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11 changed files with 92 additions and 187 deletions

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@ -96,8 +96,8 @@ float snoise(vec3 v)
float fog(float dist) {
dist = max(0,dist - 50);
dist = dist * 0.005;
dist = dist*dist;
dist = dist * 0.05;
// dist = dist*dist;
return 1-exp(-dist);
}

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@ -6,8 +6,7 @@ layout(location=2) in vec2 TexCoord;
uniform mat4 ProjectionMatrix;
uniform mat4 ViewMatrix;
uniform mat3 NormalMatrix;
uniform vec3 PositionOffset = vec3(5.0,2.0,5.0);
uniform vec3 Scale = vec3(1.0,1.0,1.0);
uniform vec3 PositionOffset = vec3(5,2,5);
uniform float TessLevelInner = 1.0; // controlled by keyboard buttons
uniform float TessLevelOuter = 1.0; // controlled by keyboard buttons
@ -17,7 +16,6 @@ out vec3 vNormal;
void main () {
vPosition = Position;
//gl_Position = vec4(Position,1);
// component-wise
gl_Position = ProjectionMatrix * ViewMatrix * vec4(PositionOffset + (Scale * Position), 1);
gl_Position = ProjectionMatrix * ViewMatrix * vec4(PositionOffset + Position, 1);
vNormal = Normal;
}

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@ -1,40 +0,0 @@
module Icons.GUIQuad (GUIQuad(..), Icon(..), marshalIcon) where
import Data.Word (Word8)
type Coord = (Float, Float)
type ZIndex = Float
data GUIQuad = GUIQuad Coord Coord ZIndex Icon
data Icon =
Woodcutter
| Stonemason
--
| CloseButton
| NextButton
| PreviousButton
numIcons :: Int
numIcons = 32
sizeIcon :: Float
sizeIcon = 1.0/(fromIntegral numIcons)
iconToTex :: Icon -> Coord
iconToTex i =
(x,y)
where
x = (fromIntegral (num `mod` numIcons)) * sizeIcon
y = (fromIntegral (num `div` numIcons)) * sizeIcon
num = fromIntegral.marshalIcon $ i
marshalIcon :: Icon -> Word8
marshalIcon a = case a of
Woodcutter -> 0
Stonemason -> 1
--
CloseButton -> 32
NextButton -> 33
PreviousButton -> 34

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@ -117,7 +117,7 @@ main = do
let camStack' = Map.empty
glHud' <- initHud
let zDistClosest' = 2
zDistFarthest' = zDistClosest' + 100
zDistFarthest' = zDistClosest' + 10
--TODO: Move near/far/fov to state for runtime-changability & central storage
aks = ArrowKeyState {
_up = False
@ -190,13 +190,12 @@ run = do
cam <- readTVar (state ^. camera)
game' <- readTVar (state ^. game)
let
scrollFactor = 1
multc = cos $ cam ^. yAngle
mults = sin $ cam ^. yAngle
modx x' = x' - kxrot * multc * scrollFactor
- kyrot * mults * scrollFactor
mody y' = y' + kxrot * mults * scrollFactor
- kyrot * multc * scrollFactor
modx x' = x' - 0.2 * kxrot * multc
- 0.2 * kyrot * mults
mody y' = y' + 0.2 * kxrot * mults
- 0.2 * kyrot * multc
cam' <- return $ camObject %~ (\c -> moveBy c (\(x,y) -> (modx x,mody y)) (game' ^. currentMap)) $ cam
writeTVar (state ^. camera) cam'
@ -233,7 +232,7 @@ run = do
now' <- getCurrentTime
return (now',tessChange,sleepAmount,ddiff,hasChanged)
-- set state with new clock-time
--liftIO $ putStrLn $ unwords ["clockFactor:",show (state ^. io.tessClockFactor),"\ttc:", show (tc (state ^. gl.glMap.stateTessellationFactor)),"\tframe took ",show frameTime,"ms"]
--liftIO $ putStrLn $ unwords ["clockFactor:",show (state ^. io.tessClockFactor),"\ttc:", show (tc (state ^. gl.glMap.stateTessellationFactor)),"\tsleep ",show frameTime,"ms"]
if hC then
do
liftIO $ putStrLn $ unwords ["modifying TessFactor to",show $ tc $ state ^. gl.glMap.stateTessellationFactor]
@ -274,7 +273,7 @@ adjustWindow = do
fbHeight = state ^. window.height
fov = 90 --field of view
near = 1 --near plane
far = 500 --far plane
far = 100 --far plane
ratio = fromIntegral fbWidth / fromIntegral fbHeight
frust = createFrustum fov near far ratio
liftIO $ glViewport 0 0 (fromIntegral fbWidth) (fromIntegral fbHeight)

