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
|
||||
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:
|
||||
Map.Types,
|
||||
Map.Graphics,
|
||||
@ -14,7 +14,9 @@ executable Pioneers
|
||||
Map.StaticMaps,
|
||||
Render.Misc,
|
||||
Render.Render,
|
||||
Render.RenderObject
|
||||
Render.RenderObject,
|
||||
UI.Callbacks,
|
||||
Types
|
||||
main-is: Main.hs
|
||||
build-depends:
|
||||
base >=4.6,
|
||||
@ -32,5 +34,6 @@ executable Pioneers
|
||||
linear >=1.3.1 && <1.4,
|
||||
lens >=3.10.1 && <3.11,
|
||||
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
|
||||
|
||||
if [ "$1" != "ni" ]
|
||||
then
|
||||
sudo apt-get install dialog
|
||||
|
||||
dialog --yesno "Install libSDL2.0.1 from ubuntu trusty?\nCurrently needed for saucy as they only serve 2.0.0 in the repos\n\nThe script will try to download the trusty-packages and resolve dependencies via gdebi" 20 75
|
||||
install=${?}
|
||||
else
|
||||
install=0
|
||||
fi
|
||||
|
||||
if [[ $install -eq 0 ]]
|
||||
then
|
||||
@ -14,20 +18,45 @@ then
|
||||
if [ ! -f "libsdl2-2.0-0_2.0.1+dfsg1-1ubuntu1_amd64.deb" ]
|
||||
then
|
||||
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
|
||||
if [ ! -f "libsdl2-dev_2.0.1+dfsg1-1ubuntu1_amd64.deb" ]
|
||||
then
|
||||
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
|
||||
if [ ! -f "libsdl2-dbg_2.0.1+dfsg1-1ubuntu1_amd64.deb" ]
|
||||
then
|
||||
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
|
||||
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
|
||||
|
||||
## hack end
|
||||
|
||||
echo "cloning repositories"
|
||||
@ -40,7 +69,19 @@ else
|
||||
cd ..
|
||||
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"
|
||||
|
||||
cabal install haddock
|
||||
|
||||
for d in `find . -maxdepth 1 -type d`
|
||||
do
|
||||
if [ "$d" == "." ]
|
||||
@ -53,7 +94,7 @@ do
|
||||
cabal configure
|
||||
cabal build
|
||||
cabal haddock --hyperlink-source
|
||||
cabal install
|
||||
cabal install --force-reinstalls
|
||||
cd ..
|
||||
fi
|
||||
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
|
||||
smooth in vec4 fg_SmoothColor;
|
||||
//#include "3rdParty/noise.glsl"
|
||||
|
||||
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)
|
||||
{
|
||||
//copy-shader
|
||||
fg_FragColor = fg_SmoothColor;
|
||||
//heliospheric lighting
|
||||
vec4 light = vec4(1.0,1.0,1.0,1.0);
|
||||
vec4 dark = vec4(0.0,0.0,0.0,1.0);
|
||||
//direction to sun from origin
|
||||
vec3 lightDir = normalize(ViewMatrix * vec4(5.0,5.0,1.0,0.0)).xyz;
|
||||
|
||||
float costheta = dot(teNormal, lightDir);
|
||||
float a = costheta * 0.5 + 0.5;
|
||||
|
||||
//create gravel-texel
|
||||
vec3 uvw = tePosition;
|
||||
// Six components of noise in a fractal sum
|
||||
//float n = snoise(uvw * 10);
|
||||
float n = 0;
|
||||
n += 0.5 * snoise(uvw * 20.0);
