diff options
-rw-r--r-- | Graphics/Glyph/GLMath.hs | 367 | ||||
-rw-r--r-- | Graphics/Glyph/Util.hs | 2 | ||||
-rw-r--r-- | Graphics/SDL/SDLHelp.hs | 2 | ||||
-rw-r--r-- | Resources.hs | 110 | ||||
-rw-r--r-- | Terralloc.cabal | 2 | ||||
-rw-r--r-- | maps/svalbard_height.png | bin | 2908 -> 10361 bytes |
6 files changed, 283 insertions, 200 deletions
diff --git a/Graphics/Glyph/GLMath.hs b/Graphics/Glyph/GLMath.hs index b1df4c5..361ca16 100644 --- a/Graphics/Glyph/GLMath.hs +++ b/Graphics/Glyph/GLMath.hs @@ -1,170 +1,203 @@ {-# LANGUAGE MultiParamTypeClasses #-} {-# LANGUAGE FlexibleInstances #-} module Graphics.Glyph.GLMath where - import Graphics.Glyph.Mat4 - import qualified Graphics.Rendering.OpenGL as GL - import Graphics.Rendering.OpenGL (GLfloat,Uniform,Vertex3(..),uniform,UniformComponent) - import Data.Angle - import Data.Maybe - import Debug.Trace - - data Vec2 a = Vec2 (a,a) deriving Show - data Vec3 a = Vec3 (a,a,a) deriving Show - data Vec4 a = Vec4 (a,a,a,a) deriving Show - - instance UniformComponent a => Uniform (Vec3 a) where - uniform loc = GL.makeStateVar - (do - (Vertex3 x y z) <- - GL.get (uniform loc) - return (Vec3 (x,y,z)) ) - (\(Vec3 (x,y,z)) -> uniform loc GL.$= Vertex3 x y z) - uniformv _ = undefined - - instance UniformComponent a => Uniform (Vec4 a) where - uniform loc = GL.makeStateVar - (do - (GL.Vertex4 x y z w) <- - GL.get (uniform loc) - return (Vec4 (x,y,z,w)) ) - (\(Vec4 (x,y,z,w)) -> uniform loc GL.$= GL.Vertex4 x y z w) - uniformv _ = undefined - - class (Floating flT) => Vector flT b where - (<+>) :: b flT -> b flT -> b flT - (<->) :: b flT -> b flT -> b flT - norm :: b flT -> flT - normalize :: b flT -> b flT - vDot :: b flT -> b flT -> flT - vScale :: flT -> b flT -> b flT - vNegate :: b flT -> b flT - - - (<.>) :: (Vector a b) => b a -> b a -> a - (<.>) = vDot - - (|||) :: (Vector a b) => b a -> a - (|||) = norm - - instance (Floating flT) => Vector flT Vec2 where - (<+>) (Vec2 (a,b)) (Vec2 (c,d)) = Vec2 (a+c,b+d) - (<->) (Vec2 (a,b)) (Vec2 (c,d)) = Vec2 (a-c,b-d) - vDot (Vec2 (a,b)) (Vec2 (c,d)) = a * c + b * d - vScale c (Vec2 (a,b)) = Vec2 (a*c,b*c) - norm (Vec2 (a,b)) = sqrt (a*a + b*b) - normalize vec@(Vec2 (a,b)) = - let n = norm vec in Vec2 (a/n,b/n) - vNegate (Vec2 (a,b)) = Vec2 (-a,-b) - - instance (Floating flT) => Vector flT Vec3 where - (<+>) (Vec3 (a,b,c)) (Vec3 (d,e,f)) = Vec3 (a+d,b+e,c+f) - (<->) (Vec3 (a,b,c)) (Vec3 (d,e,f)) = Vec3 (a-d,b-e,c-f) - vDot (Vec3 (a,b,c)) (Vec3 (d,e,f)) = a * d + b * e + c * f - vScale x (Vec3 (a,b,c)) = Vec3 (a*x,b*x,c*x) - norm (Vec3 (a,b,c)) = sqrt (a*a + b*b + c*c) - normalize vec@(Vec3 (a,b,c)) = - let n = norm vec in Vec3 (a/n,b/n,c/n) - vNegate (Vec3 (a,b,c)) = Vec3 (-a,-b,-c) - - instance (Floating flT) => Vector flT Vec4 where - (<+>) (Vec4 (a,b,c,g)) (Vec4 (d,e,f,h)) = Vec4 (a+d,b+e,c+f,g+h) - (<->) (Vec4 (a,b,c,g)) (Vec4 (d,e,f,h)) = Vec4 (a-d,b-e,c-f,g-h) - vDot (Vec4 (a,b,c,g)) (Vec4 (d,e,f,h)) = a * d + b * e + c * f + g * h - vScale x (Vec4 (a,b,c,d)) = Vec4 (a*x,b*x,c*x,d*x) - norm (Vec4 (a,b,c,d)) = sqrt (a*a + b*b + c*c + d*d) - normalize vec@(Vec4 (a,b,c,d)) = - let n = norm vec in Vec4 (a/n,b/n,c/n,d/n) - vNegate (Vec4 (a,b,c,d)) = Vec4 (-a,-b,-c,-d) - - cross :: (Num a) => Vec3 a -> Vec3 a -> Vec3 a - cross (Vec3 (u1,u2,u3)) (Vec3 (v1,v2,v3)) = - Vec3 ( u2*v3 - u3*v2, - u3*v1 - u1*v3, - u1*v2 - u2*v1 ) - (×) :: (Num a) => Vec3 a -> Vec3 a -> Vec3 a - (×) = cross - - lookAtMatrix :: Vec3 GLfloat -> Vec3 GLfloat -> Vec3 GLfloat -> Mat4 GLfloat - lookAtMatrix e c u = - let f@(Vec3 (fx,fy,fz)) = normalize (c <-> e) - s@(Vec3 (sx,sy,sz)) = normalize (f × u) - u'@(Vec3 (ux,uy,uz)) = s × f in - Matrix4 (sx, ux, -fx, 0, - sy, uy, -fy, 0, - sz, uz, -fz, 0, - -(s<.>e) , -(u'<.>e), f<.>e, 1 ) - - orthoMatrix :: GLfloat -> GLfloat -> GLfloat -> GLfloat -> GLfloat -> GLfloat -> Mat4 GLfloat - orthoMatrix top bot right left near far = - Matrix4 (2 / (right-left), 0, 0, - (right + left) / (right - left), - 0, 2 / (top-bot), 0, - (top+bot) / (top-bot), - 0, 0, -2 / (far-near), - (far+near) / (far - near), - 0, 0, 0, 1) - perspectiveMatrix :: GLfloat -> GLfloat -> GLfloat -> GLfloat -> Mat4 GLfloat - {- as close to copied from glm as possible -} - perspectiveMatrix fov asp zn zf = - let tanHalfFovy = tangent (Degrees fov/2) - res00 = 1 / (asp * tanHalfFovy) - res11 = 1 / tanHalfFovy - res22 = - (zf + zn) / (zf - zn) - res23 = - 1 - res32 = - (2 * zf * zn) / (zf - zn) in - trace ("res22=" ++ show res22) $ - Matrix4 (res00, 0, 0, 0, - 0, res11, 0, 0, - 0, 0, res22, res23, - 0, 0, res32, 0) - - class VectorMatrix vecT matT where - vTranslate :: matT -> vecT -> matT - (-*|) :: matT -> vecT -> vecT - - instance (Num a) => VectorMatrix (Vec3 a) (Mat3 a) where - vTranslate (Matrix3 (a00,a01,a02, - a10,a11,a12, - a20,a21,a22)) (Vec3 (a,b,c)) = - Matrix3 (a00,a01,a02+a, - a10,a11,a12+b, - a20,a21,a22+c) - - (Matrix3 (a00,a01,a02, - a10,a11,a12, - a20,a21,a22)) -*| (Vec3 (a,b,c)) = - Vec3 (a00 * a + a01 * b + a02 * c, - a10 * a + a11 * b + a12 * c, - a20 * a + a21 * b + a22 * c ) - - - - - instance (Num a) => VectorMatrix (Vec4 a) (Mat4 a) where - vTranslate mat (Vec4 tmp) = translateMat4 mat tmp - mat -*| tmp = glslMatMul mat tmp - - glslMatMul :: (Num a) => Mat4 a -> Vec4 a -> Vec4 a - glslMatMul (Matrix4 (m00,m01,m02,m03, - m10,m11,m12,m13, - m20,m21,m22,m23, - m30,m31,m32,m33)) (Vec4 (v0,v1,v2,v3)) = - Vec4 ( v0 * m00 + v1 * m10 + v2 * m20 + v3 * m30, - v0 * m01 + v1 * m11 + v2 * m21 + v3 * m31, - v0 * m02 + v1 * m12 + v2 * m22 + v3 * m32, - v0 * m03 + v1 * m13 + v2 * m23 + v3 * m33 ) - - glslModelViewToNormalMatrix :: Mat4 GLfloat -> Mat3 GLfloat - glslModelViewToNormalMatrix = fromJust.inverse.transpose.trunc4 - - (==>) :: (Num a) => Mat4 a -> Vec4 a -> Mat4 a - (==>) = glslMatTranslate - glslMatTranslate :: (Num a) => Mat4 a -> Vec4 a -> Mat4 a - glslMatTranslate - mat@(Matrix4 (m00,m01,m02,m03, - m10,m11,m12,m13, - m20,m21,m22,m23, - m30,m31,m32,m33)) vec = - let (Vec4 (v0,v1,v2,v3)) = mat -*| vec in - Matrix4 (m00,m01,m02,m03, - m10,m11,m12,m13, - m20,m21,m22,m23, - m30+v0,m31+v1,m32+v2,m33+v3) - +import Graphics.Glyph.Mat4 +import qualified Graphics.Rendering.OpenGL as GL +import Graphics.Rendering.OpenGL (GLfloat,Uniform,Vertex3(..),uniform,UniformComponent) +import Data.Angle +import Data.Maybe +import Debug.Trace + +data Vec2 a = Vec2 (a,a) deriving (Show,Eq) +data Vec3 a = Vec3 (a,a,a) deriving (Show,Eq) +data Vec4 a = Vec4 (a,a,a,a) deriving (Show,Eq) + +instance UniformComponent a => Uniform (Vec3 a) where + uniform loc = GL.makeStateVar + (do + (Vertex3 x y z) <- + GL.get (uniform loc) + return (Vec3 (x,y,z)) ) + (\(Vec3 (x,y,z)) -> uniform loc GL.$= Vertex3 x y z) + uniformv _ = undefined + +instance UniformComponent a => Uniform (Vec4 a) where + uniform loc = GL.makeStateVar + (do + (GL.Vertex4 x y z w) <- + GL.get (uniform loc) + return (Vec4 (x,y,z,w)) ) + (\(Vec4 (x,y,z,w)) -> uniform loc GL.$= GL.Vertex4 x y z w) + uniformv _ = undefined + +class (Floating flT) => Vector flT b where + (<+>) :: b flT -> b flT -> b flT + (<->) :: b flT -> b flT -> b flT + norm :: b flT -> flT + normalize :: b flT -> b flT + vDot :: b flT -> b flT -> flT + vScale :: flT -> b flT -> b flT + vNegate :: b flT -> b flT + + +(<.>) :: (Vector a b) => b a -> b a -> a +(<.>) = vDot + +(|||) :: (Vector a b) => b a -> a +(|||) = norm + +instance (Floating flT) => Vector flT Vec2 where + (<+>) (Vec2 (a,b)) (Vec2 (c,d)) = Vec2 (a+c,b+d) + (<->) (Vec2 (a,b)) (Vec2 (c,d)) = Vec2 (a-c,b-d) + vDot (Vec2 (a,b)) (Vec2 (c,d)) = a * c + b * d + vScale c (Vec2 (a,b)) = Vec2 (a*c,b*c) + norm (Vec2 (a,b)) = sqrt (a*a + b*b) + normalize vec@(Vec2 (a,b)) = + let n = norm vec in Vec2 (a/n,b/n) + vNegate (Vec2 (a,b)) = Vec2 (-a,-b) + +instance (Floating flT) => Vector flT Vec3 where + (<+>) (Vec3 (a,b,c)) (Vec3 (d,e,f)) = Vec3 (a+d,b+e,c+f) + (<->) (Vec3 (a,b,c)) (Vec3 (d,e,f)) = Vec3 (a-d,b-e,c-f) + vDot (Vec3 (a,b,c)) (Vec3 (d,e,f)) = a * d + b * e + c * f + vScale x (Vec3 (a,b,c)) = Vec3 (a*x,b*x,c*x) + norm (Vec3 (a,b,c)) = sqrt (a*a + b*b + c*c) + normalize vec@(Vec3 (a,b,c)) = + let n = norm vec in Vec3 (a/n,b/n,c/n) + vNegate (Vec3 (a,b,c)) = Vec3 (-a,-b,-c) + +instance (Floating flT) => Vector flT Vec4 where + (<+>) (Vec4 (a,b,c,g)) (Vec4 (d,e,f,h)) = Vec4 (a+d,b+e,c+f,g+h) + (<->) (Vec4 (a,b,c,g)) (Vec4 (d,e,f,h)) = Vec4 (a-d,b-e,c-f,g-h) + vDot (Vec4 (a,b,c,g)) (Vec4 (d,e,f,h)) = a * d + b * e + c * f + g * h + vScale x (Vec4 (a,b,c,d)) = Vec4 (a*x,b*x,c*x,d*x) + norm (Vec4 (a,b,c,d)) = sqrt (a*a + b*b + c*c + d*d) + normalize vec@(Vec4 (a,b,c,d)) = + let n = norm vec in Vec4 (a/n,b/n,c/n,d/n) + vNegate (Vec4 (a,b,c,d)) = Vec4 (-a,-b,-c,-d) + +cross :: (Num a) => Vec3 a -> Vec3 a -> Vec3 a +cross (Vec3 (u1,u2,u3)) (Vec3 (v1,v2,v3)) = + Vec3 ( u2*v3 - u3*v2, + u3*v1 - u1*v3, + u1*v2 - u2*v1 ) +(×) :: (Num a) => Vec3 a -> Vec3 a -> Vec3 a +(×) = cross + +lookAtMatrix :: Vec3 GLfloat -> Vec3 GLfloat -> Vec3 GLfloat -> Mat4 GLfloat +lookAtMatrix e c u = + let f@(Vec3 (fx,fy,fz)) = normalize (c <-> e) + s@(Vec3 (sx,sy,sz)) = normalize (f × u) + u'@(Vec3 (ux,uy,uz)) = s × f in + Matrix4 (sx, ux, -fx, 0, + sy, uy, -fy, 0, + sz, uz, -fz, 0, + -(s<.>e) , -(u'<.>e), f<.>e, 1 ) + +orthoMatrix :: GLfloat -> GLfloat -> GLfloat -> GLfloat -> GLfloat -> GLfloat -> Mat4 GLfloat +orthoMatrix top bot right left near far = + Matrix4 (2 / (right-left), 0, 0, - (right + left) / (right - left), + 0, 2 / (top-bot), 0, - (top+bot) / (top-bot), + 0, 0, -2 / (far-near), - (far+near) / (far - near), + 0, 0, 0, 1) +perspectiveMatrix :: GLfloat -> GLfloat -> GLfloat -> GLfloat -> Mat4 GLfloat +{- as close to copied from glm as possible -} +perspectiveMatrix fov asp zn zf = + let tanHalfFovy = tangent (Degrees fov/2) + res00 = 1 / (asp * tanHalfFovy) + res11 = 1 / tanHalfFovy + res22 = - (zf + zn) / (zf - zn) + res23 = - 1 + res32 = - (2 * zf * zn) / (zf - zn) in + trace ("res22=" ++ show res22) $ + Matrix4 (res00, 0, 0, 0, + 0, res11, 0, 0, + 0, 0, res22, res23, + 0, 0, res32, 0) + +class VectorMatrix vecT matT where + vTranslate :: matT -> vecT -> matT + (-*|) :: matT -> vecT -> vecT + +instance (Num a) => VectorMatrix (Vec3 a) (Mat3 a) where + vTranslate (Matrix3 (a00,a01,a02, + a10,a11,a12, + a20,a21,a22)) (Vec3 (a,b,c)) = + Matrix3 (a00,a01,a02+a, + a10,a11,a12+b, + a20,a21,a22+c) + + (Matrix3 (a00,a01,a02, + a10,a11,a12, + a20,a21,a22)) -*| (Vec3 (a,b,c)) = + Vec3 (a00 * a + a01 * b + a02 * c, + a10 * a + a11 * b + a12 * c, + a20 * a + a21 * b + a22 * c ) + + + + +instance (Num a) => VectorMatrix (Vec4 a) (Mat4 a) where + vTranslate mat (Vec4 tmp) = translateMat4 mat tmp + mat -*| tmp = glslMatMul mat tmp + +glslMatMul :: (Num a) => Mat4 a -> Vec4 a -> Vec4 a +glslMatMul (Matrix4 (m00,m01,m02,m03, + m10,m11,m12,m13, + m20,m21,m22,m23, + m30,m31,m32,m33)) (Vec4 (v0,v1,v2,v3)) = + Vec4 ( v0 * m00 + v1 * m10 + v2 * m20 + v3 * m30, + v0 * m01 + v1 * m11 + v2 * m21 + v3 * m31, + v0 * m02 + v1 * m12 + v2 * m22 + v3 * m32, + v0 * m03 + v1 * m13 + v2 * m23 + v3 * m33 ) + +glslModelViewToNormalMatrix :: Mat4 GLfloat -> Mat3 GLfloat +glslModelViewToNormalMatrix = fromJust.inverse.transpose.trunc4 + +(==>) :: (Num a) => Mat4 a -> Vec4 a -> Mat4 a +(==>) = glslMatTranslate +glslMatTranslate :: (Num a) => Mat4 a -> Vec4 a -> Mat4 a +glslMatTranslate + mat@(Matrix4 (m00,m01,m02,m03, + m10,m11,m12,m13, + m20,m21,m22,m23, + m30,m31,m32,m33)) vec = + let (Vec4 (v0,v1,v2,v3)) = mat -*| vec in + Matrix4 (m00,m01,m02,m03, + m10,m11,m12,m13, + m20,m21,m22,m23, + m30+v0,m31+v1,m32+v2,m33+v3) + +rotationMatrix :: GLfloat -> Vec3 GLfloat -> Mat3 GLfloat +rotationMatrix ang (Vec3 (u,v,w)) = + let l = (u*u + v*v + w*w) + u2 = u*u + v2 = v*v + w2 = w*w in + Matrix3 ( + (u2 + (v2 + w2) * cos(ang)) / l, + (u * v * (1 - cos(ang)) - w * sqrt(l) * sin(ang)) / l, + (u * w * (1 - cos(ang)) + v * sqrt(l) * sin(ang)) / l, + + (u * v * (1 - cos(ang)) + w * sqrt(l) * sin(ang)) / l, + (v2 + (u2 + w2) * cos(ang)) / l, + (v * w * (1 - cos(ang)) - u * sqrt(l) * sin(ang)) / l, + + (u * w * (1 - cos(ang)) - v * sqrt(l) * sin(ang)) / l, + (v * w * (1 - cos(ang)) + u * sqrt(l) * sin(ang)) / l, + (w2 + (u2 + v2) * cos(ang)) / l + ) + +zRotationMatrix :: GLfloat -> Mat3 GLfloat +zRotationMatrix ang = rotationMatrix ang (Vec3 (0,0,1)) + +rotateFrom :: Vec3 GLfloat -> Vec3 GLfloat -> Vec3 GLfloat -> Vec3 GLfloat +rotateFrom vector relative newRelative = + if vector == Vec3 (0,0,0) then vector else + case (normalize relative, normalize newRelative) of + (r', n') -> + if r' == n' then vector else + let axis = r' × n' + ang = acos $ r' `vDot` n' in + rotationMatrix ang axis -*| vector + diff --git a/Graphics/Glyph/Util.hs b/Graphics/Glyph/Util.hs index e8a5974..21e219a 100644 --- a/Graphics/Glyph/Util.hs +++ b/Graphics/Glyph/Util.hs @@ -320,3 +320,5 @@ mix a b c = a * c + b * (1 - c) fpart :: (RealFrac a) => a -> a fpart x = x - (fromIntegral (floor x::Int)) +ifNaN :: (RealFloat a) => a -> a -> a +ifNaN reg def = if' (isNaN reg) def reg diff --git a/Graphics/SDL/SDLHelp.hs b/Graphics/SDL/SDLHelp.hs index 75806b2..06761fd 100644 --- a/Graphics/SDL/SDLHelp.hs +++ b/Graphics/SDL/SDLHelp.hs @@ -132,7 +132,7 @@ startPipeline reshapeH eventH displayH updateH ini = do _ -> eventH ev res >>= pumpEvents' let runPipeline val = do res <- pumpEvents' val >>= displayH - SDL.glSwapBuffers `seq` (updateH res) >>= runPipeline + updateH res >>= runPipeline -- TODO unhardcode this reshapeH 640 480 ini >>= runPipeline diff --git a/Resources.hs b/Resources.hs index 30d129b..ddffb9c 100644 --- a/Resources.hs +++ b/Resources.hs @@ -39,6 +39,8 @@ import TileShow import Data.Array import qualified Data.StateVar as SV +import Data.Time.Clock.POSIX +import Control.Concurrent {- Types of terrain which are possible -} data TileType = Forest | Beach | Water | Grass | Jungle | Mountains | @@ -74,17 +76,49 @@ data Resources = Resources { routines :: [ResourcesClosure -> IO ()], - speed :: GLfloat, timeSpeed :: Int, time :: Int, heightMap :: Array (Int,Int) Tile, positionUpdate :: (Resources -> IO Resources), + + {- Smaller if in first person -} speedFactor :: GLfloat, + {- Higher if shift is held -} + speedMultiplier :: GLfloat, + {- Direction -} + speedDirection :: Vec3 GLfloat, + dDown :: GLfloat, - waterArray :: ArrIO.IOArray (Int,Int) GLfloat + waterArray :: ArrIO.IOArray (Int,Int) GLfloat, + headBob :: GLfloat, + mode :: CameraMode } +getSpeed :: Resources -> GLfloat +getSpeed res =speedFactor res * speedMultiplier res + +cameraForward :: CameraPosition -> Vec3 GLfloat +cameraForward (CameraPosition _ th ph) = Vec3 $ toEuclidian (1,th,ph) + +cameraUp :: CameraPosition -> Vec3 GLfloat +cameraUp (CameraPosition _ _ ph) = + if ph' >= 90 && ph' < 270 then Vec3 (0,-1,0) else Vec3 (0,1,0) + where ph' = (floor ph::Int) `mod` 360 + +cameraRight :: CameraPosition -> Vec3 GLfloat +cameraRight cam = cameraUp cam × cameraForward cam + + +getVelocity :: Resources -> Vec3 GLfloat +getVelocity res = + let dir = speedDirection res + camdir = cameraForward $ rPosition res + truedir = dir <-> (Vec3 (0,0,1) <-> camdir) in + getSpeed res `vScale` (norm dir `vScale` V.normalize truedir) + +data CameraMode = Oracle | FirstPerson deriving Eq + {- Central data type for rendering each frame -} data ResourcesClosure = ResourcesClosure { rcMVMatrix :: Mat4 GLfloat @@ -104,7 +138,7 @@ $(declareSetters ''Resources) - person -} firstPerson :: Resources -> IO Resources firstPerson res = - let (CameraPosition (Vec3 (x,curh,y)) th ph) = rPosition res + let camera@(CameraPosition (Vec3 (x,curh,y)) th ph) = rPosition res (_,(w,h)) = bounds $ heightMap res (!!!) arr (x',y') = if x' < 0 || y' < 0 || x' > w || y' > h then -1000 else elevation (arr ! (x',y')) h1 = ((/10.0).fromIntegral) (heightMap res !!! (floor x, floor y) ) @@ -115,19 +149,19 @@ firstPerson res = v = y - (int $ (floor y::Int)) mixu1 = mix h3 h1 u mixu2 = mix h4 h2 u - newh = mix mixu2 mixu1 v + 0.2 + newh = mix mixu2 mixu1 v droph = curh - dDown res + jitter = (max 0 $ getSpeed res - 0.029) ** 0.1 / 2 + dy = sin (headBob res*2) * jitter + dx = realToFrac $ cos (headBob res) * jitter in do - return $ - if (newh+0.2 > droph) then - setRPosition (CameraPosition (Vec3 (x,newh,y)) th ph) $ - setDDown 0 $ - if speed res > speedFactor res then - (setSpeed <..