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|
{-# LANGUAGE BangPatterns #-}
{-# LANGUAGE TemplateHaskell #-}
module Resources where
import Graphics.UI.SDL as SDL
import Graphics.UI.SDL.Image as SDLImg
import Foreign.Storable
import Foreign.Ptr
import Foreign.Marshal.Array
import Graphics.Glyph.GLMath as V
import Graphics.Glyph.GlyphObject
import Graphics.Glyph.ObjLoader
import Graphics.Glyph.GeometryBuilder as GB
import Graphics.Glyph.Shaders
import Graphics.SDL.SDLHelp
import Graphics.Glyph.BufferBuilder
import Graphics.Glyph.Mat4
import Graphics.Glyph.Util
import Graphics.Glyph.ExtendedGL
import Graphics.Rendering.OpenGL as GL
import Graphics.Rendering.OpenGL.Raw.Core31
import Control.Applicative
import Control.Monad
import Data.Angle
import Data.Function
import Data.Setters
import qualified Data.Sequence as Seq
import Data.Sequence ((><),(|>),(<|))
import qualified Data.Foldable as Fold
import Data.Maybe
import Debug.Trace
import Foreign.Marshal.Array
import System.Exit
import System.FilePath
import Models
import Debug.Trace
data CameraPosition = CameraPosition {
pEye :: Vec3 GLfloat,
pTh :: GLfloat,
pPh :: GLfloat
} deriving Show
data ObjectData = ObjectData Program
data Resources = Resources {
rSurface :: SDL.Surface,
rPosition :: CameraPosition,
rDPosition :: CameraPosition,
pMatrix :: Mat4 GLfloat,
mvMatrix :: Mat4 GLfloat,
object :: GlyphObject (),
forest :: GlyphObject (),
jungle :: GlyphObject (),
waterObj :: GlyphObject (),
speed :: Int,
timeSpeed :: Int,
time :: Int,
rSkyboxObject :: GlyphObject (UniformLocation,UniformLocation)
}
$(declareSetters ''Resources)
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
eventHandle :: SDL.Event -> Resources -> IO Resources
eventHandle event res = do
let (CameraPosition eye th ph) = rDPosition res
let (CameraPosition peye pth pph) = rPosition res
case event of
KeyDown (Keysym SDLK_ESCAPE _ _) -> exitSuccess
KeyDown (Keysym SDLK_EQUALS _ _) ->
return $ (setTimeSpeed <..> ((+1).timeSpeed)) res
KeyDown (Keysym SDLK_MINUS _ _) ->
return $ (setTimeSpeed <..> ((subtract 1).timeSpeed)) res
KeyDown (Keysym SDLK_UP _ _) ->
return $ setRDPosition (CameraPosition eye th (ph+1)) res
KeyDown (Keysym SDLK_DOWN _ _) ->
return $ setRDPosition (CameraPosition eye th (ph-1)) res
KeyDown (Keysym SDLK_RIGHT _ _) ->
return $ setRDPosition (CameraPosition eye (th+1) ph) res
KeyDown (Keysym SDLK_LEFT _ _) ->
return $ setRDPosition (CameraPosition eye (th-1) ph) res
KeyUp (Keysym SDLK_UP _ _) ->
return $ setRDPosition (CameraPosition eye th (ph-1)) res
KeyUp (Keysym SDLK_DOWN _ _) ->
return $ setRDPosition (CameraPosition eye th (ph+1)) res
KeyUp (Keysym SDLK_RIGHT _ _) ->
return $ setRDPosition (CameraPosition eye (th-1) ph) res
KeyUp (Keysym SDLK_LEFT _ _) ->
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
KeyDown (Keysym SDLK_w _ _) ->
return $ setSpeed (speed res + 1) res
KeyDown (Keysym SDLK_s _ _) ->
return $ setSpeed (speed res - 1) res
KeyUp (Keysym SDLK_w _ _) ->
return $ setSpeed (speed res - 1) res
KeyUp (Keysym SDLK_s _ _) ->
return $ setSpeed (speed res + 1) res
KeyUp (Keysym SDLK_f _ _) -> do
ret <- reshape 1920 1080 res
SDL.toggleFullscreen $ rSurface ret
SDL.showCursor False
return ret
_ -> return res
displayHandle :: Resources -> IO Resources
displayHandle resources = do
let cameraPos@(CameraPosition _ th ph) = rPosition resources
let lighty = ((/10) . fromIntegral . time) resources