|
||||
//n += 0.25 * snoise(uvw * 40.0);
|
||||
//n += 0.125 * snoise(uvw * 80.0);
|
||||
//n += 0.0625 * snoise(uvw * 160.0);
|
||||
//n += 0.03125 * snoise(uvw * 320.0);
|
||||
n = abs(n*2);//[0,1]
|
||||
|
||||
//dirt
|
||||
float d = snoise(uvw);
|
||||
d += 0.5 * snoise(uvw * 2);
|
||||
d += 0.25 * snoise(uvw * 4);
|
||||
d = d/3*2 +0.5;
|
||||
|
||||
// base, dirt, noise-level*(above 0?)*(linear blend by y)
|
||||
vec4 texBase = mix(teColor, vec4(0.45,0.27,0.1,1),d*d*step(0.01,tePosition.y)*clamp(tePosition.y/2,0,2));
|
||||
// stone highlights
|
||||
vec4 texHighlights = mix(texBase, vec4(0.9*n,0.9*n,0.9*n,1),n*n*n);
|
||||
//mix highlights into Color with inclination, if inclination^2 > 0.35
|
||||
vec4 texColor = mix(texBase,texHighlights, (gmix*(1-gmix))*4*(gmix*(1-gmix))*4);
|
||||
vec4 Color = texColor;
|
||||
|
||||
fgColor = Color * mix(dark, light, a);
|
||||
}
|
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
|
||||
|
||||
//constant projection matrix
|
||||
uniform mat4 fg_ProjectionMatrix;
|
||||
uniform mat4 fg_ViewMatrix;
|
||||
uniform mat3 fg_NormalMatrix;
|
||||
#version 400
|
||||
|
||||
//vertex-data
|
||||
in vec4 fg_Color;
|
||||
in vec3 fg_VertexIn;
|
||||
in vec3 fg_NormalIn;
|
||||
in vec4 Color;
|
||||
in vec3 Position;
|
||||
in vec3 Normal;
|
||||
|
||||
//output-data for later stages
|
||||
smooth out vec4 fg_SmoothColor;
|
||||
out vec4 vColor;
|
||||
out vec3 vPosition;
|
||||
out vec3 vNormal;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 fg_Normal = fg_NormalMatrix * fg_NormalIn; //vec3(0,1,0);
|
||||
//transform vec3 into vec4, setting w to 1
|
||||
vec4 fg_Vertex = vec4(fg_VertexIn, 1.0);
|
||||
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;
|
||||
vPosition = Position;
|
||||
vNormal = Normal;
|
||||
vColor = Color;
|
||||
}
|
441
src/Main.hs
441
src/Main.hs
@ -1,19 +1,15 @@
|
||||
{-# LANGUAGE BangPatterns #-}
|
||||
{-# LANGUAGE BangPatterns, DoAndIfThenElse #-}
|
||||
module Main where
|
||||
|
||||
-- Monad-foo and higher functional stuff
|
||||
import Control.Applicative
|
||||
import Control.Monad (unless, void, when, join)
|
||||
import Control.Monad.Trans.Maybe (MaybeT (..), runMaybeT)
|
||||
import Control.Arrow ((***))
|
||||
|
||||
-- data consistency/conversion
|
||||
import Control.Concurrent (threadDelay)
|
||||
import Control.Concurrent.STM (TQueue, atomically,
|
||||
newTQueueIO,
|
||||
tryReadTQueue,
|
||||
writeTQueue, isEmptyTQueue,
|
||||
STM)
|
||||
import Control.Concurrent.STM (TQueue,
|
||||
newTQueueIO)
|
||||
|
||||
import Control.Monad.RWS.Strict (RWST, ask, asks,
|
||||
evalRWST, get, liftIO,
|
||||
modify, put)
|
||||
@ -24,152 +20,135 @@ import Foreign (Ptr, castPtr, with)
|
||||
import Foreign.C (CFloat)
|
||||
|
||||
-- Math
|
||||
import Control.Lens (transposeOf, (^.))
