Migrated to OpenGL3.x - compiles but renders nothing
- added simple shader - rewrote map to cater BufferArray - completele rewrote Main - Split off stuff into Render-Module - cleaned up .cabal-file to bare minimum - created RenderObjects for the purpose of moving rendering there
This commit is contained in:
parent
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commit
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@ -6,26 +6,24 @@ author: sdressel
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executable Pioneers
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hs-source-dirs: src
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main-is: Main.hs
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build-depends:
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base >= 4,
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gtk,
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OpenGL >=2.9,
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gtkglext >=0.12,
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containers >=0.5 && <0.6,
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array >=0.4.0 && <0.5,
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random >=1.0.1 && <1.1,
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random >=1.0.1 && <1.1,
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text >=0.11.3 && <0.12,
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stm >=2.4.2 && <2.5,
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transformers >=0.3.0 && <0.4,
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List >=0.5.1 && <0.6,
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OpenGLRaw >=1.4.0 && <1.5,
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bytestring >=0.10.0 && <0.11
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ghc-options: -Wall
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other-modules:
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Map.Coordinates,
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Map.Map,
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Render.Misc,
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Render.Render,
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Render.Misc
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Render.RenderObject
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main-is: Main.hs
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build-depends:
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base >=4,
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OpenGL >=2.9,
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bytestring >=0.10,
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OpenGLRaw >=1.4,
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text >=0.11,
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array >=0.4,
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random >=1.0.1,
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GLFW-b >=1.4.6,
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pretty >=1.1,
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transformers >=0.3.0 && <0.4,
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mtl >=2.1.2,
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stm >=2.4.2
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@ -1,12 +1,13 @@
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#version 140
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#color from earlier stages
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//color from earlier stages
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smooth in vec4 fg_SmoothColor;
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#color of pixel
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//color of pixel
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out vec4 fg_FragColor;
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void main(void)
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{
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fg_FragColor = fg_SmoothColor; #copy-shader
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)
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//copy-shader
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fg_FragColor = fg_SmoothColor;
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}
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@ -1,14 +1,14 @@
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#version 140
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#constant projection matrix
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//constant projection matrix
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uniform mat4 fg_ProjectionMatrix;
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#vertex-data
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//vertex-data
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in vec4 fg_Color;
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in vec4 fg_Vertex;
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in vec4 fg_Normal;
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#output-data for later stages
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//output-data for later stages
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smooth out vec4 fg_SmoothColor;
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void main()
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529
src/Main.deprecated.hs
Normal file
529
src/Main.deprecated.hs
Normal file
@ -0,0 +1,529 @@
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{-# LANGUAGE BangPatterns #-}
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module Main where
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import Graphics.UI.Gtk (AttrOp ((:=)))
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import qualified Graphics.UI.Gtk as Gtk
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import qualified Graphics.UI.Gtk.OpenGL as GtkGL
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import qualified Data.Array.IArray as A
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import Graphics.Rendering.OpenGL as GL
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import qualified Graphics.UI.Gtk.Gdk.EventM as Event
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import Map.Coordinates
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import Map.Map
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import Data.IntSet as IS
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import Data.IORef
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import Data.Maybe (fromMaybe)
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import Debug.Trace
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import Control.Concurrent
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import Control.Concurrent.STM
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import Control.Monad
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import Control.Monad.IO.Class (liftIO)
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import Foreign.Ptr (nullPtr)
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import GHC.Conc.Sync (unsafeIOToSTM)
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import Prelude as P
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import System.IO.Unsafe (unsafePerformIO)
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import Foreign.Marshal.Array (allocaArray)
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import Render.Misc (dumpInfo)
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data ProgramState = PS { keysPressed :: IntSet
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, px :: GLfloat
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, py :: GLfloat
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, pz :: GLfloat
