- Enabled BackCulling - Wrote shadow-mapping-functions - temp. changed to flat-shading for better distinction - defined Tiles CCW for BackCulling
498 lines
18 KiB
Haskell
498 lines
18 KiB
Haskell
{-# LANGUAGE BangPatterns #-}
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module Main where
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import Graphics.UI.Gtk (AttrOp ((:=)))
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import qualified Graphics.UI.Gtk as Gtk
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import qualified Graphics.UI.Gtk.OpenGL as GtkGL
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import qualified Data.Array.IArray as A
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import Graphics.Rendering.OpenGL as GL
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import qualified Graphics.UI.Gtk.Gdk.EventM as Event
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import Map.Coordinates
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import Map.Map
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import Data.IntSet as IS
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import Data.IORef
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import Data.Maybe (fromMaybe)
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import Debug.Trace
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import Control.Concurrent
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import Control.Concurrent.STM
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import Control.Monad
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import Control.Monad.IO.Class (liftIO)
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import Foreign.Ptr (nullPtr)
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import GHC.Conc.Sync (unsafeIOToSTM)
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import Prelude as P
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import System.IO.Unsafe (unsafePerformIO)
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import Foreign.Marshal.Array (allocaArray)
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data ProgramState = PS { keysPressed :: IntSet
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, px :: GLfloat
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, py :: GLfloat
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, pz :: GLfloat
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, heading :: GLfloat
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, pitch :: GLfloat
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, dx :: GLfloat
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, dy :: GLfloat
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, dz :: GLfloat
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, dheading :: GLfloat
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, dpitch :: GLfloat }
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deriving (Show)
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type RenderObject = (Vector3 GLfloat, Color3 GLfloat, [Vertex3 GLfloat])
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(Vertex4 a b c d) .+ (Vertex4 w x y z) = Vertex4 (a+w) (b+x) (c+y) (d+z)
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(Vertex4 a b c d) .* e = Vertex4 (a*e) (b*e) (c*e) (d*e)
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animationWaitTime = 3 :: Int
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canvasWidth = 1024 :: Int
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canvasHeight = 768 :: Int
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deltaV = 0.10
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deltaH = 0.5
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deltaP = 0.15
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black = Color3 0 0 0 :: Color3 GLfloat
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shadowMapSize :: TextureSize2D
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shadowMapSize = TextureSize2D 256 256
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up :: Vector3 GLdouble
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up = Vector3 0 1 0
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origin :: Vertex3 GLdouble
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origin = Vertex3 0 0 0
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sun = Light 0
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-- TODO: Put render-stuff in render-modul
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--gets Sun position in given format
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getSunPos :: (GLdouble -> GLdouble -> GLdouble -> a) -> IO a
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getSunPos f = do
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Vertex4 x y z _ <- get (position sun)
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return $ f (realToFrac x) (realToFrac y) (realToFrac z)
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glTexCoord2f (x,y) = texCoord (TexCoord2 x y :: TexCoord2 GLfloat)
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glVertex3f (x,y,z) = vertex (Vertex3 x y z :: Vertex3 GLfloat)
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glNormal3f (x,y,z) = normal (Normal3 x y z :: Normal3 GLfloat)
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prepareRenderTile :: PlayMap -> ((Int,Int),MapEntry) -> (Vector3 GLfloat, Color3 GLfloat, [Vertex3 GLfloat])
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prepareRenderTile m (c@(cx,cz),(_,t)) =
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(
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Vector3 (1.5 * fromIntegral cx) 0.0
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(if even cx then 2 * fromIntegral cz else
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2 * fromIntegral cz - 1)
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,
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case t of
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Water -> Color3 0.5 0.5 1 :: Color3 GLfloat
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Grass -> Color3 0.3 0.9 0.1 :: Color3 GLfloat
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Sand -> Color3 0.9 0.85 0.7 :: Color3 GLfloat
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Mountain -> Color3 0.5 0.5 0.5 :: Color3 GLfloat
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,getTileVertices m c)
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renderTile :: RenderObject -> IO ()
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renderTile (coord,c,ts) =
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preservingMatrix $ do
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translate coord
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{-color black
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lineWidth $= 4.0
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lineSmooth $= Enabled
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_ <- renderPrimitive LineLoop $ do
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glNormal3f(0.0,0.0,1.0)
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mapM vertex ts-}
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color c
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_ <- renderPrimitive Polygon $ do
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glNormal3f(0.0,1.0,0.0)
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mapM vertex ts
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return ()
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drawSphere :: IO ()
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drawSphere = renderQuadric
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(QuadricStyle (Just Smooth) GenerateTextureCoordinates Outside
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FillStyle)
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(Sphere 2.0 48 48)
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drawObjects :: [RenderObject] -> [RenderObject] -> Bool -> IO ()
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drawObjects map ent shadowRender = do
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textureOn <- get (texture Texture2D) --are textures enabled?