|
||||
import Control.Lens ((^.), (.~), (%~))
|
||||
import Linear as L
|
||||
|
||||
-- GUI
|
||||
import qualified Graphics.UI.SDL as SDL (Position)
|
||||
import Graphics.UI.SDL as SDL
|
||||
--import Graphics.UI.SDL.TTF as TTF
|
||||
--import Graphics.UI.SDL.TTF.Types
|
||||
|
||||
-- Render
|
||||
import qualified Graphics.Rendering.OpenGL.GL as GL
|
||||
import Graphics.Rendering.OpenGL.Raw.Core31
|
||||
import Data.Time (getCurrentTime, UTCTime, diffUTCTime)
|
||||
|
||||
import Graphics.Rendering.OpenGL.Raw.ARB.TessellationShader
|
||||
-- Our modules
|
||||
import Map.Graphics
|
||||
import Render.Misc (checkError,
|
||||
createFrustum, getCam,
|
||||
lookAt, up, curb)
|
||||
curb)
|
||||
import Render.Render (initRendering,
|
||||
initShader)
|
||||
import UI.Callbacks
|
||||
import Types
|
||||
|
||||
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 = do
|
||||
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
|
||||
,WindowResizable -- and resizable
|
||||
,WindowInputFocus -- focused (=> active)
|
||||
,WindowMouseFocus -- Mouse into it
|
||||
--,WindowInputGrabbed-- never let go of input (KB/Mouse)
|
||||
,WindowInputGrabbed-- never let go of input (KB/Mouse)
|
||||
] $ \window -> do
|
||||
withOpenGL window $ do
|
||||
--TTF.withInit $ do
|
||||
(Size fbWidth fbHeight) <- glGetDrawableSize window
|
||||
initRendering
|
||||
--generate map vertices
|
||||
(mapBuffer, vert) <- getMapBufferObject
|
||||
(ci, ni, vi, pri, vii, mi, nmi) <- initShader
|
||||
(ci, ni, vi, pri, vii, mi, nmi, tli, tlo) <- initShader
|
||||
putStrLn "foo"
|
||||
eventQueue <- newTQueueIO :: IO (TQueue Event)
|
||||
putStrLn "foo"
|
||||
now <- getCurrentTime
|
||||
putStrLn "foo"
|
||||
--font <- TTF.openFont "fonts/ttf-04B_03B_/04B_03B_.TTF" 10
|
||||
--TTF.setFontStyle font TTFNormal
|
||||
--TTF.setFontHinting font TTFHNormal
|
||||
|
||||
let zDistClosest = 10
|
||||
zDistFarthest = zDistClosest + 20
|
||||
let zDistClosest = 1
|
||||
zDistFarthest = zDistClosest + 30
|
||||
--TODO: Move near/far/fov to state for runtime-changability & central storage
|
||||
fov = 90 --field of view
|
||||
near = 1 --near plane
|
||||
far = 100 --far plane
|
||||
ratio = fromIntegral fbWidth / fromIntegral fbHeight
|
||||
frust = createFrustum fov near far ratio
|
||||
aks = ArrowKeyState {
|
||||
arrowUp = False
|
||||
,arrowDown = False
|
||||
,arrowLeft = False
|
||||
,arrowRight = False
|
||||
_up = False
|
||||
, _down = False
|
||||
, _left = 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
|
||||
{ envEventsChan = eventQueue
|
||||
, envWindow = window
|
||||
, envZDistClosest = zDistClosest
|
||||
, envZDistFarthest = zDistFarthest
|
||||
{ _eventsChan = eventQueue
|
||||
, _windowObject = window
|
||||
, _zDistClosest = zDistClosest
|
||||
, _zDistFarthest = zDistFarthest
|
||||
--, envFont = font
|
||||
}
|
||||
state = State
|
||||
{ stateWindowWidth = fbWidth
|
||||
, stateWindowHeight = fbHeight
|
||||
, stateXAngle = pi/6
|
||||
, stateYAngle = pi/2
|
||||
, stateZDist = 10
|
||||
, statePositionX = 5
|
||||
, statePositionY = 5
|
||||
, stateCursorPosX = 0
|
||||
, stateCursorPosY = 0
|
||||
, stateMouseDown = False
|
||||
, stateDragging = False
|
||||
, stateDragStartX = 0
|
||||
, stateDragStartY = 0
|
||||
, stateDragStartXAngle = 0
|
||||
, stateDragStartYAngle = 0
|
||||
, shdrVertexIndex = vi
|
||||
, shdrNormalIndex = ni
|
||||
, shdrColorIndex = ci
|
||||
, shdrProjMatIndex = pri
|
||||
, shdrViewMatIndex = vii
|
||||
, shdrModelMatIndex = mi
|
||||
, shdrNormalMatIndex = nmi
|
||||
, stateMap = mapBuffer
|
||||
, mapVert = vert
|
||||
, stateFrustum = frust
|
||||
, stateWinClose = False
|
||||
, stateClock = now
|
||||
, stateArrowsPressed = aks
|
||||
{ _window = WindowState
|
||||
{ _width = fbWidth
|
||||
, _height = fbHeight
|
||||
, _shouldClose = False
|
||||
}
|
||||
, _camera = CameraState
|
||||
{ _xAngle = pi/6
|
||||
, _yAngle = pi/2
|
||||
, _zDist = 10
|
||||
, _frustum = frust
|
||||
, _camPosition = Types.Position
|
||||
{ Types._x = 5
|
||||
, Types._y = 5
|
||||
}
|
||||
}
|
||||
, _io = IOState
|
||||
{ _clock = now
|
||||
}
|
||||
, _mouse = MouseState
|
||||
{ _isDown = False
|
||||
, _isDragging = False
|
||||
, _dragStartX = 0
|
||||
, _dragStartY = 0
|
||||
, _dragStartXAngle = 0
|
||||
, _dragStartYAngle = 0
|
||||
, _mousePosition = Types.Position
|
||||
{ Types._x = 5
|
||||
, Types._y = 5
|
||||
}
|
||||
}
|
||||
, _keyboard = KeyboardState
|
||||
{ _arrowsPressed = aks
|
||||
}
|
||||
, _gl = GLState
|
||||
{ _glMap = glMap
|
||||
}
|
||||
, _game = GameState
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
putStrLn "init done."