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, heading :: GLfloat
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, pitch :: GLfloat
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, dx :: GLfloat
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, dy :: GLfloat
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, dz :: GLfloat
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, dheading :: GLfloat
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, dpitch :: GLfloat
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, showShadowMap :: Bool }
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deriving (Show)
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type RenderObject = (Vector3 GLfloat, Color3 GLfloat, [Vertex3 GLfloat])
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(Vertex4 a b c d) .+ (Vertex4 w x y z) = Vertex4 (a+w) (b+x) (c+y) (d+z)
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(Vertex4 a b c d) .* e = Vertex4 (a*e) (b*e) (c*e) (d*e)
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animationWaitTime = 3 :: Int
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canvasWidth = 1024 :: Int
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canvasHeight = 768 :: Int
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deltaV = 0.10
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deltaH = 0.5
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deltaP = 0.15
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black = Color3 0 0 0 :: Color3 GLfloat
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shadowMapSize :: TextureSize2D
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shadowMapSize = TextureSize2D 512 512
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up :: Vector3 GLdouble
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up = Vector3 0 1 0
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origin :: Vertex3 GLdouble
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origin = Vertex3 0 0 0
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sun = Light 0
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-- TODO: Put render-stuff in render-modul
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--gets Sun position in given format
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getSunPos :: (GLdouble -> GLdouble -> GLdouble -> a) -> IO a
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getSunPos f = do
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Vertex4 x y z _ <- get (position sun)
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return $ f (realToFrac x) (realToFrac y) (realToFrac z)
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glTexCoord2f (x,y) = texCoord (TexCoord2 x y :: TexCoord2 GLfloat)
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glVertex3f (x,y,z) = vertex (Vertex3 x y z :: Vertex3 GLfloat)
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glNormal3f (x,y,z) = normal (Normal3 x y z :: Normal3 GLfloat)
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prepareRenderTile :: PlayMap -> ((Int,Int),MapEntry) -> (Vector3 GLfloat, Color3 GLfloat, [Vertex3 GLfloat])
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prepareRenderTile m (c@(cx,cz),(_,t)) =
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(
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Vector3 (1.5 * fromIntegral cx) 0.0
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(if even cx then 2 * fromIntegral cz else
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2 * fromIntegral cz - 1)
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,
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case t of
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Water -> Color3 0.5 0.5 1 :: Color3 GLfloat
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Grass -> Color3 0.3 0.9 0.1 :: Color3 GLfloat
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Sand -> Color3 0.9 0.85 0.7 :: Color3 GLfloat
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Mountain -> Color3 0.5 0.5 0.5 :: Color3 GLfloat
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,getTileVertices m c)
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renderTile :: RenderObject -> IO ()
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renderTile (coord,c,ts) =
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preservingMatrix $ do
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translate coord
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{-color black
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lineWidth $= 4.0
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lineSmooth $= Enabled
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_ <- renderPrimitive LineLoop $ do
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glNormal3f(0.0,0.0,1.0)
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mapM vertex ts-}
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color c
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_ <- renderPrimitive Polygon $ do
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glNormal3f(0.0,1.0,0.0)
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mapM vertex ts
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return ()
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drawSphere :: IO ()
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drawSphere = renderQuadric
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(QuadricStyle (Just Smooth) GenerateTextureCoordinates Outside
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FillStyle)
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(Sphere 2.0 48 48)
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drawObjects :: [RenderObject] -> [RenderObject] -> Bool -> IO ()
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drawObjects map ent shadowRender = do
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textureOn <- get (texture Texture2D) --are textures enabled?
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when shadowRender $
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texture Texture2D $= Disabled --disable textures if we render shadows.
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--draw something throwing shadows
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preservingMatrix $ do
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pos <- getSunPos Vector3
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translate $ fmap (+ (-15.0)) pos
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drawSphere
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preservingMatrix $ do
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pos <- getSunPos Vector3
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translate $ fmap (+ (-10.0)) pos
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drawSphere
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--draw sun-indicator
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{- preservingMatrix $ do
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pos <- getSunPos Vector3
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translate pos
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color (Color4 1.0 1.0 0.0 1.0 :: Color4 GLfloat)
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drawSphere
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--putStrLn $ unwords ["sun at", show pos]
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-- -}
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--draw map
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mapM_ renderTile map
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when (shadowRender && textureOn == Enabled) $ --reset texture-rendering
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texture Texture2D $= Enabled
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-- OpenGL polygon-function for drawing stuff.