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when shadowRender $
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texture Texture2D $= Disabled --disable textures if we render shadows.
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--draw objects
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preservingMatrix $ do
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translate (Vector3 15.0 15.0 25.0 :: Vector3 GLfloat)
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drawSphere
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mapM_ renderTile map
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when (shadowRender && textureOn == Enabled) $ --reset texture-rendering
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texture Texture2D $= Enabled
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-- OpenGL polygon-function for drawing stuff.
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display :: MVar ProgramState -> PlayMap -> IO ()
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display state t =
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let
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-- Todo: have tiles static somewhere .. dont calculate every frame
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tiles = P.map (prepareRenderTile t) (A.assocs t)
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in
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do
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ps@PS {
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px = px
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, py = py
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, pz = pz
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, pitch = pitch
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, heading = heading }
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<- readMVar state
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loadIdentity
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GL.rotate pitch (Vector3 1.0 0.0 0.0 :: Vector3 GLfloat)
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GL.rotate heading (Vector3 0.0 1.0 0.0 :: Vector3 GLfloat)
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translate (Vector3 (-px) (-py) (-pz)::Vector3 GLfloat)
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generateShadowMap tiles [] True
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generateTextureMatrix
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clear [ ColorBuffer, DepthBuffer ]
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preservingMatrix $ do
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drawObjects tiles [] False
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return ()
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updateCamera :: MVar ProgramState -> IO ()
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updateCamera state = do
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ps@PS { dx = dx
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, dy = dy
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, dz = dz
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, px = px
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, py = py
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, pz = pz
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, pitch = pitch
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, heading = heading
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, dpitch = dpitch
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, dheading = dheading }
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<- takeMVar state
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d@((dx,dy,dz),(heading',pitch')) <-
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if any (/= 0.0) [dx,dy,dz,dpitch,dheading] then
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preservingMatrix $ do
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-- putStrLn $ unwords $ P.map show [dx,dy,dz,dpitch,dheading]
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loadIdentity
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-- in direction of current heading and pitch
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rotate (-heading) (Vector3 0.0 1.0 0.0 :: Vector3 GLfloat)
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rotate (-pitch) (Vector3 1.0 0.0 0.0 :: Vector3 GLfloat)
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-- perform motion
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translate (Vector3 (-dx) (-dy) (-dz))
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-- get changes in location components
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mat <- get (matrix Nothing) :: IO (GLmatrix GLfloat)
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comps <- getMatrixComponents ColumnMajor mat
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-- putStrLn $ show $ comps
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let [dx', dy', dz', _] = drop 12 comps
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(heading', pitch') = (heading + dheading, pitch + dpitch)
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return ((dx',dy',dz'),(heading',pitch'))
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else
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return ((0,0,0),(heading, pitch))
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putMVar state ps { px = px + dx
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, py = py + dy
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, pz = pz + dz
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, pitch = pitch'
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, heading = heading'
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}
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-- Note: preservingViewport is not exception safe, but it doesn't matter here
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preservingViewport :: IO a -> IO a
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preservingViewport act = do
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v <- get viewport
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x <- act
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viewport $= v
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return x
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generateTextureMatrix :: IO ()
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generateTextureMatrix = do
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-- Set up projective texture matrix. We use the Modelview matrix stack and
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-- OpenGL matrix commands to make the matrix.
