diff --git a/shaders/fragment.shader b/shaders/fragment.shader index 1ef8c2c..576f612 100644 --- a/shaders/fragment.shader +++ b/shaders/fragment.shader @@ -9,5 +9,5 @@ out vec4 fg_FragColor; void main(void) { //copy-shader - fg_FragColor = vec4(0.5,0.5,0.5,1.0);//fg_SmoothColor; + fg_FragColor = fg_SmoothColor; } \ No newline at end of file diff --git a/shaders/vertex.shader b/shaders/vertex.shader index af4183f..8be5177 100644 --- a/shaders/vertex.shader +++ b/shaders/vertex.shader @@ -2,19 +2,21 @@ //constant projection matrix uniform mat4 fg_ProjectionMatrix; +uniform mat4 fg_ModelMatrix; //vertex-data -//in vec4 fg_Color; +in vec4 fg_Color; in vec3 fg_VertexIn; //in vec3 fg_Normal; //output-data for later stages -//smooth out vec4 fg_SmoothColor; +smooth out vec4 fg_SmoothColor; void main() { //transform vec3 into vec4, setting w to 1 vec4 fg_Vertex = vec4(fg_VertexIn, 1.0); - //fg_SmoothColor = fg_Color + 0.001* fg_Normal.xyzx; - gl_Position = fg_ProjectionMatrix * fg_Vertex; + fg_SmoothColor = fg_Color; + // + 0.001* fg_Normal.xyzx; + gl_Position = fg_ProjectionMatrix * fg_ModelMatrix * fg_Vertex; } \ No newline at end of file diff --git a/src/Main.hs b/src/Main.hs index 7dfb63d..81ad896 100644 --- a/src/Main.hs +++ b/src/Main.hs @@ -47,7 +47,9 @@ data State = State -- pointer to bindings for locations inside the compiled shader -- mutable because shaders may be changed in the future. , shdrVertexIndex :: !GL.AttribLocation + , shdrColorIndex :: !GL.AttribLocation , shdrProjMatIndex :: !GL.UniformLocation + , shdrModelMatIndex :: !GL.UniformLocation -- the map , stateMap :: !GL.BufferObject , mapVert :: !GL.NumArrayIndices @@ -105,7 +107,7 @@ main = do --generate map vertices (mapBuffer, vert) <- getMapBufferObject - (vi, pi) <- initShader + (ci, vi, pi, mi) <- initShader let zDistClosest = 10 zDistFarthest = zDistClosest + 20 @@ -135,7 +137,9 @@ main = do , stateDragStartXAngle = 0 , stateDragStartYAngle = 0 , shdrVertexIndex = vi + , shdrColorIndex = ci , shdrProjMatIndex = pi + , shdrModelMatIndex = mi , stateMap = mapBuffer , mapVert = vert , stateFrustum = frust @@ -222,6 +226,7 @@ run = do processEvents -- update State + {- state <- get if stateDragging state then do @@ -243,6 +248,7 @@ run = do { stateXAngle = stateXAngle state + (2 * kxrot) + (2 * jxrot) , stateYAngle = stateYAngle state + (2 * kyrot) + (2 * jyrot) } + -} {- --modify the state with all that happened in mt time. mt <- liftIO GLFW.getTime @@ -373,12 +379,16 @@ draw = do let xa = stateXAngle state ya = stateYAngle state za = stateZAngle state - (GL.UniformLocation proj) = shdrProjMatIndex state + (GL.UniformLocation proj) = shdrProjMatIndex state + (GL.UniformLocation mmat) = shdrModelMatIndex state vi = shdrVertexIndex state + ci = shdrColorIndex state numVert = mapVert state map' = stateMap state frust = stateFrustum state liftIO $ do + --(vi,GL.UniformLocation proj) <- initShader + GL.clearColor GL.$= GL.Color4 0.5 0.1 1 1 GL.clear [GL.ColorBuffer] let fov = 90 s = recip (tan $ fov * 0.5 * pi / 180) @@ -391,7 +401,15 @@ draw = do , 0, 0, -((f*n)/(f-n)), 0 ] V.unsafeWith perspective $ \ptr -> GL.glUniformMatrix4fv proj 1 0 ptr + let model = V.fromList [ + 1, 0, 0, 0 + , 0, 0, 1, 0 + , 0, 1, 0, 0 + ,-1, -1, -5, 1 + ] + V.unsafeWith model $ \ptr -> GL.glUniformMatrix4fv mmat 1 0 ptr GL.bindBuffer GL.ArrayBuffer GL.$= Just map' + GL.vertexAttribPointer ci GL.$= fgColorIndex GL.vertexAttribPointer vi GL.