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@ -7,8 +7,7 @@ fgColorIndex,
fgNormalIndex,
fgVertexIndex,
mapStride,
getMapBufferObject,
unitLength
getMapBufferObject
)
where
@ -40,10 +39,6 @@ type MapEntry = (
)
type GraphicsMap = Array (Int, Int) MapEntry
-- | length of 1 Unit in World-Coordinates
unitLength :: Double
unitLength = 10.0
-- converts from classical x/z to striped version of a map
convertToStripeMap :: PlayMap -> PlayMap
convertToStripeMap mp = array (stripify l, stripify u) (map (stripify *** strp) (assocs mp))
@ -210,8 +205,6 @@ colorLookup hs t = if inRange (bounds hs) t then c else (0.0, 0.0, 0.0)
coordLookup :: (Int,Int) -> GLfloat -> V3 GLfloat
coordLookup (x,z) y =
if even x then
(f unitLength) *^ V3 (fromIntegral $ x `div` 2) y (fromIntegral (2 * z) * lineHeight)
V3 (fromIntegral $ x `div` 2) y (fromIntegral (2 * z) * lineHeight)
else
(f unitLength) *^ V3 (fromIntegral (x `div` 2) + 0.5) y (fromIntegral (2 * z + 1) * lineHeight)
where
f = fromRational.toRational
V3 (fromIntegral (x `div` 2) + 0.5) y (fromIntegral (2 * z + 1) * lineHeight)

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@ -1,7 +1,6 @@
module Map.Map where
import Map.Types
import Map.Graphics (unitLength)
import Data.Array (bounds, (!))
import Data.List (sort, group)
@ -45,23 +44,21 @@ giveMapHeight :: PlayMap
-> (Double, Double)
-> Double
giveMapHeight mop (x, z)
| outsideMap (x/unitLength,z'/unitLength) = 0.0
| otherwise = height' --sum $ map (\(p,d) -> hlu p * (d / totald)) tups
| outsideMap (x,z') = 0.0
| otherwise = height --sum $ map (\(p,d) -> hlu p * (d / totald)) tups
where
z' = z * 2/ sqrt 3
rx = (x/unitLength) - (fromIntegral $ floor (x/unitLength ))
rz = (z'/unitLength) - (fromIntegral $ floor (z'/unitLength))
rx = x - (fromIntegral $ floor (x +0.5))
rz = z' - (fromIntegral $ floor (z'+0.5))
hoi = map (hlu . clmp . tadd (floor (x/unitLength), floor (z'/unitLength))) mods
hoi = map (hlu . clmp . tadd (floor x, floor z')) mods
where
mods = [(0,0),(0,1),(1,0),(1,1)]
tadd (a,b) (c,d) = (a+c,b+d)
height' = height*unitLength
height = --trace (show [rx,rz] ++ show hoi)
(1-rz) * ((1-rx) * (hoi !! 0) + rx * (hoi !! 2))
+ rz * ((1-rx) * (hoi !! 1) + rx * (hoi !! 3))
rz * (rx * (hoi !! 0) + (1-rx) * (hoi !! 2))
+ (1-rz) * (rx * (hoi !! 1) + (1-rx) * (hoi !! 3))
outsideMap :: (Double, Double) -> Bool
outsideMap (mx, mz) = let ((a,b),(c,d)) = bounds mop

