Merge branch 'tessallation' into mapmerge
Conflicts: src/Main.hs src/Map/Graphics.hs
This commit is contained in:
commit
e6c6442c85
4
.travis.prepare.sh
Executable file
4
.travis.prepare.sh
Executable file
@ -0,0 +1,4 @@
|
|||||||
|
#!/bin/bash
|
||||||
|
cd deps
|
||||||
|
./getDeps.sh ni #non-interactively..
|
||||||
|
cd ..
|
2
.travis.yml
Normal file
2
.travis.yml
Normal file
@ -0,0 +1,2 @@
|
|||||||
|
language: haskell
|
||||||
|
before_install: sh .travis.prepare.sh
|
@ -6,7 +6,7 @@ author: sdressel
|
|||||||
|
|
||||||
executable Pioneers
|
executable Pioneers
|
||||||
hs-source-dirs: src
|
hs-source-dirs: src
|
||||||
ghc-options: -Wall
|
ghc-options: -Wall -Odph -rtsopts -threaded -fno-liberate-case -funfolding-use-threshold1000 -funfolding-keeness-factor1000 -optlo-O3 -fllvm
|
||||||
other-modules:
|
other-modules:
|
||||||
Map.Types,
|
Map.Types,
|
||||||
Map.Graphics,
|
Map.Graphics,
|
||||||
@ -14,7 +14,9 @@ executable Pioneers
|
|||||||
Map.StaticMaps,
|
Map.StaticMaps,
|
||||||
Render.Misc,
|
Render.Misc,
|
||||||
Render.Render,
|
Render.Render,
|
||||||
Render.RenderObject
|
Render.RenderObject,
|
||||||
|
UI.Callbacks,
|
||||||
|
Types
|
||||||
main-is: Main.hs
|
main-is: Main.hs
|
||||||
build-depends:
|
build-depends:
|
||||||
base >=4.6,
|
base >=4.6,
|
||||||
@ -32,5 +34,6 @@ executable Pioneers
|
|||||||
linear >=1.3.1 && <1.4,
|
linear >=1.3.1 && <1.4,
|
||||||
lens >=3.10.1 && <3.11,
|
lens >=3.10.1 && <3.11,
|
||||||
SDL2 >= 0.1.0,
|
SDL2 >= 0.1.0,
|
||||||
time >=1.4.0 && <1.5
|
time >=1.4.0 && <1.5,
|
||||||
|
fclabels >=2.0.0 && <3
|
||||||
|
|
||||||
|
53
deps/getDeps.sh
vendored
53
deps/getDeps.sh
vendored
@ -2,10 +2,14 @@
|
|||||||
|
|
||||||
#hack until saucy has 2.0.1 instead of 2.0.0
|
#hack until saucy has 2.0.1 instead of 2.0.0
|
||||||
|
|
||||||
|
if [ "$1" != "ni" ]
|
||||||
|
then
|
||||||
sudo apt-get install dialog
|
sudo apt-get install dialog
|
||||||
|
|
||||||
dialog --yesno "Install libSDL2.0.1 from ubuntu trusty?\nCurrently needed for saucy as they only serve 2.0.0 in the repos\n\nThe script will try to download the trusty-packages and resolve dependencies via gdebi" 20 75
|
dialog --yesno "Install libSDL2.0.1 from ubuntu trusty?\nCurrently needed for saucy as they only serve 2.0.0 in the repos\n\nThe script will try to download the trusty-packages and resolve dependencies via gdebi" 20 75
|
||||||
install=${?}
|
install=${?}
|
||||||
|
else
|
||||||
|
install=0
|
||||||
|
fi
|
||||||
|
|
||||||
if [[ $install -eq 0 ]]
|
if [[ $install -eq 0 ]]
|
||||||
then
|
then
|
||||||
@ -14,20 +18,45 @@ then
|
|||||||
if [ ! -f "libsdl2-2.0-0_2.0.1+dfsg1-1ubuntu1_amd64.deb" ]
|
if [ ! -f "libsdl2-2.0-0_2.0.1+dfsg1-1ubuntu1_amd64.deb" ]
|
||||||
then
|
then
|
||||||
wget http://de.archive.ubuntu.com/ubuntu/pool/universe/libs/libsdl2/libsdl2-2.0-0_2.0.1+dfsg1-1ubuntu1_amd64.deb
|
wget http://de.archive.ubuntu.com/ubuntu/pool/universe/libs/libsdl2/libsdl2-2.0-0_2.0.1+dfsg1-1ubuntu1_amd64.deb
|
||||||
sudo gdebi libsdl2-2.0-0_2.0.1+dfsg1-1ubuntu1_amd64.deb
|
sudo gdebi --n libsdl2-2.0-0_2.0.1+dfsg1-1ubuntu1_amd64.deb
|
||||||
fi
|
fi
|
||||||
if [ ! -f "libsdl2-dev_2.0.1+dfsg1-1ubuntu1_amd64.deb" ]
|
if [ ! -f "libsdl2-dev_2.0.1+dfsg1-1ubuntu1_amd64.deb" ]
|
||||||
then
|
then
|
||||||
wget http://de.archive.ubuntu.com/ubuntu/pool/universe/libs/libsdl2/libsdl2-dev_2.0.1+dfsg1-1ubuntu1_amd64.deb
|
wget http://de.archive.ubuntu.com/ubuntu/pool/universe/libs/libsdl2/libsdl2-dev_2.0.1+dfsg1-1ubuntu1_amd64.deb
|
||||||
sudo gdebi libsdl2-dev_2.0.1+dfsg1-1ubuntu1_amd64.deb
|
sudo gdebi --n libsdl2-dev_2.0.1+dfsg1-1ubuntu1_amd64.deb
|
||||||
fi
|
fi
|
||||||
if [ ! -f "libsdl2-dbg_2.0.1+dfsg1-1ubuntu1_amd64.deb" ]
|
if [ ! -f "libsdl2-dbg_2.0.1+dfsg1-1ubuntu1_amd64.deb" ]
|
||||||
then
|
then
|
||||||
wget http://de.archive.ubuntu.com/ubuntu/pool/universe/libs/libsdl2/libsdl2-dbg_2.0.1+dfsg1-1ubuntu1_amd64.deb
|
wget http://de.archive.ubuntu.com/ubuntu/pool/universe/libs/libsdl2/libsdl2-dbg_2.0.1+dfsg1-1ubuntu1_amd64.deb
|
||||||
sudo gdebi libsdl2-dbg_2.0.1+dfsg1-1ubuntu1_amd64.deb
|
sudo gdebi --n libsdl2-dbg_2.0.1+dfsg1-1ubuntu1_amd64.deb
|
||||||
fi
|
fi
|
||||||
|
if [ ! -f "libsdl2-ttf-2.0-0_2.0.12+dfsg1-2_amd64.deb" ]
|
||||||
|
then
|
||||||
|
wget http://de.archive.ubuntu.com/ubuntu/pool/universe/libs/libsdl2-ttf/libsdl2-ttf-2.0-0_2.0.12+dfsg1-2_amd64.deb
|
||||||
|
sudo gdebi --n libsdl2-ttf-2.0-0_2.0.12+dfsg1-2_amd64.deb
|
||||||
|
fi
|
||||||
|
if [ ! -f "libsdl2-ttf-dev_2.0.12+dfsg1-2_amd64.deb" ]
|
||||||
|
then
|
||||||
|
wget http://de.archive.ubuntu.com/ubuntu/pool/universe/libs/libsdl2-ttf/libsdl2-ttf-dev_2.0.12+dfsg1-2_amd64.deb
|
||||||
|
sudo gdebi --n libsdl2-ttf-dev_2.0.12+dfsg1-2_amd64.deb
|
||||||
|
fi
|
||||||
|
# this update would need tons of further package-updates... like killing libsdl1.2:i386
|
||||||
|
# if [ ! -f "libtiff5_4.0.3-7_amd64.deb" ]
|
||||||
|
# then
|
||||||
|
# wget http://de.archive.ubuntu.com/ubuntu/pool/main/t/tiff/libtiff5_4.0.3-7_amd64.deb
|
||||||
|
# sudo gdebi --n libtiff5_4.0.3-7_amd64.deb
|
||||||
|
# fi
|
||||||
|
# if [ ! -f "libsdl2-image-2.0-0_2.0.0+dfsg-3_amd64.deb" ]
|
||||||
|
# then
|
||||||
|
# wget http://de.archive.ubuntu.com/ubuntu/pool/universe/libs/libsdl2-image/libsdl2-image-2.0-0_2.0.0+dfsg-3build2_amd64.deb
|
||||||
|
# sudo gdebi --n libsdl2-image-2.0-0_2.0.0+dfsg-3build2_amd64.deb
|
||||||
|
# fi
|
||||||
|
# if [ ! -f "libsdl2-image-dev_2.0.0+dfsg-3_amd64.deb" ]
|
||||||
|
# then
|
||||||
|
# wget http://de.archive.ubuntu.com/ubuntu/pool/universe/libs/libsdl2-image/libsdl2-image-dev_2.0.0+dfsg-3build2_amd64.deb
|
||||||
|
# sudo gdebi --n libsdl2-image-dev_2.0.0+dfsg-3build2_amd64.deb
|
||||||
|
# fi
|
||||||
fi
|
fi
|
||||||
|
|
||||||
## hack end
|
## hack end
|
||||||
|
|
||||||
echo "cloning repositories"
|
echo "cloning repositories"
|
||||||
@ -40,7 +69,19 @@ else
|
|||||||
cd ..
|
cd ..