> speedFactor) res - else res + return $ ((setHeadBob.(+ jitter)) <..> headBob) $ + if (newh+0.3 > droph) then + setRPosition (CameraPosition (Vec3 (x,newh+0.2,y)) (th + asin dx) (ph - asin dy)) $ + setDDown 0 res else setRPosition (CameraPosition (Vec3 (x, droph, y)) th ph) $ - setDDown (dDown res + 0.05) res + setDDown (dDown res + 0.03) res {- A function which will explode if a uniform - does not exist for the shader given, otherwis, @@ -145,11 +179,9 @@ getUniformsSafe prog uniforms = {- Builds an model view matrix given the - camera position of the scene -} buildMVMatrix :: CameraPosition -> Mat4 GLfloat -buildMVMatrix (CameraPosition eye th ph) = - let up = if ph' >= 90 && ph' < 270 then Vec3 (0,-1,0) else Vec3 (0,1,0) - where ph' = (floor ph::Int) `mod` 360 in - let lookat = eye <+> (Vec3 $ toEuclidian (1,th,ph)) in - lookAtMatrix eye lookat up +buildMVMatrix camera@(CameraPosition eye _ _) = + let lookat = eye <+> cameraForward camera in + lookAtMatrix eye lookat (cameraUp camera) {- Called after each frame to crunch throught the - events -} @@ -184,28 +216,30 @@ eventHandle event res = do return $ setRDPosition (CameraPosition eye (th+1) ph) res MouseMotion _ _ x y -> do - return $ setRPosition (CameraPosition peye (pth+(fromIntegral x/30.0)) (pph-(fromIntegral y/30.0))) res + return $ + setRPosition (CameraPosition peye (pth+(fromIntegral x/30.0)) (pph-(fromIntegral y/30.0))) res KeyDown (Keysym SDLK_w _ _) -> - return $ setSpeed (speed res + speedFactor res) res + return $ setSpeedDirection (Vec3 (0,0,1)) res KeyDown (Keysym SDLK_s _ _) -> - return $ setSpeed (speed res - speedFactor res) res + return $ setSpeedDirection (Vec3 (0,0,-1)) res KeyUp (Keysym SDLK_w _ _) -> - return $ setSpeed 0 res + return $ setSpeedDirection (Vec3 (0,0,0)) res KeyUp (Keysym SDLK_s _ _) -> - return $ setSpeed 0 res + return $ setSpeedDirection (Vec3 (0,0,0)) res KeyUp (Keysym SDLK_q _ _) -> let getY (Vec3 (_,y,_)) = y in return $ setPositionUpdate firstPerson $ - setSpeedFactor 0.1 $ + setSpeedFactor 0.03 $ + setMode FirstPerson $ (setDDown <..> (negate . getY . resourcesVelocity)) res KeyUp (Keysym SDLK_e _ _) -> return $ setPositionUpdate return $ setSpeedFactor 1 $ - if speed res > 0 then setSpeed 1 res else res + setMode Oracle res KeyUp (Keysym SDLK_f _ _) -> do ret <- reshape 1920 1080 res @@ -219,18 +253,21 @@ eventHandle event res = do return res KeyDown (Keysym SDLK_SPACE _ _) -> do - return $ setDDown (-0.3) res + return $ setDDown (-0.2) res KeyDown (Keysym SDLK_LSHIFT _ _) -> do - return $ (setSpeed <..> ((*3) . speed)) res + return $ setSpeedMultiplier 4 res + KeyUp (Keysym SDLK_LSHIFT _ _) -> do - return $ (setSpeed <..