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tessallati
...
master
@ -96,8 +96,8 @@ float snoise(vec3 v)
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float fog(float dist) {
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dist = max(0,dist - 50);
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dist = dist * 0.005;
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dist = dist*dist;
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dist = dist * 0.05;
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// dist = dist*dist;
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return 1-exp(-dist);
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}
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@ -6,8 +6,7 @@ layout(location=2) in vec2 TexCoord;
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uniform mat4 ProjectionMatrix;
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uniform mat4 ViewMatrix;
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uniform mat3 NormalMatrix;
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uniform vec3 PositionOffset = vec3(5.0,2.0,5.0);
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uniform vec3 Scale = vec3(1.0,1.0,1.0);
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uniform vec3 PositionOffset = vec3(5,2,5);
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uniform float TessLevelInner = 1.0; // controlled by keyboard buttons
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uniform float TessLevelOuter = 1.0; // controlled by keyboard buttons
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@ -17,7 +16,6 @@ out vec3 vNormal;
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void main () {
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vPosition = Position;
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//gl_Position = vec4(Position,1);
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// component-wise
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gl_Position = ProjectionMatrix * ViewMatrix * vec4(PositionOffset + (Scale * Position), 1);
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gl_Position = ProjectionMatrix * ViewMatrix * vec4(PositionOffset + Position, 1);
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vNormal = Normal;
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}
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@ -1,40 +0,0 @@
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module Icons.GUIQuad (GUIQuad(..), Icon(..), marshalIcon) where
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import Data.Word (Word8)
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type Coord = (Float, Float)
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type ZIndex = Float
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data GUIQuad = GUIQuad Coord Coord ZIndex Icon
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data Icon =
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Woodcutter
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| Stonemason
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--
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| CloseButton
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| NextButton
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| PreviousButton
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numIcons :: Int
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numIcons = 32
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sizeIcon :: Float
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sizeIcon = 1.0/(fromIntegral numIcons)
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iconToTex :: Icon -> Coord
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iconToTex i =
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(x,y)
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where
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x = (fromIntegral (num `mod` numIcons)) * sizeIcon
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y = (fromIntegral (num `div` numIcons)) * sizeIcon
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num = fromIntegral.marshalIcon $ i
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marshalIcon :: Icon -> Word8
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marshalIcon a = case a of
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Woodcutter -> 0
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Stonemason -> 1
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--
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CloseButton -> 32
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NextButton -> 33
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PreviousButton -> 34
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15
src/Main.hs
15
src/Main.hs
@ -117,7 +117,7 @@ main = do
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let camStack' = Map.empty
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glHud' <- initHud
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let zDistClosest' = 2
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zDistFarthest' = zDistClosest' + 100
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zDistFarthest' = zDistClosest' + 10
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--TODO: Move near/far/fov to state for runtime-changability & central storage
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aks = ArrowKeyState {
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_up = False
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@ -190,13 +190,12 @@ run = do
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cam <- readTVar (state ^. camera)
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game' <- readTVar (state ^. game)
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let
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scrollFactor = 1
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multc = cos $ cam ^. yAngle
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mults = sin $ cam ^. yAngle
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modx x' = x' - kxrot * multc * scrollFactor
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- kyrot * mults * scrollFactor
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mody y' = y' + kxrot * mults * scrollFactor
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- kyrot * multc * scrollFactor
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modx x' = x' - 0.2 * kxrot * multc
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- 0.2 * kyrot * mults
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mody y' = y' + 0.2 * kxrot * mults
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- 0.2 * kyrot * multc
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cam' <- return $ camObject %~ (\c -> moveBy c (\(x,y) -> (modx x,mody y)) (game' ^. currentMap)) $ cam
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writeTVar (state ^. camera) cam'
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@ -233,7 +232,7 @@ run = do
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now' <- getCurrentTime
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return (now',tessChange,sleepAmount,ddiff,hasChanged)
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-- set state with new clock-time
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--liftIO $ putStrLn $ unwords ["clockFactor:",show (state ^. io.tessClockFactor),"\ttc:", show (tc (state ^. gl.glMap.stateTessellationFactor)),"\tframe took ",show frameTime,"ms"]
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--liftIO $ putStrLn $ unwords ["clockFactor:",show (state ^. io.tessClockFactor),"\ttc:", show (tc (state ^. gl.glMap.stateTessellationFactor)),"\tsleep ",show frameTime,"ms"]
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if hC then
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do
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liftIO $ putStrLn $ unwords ["modifying TessFactor to",show $ tc $ state ^. gl.glMap.stateTessellationFactor]
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@ -274,7 +273,7 @@ adjustWindow = do
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fbHeight = state ^. window.height