|
||||||
fi
|
fi
|
||||||
|
|
||||||
|
if [ ! -d "hsSDL2-ttf" ]
|
||||||
|
then
|
||||||
|
git clone https://github.com/osa1/hsSDL2-ttf hsSDL2-ttf
|
||||||
|
else
|
||||||
|
cd hsSDL2-ttf
|
||||||
|
git pull
|
||||||
|
cd ..
|
||||||
|
fi
|
||||||
|
|
||||||
echo "trying to build"
|
echo "trying to build"
|
||||||
|
|
||||||
|
cabal install haddock
|
||||||
|
|
||||||
for d in `find . -maxdepth 1 -type d`
|
for d in `find . -maxdepth 1 -type d`
|
||||||
do
|
do
|
||||||
if [ "$d" == "." ]
|
if [ "$d" == "." ]
|
||||||
@ -53,7 +94,7 @@ do
|
|||||||
cabal configure
|
cabal configure
|
||||||
cabal build
|
cabal build
|
||||||
cabal haddock --hyperlink-source
|
cabal haddock --hyperlink-source
|
||||||
cabal install
|
cabal install --force-reinstalls
|
||||||
cd ..
|
cd ..
|
||||||
fi
|
fi
|
||||||
done
|
done
|
||||||
|
70
shaders/3rdParty/noise2D.glsl
vendored
Normal file
70
shaders/3rdParty/noise2D.glsl
vendored
Normal file
@ -0,0 +1,70 @@
|
|||||||
|
//
|
||||||
|
// Description : Array and textureless GLSL 2D simplex noise function.
|
||||||
|
// Author : Ian McEwan, Ashima Arts.
|
||||||
|
// Maintainer : ijm
|
||||||
|
// Lastmod : 20110822 (ijm)
|
||||||
|
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
|
||||||
|
// Distributed under the MIT License. See LICENSE file.
|
||||||
|
// https://github.com/ashima/webgl-noise
|
||||||
|
//
|
||||||
|
|
||||||
|
vec3 mod289(vec3 x) {
|
||||||
|
return x - floor(x * (1.0 / 289.0)) * 289.0;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec2 mod289(vec2 x) {
|
||||||
|
return x - floor(x * (1.0 / 289.0)) * 289.0;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 permute(vec3 x) {
|
||||||
|
return mod289(((x*34.0)+1.0)*x);
|
||||||
|
}
|
||||||
|
|
||||||
|
float snoise(vec2 v)
|
||||||
|
{
|
||||||
|
const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
|
||||||
|
0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
|
||||||
|
-0.577350269189626, // -1.0 + 2.0 * C.x
|
||||||
|
0.024390243902439); // 1.0 / 41.0
|
||||||
|
// First corner
|
||||||
|
vec2 i = floor(v + dot(v, C.yy) );
|
||||||
|
vec2 x0 = v - i + dot(i, C.xx);
|
||||||
|
|
||||||
|
// Other corners
|
||||||
|
vec2 i1;
|
||||||
|
//i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0
|
||||||
|
//i1.y = 1.0 - i1.x;
|
||||||
|
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
|
||||||
|
// x0 = x0 - 0.0 + 0.0 * C.xx ;
|
||||||
|
// x1 = x0 - i1 + 1.0 * C.xx ;
|
||||||
|
// x2 = x0 - 1.0 + 2.0 * C.xx ;
|
||||||
|
vec4 x12 = x0.xyxy + C.xxzz;
|
||||||
|
x12.xy -= i1;
|
||||||
|
|
||||||
|
// Permutations
|
||||||
|
i = mod289(i); // Avoid truncation effects in permutation
|
||||||
|
vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
|
||||||
|
+ i.x + vec3(0.0, i1.x, 1.0 ));
|
||||||
|
|
||||||
|
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
|
||||||
|
m = m*m ;
|
||||||
|
m = m*m ;
|
||||||
|
|
||||||
|
// Gradients: 41 points uniformly over a line, mapped onto a diamond.
|
||||||
|
// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
|
||||||
|
|
||||||
|
vec3 x = 2.0 * fract(p * C.www) - 1.0;
|
||||||
|
vec3 h = abs(x) - 0.5;
|
||||||
|
vec3 ox = floor(x + 0.5);
|
||||||
|
vec3 a0 = x - ox;
|
||||||
|
|
||||||
|
// Normalise gradients implicitly by scaling m
|
||||||
|
// Approximation of: m *= inversesqrt( a0*a0 + h*h );
|
||||||
|
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
|
||||||
|
|
||||||
|
// Compute final noise value at P
|
||||||
|
vec3 g;
|
||||||
|
g.x = a0.x * x0.x + h.x * x0.y;
|
||||||
|
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
|
||||||
|
return 130.0 * dot(m, g);
|
||||||
|
}
|
102
shaders/3rdParty/noise3D.glsl
vendored
Normal file
102
shaders/3rdParty/noise3D.glsl
vendored
Normal file
@ -0,0 +1,102 @@
|
|||||||
|
//
|
||||||
|
// Description : Array and textureless GLSL 2D/3D/4D simplex
|
||||||
|
// noise functions.
|
||||||
|
// Author : Ian McEwan, Ashima Arts.
|
||||||
|
// Maintainer : ijm
|
||||||
|
// Lastmod : 20110822 (ijm)
|
||||||
|
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
|
||||||
|
// Distributed under the MIT License. See LICENSE file.
|
||||||
|
// https://github.com/ashima/webgl-noise
|
||||||
|
//
|
||||||
|
|
||||||
|
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) ) );
|
||||||
|
}
|
128
shaders/3rdParty/noise4D.glsl
vendored
Normal file
128
shaders/3rdParty/noise4D.glsl
vendored
Normal file
@ -0,0 +1,128 @@
|
|||||||
|
//
|
||||||
|
// Description : Array and textureless GLSL 2D/3D/4D simplex
|
||||||
|
// noise functions.
|
||||||
|
// Author : Ian McEwan, Ashima Arts.
|
||||||
|
// Maintainer : ijm
|
||||||
|
// Lastmod : 20110822 (ijm)
|
||||||
|
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
|
||||||
|
// Distributed under the MIT License. See LICENSE file.
|
||||||
|
// https://github.com/ashima/webgl-noise
|
||||||
|
//
|
||||||
|
|
||||||
|
vec4 mod289(vec4 x) {
|
||||||
|
return x - floor(x * (1.0 / 289.0)) * 289.0; }
|
||||||
|
|
||||||
|
float mod289(float x) {
|
||||||
|
return x - floor(x * (1.0 / 289.0)) * 289.0; }
|
||||||
|
|
||||||
|
vec4 permute(vec4 x) {
|
||||||
|
return mod289(((x*34.0)+1.0)*x);
|
||||||
|
}
|
||||||
|
|
||||||
|
float permute(float x) {
|
||||||
|
return mod289(((x*34.0)+1.0)*x);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 taylorInvSqrt(vec4 r)
|
||||||
|
{
|
||||||
|
return 1.79284291400159 - 0.85373472095314 * r;
|
||||||
|
}
|
||||||
|
|
||||||
|
float taylorInvSqrt(float r)
|
||||||
|
{
|
||||||
|
return 1.79284291400159 - 0.85373472095314 * r;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 grad4(float j, vec4 ip)
|
||||||
|
{
|
||||||
|
const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
|
||||||
|
vec4 p,s;
|
||||||
|
|
||||||
|
p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
|
||||||
|
p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
|
||||||
|
s = vec4(lessThan(p, vec4(0.0)));
|
||||||
|
p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;
|
||||||
|
|
||||||
|
return p;
|
||||||
|
}
|
||||||
|
|
||||||
|
// (sqrt(5) - 1)/4 = F4, used once below
|
||||||
|
#define F4 0.309016994374947451
|
||||||
|
|
||||||
|
float snoise(vec4 v)
|
||||||
|
{
|
||||||
|
const vec4 C = vec4( 0.138196601125011, // (5 - sqrt(5))/20 G4
|
||||||
|
0.276393202250021, // 2 * G4
|
||||||
|
0.414589803375032, // 3 * G4
|
||||||
|
-0.447213595499958); // -1 + 4 * G4
|
||||||
|
|
||||||
|
// First corner
|
||||||
|
vec4 i = floor(v + dot(v, vec4(F4)) );
|
||||||
|
vec4 x0 = v - i + dot(i, C.xxxx);
|
||||||
|
|
||||||
|
// Other corners
|
||||||
|
|
||||||
|
// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
|
||||||
|
vec4 i0;
|
||||||
|
vec3 isX = step( x0.yzw, x0.xxx );
|
||||||
|
vec3 isYZ = step( x0.zww, x0.yyz );
|
||||||
|
// i0.x = dot( isX, vec3( 1.0 ) );
|
||||||
|
i0.x = isX.x + isX.y + isX.z;
|
||||||
|
i0.yzw = 1.0 - isX;
|
||||||
|
// i0.y += dot( isYZ.xy, vec2( 1.0 ) );
|
||||||
|
i0.y += isYZ.x + isYZ.y;
|
||||||
|
i0.zw += 1.0 - isYZ.xy;
|
||||||
|
i0.z += isYZ.z;
|
||||||
|
i0.w += 1.0 - isYZ.z;
|
||||||
|
|
||||||
|
// i0 now contains the unique values 0,1,2,3 in each channel
|
||||||
|
vec4 i3 = clamp( i0, 0.0, 1.0 );
|
||||||
|
vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );
|
||||||
|
vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );
|
||||||
|
|
||||||
|
// x0 = x0 - 0.0 + 0.0 * C.xxxx
|
||||||
|
// x1 = x0 - i1 + 1.0 * C.xxxx
|
||||||
|
// x2 = x0 - i2 + 2.0 * C.xxxx
|
||||||
|
// x3 = x0 - i3 + 3.0 * C.xxxx
|
||||||
|
// x4 = x0 - 1.0 + 4.0 * C.xxxx
|
||||||
|
vec4 x1 = x0 - i1 + C.xxxx;
|
||||||
|
vec4 x2 = x0 - i2 + C.yyyy;
|
||||||
|
vec4 x3 = x0 - i3 + C.zzzz;
|
||||||
|
vec4 x4 = x0 + C.wwww;
|
||||||
|
|
||||||
|
// Permutations
|
||||||
|
i = mod289(i);
|
||||||
|
float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);
|
||||||
|
vec4 j1 = permute( permute( permute( permute (
|
||||||
|
i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))
|
||||||
|
+ i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))
|
||||||
|
+ i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))
|
||||||
|
+ i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));
|
||||||
|
|
||||||
|
// Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope
|
||||||
|
// 7*7*6 = 294, which is close to the ring size 17*17 = 289.