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display :: MVar ProgramState -> PlayMap -> IO ()
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display state t =
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let
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-- Todo: have tiles static somewhere .. dont calculate every frame
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tiles = P.map (prepareRenderTile t) (A.assocs t)
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in
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do
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ps@PS {
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px = px
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, py = py
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, pz = pz
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, pitch = pitch
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, heading = heading
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, showShadowMap = showShadowMap }
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<- readMVar state
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loadIdentity
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GL.rotate pitch (Vector3 1.0 0.0 0.0 :: Vector3 GLfloat)
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GL.rotate heading (Vector3 0.0 1.0 0.0 :: Vector3 GLfloat)
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translate (Vector3 (-px) (-py) (-pz)::Vector3 GLfloat)
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generateShadowMap tiles []
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generateTextureMatrix
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unless showShadowMap $ do
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clear [ ColorBuffer, DepthBuffer ]
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preservingMatrix $ do
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drawObjects tiles [] False
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return ()
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updateCamera :: MVar ProgramState -> IO ()
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updateCamera state = do
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ps@PS { dx = dx
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, dy = dy
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, dz = dz
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, px = px
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, py = py
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, pz = pz
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, pitch = pitch
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, heading = heading
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, dpitch = dpitch
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, dheading = dheading
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}
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<- takeMVar state
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d@((dx,dy,dz),(heading',pitch')) <-
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if any (/= 0.0) [dx,dy,dz,dpitch,dheading] then
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preservingMatrix $ do
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-- putStrLn $ unwords $ P.map show [dx,dy,dz,dpitch,dheading]
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loadIdentity
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-- in direction of current heading and pitch
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rotate (-heading) (Vector3 0.0 1.0 0.0 :: Vector3 GLfloat)
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rotate (-pitch) (Vector3 1.0 0.0 0.0 :: Vector3 GLfloat)
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-- perform motion
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translate (Vector3 (-dx) (-dy) (-dz))
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-- get changes in location components
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mat <- get (matrix Nothing) :: IO (GLmatrix GLfloat)
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comps <- getMatrixComponents ColumnMajor mat
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-- putStrLn $ show $ comps
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let [dx', dy', dz', _] = drop 12 comps
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(heading', pitch') = (heading + dheading, pitch + dpitch)
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return ((dx',dy',dz'),(heading',pitch'))
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else
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return ((0,0,0),(heading, pitch))
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putMVar state ps { px = px + dx
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, py = py + dy
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, pz = pz + dz
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, pitch = pitch'
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, heading = heading'
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}
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-- Note: preservingViewport is not exception safe, but it doesn't matter here
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preservingViewport :: IO a -> IO a
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preservingViewport act = do
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v <- get viewport
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x <- act
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viewport $= v
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return x
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generateTextureMatrix :: IO ()
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generateTextureMatrix = do
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-- Set up projective texture matrix. We use the Modelview matrix stack and
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-- OpenGL matrix commands to make the matrix.
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m <- preservingMatrix $ do
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loadIdentity
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-- resolve overloading, not needed in "real" programs
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let translatef = translate :: Vector3 GLfloat -> IO ()
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scalef = scale :: GLfloat -> GLfloat -> GLfloat -> IO ()
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translatef (Vector3 0.5 0.5 0.0)
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scalef 0.5 0.5 1.0
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ortho (-20) 20 (-20) 20 1 100
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lightPos' <- getSunPos Vertex3
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lookAt lightPos' origin up
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get (matrix (Just (Modelview 0)))
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[ sx, sy, sz, sw,
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tx, ty, tz, tw,
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rx, ry, rz, rw,
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qx, qy, qz, qw ] <- getMatrixComponents RowMajor (m :: GLmatrix GLdouble)
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textureGenMode S $= Just (ObjectLinear (Plane sx sy sz sw))
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textureGenMode T $= Just (ObjectLinear (Plane tx ty tz tw))
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textureGenMode R $= Just (ObjectLinear (Plane rx ry rz rw))
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textureGenMode Q $= Just (ObjectLinear (Plane qx qy qz qw))
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generateShadowMap :: [RenderObject] -> [RenderObject] -> IO ()
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generateShadowMap tiles obj = do
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lightPos' <- getSunPos Vertex3
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let (TextureSize2D shadowMapWidth shadowMapHeight) = shadowMapSize
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shadowMapSize' = Size shadowMapWidth shadowMapHeight
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preservingViewport $ do
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viewport $= (Position 0 0, shadowMapSize')
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clear [ ColorBuffer, DepthBuffer ]
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cullFace $= Just Front -- only backsides cast shadows -> less polys
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matrixMode $= Projection
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preservingMatrix $ do
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loadIdentity
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ortho (-20) 20 (-20) 20 10 100
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matrixMode $= Modelview 0
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preservingMatrix $ do
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loadIdentity
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lookAt lightPos' origin up
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drawObjects tiles obj True
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matrixMode $= Projection
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matrixMode $= Modelview 0
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copyTexImage2D Texture2D 0 DepthComponent' (Position 0 0) shadowMapSize 0
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cullFace $= Just Back
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when True $ do
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let numShadowMapPixels = fromIntegral (shadowMapWidth * shadowMapHeight)
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allocaArray numShadowMapPixels $ \depthImage -> do
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let pixelData fmt = PixelData fmt Float depthImage :: PixelData GLfloat
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readPixels (Position 0 0) shadowMapSize' (pixelData DepthComponent)
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(_, Size viewPortWidth _) <- get viewport
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windowPos (Vertex2 (fromIntegral viewPortWidth / 2 :: GLfloat) 0)
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drawPixels shadowMapSize' (pixelData Luminance)
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--Adjust size to given dimensions
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reconfigure :: Int -> Int -> IO (Int, Int)
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reconfigure w h = do
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-- maintain aspect ratio
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let aspectRatio = fromIntegral canvasWidth / fromIntegral canvasHeight
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(w1, h1) = (fromIntegral w, fromIntegral w / aspectRatio)
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(w2, h2) = (fromIntegral h * aspectRatio, fromIntegral h)
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(w', h') = if h1 <= fromIntegral h
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then (floor w1, floor h1)
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else (floor w2, floor h2)
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reshape $ Just (w', h')
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return (w', h')
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-- Called by reconfigure to fix the OpenGL viewport according to the
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-- dimensions of the widget, appropriately.