$= fgVertexIndex GL.drawArrays GL.Triangles 0 numVert diff --git a/src/Map/Map.hs b/src/Map/Map.hs index 7920cba..a4f01fb 100644 --- a/src/Map/Map.hs +++ b/src/Map/Map.hs @@ -47,31 +47,31 @@ lineHeight :: GLfloat lineHeight = 0.8660254 numComponents :: Int -numComponents = 3 +numComponents = 7 mapStride :: Stride -mapStride = fromIntegral (sizeOf (0.0 :: GLfloat)) * fromIntegral numComponents +mapStride = fromIntegral (sizeOf (0.0 :: GLfloat) * numComponents) -bufferObjectPtr :: Integral a => a -> Ptr b -bufferObjectPtr = plusPtr (nullPtr :: Ptr GLchar) . fromIntegral +bufferObjectPtr :: Integral a => a -> Ptr GLfloat +bufferObjectPtr = plusPtr (nullPtr :: Ptr GLfloat) . fromIntegral -mapVertexArrayDescriptor :: NumComponents -> NumComponents -> VertexArrayDescriptor a +mapVertexArrayDescriptor :: NumComponents -> NumComponents -> VertexArrayDescriptor GLfloat mapVertexArrayDescriptor count' offset = - VertexArrayDescriptor count' Float mapStride (bufferObjectPtr (fromIntegral numComponents * offset)) + VertexArrayDescriptor count' Float mapStride (bufferObjectPtr offset ) --(fromIntegral numComponents * offset)) -fgColorIndex :: (IntegerHandling, VertexArrayDescriptor a) -fgColorIndex = (ToFloat, mapVertexArrayDescriptor 4 0) --color first +fgColorIndex :: (IntegerHandling, VertexArrayDescriptor GLfloat) +fgColorIndex = (ToFloat, mapVertexArrayDescriptor 4 3) --color first -fgNormalIndex :: (IntegerHandling, VertexArrayDescriptor a) +fgNormalIndex :: (IntegerHandling, VertexArrayDescriptor GLfloat) fgNormalIndex = (ToFloat, mapVertexArrayDescriptor 3 4) --normal after color -fgVertexIndex :: (IntegerHandling, VertexArrayDescriptor a) -fgVertexIndex = (ToFloat, mapVertexArrayDescriptor 3 7) --vertex after normal +fgVertexIndex :: (IntegerHandling, VertexArrayDescriptor GLfloat) +fgVertexIndex = (ToFloat, mapVertexArrayDescriptor 3 0) --vertex after normal getMapBufferObject :: IO (BufferObject, NumArrayIndices) getMapBufferObject = do map' <- testmap - map' <- return $ generateCube --generateTriangles map' + map' <- return $ P.map (*1) (generateTriangles map') putStrLn $ P.unlines $ P.map show (prettyMap map') len <- return $ fromIntegral $ P.length map' `div` numComponents putStrLn $ P.unwords ["num verts",show len] @@ -177,9 +177,9 @@ lookupVertex map' x y = --TODO: calculate normals correctly! in [ - cr, cg, cb, 1.0, -- RGBA Color - nx, ny, nz, -- 3 Normal - vx, vy, vz -- 3 Vertex + vx, vy, vz, -- 3 Vertex + cr, cg, cb, 1.0 -- RGBA Color + --nx, ny, nz, -- 3 Normal ] heightLookup :: PlayMap -> (Int,Int) -> GLfloat @@ -202,7 +202,7 @@ coordLookup (x,z) y = if even x then (fromIntegral $ x `div` 2, y, fromIntegral (2 * z) * lineHeight) else - (fromIntegral (x `div` 2) / 2.0, y, fromIntegral (2 * z + 1) * lineHeight) + (fromIntegral (x `div` 2) + 0.5, y, fromIntegral (2 * z + 1) * lineHeight) -- if writing in ASCII-Format transpose so i,j -> y,x @@ -233,14 +233,15 @@ testMapTemplate = T.transpose [ testMapTemplate2 :: [Text] testMapTemplate2 = T.transpose [ - "~~~~~~" + "~~~~~~~~~~~~", + "~SSSSSSSSSS~" ] testmap :: IO PlayMap testmap = do g <- getStdGen rawMap <- return $ parseTemplate (randoms g) (T.concat testMapTemplate2) - return $ listArray ((0,0),(5,0)) rawMap + return $ listArray ((0,0),(9,1)) rawMap parseTemplate :: [Int] -> Text -> [MapEntry] diff --git a/src/Render/Render.hs b/src/Render/Render.hs index cd073b0..467d4fc 100644 --- a/src/Render/Render.hs +++ b/src/Render/Render.hs @@ -33,7 +33,7 @@ initBuffer varray = checkError "initBuffer" return bufferObject -initShader :: IO (AttribLocation, UniformLocation) +initShader :: IO (AttribLocation, AttribLocation, UniformLocation, UniformLocation) initShader = do ! vertexSource <- B.readFile vertexShaderFile ! fragmentSource <- B.readFile fragmentShaderFile @@ -49,12 +49,23 @@ initShader = do projectionMatrixIndex <- get (uniformLocation program "fg_ProjectionMatrix") checkError "projMat" + modelMatrixIndex <- get (uniformLocation program "fg_ModelMatrix") + checkError "modelMat" + + att <- get (activeAttribs program) + vertexIndex <- get (attribLocation program "fg_VertexIn") vertexAttribArray vertexIndex $= Enabled checkError "vertexInd" + colorIndex <- get (attribLocation program "fg_Color") + vertexAttribArray colorIndex $= Enabled + checkError "colorInd" + + putStrLn $ unlines $ "Attributes: ":map show att + checkError "initShader" - return (vertexIndex, projectionMatrixIndex) + return (colorIndex, vertexIndex, projectionMatrixIndex, modelMatrixIndex) initRendering :: IO () initRendering = do