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m <- preservingMatrix $ do
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loadIdentity
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-- resolve overloading, not needed in "real" programs
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let translatef = translate :: Vector3 GLfloat -> IO ()
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scalef = scale :: GLfloat -> GLfloat -> GLfloat -> IO ()
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translatef (Vector3 0.5 0.5 0.0)
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scalef 0.5 0.5 1.0
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perspective 60 1 1 1000
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lightPos' <- getSunPos Vertex3
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lookAt lightPos' origin up
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get (matrix (Just (Modelview 0)))
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[ sx, sy, sz, sw,
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tx, ty, tz, tw,
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rx, ry, rz, rw,
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qx, qy, qz, qw ] <- getMatrixComponents RowMajor (m :: GLmatrix GLdouble)
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textureGenMode S $= Just (ObjectLinear (Plane sx sy sz sw))
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textureGenMode T $= Just (ObjectLinear (Plane tx ty tz tw))
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textureGenMode R $= Just (ObjectLinear (Plane rx ry rz rw))
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textureGenMode Q $= Just (ObjectLinear (Plane qx qy qz qw))
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generateShadowMap :: [RenderObject] -> [RenderObject] -> Bool -> IO ()
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generateShadowMap tiles obj showShadow' = do
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lightPos' <- getSunPos Vertex3
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let (TextureSize2D shadowMapWidth shadowMapHeight) = shadowMapSize
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shadowMapSize' = Size shadowMapWidth shadowMapHeight
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preservingViewport $ do
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viewport $= (Position 0 0, shadowMapSize')
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clear [ ColorBuffer, DepthBuffer ]
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matrixMode $= Projection
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preservingMatrix $ do
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loadIdentity
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perspective 80 1 10 1000
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matrixMode $= Modelview 0
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preservingMatrix $ do
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loadIdentity
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lookAt lightPos' origin up
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drawObjects tiles obj True
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matrixMode $= Projection
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matrixMode $= Modelview 0
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copyTexImage2D Texture2D 0 DepthComponent' (Position 0 0) shadowMapSize 0
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when showShadow' $ do
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let numShadowMapPixels = fromIntegral (shadowMapWidth * shadowMapHeight)
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allocaArray numShadowMapPixels $ \depthImage -> do
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let pixelData fmt = PixelData fmt Float depthImage :: PixelData GLfloat
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readPixels (Position 0 0) shadowMapSize' (pixelData DepthComponent)
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(_, Size viewPortWidth _) <- get viewport
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windowPos (Vertex2 (fromIntegral viewPortWidth / 2 :: GLfloat) 0)
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drawPixels shadowMapSize' (pixelData Luminance)
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--Adjust size to given dimensions
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reconfigure :: Int -> Int -> IO (Int, Int)
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reconfigure w h = do
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-- maintain aspect ratio
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let aspectRatio = fromIntegral canvasWidth / fromIntegral canvasHeight
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(w1, h1) = (fromIntegral w, fromIntegral w / aspectRatio)
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(w2, h2) = (fromIntegral h * aspectRatio, fromIntegral h)
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(w', h') = if h1 <= fromIntegral h
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then (floor w1, floor h1)
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else (floor w2, floor h2)
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reshape $ Just (w', h')
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return (w', h')
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-- Called by reconfigure to fix the OpenGL viewport according to the
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-- dimensions of the widget, appropriately.