let logist c = (1 / (1 + 2.71828**(-c*x))) * 0.9 + 0.1
where x = sine $ Degrees (lighty)
let _'::(GLfloat,GLfloat,GLfloat,GLfloat)
_'@(r,g,b,a)= ( logist 2+0.1, logist 10, (logist 15) + 0.1,(sine.Degrees) lighty)
clearColor $= Color4 0 0 0 0
clear [ColorBuffer, DepthBuffer]
SDL.flip $ rSurface resources
printErrors "Display"
depthFunc $= Nothing
let lightPos = Vec4( 50,
1000000 * (sine.Degrees $ lighty),
-1000000 * (cosine.Degrees . (/10) . fromIntegral . time) resources,
1 )
cullFace $= Nothing
draw $ prepare (rSkyboxObject resources) $ \this -> do
let (matLoc,pmatLoc) = getResources this
uniform pmatLoc $= pMatrix resources
uniform matLoc $= buildMVMatrix (CameraPosition (Vec3 (0,0,0)) th ph)
uniform (UniformLocation 1) $= Vec4 (r,g,b,a)
vertexProgramPointSize $= Enabled
depthFunc $= Just Less
let l_mvMatrix = buildMVMatrix $ cameraPos
let normalMatrix = glslModelViewToNormalMatrix l_mvMatrix
cullFace $= Just Front
draw $ prepare (object resources) $ \_ -> do
uniform (UniformLocation 5) $= l_mvMatrix
uniform (UniformLocation 4) $= pMatrix resources
uniform (UniformLocation 6) $= l_mvMatrix `glslMatMul` lightPos
uniform (UniformLocation 7) $= normalMatrix
uniform (UniformLocation 8) $= Vec4 (r,g,b,a::GLfloat)
return ()
blend $= Enabled
cullFace $= Just Back
blendFunc $= (GL.SrcAlpha,OneMinusSrcAlpha)
draw $ prepare (forest resources) $ \_ -> do
uniform (UniformLocation 5) $= l_mvMatrix
uniform (UniformLocation 4) $= pMatrix resources
uniform (UniformLocation 7) $= l_mvMatrix `glslMatMul` lightPos
uniform (UniformLocation 8) $= Index1 (fromIntegral $ time resources::GLfloat)
uniform (UniformLocation 9) $= normalMatrix
uniform (UniformLocation 10) $= Vec4 (r,g,b,a::GLfloat)
return ()
draw $ prepare (jungle resources) $ \_ -> do
uniform (UniformLocation 5) $= l_mvMatrix
uniform (UniformLocation 4) $= pMatrix resources
uniform (UniformLocation 7) $= l_mvMatrix `glslMatMul` lightPos
uniform (UniformLocation 8) $= Index1 (fromIntegral $ time resources::GLfloat)
uniform (UniformLocation 9) $= normalMatrix
uniform (UniformLocation 10) $= Vec4 (r,g,b,a::GLfloat)
return ()
draw $ prepare (waterObj resources) $ \_ -> do
uniform (UniformLocation 4) $= pMatrix resources
uniform (UniformLocation 5) $= l_mvMatrix
uniform (UniformLocation 7) $= normalMatrix
uniform (UniformLocation 8) $= l_mvMatrix `glslMatMul` lightPos
return ()
SDL.glSwapBuffers
return resources
updateHandle :: Resources -> IO Resources
updateHandle res = do
return $ setRPosition (rPosition res `cAdd` rDPosition res) $
let new = ((+) `on` (Prelude.$ res)) timeSpeed time in
setTime new res
where (CameraPosition x y z) `cAdd` (CameraPosition _ y' z') =
let fri = fromIntegral
x' = (fri $ speed res) `vScale` (V.normalize $ Vec3 $ toEuclidian (1,y, z)) in
(CameraPosition (x <+> x') (y + y') (z + z'))
reshape :: Int -> Int -> Resources -> IO Resources
reshape w h res =
defaultReshape w h () >> do
let pMatrix' = perspectiveMatrix 50 (fromIntegral w / fromIntegral h) 0.1 10000
return $ setPMatrix pMatrix' res
loadProgramSafe' ::
(IsShaderSource a,
IsShaderSource b,
IsShaderSource c) => a -> b -> Maybe c -> IO Program
loadProgramSafe' s1 s2 s3 = do
progMaybe <- loadProgramSafe s1 s2 s3
when (isNothing progMaybe) $ exitWith (ExitFailure 111)
return $ fromJust progMaybe
buildTerrainObject :: BuilderM GLfloat b -> IO (GlyphObject ())
buildTerrainObject builder = do
let terrainList = map ("terrain/"++)