|
||||||
|
vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;
|
||||||
|
|
||||||
|
vec4 p0 = grad4(j0, ip);
|
||||||
|
vec4 p1 = grad4(j1.x, ip);
|
||||||
|
vec4 p2 = grad4(j1.y, ip);
|
||||||
|
vec4 p3 = grad4(j1.z, ip);
|
||||||
|
vec4 p4 = grad4(j1.w, ip);
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
p4 *= taylorInvSqrt(dot(p4,p4));
|
||||||
|
|
||||||
|
// Mix contributions from the five corners
|
||||||
|
vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);
|
||||||
|
vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);
|
||||||
|
m0 = m0 * m0;
|
||||||
|
m1 = m1 * m1;
|
||||||
|
return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
|
||||||
|
+ dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;
|
||||||
|
|
||||||
|
}
|
@ -1,12 +1,145 @@
|
|||||||
#version 330
|
#version 400
|
||||||
|
|
||||||
//color from earlier stages
|
//#include "3rdParty/noise.glsl"
|
||||||
smooth in vec4 fg_SmoothColor;
|
|
||||||
|
|
||||||
out vec4 fg_FragColor;
|
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) ) );
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
smooth in vec3 teNormal;
|
||||||
|
smooth in vec3 tePosition;
|
||||||
|
smooth in float gmix;
|
||||||
|
in vec4 teColor;
|
||||||
|
|
||||||
|
out vec4 fgColor;
|
||||||
|
|
||||||
|
uniform mat4 ViewMatrix;
|
||||||
|
|
||||||
void main(void)
|
void main(void)
|
||||||
{
|
{
|
||||||
//copy-shader
|
//heliospheric lighting
|
||||||
fg_FragColor = fg_SmoothColor;
|
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);
|
||||||
}
|
}
|
26
shaders/tessControl.shader
Normal file
26
shaders/tessControl.shader
Normal file
@ -0,0 +1,26 @@
|
|||||||
|
#version 400
|
||||||
|
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
}
|
49
shaders/tessEval.shader
Normal file
49
shaders/tessEval.shader
Normal file
@ -0,0 +1,49 @@
|
|||||||
|
#version 400
|
||||||
|
|
||||||
|
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 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;
|
||||||
|
gl_Position = ProjectionMatrix * ViewMatrix * vec4(tePosition, 1);
|
||||||
|
|
||||||
|
//COLOR-BLENDING
|
||||||
|
vec4 c0 = sqrt(gl_TessCoord.x) * tcColor[0];
|
||||||
|
vec4 c1 = sqrt(gl_TessCoord.y) * tcColor[1];
|
||||||
|
vec4 c2 = sqrt(gl_TessCoord.z) * tcColor[2];
|
||||||
|
teColor = (c0 + c1 + c2)/(sqrt(gl_TessCoord.x)+sqrt(gl_TessCoord.y)+sqrt(gl_TessCoord.z));
|
||||||
|
|
||||||
|
//mix gravel based on incline (sin (normal,up))
|
||||||
|
gmix = length(cross(tessNormal, vec3(0,1,0)));
|
||||||
|
|
||||||
|
}
|
@ -1,32 +1,18 @@
|
|||||||
#version 330
|
#version 400
|
||||||
|
|
||||||
//constant projection matrix
|
|
||||||
uniform mat4 fg_ProjectionMatrix;
|
|
||||||
uniform mat4 fg_ViewMatrix;
|
|
||||||
uniform mat3 fg_NormalMatrix;
|
|
||||||
|
|
||||||
//vertex-data
|
//vertex-data
|
||||||
in vec4 fg_Color;
|
in vec4 Color;
|
||||||
in vec3 fg_VertexIn;
|
in vec3 Position;
|
||||||
in vec3 fg_NormalIn;
|
in vec3 Normal;
|
||||||
|
|
||||||
//output-data for later stages
|
//output-data for later stages
|
||||||
smooth out vec4 fg_SmoothColor;
|
out vec4 vColor;
|
||||||
|
out vec3 vPosition;
|
||||||
|
out vec3 vNormal;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
vec3 fg_Normal = fg_NormalMatrix * fg_NormalIn; //vec3(0,1,0);
|
vPosition = Position;
|
||||||
//transform vec3 into vec4, setting w to 1
|
vNormal = Normal;
|
||||||
vec4 fg_Vertex = vec4(fg_VertexIn, 1.0);
|
vColor = Color;
|
||||||
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(fg_ViewMatrix * vec4(5.0,5.0,1.0,0.0)).xyz;
|
|
||||||
|
|
||||||
|
|
||||||
float costheta = dot(normalize(fg_Normal), lightDir);
|
|
||||||
float a = costheta * 0.5 + 0.5;
|
|
||||||
|
|
||||||
fg_SmoothColor = fg_Color * mix(dark, light, a);// + 0.001* fg_Normal.xyzx;
|
|
||||||
gl_Position = fg_ProjectionMatrix * fg_ViewMatrix * fg_Vertex;
|
|
||||||
}
|
}
|
441
src/Main.hs
441
src/Main.hs
@ -1,19 +1,15 @@
|
|||||||
{-# LANGUAGE BangPatterns #-}
|
{-# LANGUAGE BangPatterns, DoAndIfThenElse #-}
|
||||||
module Main where
|
module Main where
|
||||||
|
|
||||||
-- Monad-foo and higher functional stuff
|
-- Monad-foo and higher functional stuff
|
||||||
import Control.Applicative
|
|
||||||
import Control.Monad (unless, void, when, join)
|
import Control.Monad (unless, void, when, join)
|
||||||
import Control.Monad.Trans.Maybe (MaybeT (..), runMaybeT)
|
|
||||||
import Control.Arrow ((***))
|
import Control.Arrow ((***))
|
||||||
|
|
||||||
-- data consistency/conversion
|
-- data consistency/conversion
|
||||||
import Control.Concurrent (threadDelay)
|
import Control.Concurrent (threadDelay)
|
||||||
import Control.Concurrent.STM (TQueue, atomically,
|
import Control.Concurrent.STM (TQueue,
|
||||||
newTQueueIO,
|
newTQueueIO)
|
||||||
tryReadTQueue,
|
|
||||||
writeTQueue, isEmptyTQueue,
|
|
||||||
STM)
|
|
||||||
import Control.Monad.RWS.Strict (RWST, ask, asks,
|
import Control.Monad.RWS.Strict (RWST, ask, asks,
|
||||||
evalRWST, get, liftIO,
|
evalRWST, get, liftIO,
|
||||||
modify, put)
|
modify, put)
|
||||||
@ -24,152 +20,135 @@ import Foreign (Ptr, castPtr, with)
|
|||||||
import Foreign.C (CFloat)
|
import Foreign.C (CFloat)
|
||||||
|
|
||||||
-- Math
|
-- Math
|
||||||
import Control.Lens (transposeOf, (^.))