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reshape :: Maybe (Int, Int) -> IO ()
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reshape dims = do
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let (width, height) = fromMaybe (canvasWidth, canvasHeight) dims
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viewport $= (Position 0 0, Size (fromIntegral width) (fromIntegral height))
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matrixMode $= Projection
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loadIdentity
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let (w, h) = if width <= height
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then (fromIntegral height, fromIntegral width )
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else (fromIntegral width, fromIntegral height)
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-- open, aspect-ratio, near-plane, far-plane
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perspective 60.0 (fromIntegral canvasWidth / fromIntegral canvasHeight) 1.0 100.0
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matrixMode $= Modelview 0
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loadIdentity
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keyEvent state press = do
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code <- Event.eventHardwareKeycode
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val <- Event.eventKeyVal
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mods <- Event.eventModifier
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name <- Event.eventKeyName
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liftIO $ do
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ps@PS { keysPressed = kp
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, dx = dx
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, dy = dy
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, dz = dz
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, px = px
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, py = py
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, pz = pz
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, pitch = pitch
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, heading = heading
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, dpitch = dpitch
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, dheading = dheading }
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<- takeMVar state
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-- Only process the key event if it is not a repeat
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(ps',ret) <- if (fromIntegral code `member` kp && not press) ||
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(fromIntegral code `notMember` kp && press)
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then let
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accept a = return (a, True)
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deny a = return (a, False)
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in do
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-- keep list of pressed keys up2date
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ps <- return (if not press then
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(ps{keysPressed = fromIntegral code `delete` kp})
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else
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(ps{keysPressed = fromIntegral code `insert` kp}))
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putStrLn $ unwords [name , show val, show code, show ps] -- trace (unwords [name , show val]) -- debugging
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-- process keys
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case press of
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-- on PRESS only
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True
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| code == 9 -> Gtk.mainQuit >> deny ps
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| code == 26 -> accept $ ps { dz = dz + deltaV }
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| code == 40 -> accept $ ps { dz = dz - deltaV }
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| code == 39 -> accept $ ps { dx = dx + deltaV }
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| code == 41 -> accept $ ps { dx = dx - deltaV }
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| code == 65 -> accept $ ps { dy = dy - deltaV }
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| code == 66 -> accept $ ps { dy = dy + deltaV }
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| code == 25 -> accept $ ps { dheading = dheading - deltaH }
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| code == 27 -> accept $ ps { dheading = dheading + deltaH }
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| otherwise -> deny ps
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-- on RELEASE only
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False
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| code == 26 -> accept $ ps { dz = dz - deltaV }
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| code == 40 -> accept $ ps { dz = dz + deltaV }
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| code == 39 -> accept $ ps { dx = dx - deltaV }
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| code == 41 -> accept $ ps { dx = dx + deltaV }
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| code == 65 -> accept $ ps { dy = dy + deltaV }
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| code == 66 -> accept $ ps { dy = dy - deltaV }
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| code == 25 -> accept $ ps { dheading = dheading + deltaH }
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| code == 27 -> accept $ ps { dheading = dheading - deltaH }
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| otherwise -> deny ps
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else return (ps, False)
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putMVar state ps'
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return ret
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main :: IO ()
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main = do
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! terrain <- testmap
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-- create TVar using unsafePerformIO -> currently no other thread -> OK
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state <- newMVar PS { keysPressed = IS.empty
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, px = 7.5
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, py = 20
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, pz = 15
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, heading = 0
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, pitch = 60
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, dx = 0
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, dy = 0
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, dz = 0
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, dheading = 0
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, dpitch = 0}
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trace (show terrain) Gtk.initGUI
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-- Initialise the Gtk+ OpenGL extension
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-- (including reading various command line parameters)
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GtkGL.initGL
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-- We need a OpenGL frame buffer configuration to be able to create other
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-- OpenGL objects.