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fov = 90 --field of view
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near = 1 --near plane
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far = 500 --far plane
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far = 100 --far plane
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ratio = fromIntegral fbWidth / fromIntegral fbHeight
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frust = createFrustum fov near far ratio
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liftIO $ glViewport 0 0 (fromIntegral fbWidth) (fromIntegral fbHeight)
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@ -7,8 +7,7 @@ fgColorIndex,
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fgNormalIndex,
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fgVertexIndex,
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mapStride,
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getMapBufferObject,
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unitLength
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getMapBufferObject
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)
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where
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@ -40,10 +39,6 @@ type MapEntry = (
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)
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type GraphicsMap = Array (Int, Int) MapEntry
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-- | length of 1 Unit in World-Coordinates
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unitLength :: Double
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unitLength = 10.0
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-- converts from classical x/z to striped version of a map
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convertToStripeMap :: PlayMap -> PlayMap
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convertToStripeMap mp = array (stripify l, stripify u) (map (stripify *** strp) (assocs mp))
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@ -210,8 +205,6 @@ colorLookup hs t = if inRange (bounds hs) t then c else (0.0, 0.0, 0.0)
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coordLookup :: (Int,Int) -> GLfloat -> V3 GLfloat
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coordLookup (x,z) y =
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if even x then
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(f unitLength) *^ V3 (fromIntegral $ x `div` 2) y (fromIntegral (2 * z) * lineHeight)
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V3 (fromIntegral $ x `div` 2) y (fromIntegral (2 * z) * lineHeight)
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else
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(f unitLength) *^ V3 (fromIntegral (x `div` 2) + 0.5) y (fromIntegral (2 * z + 1) * lineHeight)
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where
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f = fromRational.toRational
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V3 (fromIntegral (x `div` 2) + 0.5) y (fromIntegral (2 * z + 1) * lineHeight)
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@ -1,7 +1,6 @@
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module Map.Map where
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import Map.Types
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import Map.Graphics (unitLength)
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import Data.Array (bounds, (!))
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import Data.List (sort, group)
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@ -45,23 +44,21 @@ giveMapHeight :: PlayMap
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-> (Double, Double)
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-> Double
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giveMapHeight mop (x, z)
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| outsideMap (x/unitLength,z'/unitLength) = 0.0
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| otherwise = height' --sum $ map (\(p,d) -> hlu p * (d / totald)) tups
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| outsideMap (x,z') = 0.0
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| otherwise = height --sum $ map (\(p,d) -> hlu p * (d / totald)) tups
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where
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z' = z * 2/ sqrt 3
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rx = (x/unitLength) - (fromIntegral $ floor (x/unitLength ))
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rz = (z'/unitLength) - (fromIntegral $ floor (z'/unitLength))
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rx = x - (fromIntegral $ floor (x +0.5))
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rz = z' - (fromIntegral $ floor (z'+0.5))
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hoi = map (hlu . clmp . tadd (floor (x/unitLength), floor (z'/unitLength))) mods
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hoi = map (hlu . clmp . tadd (floor x, floor z')) mods
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where
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mods = [(0,0),(0,1),(1,0),(1,1)]
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tadd (a,b) (c,d) = (a+c,b+d)
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height' = height*unitLength
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height = --trace (show [rx,rz] ++ show hoi)
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(1-rz) * ((1-rx) * (hoi !! 0) + rx * (hoi !! 2))
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+ rz * ((1-rx) * (hoi !! 1) + rx * (hoi !! 3))
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rz * (rx * (hoi !! 0) + (1-rx) * (hoi !! 2))
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+ (1-rz) * (rx * (hoi !! 1) + (1-rx) * (hoi !! 3))
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outsideMap :: (Double, Double) -> Bool
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outsideMap (mx, mz) = let ((a,b),(c,d)) = bounds mop
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@ -68,14 +68,13 @@ createProgramUsing shaders = do
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createFrustum :: Float -> Float -> Float -> Float -> M44 CFloat
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createFrustum fov n' f' rat =
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let
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ff = fromRational.toRational
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f = ff f'
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n = ff n'
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s = ff $ recip (tan $ fov*0.5 * pi / 180)
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f = realToFrac f'
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n = realToFrac n'
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s = realToFrac $ recip (tan $ fov*0.5 * pi / 180)
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(ratw,rath) = if rat > 1 then
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(1,1/ff rat)
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(1,1/realToFrac rat)
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else
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(ff rat,1)
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(realToFrac rat,1)
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in
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V4 (V4 (s/ratw) 0 0 0)
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(V4 0 (s/rath) 0 0)
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@ -9,9 +9,9 @@ import Graphics.Rendering.OpenGL.Raw.Core31
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import Graphics.Rendering.OpenGL.Raw.ARB.TessellationShader
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import Graphics.GLUtil.BufferObjects
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import qualified Linear as L
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import Control.Lens ((^.),(%~))
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import Control.Lens ((^.))