|
import Control.Lens ((^.), (.~), (%~))
|
||||||
import Linear as L
|
import Linear as L
|
||||||
|
|
||||||
-- GUI
|
-- GUI
|
||||||
|
import qualified Graphics.UI.SDL as SDL (Position)
|
||||||
import Graphics.UI.SDL as SDL
|
import Graphics.UI.SDL as SDL
|
||||||
|
--import Graphics.UI.SDL.TTF as TTF
|
||||||
|
--import Graphics.UI.SDL.TTF.Types
|
||||||
|
|
||||||
-- Render
|
-- Render
|
||||||
import qualified Graphics.Rendering.OpenGL.GL as GL
|
import qualified Graphics.Rendering.OpenGL.GL as GL
|
||||||
import Graphics.Rendering.OpenGL.Raw.Core31
|
import Graphics.Rendering.OpenGL.Raw.Core31
|
||||||
import Data.Time (getCurrentTime, UTCTime, diffUTCTime)
|
import Data.Time (getCurrentTime, UTCTime, diffUTCTime)
|
||||||
|
|
||||||
|
import Graphics.Rendering.OpenGL.Raw.ARB.TessellationShader
|
||||||
-- Our modules
|
-- Our modules
|
||||||
import Map.Graphics
|
import Map.Graphics
|
||||||
import Render.Misc (checkError,
|
import Render.Misc (checkError,
|
||||||
createFrustum, getCam,
|
createFrustum, getCam,
|
||||||
lookAt, up, curb)
|
curb)
|
||||||
import Render.Render (initRendering,
|
import Render.Render (initRendering,
|
||||||
initShader)
|
initShader)
|
||||||
|
import UI.Callbacks
|
||||||
|
import Types
|
||||||
|
|
||||||
import qualified Debug.Trace as D (trace)
|
import qualified Debug.Trace as D (trace)
|
||||||
|
|
||||||
data ArrowKeyState = ArrowKeyState {
|
|
||||||
arrowUp :: !Bool
|
|
||||||
,arrowDown :: !Bool
|
|
||||||
,arrowLeft :: !Bool
|
|
||||||
,arrowRight :: !Bool
|
|
||||||
}
|
|
||||||
|
|
||||||
--Static Read-Only-State
|
|
||||||
data Env = Env
|
|
||||||
{ envEventsChan :: TQueue Event
|
|
||||||
, envWindow :: !Window
|
|
||||||
, envZDistClosest :: !Double
|
|
||||||
, envZDistFarthest :: !Double
|
|
||||||
--, envGLContext :: !GLContext
|
|
||||||
}
|
|
||||||
|
|
||||||
--Mutable State
|
|
||||||
data State = State
|
|
||||||
{ stateWindowWidth :: !Int
|
|
||||||
, stateWindowHeight :: !Int
|
|
||||||
, stateWinClose :: !Bool
|
|
||||||
, stateClock :: !UTCTime
|
|
||||||
--- IO
|
|
||||||
, stateXAngle :: !Double
|
|
||||||
, stateYAngle :: !Double
|
|
||||||
, stateZDist :: !Double
|
|
||||||
, stateMouseDown :: !Bool
|
|
||||||
, stateDragging :: !Bool
|
|
||||||
, stateDragStartX :: !Double
|
|
||||||
, stateDragStartY :: !Double
|
|
||||||
, stateDragStartXAngle :: !Double
|
|
||||||
, stateDragStartYAngle :: !Double
|
|
||||||
, statePositionX :: !Double
|
|
||||||
, statePositionY :: !Double
|
|
||||||
, stateCursorPosX :: !Double
|
|
||||||
, stateCursorPosY :: !Double
|
|
||||||
, stateArrowsPressed :: !ArrowKeyState
|
|
||||||
, stateFrustum :: !(M44 CFloat)
|
|
||||||
--- pointer to bindings for locations inside the compiled shader
|
|
||||||
--- mutable because shaders may be changed in the future.
|
|
||||||
, shdrVertexIndex :: !GL.AttribLocation
|
|
||||||
, shdrColorIndex :: !GL.AttribLocation
|
|
||||||
, shdrNormalIndex :: !GL.AttribLocation
|
|
||||||
, shdrProjMatIndex :: !GL.UniformLocation
|
|
||||||
, shdrViewMatIndex :: !GL.UniformLocation
|
|
||||||
, shdrModelMatIndex :: !GL.UniformLocation
|
|
||||||
, shdrNormalMatIndex :: !GL.UniformLocation
|
|
||||||
--- the map
|
|
||||||
, stateMap :: !GL.BufferObject
|
|
||||||
, mapVert :: !GL.NumArrayIndices
|
|
||||||
}
|
|
||||||
|
|
||||||
type Pioneers = RWST Env () State IO
|
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
--------------------------------------------------------------------------------
|
||||||
main :: IO ()
|
main :: IO ()
|
||||||
main = do
|
main = do
|
||||||
SDL.withInit [InitVideo, InitAudio] $ do --also: InitNoParachute -> faster, without parachute!
|
SDL.withInit [InitVideo, InitAudio] $ do --also: InitNoParachute -> faster, without parachute!
|
||||||
SDL.withWindow "Pioneers" (Position 1500 100) (Size 1024 768) [WindowOpengl -- we want openGL
|
SDL.withWindow "Pioneers" (SDL.Position 100 100) (Size 1024 600) [WindowOpengl -- we want openGL
|
||||||
,WindowShown -- window should be visible
|
,WindowShown -- window should be visible
|
||||||
,WindowResizable -- and resizable
|
,WindowResizable -- and resizable
|
||||||
,WindowInputFocus -- focused (=> active)
|
,WindowInputFocus -- focused (=> active)
|
||||||
,WindowMouseFocus -- Mouse into it
|
,WindowMouseFocus -- Mouse into it
|
||||||
--,WindowInputGrabbed-- never let go of input (KB/Mouse)
|
,WindowInputGrabbed-- never let go of input (KB/Mouse)
|
||||||
] $ \window -> do
|
] $ \window -> do
|
||||||
withOpenGL window $ do
|
withOpenGL window $ do
|
||||||
|
--TTF.withInit $ do
|
||||||
(Size fbWidth fbHeight) <- glGetDrawableSize window
|
(Size fbWidth fbHeight) <- glGetDrawableSize window
|
||||||
initRendering
|
initRendering
|
||||||
--generate map vertices
|
--generate map vertices
|
||||||
(mapBuffer, vert) <- getMapBufferObject
|
(mapBuffer, vert) <- getMapBufferObject
|
||||||
(ci, ni, vi, pri, vii, mi, nmi) <- initShader
|
(ci, ni, vi, pri, vii, mi, nmi, tli, tlo) <- initShader
|
||||||
putStrLn "foo"
|
putStrLn "foo"
|
||||||
eventQueue <- newTQueueIO :: IO (TQueue Event)
|
eventQueue <- newTQueueIO :: IO (TQueue Event)
|
||||||
putStrLn "foo"
|
putStrLn "foo"
|
||||||
now <- getCurrentTime
|
now <- getCurrentTime
|
||||||
putStrLn "foo"
|
putStrLn "foo"
|
||||||
|
--font <- TTF.openFont "fonts/ttf-04B_03B_/04B_03B_.TTF" 10
|
||||||
|
--TTF.setFontStyle font TTFNormal
|
||||||
|
--TTF.setFontHinting font TTFHNormal
|
||||||
|
|
||||||
let zDistClosest = 10
|
let zDistClosest = 1
|
||||||
zDistFarthest = zDistClosest + 20
|
zDistFarthest = zDistClosest + 30
|
||||||
|
--TODO: Move near/far/fov to state for runtime-changability & central storage
|
||||||
fov = 90 --field of view
|
fov = 90 --field of view
|
||||||
near = 1 --near plane
|
near = 1 --near plane
|
||||||
far = 100 --far plane
|
far = 100 --far plane
|
||||||
ratio = fromIntegral fbWidth / fromIntegral fbHeight
|
ratio = fromIntegral fbWidth / fromIntegral fbHeight
|
||||||
frust = createFrustum fov near far ratio
|
frust = createFrustum fov near far ratio
|
||||||
aks = ArrowKeyState {
|
aks = ArrowKeyState {
|
||||||
arrowUp = False
|
_up = False
|
||||||
,arrowDown = False
|
, _down = False
|
||||||
,arrowLeft = False
|
, _left = False
|
||||||
,arrowRight = False
|
, _right = False
|
||||||
|
}
|
||||||
|
glMap = GLMapState
|
||||||
|
{ _shdrVertexIndex = vi
|
||||||
|
, _shdrNormalIndex = ni
|
||||||
|
, _shdrColorIndex = ci
|
||||||
|
, _shdrProjMatIndex = pri
|
||||||
|
, _shdrViewMatIndex = vii
|
||||||
|
, _shdrModelMatIndex = mi
|
||||||
|
, _shdrNormalMatIndex = nmi
|
||||||
|
, _shdrTessInnerIndex = tli
|
||||||
|
, _shdrTessOuterIndex = tlo
|
||||||
|
, _stateTessellationFactor = 4
|
||||||
|
, _stateMap = mapBuffer
|
||||||
|
, _mapVert = vert
|
||||||
}
|
}
|
||||||
env = Env
|
env = Env
|
||||||
{ envEventsChan = eventQueue
|
{ _eventsChan = eventQueue
|
||||||
, envWindow = window
|
, _windowObject = window
|
||||||
, envZDistClosest = zDistClosest
|
, _zDistClosest = zDistClosest
|
||||||
, envZDistFarthest = zDistFarthest
|
, _zDistFarthest = zDistFarthest
|
||||||
|
--, envFont = font
|
||||||
}
|
}
|
||||||
state = State
|
state = State
|
||||||
{ stateWindowWidth = fbWidth
|
{ _window = WindowState
|
||||||
, stateWindowHeight = fbHeight
|
{ _width = fbWidth
|
||||||
, stateXAngle = pi/6
|
, _height = fbHeight
|
||||||
, stateYAngle = pi/2
|
, _shouldClose = False
|
||||||
, stateZDist = 10
|
}
|
||||||
, statePositionX = 5
|
, _camera = CameraState
|
||||||
, statePositionY = 5
|
{ _xAngle = pi/6
|
||||||
, stateCursorPosX = 0
|
, _yAngle = pi/2
|
||||||
, stateCursorPosY = 0
|
, _zDist = 10
|
||||||
, stateMouseDown = False
|
, _frustum = frust
|
||||||
, stateDragging = False
|
, _camPosition = Types.Position
|
||||||
, stateDragStartX = 0
|
{ Types._x = 5
|
||||||
, stateDragStartY = 0
|
, Types._y = 5
|
||||||
, stateDragStartXAngle = 0
|
}
|
||||||
, stateDragStartYAngle = 0
|
}
|
||||||
, shdrVertexIndex = vi
|
, _io = IOState
|
||||||
, shdrNormalIndex = ni
|
{ _clock = now
|
||||||
, shdrColorIndex = ci
|
}
|
||||||
, shdrProjMatIndex = pri
|
, _mouse = MouseState
|
||||||
, shdrViewMatIndex = vii
|
{ _isDown = False
|
||||||
, shdrModelMatIndex = mi
|
, _isDragging = False
|
||||||
, shdrNormalMatIndex = nmi
|
, _dragStartX = 0
|
||||||
, stateMap = mapBuffer
|
, _dragStartY = 0
|
||||||
, mapVert = vert
|
, _dragStartXAngle = 0
|
||||||
, stateFrustum = frust
|
, _dragStartYAngle = 0
|
||||||
, stateWinClose = False
|
, _mousePosition = Types.Position
|
||||||
, stateClock = now
|
{ Types._x = 5
|
||||||
, stateArrowsPressed = aks
|
, Types._y = 5
|
||||||
|
}
|
||||||
|
}
|
||||||
|
, _keyboard = KeyboardState
|
||||||
|
{ _arrowsPressed = aks
|
||||||
|
}
|
||||||
|
, _gl = GLState
|
||||||
|
{ _glMap = glMap
|
||||||
|
}
|
||||||
|
, _game = GameState
|
||||||
|
{
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
putStrLn "init done."