|
||||
@ -181,48 +160,53 @@ main = do
|
||||
|
||||
draw :: Pioneers ()
|
||||
draw = do
|
||||
env <- ask
|
||||
state <- get
|
||||
let xa = stateXAngle state
|
||||
ya = stateYAngle state
|
||||
(GL.UniformLocation proj) = shdrProjMatIndex state
|
||||
(GL.UniformLocation nmat) = shdrNormalMatIndex state
|
||||
(GL.UniformLocation vmat) = shdrViewMatIndex state
|
||||
vi = shdrVertexIndex state
|
||||
ni = shdrNormalIndex state
|
||||
ci = shdrColorIndex state
|
||||
numVert = mapVert state
|
||||
map' = stateMap state
|
||||
frust = stateFrustum state
|
||||
camX = statePositionX state
|
||||
camY = statePositionY state
|
||||
zDist = stateZDist state
|
||||
let xa = state ^. camera.xAngle
|
||||
ya = state ^. camera.yAngle
|
||||
(GL.UniformLocation proj) = state ^. gl.glMap.shdrProjMatIndex
|
||||
(GL.UniformLocation nmat) = state ^. gl.glMap.shdrNormalMatIndex
|
||||
(GL.UniformLocation vmat) = state ^. gl.glMap.shdrViewMatIndex
|
||||
(GL.UniformLocation tli) = state ^. gl.glMap.shdrTessInnerIndex
|
||||
(GL.UniformLocation tlo) = state ^. gl.glMap.shdrTessOuterIndex
|
||||
vi = state ^. gl.glMap.shdrVertexIndex
|
||||
ni = state ^. gl.glMap.shdrNormalIndex
|
||||
ci = state ^. gl.glMap.shdrColorIndex
|
||||
numVert = state ^. gl.glMap.mapVert
|
||||
map' = state ^. gl.glMap.stateMap
|
||||
frust = state ^. camera.frustum
|
||||
camX = state ^. camera.camPosition.x
|
||||
camY = state ^. camera.camPosition.y
|
||||
zDist' = state ^. camera.zDist
|
||||
tessFac = state ^. gl.glMap.stateTessellationFactor
|
||||
liftIO $ do
|
||||
--(vi,GL.UniformLocation proj) <- initShader
|
||||
GL.clear [GL.ColorBuffer, GL.DepthBuffer]
|
||||
checkError "foo"
|
||||
--set up projection (= copy from state)
|
||||
with (distribute $ frust) $ \ptr ->
|
||||
with (distribute frust) $ \ptr ->
|
||||
glUniformMatrix4fv proj 1 0 (castPtr (ptr :: Ptr (M44 CFloat)))
|
||||
checkError "foo"
|
||||
|
||||
--set up camera
|
||||
let ! cam = getCam (camX,camY) zDist xa ya
|
||||
with (distribute $ cam) $ \ptr ->
|
||||
let ! cam = getCam (camX,camY) zDist' xa ya
|
||||
with (distribute cam) $ \ptr ->
|
||||
glUniformMatrix4fv vmat 1 0 (castPtr (ptr :: Ptr (M44 CFloat)))
|
||||
checkError "foo"
|
||||
|
||||
--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
|
||||
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)))
|
||||
|
||||
checkError "nmat"
|
||||
|
||||
glUniform1f tli (fromIntegral tessFac)
|
||||
glUniform1f tlo (fromIntegral tessFac)
|
||||
|
||||
GL.bindBuffer GL.ArrayBuffer GL.$= Just map'
|
||||
GL.vertexAttribPointer ci GL.$= fgColorIndex
|
||||
GL.vertexAttribArray ci GL.$= GL.Enabled