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import Control.Monad.RWS.Strict (liftIO)
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import qualified Control.Monad.RWS.Strict as RWS (get,modify)
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import qualified Control.Monad.RWS.Strict as RWS (get)
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import Control.Concurrent.STM (readTVarIO)
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import Data.Distributive (distribute, collect)
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-- FFI
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@ -166,12 +166,6 @@ initMapShader tessFac (buf, vertDes) = do
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normalMatrixIndex' <- get (uniformLocation objProgram "NormalMatrix")
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checkError "normalMat"
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positionOffsetIndex' <- get (uniformLocation objProgram "PositionOffset")
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checkError "PositionOffset"
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scaleIndex' <- get (uniformLocation objProgram "Scale")
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checkError "Scale"
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--tessLevelInner' <- get (uniformLocation objProgram "TessLevelInner")
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--checkError "TessLevelInner"
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@ -188,10 +182,7 @@ initMapShader tessFac (buf, vertDes) = do
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putStrLn $ unlines $ ["Model-Indices: ", show (texIndex', normalIndex', vertexIndex')]
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testobj <- parseIQM "models/holzfaellerHaus1.iqm"
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cube <- parseIQM "models/box.iqm"
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let objs = [ MapObject testobj (L.V3 20 10 20) (MapObjectState ())
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, MapObject cube (L.V3 25 5 25) (MapObjectState ())
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]
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let objs = [MapObject testobj (L.V3 0 10 0) (MapObjectState ())]
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currentProgram $= Nothing
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@ -209,33 +200,31 @@ initMapShader tessFac (buf, vertDes) = do
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}
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let smodata = MapObjectShaderData
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{ shdrMOVertexIndex = vertexIndex'
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, shdrMOVertexOffsetIndex = vertexOffsetIndex'
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, shdrMONormalIndex = normalIndex'
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, shdrMOTexIndex = texIndex'
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, shdrMOProjMatIndex = projectionMatrixIndex'
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, shdrMOViewMatIndex = viewMatrixIndex'
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, shdrMOModelMatIndex = modelMatrixIndex'
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, shdrMONormalMatIndex = normalMatrixIndex'
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, shdrMOPositionOffsetIndex = positionOffsetIndex'
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, shdrMOScaleIndex = scaleIndex'
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, shdrMOTessInnerIndex = UniformLocation 0 --tessLevelInner'
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, shdrMOTessOuterIndex = UniformLocation 0 --tessLevelOuter'
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{ shdrMOVertexIndex = vertexIndex'
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, shdrMOVertexOffsetIndex = vertexOffsetIndex'
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, shdrMONormalIndex = normalIndex'
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, shdrMOTexIndex = texIndex'
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, shdrMOProjMatIndex = projectionMatrixIndex'
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, shdrMOViewMatIndex = viewMatrixIndex'
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, shdrMOModelMatIndex = modelMatrixIndex'
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, shdrMONormalMatIndex = normalMatrixIndex'
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, shdrMOTessInnerIndex = UniformLocation 0 --tessLevelInner'
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, shdrMOTessOuterIndex = UniformLocation 0 --tessLevelOuter'
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}
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return (GLMapState
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{ _mapProgram = program
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, _mapShaderData = sdata
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, _mapObjectShaderData = smodata
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{ _mapProgram = program
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, _mapShaderData = sdata
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, _mapObjectShaderData = smodata
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, _stateTessellationFactor = tessFac
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, _stateMap = buf
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, _mapVert = vertDes
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, _overviewTexture = overTex
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, _mapTextures = textures
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, _shadowMapTexture = smap
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, _mapObjects = objs
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, _objectProgram = objProgram
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, _shadowMapProgram = shadowProgram
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, _stateMap = buf
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, _mapVert = vertDes