|
putStrLn "init done."
|
||||||
@ -181,48 +160,53 @@ main = do
|
|||||||
|
|
||||||
draw :: Pioneers ()
|
draw :: Pioneers ()
|
||||||
draw = do
|
draw = do
|
||||||
env <- ask
|
|
||||||
state <- get
|
state <- get
|
||||||
let xa = stateXAngle state
|
let xa = state ^. camera.xAngle
|
||||||
ya = stateYAngle state
|
ya = state ^. camera.yAngle
|
||||||
(GL.UniformLocation proj) = shdrProjMatIndex state
|
(GL.UniformLocation proj) = state ^. gl.glMap.shdrProjMatIndex
|
||||||
(GL.UniformLocation nmat) = shdrNormalMatIndex state
|
(GL.UniformLocation nmat) = state ^. gl.glMap.shdrNormalMatIndex
|
||||||
(GL.UniformLocation vmat) = shdrViewMatIndex state
|
(GL.UniformLocation vmat) = state ^. gl.glMap.shdrViewMatIndex
|
||||||
vi = shdrVertexIndex state
|
(GL.UniformLocation tli) = state ^. gl.glMap.shdrTessInnerIndex
|
||||||
ni = shdrNormalIndex state
|
(GL.UniformLocation tlo) = state ^. gl.glMap.shdrTessOuterIndex
|
||||||
ci = shdrColorIndex state
|
vi = state ^. gl.glMap.shdrVertexIndex
|
||||||
numVert = mapVert state
|
ni = state ^. gl.glMap.shdrNormalIndex
|
||||||
map' = stateMap state
|
ci = state ^. gl.glMap.shdrColorIndex
|
||||||
frust = stateFrustum state
|
numVert = state ^. gl.glMap.mapVert
|
||||||
camX = statePositionX state
|
map' = state ^. gl.glMap.stateMap
|
||||||
camY = statePositionY state
|
frust = state ^. camera.frustum
|
||||||
zDist = stateZDist state
|
camX = state ^. camera.camPosition.x
|
||||||
|
camY = state ^. camera.camPosition.y
|
||||||
|
zDist' = state ^. camera.zDist
|
||||||
|
tessFac = state ^. gl.glMap.stateTessellationFactor
|
||||||
liftIO $ do
|
liftIO $ do
|
||||||
--(vi,GL.UniformLocation proj) <- initShader
|
--(vi,GL.UniformLocation proj) <- initShader
|
||||||
GL.clear [GL.ColorBuffer, GL.DepthBuffer]
|
GL.clear [GL.ColorBuffer, GL.DepthBuffer]
|
||||||
checkError "foo"
|
checkError "foo"
|
||||||
--set up projection (= copy from state)
|
--set up projection (= copy from state)
|
||||||
with (distribute $ frust) $ \ptr ->
|
with (distribute frust) $ \ptr ->
|
||||||
glUniformMatrix4fv proj 1 0 (castPtr (ptr :: Ptr (M44 CFloat)))
|
glUniformMatrix4fv proj 1 0 (castPtr (ptr :: Ptr (M44 CFloat)))
|
||||||
checkError "foo"
|
checkError "foo"
|
||||||
|
|
||||||
--set up camera
|
--set up camera
|
||||||
let ! cam = getCam (camX,camY) zDist xa ya
|
let ! cam = getCam (camX,camY) zDist' xa ya
|
||||||
with (distribute $ cam) $ \ptr ->
|
with (distribute cam) $ \ptr ->
|
||||||
glUniformMatrix4fv vmat 1 0 (castPtr (ptr :: Ptr (M44 CFloat)))
|
glUniformMatrix4fv vmat 1 0 (castPtr (ptr :: Ptr (M44 CFloat)))
|
||||||
checkError "foo"
|
checkError "foo"
|
||||||
|
|
||||||
--set up normal--Mat transpose((model*camera)^-1)
|
--set up normal--Mat transpose((model*camera)^-1)
|
||||||
let normal = (case inv33 ((fmap (^._xyz) cam) ^. _xyz) of
|
let normal = (case inv33 (fmap (^. _xyz) cam ^. _xyz) of
|
||||||
(Just a) -> a
|
(Just a) -> a
|
||||||
Nothing -> eye3) :: M33 CFloat
|
Nothing -> eye3) :: M33 CFloat
|
||||||
nmap = (collect (fmap id) normal) :: M33 CFloat --transpose...
|
nmap = collect id normal :: M33 CFloat --transpose...
|
||||||
|
|
||||||
with (distribute $ nmap) $ \ptr ->
|
with (distribute nmap) $ \ptr ->
|
||||||
glUniformMatrix3fv nmat 1 0 (castPtr (ptr :: Ptr (M33 CFloat)))
|
glUniformMatrix3fv nmat 1 0 (castPtr (ptr :: Ptr (M33 CFloat)))
|
||||||
|
|
||||||
checkError "nmat"
|
checkError "nmat"
|
||||||
|
|
||||||
|
glUniform1f tli (fromIntegral tessFac)
|
||||||
|
glUniform1f tlo (fromIntegral tessFac)
|
||||||
|
|
||||||
GL.bindBuffer GL.ArrayBuffer GL.$= Just map'
|
GL.bindBuffer GL.ArrayBuffer GL.$= Just map'
|
||||||
GL.vertexAttribPointer ci GL.$= fgColorIndex
|
GL.vertexAttribPointer ci GL.$= fgColorIndex
|
||||||
GL.vertexAttribArray ci GL.$= GL.Enabled
|
GL.vertexAttribArray ci GL.$= GL.Enabled
|
||||||
@ -232,7 +216,10 @@ draw = do
|
|||||||
GL.vertexAttribArray vi GL.$= GL.Enabled
|
GL.vertexAttribArray vi GL.$= GL.Enabled
|
||||||
checkError "beforeDraw"
|
checkError "beforeDraw"
|
||||||
|
|
||||||
GL.drawArrays GL.Triangles 0 numVert
|
glPatchParameteri gl_PATCH_VERTICES 3
|
||||||
|
glPolygonMode gl_FRONT gl_LINE
|
||||||
|
|
||||||
|
glDrawArrays gl_PATCHES 0 (fromIntegral numVert)
|
||||||
checkError "draw"
|
checkError "draw"
|
||||||
|
|
||||||
|
|
||||||
@ -240,12 +227,11 @@ draw = do
|
|||||||
|
|
||||||
run :: Pioneers ()
|
run :: Pioneers ()
|
||||||
run = do
|
run = do
|
||||||
win <- asks envWindow
|
env <- ask
|
||||||
|
|
||||||
-- draw Scene
|
-- draw Scene
|
||||||
draw
|
draw
|
||||||
liftIO $ do
|
liftIO $ glSwapWindow (env ^. windowObject)
|
||||||
glSwapWindow win
|
|
||||||
-- getEvents & process
|
-- getEvents & process
|
||||||
processEvents
|
processEvents
|
||||||
|
|
||||||
@ -253,15 +239,15 @@ run = do
|
|||||||
|
|
||||||
state <- get
|
state <- get
|
||||||
-- change in camera-angle
|
-- change in camera-angle
|
||||||
when (stateDragging state) $ do
|
when (state ^. mouse.isDragging) $ do
|
||||||
let sodx = stateDragStartX state
|
let sodx = state ^. mouse.dragStartX
|
||||||
sody = stateDragStartY state
|
sody = state ^. mouse.dragStartY
|
||||||
sodxa = stateDragStartXAngle state
|
sodxa = state ^. mouse.dragStartXAngle
|
||||||
sodya = stateDragStartYAngle state
|
sodya = state ^. mouse.dragStartYAngle
|
||||||
x = stateCursorPosX state
|
x' = state ^. mouse.mousePosition.x
|
||||||
y = stateCursorPosY state
|
y' = state ^. mouse.mousePosition.y
|
||||||
let myrot = (x - sodx) / 2
|
myrot = (x' - sodx) / 2
|
||||||
mxrot = (y - sody) / 2
|
mxrot = (y' - sody) / 2
|
||||||
newXAngle = curb (pi/12) (0.45*pi) newXAngle'
|
newXAngle = curb (pi/12) (0.45*pi) newXAngle'
|
||||||
newXAngle' = sodxa + mxrot/100
|
newXAngle' = sodxa + mxrot/100
|
||||||
newYAngle
|
newYAngle
|
||||||
@ -269,25 +255,22 @@ run = do
|
|||||||
| newYAngle' < (-pi) = newYAngle' + 2 * pi
|
| newYAngle' < (-pi) = newYAngle' + 2 * pi
|
||||||
| otherwise = newYAngle'
|
| otherwise = newYAngle'
|
||||||
newYAngle' = sodya + myrot/100
|
newYAngle' = sodya + myrot/100
|
||||||
put $ state
|
|
||||||
{ stateXAngle = newXAngle
|
modify $ ((camera.xAngle) .~ newXAngle)
|
||||||
, stateYAngle = newYAngle
|
. ((camera.yAngle) .~ newYAngle)
|
||||||
}
|
|
||||||
|
|
||||||
-- get cursor-keys - if pressed
|
-- get cursor-keys - if pressed
|
||||||
--TODO: Add sin/cos from stateYAngle
|
--TODO: Add sin/cos from stateYAngle
|
||||||
(kxrot, kyrot) <- fmap ((join (***)) fromIntegral) getArrowMovement
|
(kxrot, kyrot) <- fmap (join (***) fromIntegral) getArrowMovement
|
||||||
modify $ \s ->
|
|
||||||
let
|
let
|
||||||
multc = cos $ stateYAngle s
|
multc = cos $ state ^. camera.yAngle
|
||||||
mults = sin $ stateYAngle s
|
mults = sin $ state ^. camera.yAngle
|
||||||
in
|
modx x' = x' - 0.2 * kxrot * multc
|
||||||
s {
|
|
||||||
statePositionX = statePositionX s - 0.2 * kxrot * multc
|
|
||||||
- 0.2 * kyrot * mults
|
- 0.2 * kyrot * mults
|
||||||
, statePositionY = statePositionY s + 0.2 * kxrot * mults
|
mody y' = y' - 0.2 * kxrot * mults
|
||||||
- 0.2 * kyrot * multc
|
- 0.2 * kyrot * multc
|
||||||
}
|
modify $ (camera.camPosition.x %~ modx)
|
||||||
|
. (camera.camPosition.y %~ mody)
|
||||||
|
|
||||||
{-
|
{-
|
||||||
--modify the state with all that happened in mt time.