[ "forest.png", "beach.png",
"oceanfloor.png", "grass.png",
"jungle.png", "mountains.png",
"tundra.png" ]
print terrainList
terrainProg <- loadProgramSafe' "shaders/basic.vert" "shaders/basic.frag" (Nothing::Maybe String)
lst <- forM (zip [0..7::Int] $ terrainList ++ repeat "height.png") $ \(idx,str) -> do
location <- get $ uniformLocation terrainProg $ "textures[" ++! idx ++ "]"
load str >>= textureFromSurface >>= return . (,) location
let (dx,dy) = (mapT2 $ (1/).fromIntegral) (mapT2 maximum (unzip $ map (textureSize.snd) lst));
dXlocation <- get $ uniformLocation terrainProg "dX"
dYlocation <- get $ uniformLocation terrainProg "dY"
putStrLn $ "(dx,dy)=" ++! (dx,dy)
newDefaultGlyphObjectWithClosure builder () $ \_ -> do
currentProgram $= Just terrainProg
forM_ (zip [0..] lst) $ \(i,(loc,td)) ->
setupTexturing td loc i
uniform dXlocation $= Index1 (dx::GLfloat)
uniform dYlocation $= Index1 (dy::GLfloat)
printErrors "terrainObjectClosure"
buildForestObject :: Seq.Seq GLfloat -> String -> String -> IO (GlyphObject ())
buildForestObject seq obj tex = do
let bufferIO :: IO BufferObject
bufferIO = (newArray . Fold.toList) seq >>= ptrToBuffer ArrayBuffer (Seq.length seq * 4)
!buffer <- bufferIO
(log',file) <- loadObjFile obj :: IO ([String],ObjectFile GLfloat)
mapM_ putStrLn log'
let !treeF = trace "build tree" $ (basicBuildObject file :: BuilderM GLfloat ())
forestProg <- loadProgramSafe'
"shaders/forest.vert" "shaders/forest.frag" (Nothing::Maybe String)
woodTexture <- load tex >>= textureFromSurface
let (dx,dy) = (mapT2 $ (1/).fromIntegral) (textureSize woodTexture)
dXlocation <- get $ uniformLocation forestProg "dX"
dYlocation <- get $ uniformLocation forestProg "dY"
obj <- newDefaultGlyphObjectWithClosure treeF () $ \_ -> do
currentProgram $= Just forestProg
setupTexturing woodTexture (UniformLocation 6) 0
uniform dXlocation $= (Index1 $ (dx::GLfloat))
uniform dYlocation $= (Index1 $ (dy::GLfloat))
bindBuffer ArrayBuffer $= Just buffer
let declareAttr location nelem offset = do
vertexAttribPointer location $=
(ToFloat, VertexArrayDescriptor
nelem Float (fromIntegral $ (3+3+2+1)*sizeOf (0::GLfloat))
(wordPtrToPtr offset))
vertexAttribArray location $= Enabled
vertexAttributeDivisor location $= 1
declareAttr (AttribLocation 10) 3 0
declareAttr (AttribLocation 11) 3 (3*4)
declareAttr (AttribLocation 12) 2 (6*4)
declareAttr (AttribLocation 13) 1 (8*4)
printErrors "forestClosure"
putStrLn $ "N trees = " ++! (Seq.length seq `div` 3)
return $ setNumInstances (Seq.length seq `div` 3) obj
makeResources :: SDL.Surface -> BuilderM GLfloat b ->
Seq.Seq GLfloat -> Seq.Seq GLfloat ->
BuilderM GLfloat a -> IO Resources
makeResources surf builder forestB jungleB water = do
let pMatrix' = perspectiveMatrix 50 1.8 0.1 100
waterProg <- loadProgramSafe'
"shaders/water.vert" "shaders/water.frag" (Nothing::Maybe String)
waterTexture <- load "textures/water.jpg" >>= textureFromSurface
location <- get (uniformLocation waterProg "texture")
Resources
<$> pure surf
<*> do CameraPosition
<$> pure (Vec3 (10,10,2))
<*> pure 0
<*> pure 0
<*> do CameraPosition
<$> pure (Vec3 (0,0,0))
<*> pure 0
<*> pure 0
<*> pure pMatrix'
<*> pure pMatrix'
<*> buildTerrainObject builder
<*> buildForestObject forestB "tree.obj" "textures/wood_low.png"
<*> buildForestObject jungleB "jungletree.obj" "textures/jungle_tree.png"
<*> (newDefaultGlyphObjectWithClosure water () $ \_ -> do