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glconfig <- GtkGL.glConfigNew [GtkGL.GLModeRGBA,
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GtkGL.GLModeDepth,
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GtkGL.GLModeDouble]
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-- Create an OpenGL drawing area widget
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canvas <- GtkGL.glDrawingAreaNew glconfig
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Gtk.widgetSetSizeRequest canvas canvasWidth canvasHeight
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-- Initialise some GL setting just before the canvas first gets shown
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-- (We can't initialise these things earlier since the GL resources that
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-- we are using wouldn't heve been setup yet)
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Gtk.onRealize canvas $ GtkGL.withGLDrawingArea canvas $ \_ -> do
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reconfigure canvasWidth canvasHeight
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--set up shadow-map
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texImage2D Texture2D NoProxy 0 DepthComponent' shadowMapSize 0
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(PixelData DepthComponent UnsignedByte nullPtr)
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materialAmbient Front $= Color4 0.4 0.4 0.4 1.0
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materialDiffuse Front $= Color4 0.4 0.4 0.4 1.0
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materialSpecular Front $= Color4 0.8 0.8 0.8 1.0
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materialShininess Front $= 25.0
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ambient sun $= Color4 0.3 0.3 0.3 1.0
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diffuse sun $= Color4 1.0 1.0 1.0 1.0
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specular sun $= Color4 0.8 0.8 0.8 1.0
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lightModelAmbient $= Color4 0.2 0.2 0.2 1.0
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position sun $= (Vertex4 2.0 1.0 1.3 1.0 :: Vertex4 GLfloat) .* 5
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spotDirection sun $= (Normal3 (-2.0) (-1.0) (-1.3) :: Normal3 GLfloat)
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--spotExponent sun $= 1.0
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--attenuation sun $= (1.0, 0.0, 0.0)
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lighting $= Enabled
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light sun $= Enabled
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depthFunc $= Just Less
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shadeModel $= Smooth
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--lightModelLocalViewer $= Enabled
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--vertexProgramTwoSide $= Enabled
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clearColor $= Color4 0.0 0.0 0.0 0.0
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drawBuffer $= BackBuffers
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colorMaterial $= Just (Front, Diffuse)
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frontFace $= CCW
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cullFace $= Just Back
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texture Texture2D $= Enabled
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shadeModel $= Flat
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fog $= Enabled
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fogMode $= Linear 45.0 50.0
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fogColor $= Color4 0.5 0.5 0.5 1.0
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fogDistanceMode $= EyeRadial
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return ()
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{-clearColor $= (Color4 0.0 0.0 0.0 0.0)
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matrixMode $= Projection
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loadIdentity
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ortho 0.0 1.0 0.0 1.0 (-1.0) 1.0
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depthFunc $= Just Less
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drawBuffer $= BackBuffers-}
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-- Set the repaint handler
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Gtk.onExpose canvas $ \_ -> do
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GtkGL.withGLDrawingArea canvas $ \glwindow -> do
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GL.clear [GL.DepthBuffer, GL.ColorBuffer]
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display state terrain
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GtkGL.glDrawableSwapBuffers glwindow
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return True
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-- Setup the animation
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Gtk.timeoutAddFull (do
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updateCamera state
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Gtk.widgetQueueDraw canvas
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return True)
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Gtk.priorityDefaultIdle animationWaitTime
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--------------------------------
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-- Setup the rest of the GUI:
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--
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-- Objects
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window <- Gtk.windowNew
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button <- Gtk.buttonNew
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exitButton <- Gtk.buttonNew
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label <- Gtk.labelNew (Just "Gtk2Hs using OpenGL via HOpenGL!")
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vbox <- Gtk.vBoxNew False 4
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--Wrench them together
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Gtk.set window [ Gtk.containerBorderWidth := 10,
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Gtk.containerChild := canvas,
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Gtk.windowTitle := "Pioneer" ]
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------
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-- Events
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--
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Gtk.afterClicked button (putStrLn "Hello World")
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Gtk.afterClicked exitButton Gtk.mainQuit
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Gtk.onDestroy window Gtk.mainQuit
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Gtk.on window Gtk.keyPressEvent $ keyEvent state True
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Gtk.on window Gtk.keyReleaseEvent $ keyEvent state False
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-- "reshape" event handler
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Gtk.on canvas Gtk.configureEvent $ Event.tryEvent $ do
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(w, h) <- Event.eventSize
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(w', h') <- liftIO $ reconfigure w h
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liftIO $ Gtk.labelSetText label $ unwords ["Width:",show w',"Height:",show h']
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Gtk.widgetShowAll window
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Gtk.mainGUI
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