|
--modify the state with all that happened in mt time.
|
||||||
@ -296,47 +279,45 @@ run = do
|
|||||||
{
|
{
|
||||||
}
|
}
|
||||||
-}
|
-}
|
||||||
|
|
||||||
mt <- liftIO $ do
|
mt <- liftIO $ do
|
||||||
now <- getCurrentTime
|
now <- getCurrentTime
|
||||||
diff <- return $ diffUTCTime now (stateClock state) -- get time-diffs
|
diff <- return $ diffUTCTime now (state ^. io.clock) -- get time-diffs
|
||||||
|
title <- return $ unwords ["Pioneers @ ",show ((round .fromRational.toRational $ 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
|
sleepAmount <- return $ floor (max 0 (0.04 - diff))*1000000 -- get time until next frame in microseconds
|
||||||
threadDelay sleepAmount
|
threadDelay sleepAmount
|
||||||
return now
|
return now
|
||||||
-- set state with new clock-time
|
-- set state with new clock-time
|
||||||
modify $ \s -> s
|
modify $ io.clock .~ mt
|
||||||
{
|
shouldClose <- return $ state ^. window.shouldClose
|
||||||
stateClock = mt
|
|
||||||
}
|
|
||||||
shouldClose <- return $ stateWinClose state
|
|
||||||
unless shouldClose run
|
unless shouldClose run
|
||||||
|
|
||||||
getArrowMovement :: Pioneers (Int, Int)
|
getArrowMovement :: Pioneers (Int, Int)
|
||||||
getArrowMovement = do
|
getArrowMovement = do
|
||||||
state <- get
|
state <- get
|
||||||
aks <- return $ stateArrowsPressed state
|
aks <- return $ state ^. (keyboard.arrowsPressed)
|
||||||
let
|
let
|
||||||
horz = left' + right'
|
horz = left' + right'
|
||||||
vert = up'+down'
|
vert = up'+down'
|
||||||
left' = if arrowLeft aks then -1 else 0
|
left' = if aks ^. left then -1 else 0
|
||||||
right' = if arrowRight aks then 1 else 0
|
right' = if aks ^. right then 1 else 0
|
||||||
up' = if arrowUp aks then -1 else 0
|
up' = if aks ^. up then -1 else 0
|
||||||
down' = if arrowDown aks then 1 else 0
|
down' = if aks ^. down then 1 else 0
|
||||||
return (horz,vert)
|
return (horz,vert)
|
||||||
|
|
||||||
adjustWindow :: Pioneers ()
|
adjustWindow :: Pioneers ()
|
||||||
adjustWindow = do
|
adjustWindow = do
|
||||||
state <- get
|
state <- get
|
||||||
let fbWidth = stateWindowWidth state
|
let fbWidth = state ^. window.width
|
||||||
fbHeight = stateWindowHeight state
|
fbHeight = state ^. window.height
|
||||||
fov = 90 --field of view
|
fov = 90 --field of view
|
||||||
near = 1 --near plane
|
near = 1 --near plane
|
||||||
far = 100 --far plane
|
far = 100 --far plane
|
||||||
ratio = fromIntegral fbWidth / fromIntegral fbHeight
|
ratio = fromIntegral fbWidth / fromIntegral fbHeight
|
||||||
frust = createFrustum fov near far ratio
|
frust = createFrustum fov near far ratio
|
||||||
liftIO $ glViewport 0 0 (fromIntegral fbWidth) (fromIntegral fbHeight)
|
liftIO $ glViewport 0 0 (fromIntegral fbWidth) (fromIntegral fbHeight)
|
||||||
put $ state {
|
modify $ camera.frustum .~ frust
|
||||||
stateFrustum = frust
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
processEvents :: Pioneers ()
|
processEvents :: Pioneers ()
|
||||||
@ -350,74 +331,78 @@ processEvents = do
|
|||||||
|
|
||||||
processEvent :: Event -> Pioneers ()
|
processEvent :: Event -> Pioneers ()
|
||||||
processEvent e = do
|
processEvent e = do
|
||||||
|
return ()
|
||||||
case eventData e of
|
case eventData e of
|
||||||
Window _ winEvent ->
|
Window _ winEvent ->
|
||||||
case winEvent of
|
case winEvent of
|
||||||
Closing -> modify $ \s -> s {
|
Closing ->
|
||||||
stateWinClose = True
|
modify $ window.shouldClose .~ True
|
||||||
}
|
Resized {windowResizedTo=size} -> do
|
||||||
_ -> return ()
|
modify $ (window.width .~ (sizeWidth size))
|
||||||
Keyboard movement _ repeat key -> --up/down window(ignored) true/false actualKey
|
. (window.height .~ (sizeHeight size))
|
||||||
|
adjustWindow
|
||||||
|
SizeChanged ->
|
||||||
|
adjustWindow
|
||||||
|
_ ->
|
||||||
|
return ()
|
||||||
|
--liftIO $ putStrLn $ unwords ["Unhandled Window-Event:",show e]
|
||||||
|
Keyboard movement _ isRepeated key -> --up/down window(ignored) true/false actualKey
|
||||||
-- need modifiers? use "keyModifiers key" to get them
|
-- need modifiers? use "keyModifiers key" to get them
|
||||||
|
let aks = keyboard.arrowsPressed in
|
||||||
case keyScancode key of
|
case keyScancode key of
|
||||||
Escape -> modify $ \s -> s {
|
Escape ->
|
||||||
stateWinClose = True
|
modify $ window.shouldClose .~ True
|
||||||
}
|
SDL.Left ->
|
||||||
SDL.Left -> modify $ \s -> s {
|
modify $ aks.left .~ (movement == KeyDown)
|
||||||
stateArrowsPressed = (stateArrowsPressed s) {
|
SDL.Right ->
|
||||||
arrowLeft = movement == KeyDown
|
modify $ aks.right .~ (movement == KeyDown)
|
||||||
}
|
SDL.Up ->
|
||||||
}
|
modify $ aks.up .~ (movement == KeyDown)
|
||||||
SDL.Right -> modify $ \s -> s {
|
SDL.Down ->
|
||||||
stateArrowsPressed = (stateArrowsPressed s) {
|
modify $ aks.down .~ (movement == KeyDown)
|
||||||
arrowRight = movement == KeyDown
|
SDL.KeypadPlus ->
|
||||||
}
|
when (movement == KeyDown) $ do
|
||||||
}
|
modify $ (gl.glMap.stateTessellationFactor) %~ ((min 5) . (+1))
|
||||||
SDL.Up -> modify $ \s -> s {
|
|
||||||
stateArrowsPressed = (stateArrowsPressed s) {
|
|
||||||
arrowUp = movement == KeyDown
|
|
||||||
}
|
|
||||||
}
|
|
||||||
SDL.Down -> modify $ \s -> s {
|
|
||||||
stateArrowsPressed = (stateArrowsPressed s) {
|
|
||||||
arrowDown = movement == KeyDown
|
|
||||||
}
|
|
||||||
}
|
|
||||||
_ -> return ()
|
|
||||||
MouseMotion _ id st (Position x y) xrel yrel -> do
|
|
||||||
state <- get
|
state <- get
|
||||||
when (stateMouseDown state && not (stateDragging state)) $
|
liftIO $ putStrLn $ unwords ["Tessellation at: ", show $ state ^. gl.glMap.stateTessellationFactor]
|
||||||
put $ state
|
SDL.KeypadMinus ->
|
||||||
{ stateDragging = True
|
when (movement == KeyDown) $ do
|
||||||
, stateDragStartX = fromIntegral x
|
modify $ (gl.glMap.stateTessellationFactor) %~ ((max 1) . (+(-1)))
|
||||||
, stateDragStartY = fromIntegral y
|
state <- get
|
||||||
, stateDragStartXAngle = stateXAngle state
|
liftIO $ putStrLn $ unwords ["Tessellation at: ", show $ state ^. gl.glMap.stateTessellationFactor]
|
||||||
, stateDragStartYAngle = stateYAngle state
|
_ ->
|
||||||
}
|
return ()
|
||||||
modify $ \s -> s {
|
MouseMotion _ mouseId st (SDL.Position x y) xrel yrel -> do
|
||||||
stateCursorPosX = fromIntegral x
|
state <- get
|
||||||
, stateCursorPosY = fromIntegral y
|
when (state ^. mouse.isDown && not (state ^. mouse.isDragging)) $
|
||||||
}
|
modify $ (mouse.isDragging .~ True)
|
||||||
MouseButton _ id button state (Position x y) ->
|
. (mouse.dragStartX .~ (fromIntegral x))
|
||||||
|
. (mouse.dragStartY .~ (fromIntegral y))
|
||||||
|
. (mouse.dragStartXAngle .~ (state ^. camera.xAngle))
|
||||||
|
. (mouse.dragStartYAngle .~ (state ^. camera.yAngle))
|
||||||
|
|
||||||
|
modify $ (mouse.mousePosition. Types.x .~ (fromIntegral x))
