ((cos ya) * (sin xa)) ((cos ya) * (cos xa)))
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camat = (eye4 & translation .~ V3 (-0.5) (0) (-0.5)) :: M44 CFloat
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cdist = (eye4 & translation .~ V3 (0) (0) (-10)) :: M44 CFloat
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crot = (m33_to_m44 $
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@ -433,17 +450,20 @@ draw = do
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axisAngle (V3 1 0 0) (xa::CFloat))
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!*!
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(fromQuaternion $
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axisAngle (V3 0 1 0) (ya::CFloat))
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axisAngle (V3 0 1 0) ((ya::CFloat) - pi/2))
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) :: M44 CFloat
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at' = V3 5 0 5
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cdist' = V3 (0) (0) (-10)
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crot' = (
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(fromQuaternion $
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axisAngle (V3 1 0 0) (xa::CFloat))
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axisAngle (V3 0 1 0) (ya::CFloat))
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!*!
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(fromQuaternion $
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axisAngle (V3 0 1 0) (ya::CFloat))
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axisAngle (V3 1 0 0) (xa::CFloat))
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) :: M33 CFloat
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--V.unsafeWith model $ \ptr -> GL.glUniformMatrix4fv mmat 1 0 ptr
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--V.unsafeWith model $ \ptr -> GL.glUniformMatrix4fv mmat 1 0 ptr -}
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putStrLn $ unwords $ "Cam direction:":map show [cpos]
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putStrLn $ unwords $ "Cam at:":map show [cpos ^+^ at']
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with (distribute $ cam) $ \ptr ->
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GL.glUniformMatrix4fv mmat 1 0 (castPtr (ptr :: Ptr (M44 CFloat)))
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GL.bindBuffer GL.ArrayBuffer GL.$= Just map'
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@ -128,12 +128,13 @@ infixl 5 ><
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_ >< _ = error "non-conformat matrix-multiplication"
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-- from vmath.h
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lookAt :: V3 CFloat -> V3 CFloat -> V3 CFloat -> M44 CFloat
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lookAt at eye@(V3 ex ey ez) up =
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lookAt eye@(V3 ex ey ez) center up =
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V4
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(V4 xx yx zx 0)
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(V4 xy yy zy 0)
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(V4 xz yz zz 0)
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(V4 xx yx (-zx) 0)
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(V4 xy yy (-zy) 0)
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(V4 xz yz (-zz) 0)
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(V4 0 0 0 1)
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!*!
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V4
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@ -142,9 +143,9 @@ lookAt at eye@(V3 ex ey ez) up =
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(V4 0 0 1 (-ez))
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(V4 0 0 0 1)
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where
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z@(V3 zx zy zz) = normalize (eye ^-^ at)
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x@(V3 xx xy xz) = normalize (cross up z)
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y@(V3 yx yy yz) = cross z x
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z@(V3 zx zy zz) = normalize (center ^-^ eye)
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x@(V3 xx xy xz) = cross z (normalize up)
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y@(V3 yx yy yz) = cross x z
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-- generates 4x4-Projection-Matrix
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lookAt_ :: (Double, Double, Double) -> (Double, Double, Double) -> (Double, Double, Double) -> [GLfloat]
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@ -7,12 +7,13 @@ import Foreign.Storable (sizeOf)
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import Graphics.Rendering.OpenGL.GL.BufferObjects
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import Graphics.Rendering.OpenGL.GL.Framebuffer (clearColor)
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import Graphics.Rendering.OpenGL.GL.ObjectName
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import Graphics.Rendering.OpenGL.GL.PerFragment
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import Graphics.Rendering.OpenGL.GL.Shaders
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import Graphics.Rendering.OpenGL.GL.StateVar
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import Graphics.Rendering.OpenGL.GL.VertexArrays (Capability (..),
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vertexAttribArray)
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import Graphics.Rendering.OpenGL.GL.VertexSpec
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import Graphics.Rendering.OpenGL.Raw.Core31.Types (GLfloat)
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import Graphics.Rendering.OpenGL.Raw.Core31
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import Render.Misc
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vertexShaderFile :: String
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@ -75,4 +76,6 @@ initShader = do
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initRendering :: IO ()
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initRendering = do
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clearColor $= Color4 0 0 0 0
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depthFunc $= Just Less
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glCullFace gl_BACK
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checkError "initRendering"
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