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reshape :: Maybe (Int, Int) -> IO ()
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reshape dims = do
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let (width, height) = fromMaybe (canvasWidth, canvasHeight) dims
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viewport $= (Position 0 0, Size (fromIntegral width) (fromIntegral height))
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matrixMode $= Projection
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loadIdentity
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let (w, h) = if width <= height
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then (fromIntegral height, fromIntegral width )
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else (fromIntegral width, fromIntegral height)
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-- open, aspect-ratio, near-plane, far-plane
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perspective 60.0 (fromIntegral canvasWidth / fromIntegral canvasHeight) 1.0 100.0
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matrixMode $= Modelview 0
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loadIdentity
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keyEvent state press = do
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code <- Event.eventHardwareKeycode
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val <- Event.eventKeyVal
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mods <- Event.eventModifier
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name <- Event.eventKeyName
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liftIO $ do
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ps@PS { keysPressed = kp
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, dx = dx
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, dy = dy
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, dz = dz
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, px = px
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, py = py
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, pz = pz
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, pitch = pitch
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, heading = heading
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, dpitch = dpitch
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, dheading = dheading
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, showShadowMap = showShadowMap }
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<- takeMVar state
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-- Only process the key event if it is not a repeat
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(ps',ret) <- if (fromIntegral code `member` kp && not press) ||
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(fromIntegral code `notMember` kp && press)
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then let
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accept a = return (a, True)
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deny a = return (a, False)
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in do
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-- keep list of pressed keys up2date
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ps <- return (if not press then
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(ps{keysPressed = fromIntegral code `delete` kp})
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else
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(ps{keysPressed = fromIntegral code `insert` kp}))
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putStrLn $ unwords [name , show val, show code, show ps] -- trace (unwords [name , show val]) -- debugging
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-- process keys
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case press of
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-- on PRESS only
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True
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| code == 9 -> Gtk.mainQuit >> deny ps
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| code == 26 -> accept $ ps { dz = dz + deltaV }
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| code == 40 -> accept $ ps { dz = dz - deltaV }
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| code == 39 -> accept $ ps { dx = dx + deltaV }
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| code == 41 -> accept $ ps { dx = dx - deltaV }
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| code == 65 -> accept $ ps { dy = dy - deltaV }
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| code == 66 -> accept $ ps { dy = dy + deltaV }
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| code == 25 -> accept $ ps { dheading = dheading - deltaH }
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| code == 27 -> accept $ ps { dheading = dheading + deltaH }
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| code == 42 -> accept $ ps { showShadowMap = not showShadowMap }
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| code == 31 -> dumpInfo >> accept ps
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| otherwise -> deny ps
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-- on RELEASE only
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False
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| code == 26 -> accept $ ps { dz = dz - deltaV }
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| code == 40 -> accept $ ps { dz = dz + deltaV }
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| code == 39 -> accept $ ps { dx = dx - deltaV }
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| code == 41 -> accept $ ps { dx = dx + deltaV }
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| code == 65 -> accept $ ps { dy = dy + deltaV }
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| code == 66 -> accept $ ps { dy = dy - deltaV }
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| code == 25 -> accept $ ps { dheading = dheading + deltaH }
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| code == 27 -> accept $ ps { dheading = dheading - deltaH }
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| otherwise -> deny ps
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else return (ps, False)
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putMVar state ps'
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return ret
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main :: IO ()
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main = do
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! terrain <- testmap
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-- create TVar using unsafePerformIO -> currently no other thread -> OK
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state <- newMVar PS { keysPressed = IS.empty
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, px = 7.5
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, py = 20
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, pz = 15
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||||
, heading = 0
|
||||
, pitch = 60
|
||||
, dx = 0
|
||||
, dy = 0
|
||||
, dz = 0
|
||||
, dheading = 0
|
||||
, dpitch = 0
|
||||
, showShadowMap = False }
|
||||
trace (show terrain) Gtk.initGUI
|
||||
-- Initialise the Gtk+ OpenGL extension
|
||||
-- (including reading various command line parameters)
|
||||
GtkGL.initGL
|
||||
|
||||
-- We need a OpenGL frame buffer configuration to be able to create other
|
||||
-- OpenGL objects.