|
||||||
|
. (mouse.mousePosition. Types.y .~ (fromIntegral y))
|
||||||
|
MouseButton _ mouseId button state (SDL.Position x y) ->
|
||||||
case button of
|
case button of
|
||||||
LeftButton -> do
|
LeftButton -> do
|
||||||
let pressed = state == Pressed
|
let pressed = state == Pressed
|
||||||
modify $ \s -> s
|
modify $ mouse.isDown .~ pressed
|
||||||
{ stateMouseDown = pressed
|
unless pressed $ do
|
||||||
}
|
st <- get
|
||||||
unless pressed $
|
if st ^. mouse.isDragging then
|
||||||
modify $ \s -> s
|
modify $ mouse.isDragging .~ False
|
||||||
{ stateDragging = False
|
else
|
||||||
}
|
clickHandler (UI.Callbacks.Pixel x y)
|
||||||
_ -> return ()
|
RightButton -> do
|
||||||
MouseWheel _ id hscroll vscroll -> do
|
when (state == Released) $ alternateClickHandler (UI.Callbacks.Pixel x y)
|
||||||
|
_ ->
|
||||||
|
return ()
|
||||||
|
MouseWheel _ mouseId hscroll vscroll -> do
|
||||||
env <- ask
|
env <- ask
|
||||||
modify $ \s -> s
|
state <- get
|
||||||
{ stateZDist =
|
let zDist' = (state ^. camera.zDist) + realToFrac (negate vscroll) in
|
||||||
let zDist' = stateZDist s + realToFrac (negate $ vscroll)
|
modify $ camera.zDist .~ (curb (env ^. zDistClosest) (env ^. zDistFarthest) zDist')
|
||||||
in curb (envZDistClosest env) (envZDistFarthest env) zDist'
|
Quit -> modify $ window.shouldClose .~ True
|
||||||
}
|
|
||||||
Quit -> modify $ \s -> s {stateWinClose = True}
|
|
||||||
-- there is more (joystic, touchInterface, ...), but currently ignored
|
-- there is more (joystic, touchInterface, ...), but currently ignored
|
||||||
_ -> return ()
|
_ -> liftIO $ putStrLn $ unwords ["Not processing Event:", show e]
|
||||||
liftIO $ putStrLn $ unwords ["Processing Event:",(show e)]
|
|
||||||
|
@ -79,6 +79,11 @@ getMapBufferObject = do
|
|||||||
checkError "initBuffer"
|
checkError "initBuffer"
|
||||||
return (bo,len)
|
return (bo,len)
|
||||||
|
|
||||||
|
prettyMap :: [GLfloat] -> [(GLfloat,GLfloat,GLfloat,GLfloat,GLfloat,GLfloat,GLfloat,GLfloat,GLfloat,GLfloat)]
|
||||||
|
prettyMap (a:b:c:d:x:y:z:u:v:w:ms) = (a,b,c,d,x,y,z,u,v,w):(prettyMap ms)
|
||||||
|
prettyMap _ = []
|
||||||
|
|
||||||
|
--generateTriangles :: PlayMap -> [GLfloat]
|
||||||
generateTriangles :: GraphicsMap -> [GLfloat]
|
generateTriangles :: GraphicsMap -> [GLfloat]
|
||||||
generateTriangles map' =
|
generateTriangles map' =
|
||||||
let ((xl,yl),(xh,yh)) = bounds map' in
|
let ((xl,yl),(xh,yh)) = bounds map' in
|
||||||
|
@ -1,10 +1,8 @@
|
|||||||
|
{-# LANGUAGE ForeignFunctionInterface #-}
|
||||||
module Render.Misc where
|
module Render.Misc where
|
||||||
|
|
||||||
import Control.Monad
|
import Control.Monad
|
||||||
import qualified Data.ByteString as B (ByteString)
|
import qualified Data.ByteString as B (ByteString)
|
||||||
import Foreign.Marshal.Array (allocaArray,
|
|
||||||
pokeArray)
|
|
||||||
import Foreign.C (CFloat)
|
|
||||||
import Graphics.Rendering.OpenGL.GL.Shaders
|
import Graphics.Rendering.OpenGL.GL.Shaders
|
||||||
import Graphics.Rendering.OpenGL.GL.StateVar
|
import Graphics.Rendering.OpenGL.GL.StateVar
|
||||||
import Graphics.Rendering.OpenGL.GL.StringQueries
|
import Graphics.Rendering.OpenGL.GL.StringQueries
|
||||||
@ -12,7 +10,7 @@ import Graphics.Rendering.OpenGL.GLU.Errors
|
|||||||
import Graphics.Rendering.OpenGL.Raw.Core31
|
import Graphics.Rendering.OpenGL.Raw.Core31
|
||||||
import System.IO (hPutStrLn, stderr)
|
import System.IO (hPutStrLn, stderr)
|
||||||
import Linear
|
import Linear
|
||||||
|
import Foreign.C (CFloat)
|
||||||
|
|
||||||
up :: V3 CFloat
|
up :: V3 CFloat
|
||||||
up = V3 0 1 0
|
up = V3 0 1 0
|
||||||
|
@ -18,6 +18,10 @@ import Render.Misc
|
|||||||
|
|
||||||
vertexShaderFile :: String
|
vertexShaderFile :: String
|
||||||
vertexShaderFile = "shaders/vertex.shader"
|
vertexShaderFile = "shaders/vertex.shader"
|
||||||
|
tessControlShaderFile :: String
|
||||||
|
tessControlShaderFile = "shaders/tessControl.shader"
|
||||||
|
tessEvalShaderFile :: String
|
||||||
|
tessEvalShaderFile = "shaders/tessEval.shader"
|
||||||
fragmentShaderFile :: String
|
fragmentShaderFile :: String
|
||||||
fragmentShaderFile = "shaders/fragment.shader"
|
fragmentShaderFile = "shaders/fragment.shader"
|
||||||
|
|
||||||
@ -42,40 +46,55 @@ initShader :: IO (
|
|||||||
, UniformLocation -- ^ ViewMat
|
, UniformLocation -- ^ ViewMat
|
||||||
, UniformLocation -- ^ ModelMat
|
, UniformLocation -- ^ ModelMat
|
||||||
, UniformLocation -- ^ NormalMat
|
, UniformLocation -- ^ NormalMat
|
||||||
|
, UniformLocation -- ^ TessLevelInner
|
||||||
|
, UniformLocation -- ^ TessLevelOuter
|
||||||
)
|
)
|
||||||
initShader = do
|
initShader = do
|
||||||
! vertexSource <- B.readFile vertexShaderFile
|
! vertexSource <- B.readFile vertexShaderFile
|
||||||
|
! tessControlSource <- B.readFile tessControlShaderFile
|
||||||
|
! tessEvalSource <- B.readFile tessEvalShaderFile
|
||||||
! fragmentSource <- B.readFile fragmentShaderFile
|
! fragmentSource <- B.readFile fragmentShaderFile
|
||||||
vertexShader <- compileShaderSource VertexShader vertexSource
|
vertexShader <- compileShaderSource VertexShader vertexSource
|
||||||
checkError "compile Vertex"
|
checkError "compile Vertex"
|
||||||
|
tessControlShader <- compileShaderSource TessControlShader tessControlSource
|
||||||
|
checkError "compile Vertex"
|
||||||
|
tessEvalShader <- compileShaderSource TessEvaluationShader tessEvalSource
|
||||||
|
checkError "compile Vertex"
|
||||||
fragmentShader <- compileShaderSource FragmentShader fragmentSource
|
fragmentShader <- compileShaderSource FragmentShader fragmentSource
|
||||||
checkError "compile Frag"
|
checkError "compile Frag"
|
||||||
program <- createProgramUsing [vertexShader, fragmentShader]
|
program <- createProgramUsing [vertexShader, tessControlShader, tessEvalShader, fragmentShader]
|
||||||
checkError "compile Program"
|
checkError "compile Program"
|
||||||
|
|
||||||
currentProgram $= Just program
|
currentProgram $= Just program
|
||||||
|
|
||||||
projectionMatrixIndex <- get (uniformLocation program "fg_ProjectionMatrix")
|
projectionMatrixIndex <- get (uniformLocation program "ProjectionMatrix")
|
||||||
checkError "projMat"
|
checkError "projMat"
|
||||||
|
|
||||||
viewMatrixIndex <- get (uniformLocation program "fg_ViewMatrix")
|
viewMatrixIndex <- get (uniformLocation program "ViewMatrix")
|
||||||
checkError "viewMat"
|
checkError "viewMat"
|
||||||
|
|
||||||
modelMatrixIndex <- get (uniformLocation program "fg_ModelMatrix")
|
modelMatrixIndex <- get (uniformLocation program "ModelMatrix")
|
||||||
checkError "modelMat"
|
checkError "modelMat"
|
||||||
|
|
||||||
normalMatrixIndex <- get (uniformLocation program "fg_NormalMatrix")
|
normalMatrixIndex <- get (uniformLocation program "NormalMatrix")
|
||||||
checkError "normalMat"
|