|
||||
@ -232,7 +216,10 @@ draw = do
|
||||
GL.vertexAttribArray vi GL.$= GL.Enabled
|
||||
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"
|
||||
|
||||
|
||||
@ -240,12 +227,11 @@ draw = do
|
||||
|
||||
run :: Pioneers ()
|
||||
run = do
|
||||
win <- asks envWindow
|
||||
env <- ask
|
||||
|
||||
-- draw Scene
|
||||
draw
|
||||
liftIO $ do
|
||||
glSwapWindow win
|
||||
liftIO $ glSwapWindow (env ^. windowObject)
|
||||
-- getEvents & process
|
||||
processEvents
|
||||
|
||||
@ -253,15 +239,15 @@ run = do
|
||||
|
||||
state <- get
|
||||
-- change in camera-angle
|
||||
when (stateDragging state) $ do
|
||||
let sodx = stateDragStartX state
|
||||
sody = stateDragStartY state
|
||||
sodxa = stateDragStartXAngle state
|
||||
sodya = stateDragStartYAngle state
|
||||
x = stateCursorPosX state
|
||||
y = stateCursorPosY state
|
||||
let myrot = (x - sodx) / 2
|
||||
mxrot = (y - sody) / 2
|
||||
when (state ^. mouse.isDragging) $ do
|
||||
let sodx = state ^. mouse.dragStartX
|
||||
sody = state ^. mouse.dragStartY
|
||||
sodxa = state ^. mouse.dragStartXAngle
|
||||
sodya = state ^. mouse.dragStartYAngle
|
||||
x' = state ^. mouse.mousePosition.x
|
||||
y' = state ^. mouse.mousePosition.y
|
||||
myrot = (x' - sodx) / 2
|
||||
mxrot = (y' - sody) / 2
|
||||
newXAngle = curb (pi/12) (0.45*pi) newXAngle'
|
||||
newXAngle' = sodxa + mxrot/100
|
||||
newYAngle
|
||||
@ -269,25 +255,22 @@ run = do
|
||||
| newYAngle' < (-pi) = newYAngle' + 2 * pi
|
||||
| otherwise = newYAngle'
|
||||
newYAngle' = sodya + myrot/100
|
||||
put $ state
|
||||
{ stateXAngle = newXAngle
|
||||
, stateYAngle = newYAngle
|
||||
}
|
||||
|
||||
modify $ ((camera.xAngle) .~ newXAngle)
|
||||
. ((camera.yAngle) .~ newYAngle)
|
||||
|
||||
-- get cursor-keys - if pressed
|
||||
--TODO: Add sin/cos from stateYAngle
|
||||
(kxrot, kyrot) <- fmap ((join (***)) fromIntegral) getArrowMovement
|
||||
modify $ \s ->
|
||||
(kxrot, kyrot) <- fmap (join (***) fromIntegral) getArrowMovement
|
||||
let
|
||||
multc = cos $ stateYAngle s
|
||||
mults = sin $ stateYAngle s
|
||||
in
|
||||
s {
|
||||
statePositionX = statePositionX s - 0.2 * kxrot * multc
|
||||
multc = cos $ state ^. camera.yAngle
|
||||
mults = sin $ state ^. camera.yAngle
|
||||
modx x' = x' - 0.2 * kxrot * multc
|
||||
- 0.2 * kyrot * mults
|
||||
, statePositionY = statePositionY s + 0.2 * kxrot * mults
|
||||
mody y' = y' - 0.2 * kxrot * mults
|
||||
- 0.2 * kyrot * multc
|
||||
}
|
||||
modify $ (camera.camPosition.x %~ modx)
|
||||
. (camera.camPosition.y %~ mody)
|
||||
|
||||
{-
|
||||
--modify the state with all that happened in mt time.