|
||||
glconfig <- GtkGL.glConfigNew [GtkGL.GLModeRGBA,
|
||||
GtkGL.GLModeDepth,
|
||||
GtkGL.GLModeDouble]
|
||||
|
||||
-- Create an OpenGL drawing area widget
|
||||
canvas <- GtkGL.glDrawingAreaNew glconfig
|
||||
|
||||
Gtk.widgetSetSizeRequest canvas canvasWidth canvasHeight
|
||||
|
||||
-- Initialise some GL setting just before the canvas first gets shown
|
||||
-- (We can't initialise these things earlier since the GL resources that
|
||||
-- we are using wouldn't heve been setup yet)
|
||||
Gtk.onRealize canvas $ GtkGL.withGLDrawingArea canvas $ \_ -> do
|
||||
reconfigure canvasWidth canvasHeight
|
||||
--set up shadow-map
|
||||
texImage2D Texture2D NoProxy 0 DepthComponent' shadowMapSize 0
|
||||
(PixelData DepthComponent UnsignedByte nullPtr)
|
||||
|
||||
materialAmbient Front $= Color4 0.4 0.4 0.4 1.0
|
||||
materialDiffuse Front $= Color4 0.4 0.4 0.4 1.0
|
||||
materialSpecular Front $= Color4 0.8 0.8 0.8 1.0
|
||||
materialShininess Front $= 25.0
|
||||
|
||||
ambient sun $= Color4 0.3 0.3 0.3 1.0
|
||||
diffuse sun $= Color4 1.0 1.0 1.0 1.0
|
||||
specular sun $= Color4 0.8 0.8 0.8 1.0
|
||||
lightModelAmbient $= Color4 0.2 0.2 0.2 1.0
|
||||
position sun $= (Vertex4 2.0 1.0 1.3 1.0 :: Vertex4 GLfloat) .* (1/2.5865) .* 45
|
||||
spotDirection sun $= (Normal3 (2.0) (1.0) (1.3) :: Normal3 GLfloat)
|
||||
--spotExponent sun $= 1.0
|
||||
--attenuation sun $= (1.0, 0.0, 0.0)
|
||||
|
||||
lighting $= Enabled
|
||||
light sun $= Enabled
|
||||
depthFunc $= Just Less
|
||||
shadeModel $= Smooth
|
||||
--lightModelLocalViewer $= Enabled
|
||||
--vertexProgramTwoSide $= Enabled
|
||||
|
||||
clearColor $= Color4 0.0 0.0 0.0 0.0
|
||||
drawBuffer $= BackBuffers
|
||||
colorMaterial $= Just (FrontAndBack, AmbientAndDiffuse)
|
||||
|
||||
frontFace $= CCW
|
||||
cullFace $= Just Back
|
||||
|
||||
texture Texture2D $= Enabled
|
||||
|
||||
textureWrapMode Texture2D S $= (Repeated, ClampToEdge)
|
||||
textureWrapMode Texture2D T $= (Repeated, ClampToEdge)
|
||||
textureFilter Texture2D $= ((Linear', Nothing), Linear')
|
||||
textureCompareMode Texture2D $= Just Lequal
|
||||
depthTextureMode Texture2D $= Luminance'
|
||||
|
||||
shadeModel $= Smooth
|
||||
|
||||
fog $= Enabled
|
||||
fogMode $= Linear 45.0 50.0
|
||||
fogColor $= Color4 0.5 0.5 0.5 1.0
|
||||
fogDistanceMode $= EyeRadial
|
||||
|
||||
|
||||
return ()
|
||||
{-clearColor $= (Color4 0.0 0.0 0.0 0.0)
|
||||
matrixMode $= Projection
|
||||
loadIdentity
|
||||
ortho 0.0 1.0 0.0 1.0 (-1.0) 1.0
|
||||
depthFunc $= Just Less
|
||||
drawBuffer $= BackBuffers-}
|
||||
|
||||
-- Set the repaint handler
|
||||
Gtk.onExpose canvas $ \_ -> do
|
||||
GtkGL.withGLDrawingArea canvas $ \glwindow -> do
|
||||
GL.clear [GL.DepthBuffer, GL.ColorBuffer]
|
||||
display state terrain
|
||||
GtkGL.glDrawableSwapBuffers glwindow
|
||||
return True
|
||||
|
||||
-- Setup the animation
|
||||
Gtk.timeoutAddFull (do
|
||||
updateCamera state
|
||||
Gtk.widgetQueueDraw canvas
|
||||
return True)
|
||||
Gtk.priorityDefaultIdle animationWaitTime
|
||||
|
||||
--------------------------------
|
||||
-- Setup the rest of the GUI:
|
||||
--
|
||||
-- Objects
|
||||
window <- Gtk.windowNew
|
||||
button <- Gtk.buttonNew
|
||||
exitButton <- Gtk.buttonNew
|
||||
label <- Gtk.labelNew (Just "Gtk2Hs using OpenGL via HOpenGL!")