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, _overviewTexture = overTex
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, _mapTextures = textures
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, _shadowMapTexture = smap
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, _mapObjects = objs
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, _objectProgram = objProgram
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, _shadowMapProgram = shadowProgram
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}, tex, dtex)
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initHud :: IO GLHud
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@ -296,31 +285,23 @@ initRendering = do
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-- | renders an IQM-Model at Position with scaling
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renderIQM :: IQM -> L.V3 CFloat -> L.V3 CFloat -> Pioneers ()
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renderIQM m (L.V3 x y z) (L.V3 sx sy sz) = do
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state <- RWS.get
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let
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dmo = state ^. gl.glMap.mapObjectShaderData
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po = shdrMOPositionOffsetIndex dmo
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so = shdrMOScaleIndex dmo
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liftIO $ do
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withVAO (vertexArrayObject m) $ do
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withVAA [(AttribLocation 0),(AttribLocation 1)] $ do
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uniform po $= Vertex3 x y z
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uniform so $= Vertex3 sx sy sz
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checkError "setting array to enabled"
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bindBuffer ElementArrayBuffer $= Just (triangleBufferObject m)
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checkError "bindBuffer"
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let n = fromIntegral.(*3).num_triangles.header $ m
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--print $ concat ["drawing ", show n," triangles"]
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drawElements Triangles n UnsignedInt nullPtr
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checkError "drawing model"
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bindBuffer ElementArrayBuffer $= Nothing
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checkError "unbind buffer"
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return ()
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renderIQM :: IQM -> L.V3 CFloat -> L.V3 CFloat -> IO ()
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renderIQM m p@(L.V3 x y z) s@(L.V3 sx sy sz) = do
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withVAO (vertexArrayObject m) $ do
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withVAA [(AttribLocation 0),(AttribLocation 1)] $ do
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checkError "setting array to enabled"
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bindBuffer ElementArrayBuffer $= Just (triangleBufferObject m)
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checkError "bindBuffer"
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let n = fromIntegral.(*3).num_triangles.header $ m
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--print $ concat ["drawing ", show n," triangles"]
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drawElements Triangles n UnsignedInt nullPtr
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checkError "drawing model"
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bindBuffer ElementArrayBuffer $= Nothing
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checkError "unbind buffer"
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return ()
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renderObject :: MapObject -> Pioneers ()
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renderObject (MapObject model pos _{-state-}) =
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renderObject :: MapObject -> IO ()
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renderObject (MapObject model pos@(L.V3 x y z) _{-state-}) =
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renderIQM model pos (L.V3 1 1 1)
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drawMap :: Pioneers ()
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@ -362,7 +343,6 @@ drawMap = do
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(ColorAttachment 1) --sample 1
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Renderbuffer --const
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rb --buffer-}
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mat44ToGPU :: L.M44 CFloat -> UniformLocation -> String -> IO ()
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mat44ToGPU mat (UniformLocation dest) name = do
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with (distribute mat) $ \ptr ->
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@ -406,14 +386,6 @@ render = do
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(Just a) -> a
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Nothing -> L.eye3) :: L.M33 CFloat
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nmap = collect id normal' :: L.M33 CFloat --transpose...
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camTarget = getCamTarget camPos
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moveTo :: L.V3 CFloat -> MapObject -> MapObject
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moveTo p (MapObject o _ s) = MapObject o p s
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-- TODO: remove hack for Target
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RWS.modify $ gl.glMap.mapObjects %~ (\objs ->
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head objs : [moveTo camTarget $ objs !! 1])
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liftIO $ do
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@ -527,8 +499,7 @@ render = do