|
||||
@ -296,47 +279,45 @@ run = do
|
||||
{
|
||||
}
|
||||
-}
|
||||
|
||||
mt <- liftIO $ do
|
||||
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
|
||||
threadDelay sleepAmount
|
||||
return now
|
||||
-- set state with new clock-time
|
||||
modify $ \s -> s
|
||||
{
|
||||
stateClock = mt
|
||||
}
|
||||
shouldClose <- return $ stateWinClose state
|
||||
modify $ io.clock .~ mt
|
||||
shouldClose <- return $ state ^. window.shouldClose
|
||||
unless shouldClose run
|
||||
|
||||
getArrowMovement :: Pioneers (Int, Int)
|
||||
getArrowMovement = do
|
||||
state <- get
|
||||
aks <- return $ stateArrowsPressed state
|
||||
aks <- return $ state ^. (keyboard.arrowsPressed)
|
||||
let
|
||||
horz = left' + right'
|
||||
vert = up'+down'
|
||||
left' = if arrowLeft aks then -1 else 0
|
||||
right' = if arrowRight aks then 1 else 0
|
||||
up' = if arrowUp aks then -1 else 0
|
||||
down' = if arrowDown aks then 1 else 0
|
||||
left' = if aks ^. left then -1 else 0
|
||||
right' = if aks ^. right then 1 else 0
|
||||
up' = if aks ^. up then -1 else 0
|
||||
down' = if aks ^. down then 1 else 0
|
||||
return (horz,vert)
|
||||
|
||||
adjustWindow :: Pioneers ()
|
||||
adjustWindow = do
|
||||
state <- get
|
||||
let fbWidth = stateWindowWidth state
|
||||
fbHeight = stateWindowHeight state
|
||||
let fbWidth = state ^. window.width
|
||||
fbHeight = state ^. window.height
|
||||
fov = 90 --field of view
|
||||
near = 1 --near plane
|
||||
far = 100 --far plane
|
||||
ratio = fromIntegral fbWidth / fromIntegral fbHeight
|
||||
frust = createFrustum fov near far ratio
|
||||
liftIO $ glViewport 0 0 (fromIntegral fbWidth) (fromIntegral fbHeight)
|
||||
put $ state {
|
||||
stateFrustum = frust
|
||||
}
|
||||
modify $ camera.frustum .~ frust
|
||||
|
||||
|
||||
processEvents :: Pioneers ()
|
||||
@ -350,74 +331,78 @@ processEvents = do
|
||||
|
||||
processEvent :: Event -> Pioneers ()
|
||||
processEvent e = do
|
||||
return ()
|
||||
case eventData e of
|
||||
Window _ winEvent ->
|
||||
case winEvent of
|
||||
Closing -> modify $ \s -> s {
|
||||
stateWinClose = True
|
||||
}
|
||||
_ -> return ()
|
||||
Keyboard movement _ repeat key -> --up/down window(ignored) true/false actualKey
|
||||
Closing ->
|
||||
modify $ window.shouldClose .~ True
|
||||
Resized {windowResizedTo=size} -> do
|
||||
modify $ (window.width .~ (sizeWidth size))
|
||||
. (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
|
||||
let aks = keyboard.arrowsPressed in
|
||||
case keyScancode key of
|
||||
Escape -> modify $ \s -> s {
|
||||
stateWinClose = True
|
||||
}
|
||||
SDL.Left -> modify $ \s -> s {
|
||||
stateArrowsPressed = (stateArrowsPressed s) {
|
||||
arrowLeft = movement == KeyDown
|
||||
}
|
||||
}
|
||||
SDL.Right -> modify $ \s -> s {
|
||||
stateArrowsPressed = (stateArrowsPressed s) {
|
||||
arrowRight = movement == KeyDown
|
||||
}
|
||||
}
|
||||
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
|
||||
Escape ->
|
||||
modify $ window.shouldClose .~ True
|
||||
SDL.Left ->
|
||||
modify $ aks.left .~ (movement == KeyDown)
|
||||
SDL.Right ->
|
||||
modify $ aks.right .~ (movement == KeyDown)
|
||||
SDL.Up ->
|
||||
modify $ aks.up .~ (movement == KeyDown)
|
||||
SDL.Down ->
|
||||
modify $ aks.down .~ (movement == KeyDown)
|
||||
SDL.KeypadPlus ->
|
||||
when (movement == KeyDown) $ do
|
||||
modify $ (gl.glMap.stateTessellationFactor) %~ ((min 5) . (+1))