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@ -68,14 +68,13 @@ createProgramUsing shaders = do
createFrustum :: Float -> Float -> Float -> Float -> M44 CFloat
createFrustum fov n' f' rat =
let
ff = fromRational.toRational
f = ff f'
n = ff n'
s = ff $ recip (tan $ fov*0.5 * pi / 180)
f = realToFrac f'
n = realToFrac n'
s = realToFrac $ recip (tan $ fov*0.5 * pi / 180)
(ratw,rath) = if rat > 1 then
(1,1/ff rat)
(1,1/realToFrac rat)
else
(ff rat,1)
(realToFrac rat,1)
in
V4 (V4 (s/ratw) 0 0 0)
(V4 0 (s/rath) 0 0)

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@ -9,9 +9,9 @@ import Graphics.Rendering.OpenGL.Raw.Core31
import Graphics.Rendering.OpenGL.Raw.ARB.TessellationShader
import Graphics.GLUtil.BufferObjects
import qualified Linear as L
import Control.Lens ((^.),(%~))
import Control.Lens ((^.))
import Control.Monad.RWS.Strict (liftIO)
import qualified Control.Monad.RWS.Strict as RWS (get,modify)
import qualified Control.Monad.RWS.Strict as RWS (get)
import Control.Concurrent.STM (readTVarIO)
import Data.Distributive (distribute, collect)
-- FFI
@ -166,12 +166,6 @@ initMapShader tessFac (buf, vertDes) = do
normalMatrixIndex' <- get (uniformLocation objProgram "NormalMatrix")
checkError "normalMat"
positionOffsetIndex' <- get (uniformLocation objProgram "PositionOffset")
checkError "PositionOffset"
scaleIndex' <- get (uniformLocation objProgram "Scale")
checkError "Scale"
--tessLevelInner' <- get (uniformLocation objProgram "TessLevelInner")
--checkError "TessLevelInner"
@ -188,10 +182,7 @@ initMapShader tessFac (buf, vertDes) = do
putStrLn $ unlines $ ["Model-Indices: ", show (texIndex', normalIndex', vertexIndex')]
testobj <- parseIQM "models/holzfaellerHaus1.iqm"
cube <- parseIQM "models/box.iqm"
let objs = [ MapObject testobj (L.V3 20 10 20) (MapObjectState ())
, MapObject cube (L.V3 25 5 25) (MapObjectState ())
]
let objs = [MapObject testobj (L.V3 0 10 0) (MapObjectState ())]
currentProgram $= Nothing
@ -217,8 +208,6 @@ initMapShader tessFac (buf, vertDes) = do
, shdrMOViewMatIndex = viewMatrixIndex'
, shdrMOModelMatIndex = modelMatrixIndex'
, shdrMONormalMatIndex = normalMatrixIndex'
, shdrMOPositionOffsetIndex = positionOffsetIndex'
, shdrMOScaleIndex = scaleIndex'
, shdrMOTessInnerIndex = UniformLocation 0 --tessLevelInner'
, shdrMOTessOuterIndex = UniformLocation 0 --tessLevelOuter'
}
@ -296,18 +285,10 @@ initRendering = do
-- | renders an IQM-Model at Position with scaling
renderIQM :: IQM -> L.V3 CFloat -> L.V3 CFloat -> Pioneers ()
renderIQM m (L.V3 x y z) (L.V3 sx sy sz) = do
state <- RWS.get
let
dmo = state ^. gl.glMap.mapObjectShaderData
po = shdrMOPositionOffsetIndex dmo
so = shdrMOScaleIndex dmo
liftIO $ do
renderIQM :: IQM -> L.V3 CFloat -> L.V3 CFloat -> IO ()
renderIQM m p@(L.V3 x y z) s@(L.V3 sx sy sz) = do
withVAO (vertexArrayObject m) $ do
withVAA [(AttribLocation 0),(AttribLocation 1)] $ do
uniform po $= Vertex3 x y z
uniform so $= Vertex3 sx sy sz
checkError "setting array to enabled"
bindBuffer ElementArrayBuffer $= Just (triangleBufferObject m)
checkError "bindBuffer"
@ -319,8 +300,8 @@ renderIQM m (L.V3 x y z) (L.V3 sx sy sz) = do
checkError "unbind buffer"
return ()
renderObject :: MapObject -> Pioneers ()
renderObject (MapObject model pos _{-state-}) =
renderObject :: MapObject -> IO ()
renderObject (MapObject model pos@(L.V3 x y z) _{-state-}) =
renderIQM model pos (L.V3 1 1 1)
drawMap :: Pioneers ()
@ -362,7 +343,6 @@ drawMap = do
(ColorAttachment 1) --sample 1
Renderbuffer --const
rb --buffer-}
mat44ToGPU :: L.M44 CFloat -> UniformLocation -> String -> IO ()
mat44ToGPU mat (UniformLocation dest) name = do
with (distribute mat) $ \ptr ->
@ -406,14 +386,6 @@ render = do
(Just a) -> a
Nothing -> L.eye3) :: L.M33 CFloat
nmap = collect id normal' :: L.M33 CFloat --transpose...
camTarget = getCamTarget camPos
moveTo :: L.V3 CFloat -> MapObject -> MapObject
moveTo p (MapObject o _ s) = MapObject o p s
-- TODO: remove hack for Target
RWS.modify $ gl.glMap.mapObjects %~ (\objs ->
head objs : [moveTo camTarget $ objs !! 1])
liftIO $ do
@ -528,7 +500,6 @@ render = do
mat33ToGPU nmap nmatmo "mapObjects-nmat"
mapM_ renderObject (state ^. gl.glMap.mapObjects)
liftIO $ do
checkError "draw mapobjects"
---- COMPOSE RENDERING --------------------------------------------