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--set up normal
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mat33ToGPU nmap nmatmo "mapObjects-nmat"
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mapM_ renderObject (state ^. gl.glMap.mapObjects)
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liftIO $ do
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mapM_ renderObject (state ^. gl.glMap.mapObjects)
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checkError "draw mapobjects"
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---- COMPOSE RENDERING --------------------------------------------
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@ -24,8 +24,6 @@ class GLCamera a where
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moveBy :: a -> (Position -> Position) -> PlayMap -> a
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-- | Moves the Camera-Target to an absoloute position
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move :: a -> Position -> PlayMap -> a
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-- | Gets the target point of a camera
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getCamTarget :: a -> V3 CFloat
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-- | Alias for a camera-position onto the 2d-plane it moves on
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type Position = (Double, Double)
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@ -90,14 +88,6 @@ instance GLCamera Camera where
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(x,z) = f (x', z')
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y = giveMapHeight map (x,z)
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move c (x', z') map = moveBy c (\(x,z) -> (x+x',z+z')) map
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getCamTarget (Flat (x',z') y') =
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V3 x y z
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where
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x = realToFrac x'
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y = realToFrac y'
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z = realToFrac z'
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getCamTarget (Sphere (inc', az') r') =
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undefined
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-- | converting spherical to cartesian coordinates
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sphereToCart :: (Floating a) => a -> a -> a -> V3 a
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|
46
src/Types.hs
46
src/Types.hs
@ -9,7 +9,7 @@ import qualified Data.HashMap.Strict as Map
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import Data.Time (UTCTime)
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import Linear.Matrix (M44)
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import Linear (V3)
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import Control.Monad.RWS.Strict (RWST, get)
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import Control.Monad.RWS.Strict (RWST, liftIO, get)
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import Control.Monad.Writer.Strict
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--import Control.Monad (when)
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import Control.Lens
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@ -96,18 +96,18 @@ data KeyboardState = KeyboardState
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data GLMapState = GLMapState
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{ _mapShaderData :: !MapShaderData
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, _mapObjectShaderData :: !MapObjectShaderData
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{ _mapShaderData :: !MapShaderData
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, _mapObjectShaderData :: !MapObjectShaderData
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, _stateTessellationFactor :: !Int
|
||||
, _stateMap :: !GL.BufferObject
|
||||
, _mapVert :: !GL.NumArrayIndices
|
||||
, _mapProgram :: !GL.Program
|
||||
, _overviewTexture :: !TextureObject
|
||||
, _shadowMapTexture :: !TextureObject
|
||||
, _mapTextures :: ![TextureObject] --TODO: Fix size on list?
|
||||
, _objectProgram :: !GL.Program
|
||||
, _mapObjects :: ![MapObject]
|
||||
, _shadowMapProgram :: !GL.Program
|
||||
, _stateMap :: !GL.BufferObject
|
||||
, _mapVert :: !GL.NumArrayIndices
|
||||
, _mapProgram :: !GL.Program
|
||||
, _overviewTexture :: !TextureObject
|
||||
, _shadowMapTexture :: !TextureObject
|
||||
, _mapTextures :: ![TextureObject] --TODO: Fix size on list?
|
||||
, _objectProgram :: !GL.Program
|
||||
, _mapObjects :: ![MapObject]
|
||||
, _shadowMapProgram :: !GL.Program
|
||||
}
|
||||
|
||||
data MapShaderData = MapShaderData
|
||||
@ -123,18 +123,16 @@ data MapShaderData = MapShaderData
|
||||
}
|
||||
|
||||
data MapObjectShaderData = MapObjectShaderData
|
||||
{ shdrMOVertexIndex :: !GL.AttribLocation
|
||||
, shdrMOVertexOffsetIndex :: !GL.UniformLocation
|
||||
, shdrMONormalIndex :: !GL.AttribLocation
|
||||
, shdrMOTexIndex :: !GL.AttribLocation
|
||||
, shdrMOProjMatIndex :: !GL.UniformLocation
|
||||
, shdrMOViewMatIndex :: !GL.UniformLocation
|
||||
, shdrMOModelMatIndex :: !GL.UniformLocation
|
||||
, shdrMONormalMatIndex :: !GL.UniformLocation
|
||||
, shdrMOPositionOffsetIndex :: !GL.UniformLocation
|
||||
, shdrMOScaleIndex :: !GL.UniformLocation
|
||||
, shdrMOTessInnerIndex :: !GL.UniformLocation
|
||||
, shdrMOTessOuterIndex :: !GL.UniformLocation
|
||||
{ shdrMOVertexIndex :: !GL.AttribLocation
|
||||
, shdrMOVertexOffsetIndex :: !GL.UniformLocation
|
||||
, shdrMONormalIndex :: !GL.AttribLocation
|
||||
, shdrMOTexIndex :: !GL.AttribLocation
|
||||
, shdrMOProjMatIndex :: !GL.UniformLocation
|
||||
, shdrMOViewMatIndex :: !GL.UniformLocation
|
||||
, shdrMOModelMatIndex :: !GL.UniformLocation
|
||||
, shdrMONormalMatIndex :: !GL.UniformLocation
|
||||
, shdrMOTessInnerIndex :: !GL.UniformLocation
|
||||
, shdrMOTessOuterIndex :: !GL.UniformLocation
|
||||
}
|
||||
|
||||
|
||||
|
@ -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'
|
||||
|
Loading…
Reference in New Issue
Block a user