|
||||
state <- get
|
||||
when (stateMouseDown state && not (stateDragging state)) $
|
||||
put $ state
|
||||
{ stateDragging = True
|
||||
, stateDragStartX = fromIntegral x
|
||||
, stateDragStartY = fromIntegral y
|
||||
, stateDragStartXAngle = stateXAngle state
|
||||
, stateDragStartYAngle = stateYAngle state
|
||||
}
|
||||
modify $ \s -> s {
|
||||
stateCursorPosX = fromIntegral x
|
||||
, stateCursorPosY = fromIntegral y
|
||||
}
|
||||
MouseButton _ id button state (Position x y) ->
|
||||
liftIO $ putStrLn $ unwords ["Tessellation at: ", show $ state ^. gl.glMap.stateTessellationFactor]
|
||||
SDL.KeypadMinus ->
|
||||
when (movement == KeyDown) $ do
|
||||
modify $ (gl.glMap.stateTessellationFactor) %~ ((max 1) . (+(-1)))
|
||||
state <- get
|
||||
liftIO $ putStrLn $ unwords ["Tessellation at: ", show $ state ^. gl.glMap.stateTessellationFactor]
|
||||
_ ->
|
||||
return ()
|
||||
MouseMotion _ mouseId st (SDL.Position x y) xrel yrel -> do
|
||||
state <- get
|
||||
when (state ^. mouse.isDown && not (state ^. mouse.isDragging)) $
|
||||
modify $ (mouse.isDragging .~ True)
|
||||
. (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
|
||||
LeftButton -> do
|
||||
let pressed = state == Pressed
|
||||
modify $ \s -> s
|
||||
{ stateMouseDown = pressed
|
||||
}
|
||||
unless pressed $
|
||||
modify $ \s -> s
|
||||
{ stateDragging = False
|
||||
}
|
||||
_ -> return ()
|
||||
MouseWheel _ id hscroll vscroll -> do
|
||||
modify $ mouse.isDown .~ pressed
|
||||
unless pressed $ do
|
||||
st <- get
|
||||
if st ^. mouse.isDragging then
|
||||
modify $ mouse.isDragging .~ False
|
||||
else
|
||||
clickHandler (UI.Callbacks.Pixel x y)
|
||||
RightButton -> do
|
||||
when (state == Released) $ alternateClickHandler (UI.Callbacks.Pixel x y)
|
||||
_ ->
|
||||
return ()
|
||||
MouseWheel _ mouseId hscroll vscroll -> do
|
||||
env <- ask
|
||||
modify $ \s -> s
|
||||
{ stateZDist =
|
||||
let zDist' = stateZDist s + realToFrac (negate $ vscroll)
|
||||
in curb (envZDistClosest env) (envZDistFarthest env) zDist'
|
||||
}
|
||||
Quit -> modify $ \s -> s {stateWinClose = True}
|
||||
state <- get
|
||||
let zDist' = (state ^. camera.zDist) + realToFrac (negate vscroll) in
|
||||
modify $ camera.zDist .~ (curb (env ^. zDistClosest) (env ^. zDistFarthest) zDist')
|
||||
Quit -> modify $ window.shouldClose .~ True
|
||||
-- there is more (joystic, touchInterface, ...), but currently ignored
|
||||
_ -> return ()
|
||||
liftIO $ putStrLn $ unwords ["Processing Event:",(show e)]
|
||||
_ -> liftIO $ putStrLn $ unwords ["Not processing Event:", show e]
|
||||
|
@ -79,6 +79,11 @@ getMapBufferObject = do
|
||||
checkError "initBuffer"
|
||||
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 map' =
|
||||
let ((xl,yl),(xh,yh)) = bounds map' in
|
||||
|
@ -1,10 +1,8 @@
|
||||
{-# LANGUAGE ForeignFunctionInterface #-}
|
||||
module Render.Misc where
|
||||
|
||||
import Control.Monad
|
||||
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.StateVar
|
||||
import Graphics.Rendering.OpenGL.GL.StringQueries
|
||||
@ -12,7 +10,7 @@ import Graphics.Rendering.OpenGL.GLU.Errors
|
||||
import Graphics.Rendering.OpenGL.Raw.Core31
|
||||
import System.IO (hPutStrLn, stderr)
|
||||
import Linear
|
||||
|
||||
import Foreign.C (CFloat)
|
||||
|
||||
up :: V3 CFloat
|
||||
up = V3 0 1 0
|
||||
|