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@ -24,8 +24,6 @@ class GLCamera a where
moveBy :: a -> (Position -> Position) -> PlayMap -> a
-- | Moves the Camera-Target to an absoloute position
move :: a -> Position -> PlayMap -> a
-- | Gets the target point of a camera
getCamTarget :: a -> V3 CFloat
-- | Alias for a camera-position onto the 2d-plane it moves on
type Position = (Double, Double)
@ -90,14 +88,6 @@ instance GLCamera Camera where
(x,z) = f (x', z')
y = giveMapHeight map (x,z)
move c (x', z') map = moveBy c (\(x,z) -> (x+x',z+z')) map
getCamTarget (Flat (x',z') y') =
V3 x y z
where
x = realToFrac x'
y = realToFrac y'
z = realToFrac z'
getCamTarget (Sphere (inc', az') r') =
undefined
-- | converting spherical to cartesian coordinates
sphereToCart :: (Floating a) => a -> a -> a -> V3 a

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@ -9,7 +9,7 @@ import qualified Data.HashMap.Strict as Map
import Data.Time (UTCTime)
import Linear.Matrix (M44)
import Linear (V3)
import Control.Monad.RWS.Strict (RWST, get)
import Control.Monad.RWS.Strict (RWST, liftIO, get)
import Control.Monad.Writer.Strict
--import Control.Monad (when)
import Control.Lens
@ -131,8 +131,6 @@ data MapObjectShaderData = MapObjectShaderData
, shdrMOViewMatIndex :: !GL.UniformLocation
, shdrMOModelMatIndex :: !GL.UniformLocation
, shdrMONormalMatIndex :: !GL.UniformLocation
, shdrMOPositionOffsetIndex :: !GL.UniformLocation
, shdrMOScaleIndex :: !GL.UniformLocation
, shdrMOTessInnerIndex :: !GL.UniformLocation
, shdrMOTessOuterIndex :: !GL.UniformLocation
}

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@ -123,7 +123,7 @@ eventCallback e = do
state <- get
liftIO $ atomically $ do
cam <- readTVar (state ^. camera)
let zDist' = (cam ^. zDist) + 4*realToFrac (negate vscroll)
let zDist' = (cam ^. zDist) + realToFrac (negate vscroll)
zDist'' = curb (env ^. zDistClosest) (env ^. zDistFarthest) zDist'
cam' <- return $ zDist .~ zDist'' $ cam
writeTVar (state ^. camera) cam'