> ((/3) . speed)) res + return $ setSpeedMultiplier 1 res _ -> return res + where oracle = if (mode res == FirstPerson) then 1 else 3 {- Callback for the display -} displayHandle :: Resources -> IO Resources displayHandle resources = do + time1 <- getPOSIXTime let cameraPos@(CameraPosition loc _ _) = rPosition resources let lighty = ((/10) . fromIntegral . time) resources let logist c = (1 / (1 + 2.71828**(-c*x))) * 0.9 + 0.1 @@ -263,13 +300,21 @@ displayHandle resources = do in mapM_ (Prelude.$rc) $ routines resources SDL.glSwapBuffers + time2 <- getPOSIXTime + + let diff = 0.033 - (time2 - time1) + when (diff > 0) (threadDelay $ round $ diff * 1000000) + time3 <- getPOSIXTime + + putStrLn $ "FPS: " ++! (1/ (time3 - time1)) + return resources cameraToEuclidian :: CameraPosition -> Vec3 GLfloat cameraToEuclidian (CameraPosition _ ph th) = V.normalize $ Vec3 $ toEuclidian (1,ph,th) resourcesVelocity :: Resources -> Vec3 GLfloat -resourcesVelocity res = speed res `vScale` cameraToEuclidian (rPosition res) +resourcesVelocity res = getSpeed res `vScale` cameraToEuclidian (rPosition res) resourcesUnderWater :: Resources -> IO Bool resourcesUnderWater res = do @@ -285,8 +330,8 @@ updateHandle res = do let new = ((+) `on` (Prelude.$ res)) timeSpeed time in setTime new res where (CameraPosition x y z) `cAdd` (CameraPosition _ y' z') = - let x' = speed res `vScale` (V.normalize $ Vec3 $ toEuclidian (1,y, z)) in - (CameraPosition (x <+> x') (y + y') (z + z')) + let x' = getVelocity res in + CameraPosition (x <+> x') (y + y') (z + z') reshape :: Int -> Int -> Resources -> IO Resources reshape w h res = @@ -506,14 +551,17 @@ makeResources surf builder forestB jungleB water arr waterarr = do <*> pure pMatrix' <*> pure pMatrix' <*> l_routines - <*> pure 0 <*> pure 1 <*> pure 0 <*> pure arr <*> pure return <*> pure 1 + <*> pure 1 + <*> pure (Vec3 (0,0,0)) <*> pure 0 <*> pure waterarr + <*> pure 0 + <*> pure Oracle printErrors :: String -> IO () printErrors ctx = diff --git a/Terralloc.cabal b/Terralloc.cabal index 7281d81..6ee1d80 100644 --- a/Terralloc.cabal +++ b/Terralloc.cabal @@ -22,4 +22,4 @@ executable terralloc.bin ghc-options: -rtsopts -O3 -- ghc-options: -prof -osuf h_o -- other-modules: - build-depends: setters, base, OpenGL, bytestring, array, SDL, random, OpenGLRaw, AC-Angle, deepseq, containers, SDL-image, cpu, template-haskell, filepath, MissingH, StateVar + build-depends: setters, base, OpenGL, bytestring, array, SDL, random, OpenGLRaw, AC-Angle, deepseq, containers, SDL-image, cpu, template-haskell, filepath, MissingH, StateVar, time diff --git a/maps/svalbard_height.png b/maps/svalbard_height.png Binary files differindex 7670da1..6892b3a 100644 --- a/maps/svalbard_height.png +++ b/maps/svalbard_height.png |