@ -18,6 +18,10 @@ import Render.Misc
|
||||
|
||||
vertexShaderFile :: String
|
||||
vertexShaderFile = "shaders/vertex.shader"
|
||||
tessControlShaderFile :: String
|
||||
tessControlShaderFile = "shaders/tessControl.shader"
|
||||
tessEvalShaderFile :: String
|
||||
tessEvalShaderFile = "shaders/tessEval.shader"
|
||||
fragmentShaderFile :: String
|
||||
fragmentShaderFile = "shaders/fragment.shader"
|
||||
|
||||
@ -42,40 +46,55 @@ initShader :: IO (
|
||||
, UniformLocation -- ^ ViewMat
|
||||
, UniformLocation -- ^ ModelMat
|
||||
, UniformLocation -- ^ NormalMat
|
||||
, UniformLocation -- ^ TessLevelInner
|
||||
, UniformLocation -- ^ TessLevelOuter
|
||||
)
|
||||
initShader = do
|
||||
! vertexSource <- B.readFile vertexShaderFile
|
||||
! tessControlSource <- B.readFile tessControlShaderFile
|
||||
! tessEvalSource <- B.readFile tessEvalShaderFile
|
||||
! fragmentSource <- B.readFile fragmentShaderFile
|
||||
vertexShader <- compileShaderSource VertexShader vertexSource
|
||||
checkError "compile Vertex"
|
||||
tessControlShader <- compileShaderSource TessControlShader tessControlSource
|
||||
checkError "compile Vertex"
|
||||
tessEvalShader <- compileShaderSource TessEvaluationShader tessEvalSource
|
||||
checkError "compile Vertex"
|
||||
fragmentShader <- compileShaderSource FragmentShader fragmentSource
|
||||
checkError "compile Frag"
|
||||
program <- createProgramUsing [vertexShader, fragmentShader]
|
||||
program <- createProgramUsing [vertexShader, tessControlShader, tessEvalShader, fragmentShader]
|
||||
checkError "compile Program"
|
||||
|
||||
currentProgram $= Just program
|
||||
|
||||
projectionMatrixIndex <- get (uniformLocation program "fg_ProjectionMatrix")
|
||||
projectionMatrixIndex <- get (uniformLocation program "ProjectionMatrix")
|
||||
checkError "projMat"
|
||||
|
||||
viewMatrixIndex <- get (uniformLocation program "fg_ViewMatrix")
|
||||
viewMatrixIndex <- get (uniformLocation program "ViewMatrix")
|
||||
checkError "viewMat"
|
||||
|
||||
modelMatrixIndex <- get (uniformLocation program "fg_ModelMatrix")
|
||||
modelMatrixIndex <- get (uniformLocation program "ModelMatrix")
|
||||
checkError "modelMat"
|
||||
|
||||
normalMatrixIndex <- get (uniformLocation program "fg_NormalMatrix")
|
||||
normalMatrixIndex <- get (uniformLocation program "NormalMatrix")
|
||||
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
|
||||
checkError "vertexInd"
|
||||
|
||||
normalIndex <- get (attribLocation program "fg_NormalIn")
|
||||
normalIndex <- get (attribLocation program "Normal")
|
||||
vertexAttribArray normalIndex $= Enabled
|
||||
checkError "normalInd"
|
||||
|
||||
colorIndex <- get (attribLocation program "fg_Color")
|
||||
colorIndex <- get (attribLocation program "Color")
|
||||
vertexAttribArray colorIndex $= Enabled
|
||||
checkError "colorInd"
|
||||
|
||||
@ -85,7 +104,7 @@ initShader = do
|
||||
putStrLn $ unlines $ ["Indices: ", show (colorIndex, normalIndex, vertexIndex)]
|
||||
|
||||
checkError "initShader"
|
||||
return (colorIndex, normalIndex, vertexIndex, projectionMatrixIndex, viewMatrixIndex, modelMatrixIndex, normalMatrixIndex)
|
||||
return (colorIndex, normalIndex, vertexIndex, projectionMatrixIndex, viewMatrixIndex, modelMatrixIndex, normalMatrixIndex, tessLevelInner, tessLevelOuter)
|
||||
|
||||
initRendering :: IO ()
|
||||
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