85e1fe6325
Merge remote-tracking branch 'origin/Mapping' into tessallation
...
Conflicts:
src/Map/Graphics.hs
2014-04-21 15:11:41 +02:00
jbetzend
ebae8dd593
Added Map.Maps with Neighbourfunction
2014-04-18 16:07:51 +02:00
jbetzend
ee8c91237c
Took out annotation (Haddock complained) and improved path type
2014-04-18 16:07:26 +02:00
jbetzend
a2433638df
docs
2014-04-18 14:28:32 +02:00
f7dea8e964
haddock now works as well..
2014-04-15 17:28:38 +02:00
d59e13e64f
minor
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- made map more fance
- changed draw-dist, camera start-pos & max cam distance from plane
2014-04-05 23:27:52 +02:00
jbetzend
4ffab54d04
Fixed bug with non-exhaustive tile matching
2014-03-28 14:05:28 +01:00
jbetzend
e2c0863d65
Added function to convert PlayMap to GraphicsMap
2014-03-05 17:51:13 +01:00
e6c6442c85
Merge branch 'tessallation' into mapmerge
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Conflicts:
src/Main.hs
src/Map/Graphics.hs
2014-03-05 15:02:30 +01:00
Jonas Betzendahl
d3e450c7b0
Added first map prototype (unstripyfied), added show instances (for dev), this and that
2014-02-11 12:56:24 +01:00
Jonas Betzendahl
be6bdf4522
Forgot some files
2014-02-10 22:00:18 +01:00
cc6dfb28a7
minor clean
2014-02-10 16:26:03 +01:00
Jonas Betzendahl
542e2810b3
Small changes in graphics
2014-02-10 16:25:07 +01:00
Jonas Betzendahl
58a598da8e
Added Creation and StaticMaps modules
2014-02-09 20:18:03 +01:00
Jonas Betzendahl
2b2417f37d
Added basic types for Main and Map.
2014-02-08 12:01:40 +01:00
2193a0e7fd
added normals to shader
2014-01-06 21:13:58 +01:00
db4d55b811
changed map a bit for testing
2014-01-05 23:26:59 +01:00
0c4ac0a2b2
map now has normals..
2014-01-05 22:37:56 +01:00
61ed20c865
bigger map
2014-01-05 21:09:34 +01:00
a1968ca31a
doh! fragment-shader war rot zu testzwecken -.-
2014-01-05 19:13:27 +01:00
2b2108ab87
merged .. but colors broken..
2014-01-05 19:09:01 +01:00
602b20eb6c
it works...
2014-01-04 16:55:59 +01:00
cde5231e6a
whole map..
2014-01-04 14:20:26 +01:00
f23b4e38fd
color!!!
2014-01-04 14:16:10 +01:00
fd4d2a0d14
TRIANGLEEEEESS!!!!11!!
...
finally.
2014-01-04 14:09:42 +01:00
47de89ca39
here a triangle works -.-
2014-01-04 03:14:44 +01:00
tpajenka
33b1ec5534
flickering triangle (rendering cube)
2014-01-04 02:53:12 +01:00
7db4bff2e4
moooaaarrr work on triangles ... still nothing
2014-01-04 02:45:13 +01:00
a2c1effb48
all gl-stuff is now Core3.1-compatible
2014-01-03 23:25:59 +01:00
2fc28adfd1
Triiiiangleeeeesss!!!! *narf*
2014-01-03 22:31:01 +01:00
590d720b2a
removed coodinates as they were deprecated
2014-01-03 20:06:45 +01:00
7d201cf216
shaders now compile and link correctly
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- map still invisible
- frustum defined
- shaders fixed
- attrib-link to shaders fixed
- lookat now generates a frustum-projected look-at matrix
- smaller test-map for debug
2014-01-03 17:46:41 +01:00
e5193fc7c5
Migrated to OpenGL3.x - compiles but renders nothing
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- added simple shader
- rewrote map to cater BufferArray
- completele rewrote Main
- Split off stuff into Render-Module
- cleaned up .cabal-file to bare minimum
- created RenderObjects for the purpose of moving rendering there
2014-01-03 03:01:54 +01:00
306381c4ed
little cleanup
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- some formatting
- changed y/z-Coords on Map (y is height now, map is in x/z-plane)
2014-01-02 13:02:01 +01:00
2ff7534ede
wrote some render-functions and shaders
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- rudimentary vertex and fragment-shader in shaders/..
- created new Render-Module (unfinished and untested)
2014-01-02 03:35:38 +01:00
673a0f786a
rewriting to OpenGL4.3
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- rewrote Map to generate Triangles for glBindBuffer
- Coordinates is not longer used AFTER the change but generates
Data until change is complete
- Size of Map in VRAM is sizeof(float)*(vert)*9 with vert = 2nm - n - m + 1
* 3 float coordinats
* 3 float color
* 3 float normal
yielding about 13.5mb VRAM for 500x500-Map
2014-01-02 03:05:35 +01:00
7110d9404b
Scene renders better now
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- Enabled BackCulling
- Wrote shadow-mapping-functions
- temp. changed to flat-shading for better distinction
- defined Tiles CCW for BackCulling
2014-01-01 20:32:35 +01:00
f3b218c44e
Movement works now.
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- Movement works. Keys are read out by KeyCode
thus independent from Keyboard-Layout
On a normal quertz-layout they map like so:
* e, s, d, f for movement
* r, w for rotation
* space/caps for up/down
2013-12-29 18:18:18 +01:00
55a873022b
fixed map
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- map is now displayed correctly
- camera is adjusted
- created ProgramState as TVar for concurrent reading/writing
2013-12-29 14:39:01 +01:00
65934809d5
added primitive map-render
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- added primitive map-template
- window now renders correctly
- height-calculation is still a bit off
2013-12-29 06:03:32 +01:00
8bca5a82df
made code compile
2013-12-29 01:23:02 +01:00
47788b4ef0
started work on Coordinate-System for the Map
2013-12-29 01:05:01 +01:00