|
||||
vbox <- Gtk.vBoxNew False 4
|
||||
|
||||
--Wrench them together
|
||||
|
||||
Gtk.set window [ Gtk.containerBorderWidth := 10,
|
||||
Gtk.containerChild := canvas,
|
||||
Gtk.windowTitle := "Pioneer" ]
|
||||
|
||||
------
|
||||
-- Events
|
||||
--
|
||||
Gtk.afterClicked button (putStrLn "Hello World")
|
||||
Gtk.afterClicked exitButton Gtk.mainQuit
|
||||
Gtk.onDestroy window Gtk.mainQuit
|
||||
|
||||
Gtk.on window Gtk.keyPressEvent $ keyEvent state True
|
||||
|
||||
Gtk.on window Gtk.keyReleaseEvent $ keyEvent state False
|
||||
|
||||
-- "reshape" event handler
|
||||
Gtk.on canvas Gtk.configureEvent $ Event.tryEvent $ do
|
||||
(w, h) <- Event.eventSize
|
||||
(w', h') <- liftIO $ reconfigure w h
|
||||
liftIO $ Gtk.labelSetText label $ unwords ["Width:",show w',"Height:",show h']
|
||||
|
||||
Gtk.widgetShowAll window
|
||||
Gtk.mainGUI
|
||||
|
1057
src/Main.hs
1057
src/Main.hs
File diff suppressed because it is too large
Load Diff
@ -1,13 +1,25 @@
|
||||
{-# LANGUAGE OverloadedStrings #-}
|
||||
module Map.Map
|
||||
|
||||
(
|
||||
mapVertexArrayDescriptor,
|
||||
fgColorIndex,
|
||||
fgNormalIndex,
|
||||
fgVertexIndex,
|
||||
mapStride,
|
||||
getMapBufferObject
|
||||
)
|
||||
where
|
||||
|
||||
import System.Random
|
||||
import Data.Array.IArray
|
||||
import Data.Text as T
|
||||
import Prelude as P
|
||||
import Graphics.Rendering.OpenGL.Raw.Core31.Types (GLfloat)
|
||||
import Graphics.Rendering.OpenGL.GL
|
||||
import Foreign.Marshal.Array (withArray)
|
||||
import Foreign.Storable (sizeOf)
|
||||
import Foreign.Ptr (Ptr, nullPtr, plusPtr)
|
||||
import Render.Misc (checkError)
|
||||
|
||||
|
||||
data TileType =
|
||||
@ -27,25 +39,51 @@ type PlayMap = Array (Int, Int) MapEntry
|
||||
lineHeight :: GLfloat
|
||||
lineHeight = 0.8660254
|
||||
|
||||
-- | getMap returns the map as List of Vertices (rendered as triangles).
|
||||
-- This promises to hold True for length v == length c == length n in
|
||||
-- getMap -> (v,c,n) with length v `mod` 3 == 0.
|
||||
--
|
||||
-- v are Vertices, c are Colors and n are Normals.