checkError "normalMat"
|
||||||
|
|
||||||
vertexIndex <- get (attribLocation program "fg_VertexIn")
|
tessLevelInner <- get (uniformLocation program "TessLevelInner")
|
||||||
|
checkError "TessLevelInner"
|
||||||
|
|
||||||
|
tessLevelOuter <- get (uniformLocation program "TessLevelOuter")
|
||||||
|
checkError "TessLevelOuter"
|
||||||
|
|
||||||
|
|
||||||
|
vertexIndex <- get (attribLocation program "Position")
|
||||||
vertexAttribArray vertexIndex $= Enabled
|
vertexAttribArray vertexIndex $= Enabled
|
||||||
checkError "vertexInd"
|
checkError "vertexInd"
|
||||||
|
|
||||||
normalIndex <- get (attribLocation program "fg_NormalIn")
|
normalIndex <- get (attribLocation program "Normal")
|
||||||
vertexAttribArray normalIndex $= Enabled
|
vertexAttribArray normalIndex $= Enabled
|
||||||
checkError "normalInd"
|
checkError "normalInd"
|
||||||
|
|
||||||
colorIndex <- get (attribLocation program "fg_Color")
|
colorIndex <- get (attribLocation program "Color")
|
||||||
vertexAttribArray colorIndex $= Enabled
|
vertexAttribArray colorIndex $= Enabled
|
||||||
checkError "colorInd"
|
checkError "colorInd"
|
||||||
|
|
||||||
@ -85,7 +104,7 @@ initShader = do
|
|||||||
putStrLn $ unlines $ ["Indices: ", show (colorIndex, normalIndex, vertexIndex)]
|
putStrLn $ unlines $ ["Indices: ", show (colorIndex, normalIndex, vertexIndex)]
|
||||||
|
|
||||||
checkError "initShader"
|
checkError "initShader"
|
||||||
return (colorIndex, normalIndex, vertexIndex, projectionMatrixIndex, viewMatrixIndex, modelMatrixIndex, normalMatrixIndex)
|
return (colorIndex, normalIndex, vertexIndex, projectionMatrixIndex, viewMatrixIndex, modelMatrixIndex, normalMatrixIndex, tessLevelInner, tessLevelOuter)
|
||||||
|
|
||||||
initRendering :: IO ()
|
initRendering :: IO ()
|
||||||
initRendering = do
|
initRendering = do
|
||||||
|
118
src/Types.hs
Normal file
118
src/Types.hs
Normal file
@ -0,0 +1,118 @@
|
|||||||
|
{-# LANGUAGE TemplateHaskell #-}
|
||||||
|
module Types where
|
||||||
|
|
||||||
|
import Control.Concurrent.STM (TQueue)
|
||||||
|
import qualified Graphics.Rendering.OpenGL.GL as GL
|
||||||
|
import Graphics.UI.SDL as SDL (Event, Window)
|
||||||
|
import Foreign.C (CFloat)
|
||||||
|
import Data.Time (UTCTime)
|
||||||
|
import Linear.Matrix (M44)
|
||||||
|
import Control.Monad.RWS.Strict (RWST)
|
||||||
|
import Control.Lens
|
||||||
|
import Data.Label
|
||||||
|
|
||||||
|
|
||||||
|
--Static Read-Only-State
|
||||||
|
data Env = Env
|
||||||
|
{ _eventsChan :: TQueue Event
|
||||||
|
, _windowObject :: !Window
|
||||||
|
, _zDistClosest :: !Double
|
||||||
|
, _zDistFarthest :: !Double
|
||||||
|
--, envGLContext :: !GLContext
|
||||||
|
--, envFont :: TTF.TTFFont
|
||||||
|
}
|
||||||
|
|
||||||
|
--Mutable State
|
||||||
|
|
||||||
|
data Position = Position
|
||||||
|
{ _x :: !Double
|
||||||
|
, _y :: !Double
|
||||||
|
}
|
||||||
|
|
||||||
|
data WindowState = WindowState
|
||||||
|
{ _width :: !Int
|
||||||
|
, _height :: !Int
|
||||||
|
, _shouldClose :: !Bool
|
||||||
|
}
|
||||||
|
|
||||||
|
data CameraState = CameraState
|
||||||
|
{ _xAngle :: !Double
|
||||||
|
, _yAngle :: !Double
|
||||||
|
, _zDist :: !Double
|
||||||
|
, _frustum :: !(M44 CFloat)
|
||||||
|
, _camPosition :: !Position --TODO: Get rid of cam-prefix
|
||||||
|
}
|
||||||
|
|
||||||
|
data IOState = IOState
|
||||||
|
{ _clock :: !UTCTime
|
||||||
|
}
|
||||||
|
|
||||||
|
data GameState = GameState
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
data MouseState = MouseState
|
||||||
|
{ _isDown :: !Bool
|
||||||
|
, _isDragging :: !Bool
|
||||||
|
, _dragStartX :: !Double
|
||||||
|
, _dragStartY :: !Double
|
||||||
|
, _dragStartXAngle :: !Double
|
||||||
|
, _dragStartYAngle :: !Double
|
||||||
|
, _mousePosition :: !Position --TODO: Get rid of mouse-prefix
|
||||||
|
}
|
||||||
|
|
||||||
|
data ArrowKeyState = ArrowKeyState {
|
||||||
|
_up :: !Bool
|
||||||
|
,_down :: !Bool
|
||||||
|
,_left :: !Bool
|
||||||
|
,_right :: !Bool
|
||||||
|
}
|
||||||
|
|
||||||
|
data KeyboardState = KeyboardState
|
||||||
|
{ _arrowsPressed :: !ArrowKeyState
|
||||||
|
}
|
||||||
|
|
||||||
|
data GLMapState = GLMapState
|
||||||
|
{ _shdrVertexIndex :: !GL.AttribLocation
|
||||||
|
, _shdrColorIndex :: !GL.AttribLocation
|
||||||
|
, _shdrNormalIndex :: !GL.AttribLocation
|
||||||
|
, _shdrProjMatIndex :: !GL.UniformLocation
|
||||||
|
, _shdrViewMatIndex :: !GL.UniformLocation
|
||||||
|
, _shdrModelMatIndex :: !GL.UniformLocation
|
||||||
|
, _shdrNormalMatIndex :: !GL.UniformLocation
|
||||||
|
, _shdrTessInnerIndex :: !GL.UniformLocation
|
||||||
|
, _shdrTessOuterIndex :: !GL.UniformLocation
|
||||||
|
, _stateTessellationFactor :: !Int
|
||||||
|
, _stateMap :: !GL.BufferObject
|
||||||
|
, _mapVert :: !GL.NumArrayIndices
|
||||||
|
}
|
||||||
|
|
||||||
|
data GLState = GLState
|
||||||
|
{ _glMap :: !GLMapState
|
||||||
|
}
|
||||||
|
|
||||||
|
data State = State
|
||||||
|
{ _window :: !WindowState
|
||||||
|
, _camera :: !CameraState
|
||||||
|
, _io :: !IOState
|
||||||
|
, _mouse :: !MouseState
|
||||||
|
, _keyboard :: !KeyboardState
|
||||||
|
, _gl :: !GLState
|
||||||
|
, _game :: !GameState
|
||||||
|
}
|
||||||
|
|
||||||
|
$(makeLenses ''State)
|
||||||
|
$(makeLenses ''GLState)
|
||||||
|
$(makeLenses ''GLMapState)
|
||||||
|
$(makeLenses ''KeyboardState)
|
||||||
|
$(makeLenses ''ArrowKeyState)
|
||||||
|
$(makeLenses ''MouseState)
|
||||||
|
$(makeLenses ''GameState)
|
||||||
|
$(makeLenses ''IOState)
|
||||||
|
$(makeLenses ''CameraState)
|
||||||
|
$(makeLenses ''WindowState)
|
||||||
|
$(makeLenses ''Position)
|
||||||
|
$(makeLenses ''Env)
|
||||||
|
|
||||||
|
|
||||||
|
type Pioneers = RWST Env () State IO
|
20
src/UI/Callbacks.hs
Normal file
20
src/UI/Callbacks.hs
Normal file
@ -0,0 +1,20 @@
|
|||||||
|
module UI.Callbacks where
|
||||||
|
|
||||||
|
import Control.Monad.Trans (liftIO)
|
||||||
|
import Types
|
||||||
|
|
||||||
|
data Pixel = Pixel Int Int
|
||||||
|
|
||||||
|
-- | Handler for UI-Inputs.
|
||||||
|
-- Indicates a primary click on something (e.g. left-click, touch on Touchpad, fire on Gamepad, ...
|
||||||
|
clickHandler :: Pixel -> Pioneers ()
|
||||||
|
clickHandler (Pixel x y) = liftIO $ putStrLn $ unwords ["button press on (",show x,",",show y,")"]
|
||||||
|
|
||||||
|
-- | Handler for UI-Inputs.
|
||||||
|
-- Indicates an alternate click on something (e.g. right-click, touch&hold on Touchpad, ...
|
||||||
|
alternateClickHandler :: Pixel -> Pioneers ()
|
||||||
|
alternateClickHandler (Pixel x y) = liftIO $ putStrLn $ unwords ["alternate press on (",show x,",",show y,")"]
|
||||||
|
|
||||||
|
|
||||||
|
--TODO: Add scroll-Handler, return (Pioneers Bool) to indicate event-bubbling etc.
|
||||||
|
--TODO: Maybe queues are better?
|
Loading…
Reference in New Issue
Block a user