currentProgram $= Just waterProg
setupTexturing waterTexture location 0
)
<*> pure 0
<*> pure 1
<*> pure 0
<*> skyboxObject
printErrors :: String -> IO ()
printErrors ctx =
get errors >>= mapM_ (putStrLn . (("GL["++ctx++"]: ")++) . show)
skyboxSides :: GLfloat -> BuilderM GLfloat ()
skyboxSides dist = do
let q = trianglesFromQuads $
-- back
[(bTexture2(0,0), bVertex3 (-dist, dist, -dist)),
(bTexture2(0.25,0), bVertex3 ( dist, dist, -dist)),
(bTexture2(0.25,1), bVertex3 ( dist, -dist, -dist)),
(bTexture2(0,1), bVertex3 (-dist, -dist, -dist))] ++
-- front
[(bTexture2(0.75,0), bVertex3 (-dist, dist, dist)),
(bTexture2(0.5,0), bVertex3 ( dist, dist, dist)),
(bTexture2(0.5,1), bVertex3 ( dist, -dist, dist)),
(bTexture2(0.75,1), bVertex3 (-dist, -dist, dist))] ++
-- right
[(bTexture2(0.75,1), bVertex3 (-dist, -dist, dist)),
(bTexture2(0.75,0), bVertex3 (-dist, dist, dist)),
(bTexture2(1.0,0), bVertex3 (-dist, dist, -dist)),
(bTexture2(1.0,1), bVertex3 (-dist, -dist, -dist))] ++
-- left
[(bTexture2(0.5,1), bVertex3 ( dist, -dist, dist)),
(bTexture2(0.5,0), bVertex3 ( dist, dist, dist)),
(bTexture2(0.25,0) , bVertex3 ( dist, dist, -dist)),
(bTexture2(0.25,1) , bVertex3 ( dist, -dist, -dist))]
in
mapM_ (uncurry (>>)) q
skyboxTop :: GLfloat -> BuilderM GLfloat ()
skyboxTop dist = do
mapM_ (uncurry (>>)) $
trianglesFromQuads
[(bTexture2(1,0), bVertex3 ( -dist, dist, dist)),
(bTexture2(1,1), bVertex3 ( dist, dist, dist)),
(bTexture2(0,1), bVertex3 ( dist, dist, -dist)),
(bTexture2(0,0), bVertex3 ( -dist, dist, -dist))]
skyboxObject :: IO (GlyphObject (UniformLocation,UniformLocation))
skyboxObject = do
prog <- loadProgramSafe' "shaders/sky.vert" "shaders/sky.frag" (Nothing::Maybe String)
texLoc <- get $ uniformLocation prog "texture"
texLocNight <- get $ uniformLocation prog "night_tex"
matLoc <- get $ uniformLocation prog "mvMatrix"
pmatLoc <- get $ uniformLocation prog "pjMatrix"
glTexParameteri gl_TEXTURE_2D gl_TEXTURE_WRAP_S $ fromIntegral gl_CLAMP_TO_EDGE
glTexParameteri gl_TEXTURE_2D gl_TEXTURE_WRAP_T $ fromIntegral gl_CLAMP_TO_EDGE
texture <- load "textures/skybox_sides.png" >>= textureFromSurface
glTexParameteri gl_TEXTURE_2D gl_TEXTURE_WRAP_S $ fromIntegral gl_CLAMP_TO_EDGE
glTexParameteri gl_TEXTURE_2D gl_TEXTURE_WRAP_T $ fromIntegral gl_CLAMP_TO_EDGE
texture2 <- load "textures/skybox_sides_night.png" >>= textureFromSurface
glTexParameteri gl_TEXTURE_2D gl_TEXTURE_WRAP_S $ fromIntegral gl_CLAMP_TO_EDGE
glTexParameteri gl_TEXTURE_2D gl_TEXTURE_WRAP_T $ fromIntegral gl_CLAMP_TO_EDGE
textureTop <- load "textures/skybox_top.png" >>= textureFromSurface
glTexParameteri gl_TEXTURE_2D gl_TEXTURE_WRAP_S $ fromIntegral gl_CLAMP_TO_EDGE
glTexParameteri gl_TEXTURE_2D gl_TEXTURE_WRAP_T $ fromIntegral gl_CLAMP_TO_EDGE
textureTopNight <- load "textures/skybox_top_night.png" >>= textureFromSurface
topObj <- newDefaultGlyphObjectWithClosure (skyboxTop 1) () $ \_ -> do
setupTexturing textureTop texLoc 2
setupTexturing textureTopNight texLocNight 3
obj <- newDefaultGlyphObjectWithClosure (skyboxSides 1) (matLoc,pmatLoc) $ \_ -> do
currentProgram $= Just prog
setupTexturing texture texLoc 0
setupTexturing texture2 texLocNight 1
printErrors "Skybox"
(return . teardown obj) $ \_ -> do
draw topObj
prepareSkybox :: Mat4 GLfloat -> Mat4 GLfloat -> GlyphObject (Mat4 GLfloat -> Mat4 GLfloat -> IO ()) -> IO ()
prepareSkybox proj lookat obj = do
(getResources obj) proj lookat
|