|
||||
getMap :: IO ([GLfloat], [GLfloat], [GLfloat])
|
||||
getMap = do
|
||||
numComponents :: Int
|
||||
numComponents = 4 --color
|
||||
+3 --normal
|
||||
+3 --vertex
|
||||
|
||||
bufferObjectPtr :: Integral a => a -> Ptr b
|
||||
bufferObjectPtr = plusPtr (nullPtr :: Ptr GLchar) . fromIntegral
|
||||
|
||||
mapVertexArrayDescriptor :: NumComponents -> NumComponents -> VertexArrayDescriptor a
|
||||
mapVertexArrayDescriptor count' offset =
|
||||
VertexArrayDescriptor count' Float mapStride (bufferObjectPtr (fromIntegral numComponents * offset))
|
||||
|
||||
fgColorIndex :: (IntegerHandling, VertexArrayDescriptor a)
|
||||
fgColorIndex = (ToFloat, mapVertexArrayDescriptor 4 0) --color first
|
||||
|
||||
fgNormalIndex :: (IntegerHandling, VertexArrayDescriptor a)
|
||||
fgNormalIndex = (ToFloat, mapVertexArrayDescriptor 3 4) --normal after color
|
||||
|
||||
fgVertexIndex :: (IntegerHandling, VertexArrayDescriptor a)
|
||||
fgVertexIndex = (ToFloat, mapVertexArrayDescriptor 3 7) --vertex after normal
|
||||
|
||||
mapStride :: Stride
|
||||
mapStride = fromIntegral (sizeOf (0.0 :: GLfloat)) * fromIntegral numComponents
|
||||
|
||||
getMapBufferObject :: IO (BufferObject, NumArrayIndices)
|
||||
getMapBufferObject = do
|
||||
map' <- testmap
|
||||
return $ unzip3 $ generateTriangles map'
|
||||
map' <- return $ generateTriangles map'
|
||||
len <- return $ fromIntegral $ P.length map' `div` numComponents
|
||||
bo <- genObjectName -- create a new buffer
|
||||
bindBuffer ArrayBuffer $= Just bo -- bind buffer
|
||||
withArray map' $ \buffer ->
|
||||
bufferData ArrayBuffer $= (fromIntegral (sizeOf(P.head map')), buffer, StaticDraw)
|
||||
checkError "initBuffer"
|
||||
return (bo,len)
|
||||
|
||||
|
||||
generateTriangles :: PlayMap -> [(GLfloat, GLfloat, GLfloat)]
|
||||
generateTriangles :: PlayMap -> [GLfloat]
|
||||
generateTriangles map' =
|
||||
let ((xl,yl),(xh,yh)) = bounds map' in
|
||||
P.concat [P.concat $ P.map (generateFirstTriLine map' y) [xl .. xh - 2]
|
||||
++ P.map (generateSecondTriLine map' (y == yh) y) [xl .. xh - 2]
|
||||
| y <- [yl..yh]]
|
||||
|
||||
generateFirstTriLine :: PlayMap -> Int -> Int -> [(GLfloat, GLfloat, GLfloat)]
|
||||
generateFirstTriLine :: PlayMap -> Int -> Int -> [GLfloat]
|
||||
generateFirstTriLine map' y x =
|
||||
P.concat $
|
||||
if even x then
|
||||
@ -59,7 +97,7 @@ generateFirstTriLine map' y x =
|
||||
lookupVertex map' (x + 1) y
|
||||
]
|
||||
|
||||
generateSecondTriLine :: PlayMap -> Bool -> Int -> Int -> [(GLfloat, GLfloat, GLfloat)]
|
||||
generateSecondTriLine :: PlayMap -> Bool -> Int -> Int -> [GLfloat]
|
||||
generateSecondTriLine map' False y x =
|
||||
P.concat $
|
||||
if even x then
|
||||
@ -75,7 +113,7 @@ generateSecondTriLine map' False y x =
|
||||
generateSecondTriLine _ True _ _ = []
|
||||
|
||||
|
||||
lookupVertex :: PlayMap -> Int -> Int -> [(GLfloat, GLfloat, GLfloat)]
|
||||
lookupVertex :: PlayMap -> Int -> Int -> [GLfloat]
|
||||
lookupVertex map' x y =
|
||||
let
|
||||
(cr, cg, cb) = colorLookup map' (x,y)
|
||||
@ -84,9 +122,9 @@ lookupVertex map' x y =
|
||||
--TODO: calculate normals correctly!
|
||||
in
|
||||
[
|
||||
(vx, cr, nx),
|
||||
(vy, cg, ny),
|
||||
(vz, cb, nz)
|
||||
cr, cg, cb, 1.0, -- RGBA Color
|
||||
nx, ny, nz, -- 3 Normal
|
||||
vx, vy, vz -- 3 Vertex
|
||||
]
|
||||
|
||||
heightLookup :: PlayMap -> (Int,Int) -> GLfloat
|
||||
|
@ -7,8 +7,13 @@ import Graphics.Rendering.OpenGL.GL.StateVar
|
||||
import Graphics.Rendering.OpenGL.GL.StringQueries
|
||||
import Graphics.Rendering.OpenGL.GLU.Errors
|
||||
import System.IO (hPutStrLn, stderr)
|
||||
import Graphics.Rendering.OpenGL.Raw.Core31
|
||||
import Foreign.Marshal.Array (allocaArray, pokeArray)
|
||||
|
||||
|
||||
up :: (Double, Double, Double)
|
||||
up = (0.0, 1.0, 1.0)
|
||||
|
||||
checkError :: String -> IO ()
|
||||
checkError functionName = get errors >>= mapM_ reportError
|
||||
where reportError e =
|
||||
@ -51,3 +56,53 @@ createProgramUsing shaders = do
|
||||
attachedShaders program $= shaders
|
||||
linkAndCheck program
|
||||
return program
|
||||
|
||||
lookAtUniformMatrix4fv :: (Double, Double, Double) --origin
|
||||
-> (Double, Double, Double) --camera-pos
|
||||
-> (Double, Double, Double) --up
|
||||
-> GLint -> GLsizei -> IO () --rest of GL-call
|
||||
lookAtUniformMatrix4fv o c u num size = allocaArray 16 $ \projMat ->
|
||||
do
|
||||
pokeArray projMat $ lookAt o c u
|
||||
glUniformMatrix4fv num size 1 projMat
|
||||
|
||||
-- generats 4x4-Projection-Matrix
|
||||
lookAt :: (Double, Double, Double) -> (Double, Double, Double) -> (Double, Double, Double) -> [GLfloat]
|
||||
lookAt origin eye up =
|
||||
map (fromRational . toRational) [
|
||||
xx, yx, zx, 0,
|
||||
xy, yy, zy, 0,
|
||||
xz, yz, zz, 0,
|
||||
-(x *. eye), -(y *. eye), -(z *. eye), 1
|
||||
]
|
||||
where
|
||||
z@(zx,zy,zz) = normal (origin .- eye)
|
||||
x@(xx,xy,xz) = normal (up *.* z)
|
||||
y@(yx,yy,yz) = z *.* x
|
||||
|
||||
normal :: (Double, Double, Double) -> (Double, Double, Double)
|
||||
normal x = (1.0 / (sqrt (x *. x))) .* x
|
||||
|
||||
infixl 5 .*
|
||||
--scaling
|
||||
(.*) :: Double -> (Double, Double, Double) -> (Double, Double, Double)
|
||||
a .* (x,y,z) = (a*x, a*y, a*z)
|
||||
|
||||
infixl 5 .-
|
||||
--subtraction
|
||||
(.-) :: (Double, Double, Double) -> (Double, Double, Double) -> (Double, Double, Double)
|
||||
(a,b,c) .- (x,y,z) = (a-x, b-y, c-z)
|
||||
|
||||
infixl 5 *.*
|
||||
--cross-product for left-hand-system
|
||||
(*.*) :: (Double, Double, Double) -> (Double, Double, Double) -> (Double, Double, Double)
|
||||
(a,b,c) *.* (x,y,z) = ( c*y - b*z
|
||||
, a*z - c*x
|
||||
, b*x - a*y
|
||||
)
|
||||
|
||||
infixl 5 *.
|
||||
--dot-product
|
||||
(*.) :: (Double, Double, Double) -> (Double, Double, Double) -> Double
|
||||
(a,b,c) *. (x,y,z) = a*x + b*y + c*z
|
||||
|
||||
|
@ -33,7 +33,7 @@ initBuffer varray =
|
||||
checkError "initBuffer"
|
||||
return bufferObject
|
||||
|
||||
initShader :: IO (UniformLocation, AttribLocation, AttribLocation)
|
||||
initShader :: IO (AttribLocation, AttribLocation, AttribLocation, UniformLocation)
|
||||
initShader = do
|
||||
! vertexSource <- B.readFile vertexShaderFile
|
||||
! fragmentSource <- B.readFile fragmentShaderFile
|
||||
@ -50,8 +50,12 @@ initShader = do
|
||||
vertexIndex <- get (attribLocation program "fg_Vertex")
|
||||
vertexAttribArray vertexIndex $= Enabled
|
||||
|
||||
normalIndex <- get (attribLocation program "fg_Normal")
|
||||
vertexAttribArray normalIndex $= Enabled
|
||||
|
||||
|
||||
checkError "initShader"
|
||||
return (projectionMatrixIndex, colorIndex, vertexIndex)
|
||||
return (colorIndex, normalIndex, vertexIndex, projectionMatrixIndex)
|
||||
|
||||
initRendering :: IO ()
|
||||
initRendering = do
|
||||
|
2
src/Render/RenderObject.hs
Normal file
2
src/Render/RenderObject.hs
Normal file
@ -0,0 +1,2 @@
|
||||
module Render.RenderObject where
|
||||
|
Loading…
Reference in New Issue
Block a user