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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 as Ex
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 Data.Word
import qualified Data.Array.Storable as SA
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 Foreign.Marshal.Alloc
import System.Exit
import System.FilePath
import System.Random
import Models
import Debug.Trace
import qualified Data.StateVar as SV
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,
routines :: [ResourcesClosure -> IO ()],
-- object :: GlyphObject (),
-- forest :: GlyphObject (),
-- jungle :: GlyphObject (),
-- waterObj :: GlyphObject (),
speed :: Int,
timeSpeed :: Int,
time :: Int
}
data ResourcesClosure = ResourcesClosure {
rcMVMatrix :: Mat4 GLfloat
, rcPMatrix :: Mat4 GLfloat
, rcLightPos :: Vec4 GLfloat
, rcTime :: GLfloat
, rcNormalMatrix :: Mat3 GLfloat
, rcGlobalAmbient :: Vec4 GLfloat
, rcCameraPos :: CameraPosition
, rcCameraLocation :: Vec3 GLfloat
}
$(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 r 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 globalAmbient::(GLfloat,GLfloat,GLfloat,GLfloat)
globalAmbient@(r,g,b,a)= ( logist 2+0.1, logist 10, (logist 15) + 0.1,(sine.Degrees) lighty)
let lightPos = Vec4( 50,
1000000 * (sine.Degrees $ lighty),
-1000000 * (cosine.Degrees . (/10) . fromIntegral . time) resources,
1 )
let l_mvMatrix = buildMVMatrix $ cameraPos
let normalMatrix = glslModelViewToNormalMatrix l_mvMatrix
clearColor $= Color4 0 0 0 0
clear [ColorBuffer, DepthBuffer]
SDL.flip $ rSurface resources
printErrors "Display"
let rc = ResourcesClosure l_mvMatrix
(pMatrix resources)
(l_mvMatrix `glslMatMul` lightPos)
(fromIntegral $ time resources)
(normalMatrix)
(Vec4 globalAmbient)
cameraPos
(Vec3 $ toEuclidian (r,th,ph))
in mapM_ (Prelude.$rc) $ routines resources
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
loadProgramFullSafe' ::
(IsShaderSource tc, IsShaderSource te,
IsShaderSource g, IsShaderSource v,
IsShaderSource f) => Maybe (tc, te) -> Maybe g -> v -> f -> IO Program
loadProgramFullSafe' a b c d = do
progMaybe <- loadProgramFullSafe a b c d
when (isNothing progMaybe) $ exitWith (ExitFailure 111)
return $ fromJust progMaybe
buildTerrainObject :: BuilderM GLfloat b -> IO (ResourcesClosure -> IO ())
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 "terrain/unknown.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)
obj <- 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"
return $ \rc -> do
draw $ prepare obj $ \_ -> do
cullFace $= Just Front
uniform (UniformLocation 5) $= rcMVMatrix rc
uniform (UniformLocation 4) $= rcPMatrix rc
uniform (UniformLocation 6) $= rcLightPos rc
uniform (UniformLocation 7) $= rcNormalMatrix rc
uniform (UniformLocation 8) $= rcGlobalAmbient rc
cloudProgram :: IO (ResourcesClosure -> IO ())
cloudProgram = do
let randarray ptr n stgen =
if n == 0 then return () else do
let (tmp,stgen') = next stgen
putStrLn $ "TMP: " ++! (tmp `mod` 256)
poke ptr (fromIntegral $ tmp `mod` 256)
randarray (advancePtr ptr 1) (n - 1) stgen'
let builder =
forM_ simpleCube $ \(x,y,z) -> do
bColor4 (x,y,z,0)
bVertex3 (x,y+20,z)
program <- loadProgramSafe' "shaders/clouds.vert" "shaders/clouds.frag" noShader
stgen <- newStdGen
array3D <- SA.newListArray ((0,0,0,0),(3,64,64,64)) (map (fromIntegral . (`mod`256)) $ (randoms stgen::[Int]))
SA.withStorableArray array3D $ \ptr3D -> do
density <- makeTexture3D >>= textureFromPointer3D ptr3D (64,64,64)
obj' <- newDefaultGlyphObjectWithClosure builder () $ \_ -> do
currentProgram $= Just program
[mvMatU, pMatU, densityU, globalAmbientU,lightposU] <- mapM (get . uniformLocation program)
["mvMatrix","pMatrix","density","globalAmbient","lightpos"]
return $ \rc -> do
draw $ prepare obj' $ \_ -> do
cullFace $= Nothing
uniform mvMatU $= rcMVMatrix rc
uniform pMatU $= rcPMatrix rc
uniform globalAmbientU $= rcGlobalAmbient rc
uniform lightposU $= rcLightPos rc
setupTexturing3D density densityU 0
buildForestObject :: Seq.Seq GLfloat -> String -> String -> IO (ResourcesClosure -> IO ())
buildForestObject seq obj tex =
if Seq.null seq then return ((const.return) ()) else 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" noShader
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 $= Enabled
vertexAttributeDivisor location SV.$= 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)
let obj'' = setNumInstances (Seq.length seq `div` 3) obj'
return $ \rc -> do
draw $ (prepare obj'') $ \_ -> do
uniform (UniformLocation 5) $= rcMVMatrix rc
uniform (UniformLocation 4) $= rcPMatrix rc
uniform (UniformLocation 7) $= rcLightPos rc
uniform (UniformLocation 8) $= (Index1 $ rcTime rc)
uniform (UniformLocation 9) $= rcNormalMatrix rc
uniform (UniformLocation 10) $= rcGlobalAmbient rc
buildWaterObject :: BuilderM GLfloat a -> IO (ResourcesClosure -> IO ())
buildWaterObject builder = do
waterProg <- loadProgramFullSafe'
(Just ("shaders/water.tcs","shaders/water.tes"))
noShader "shaders/water.vert" "shaders/water.frag"
waterTexture <- load "textures/water.jpg" >>= textureFromSurface
skyTexture <- load "textures/skybox_top.png" >>= textureFromSurface
skyNightTexture <- load "textures/skybox_top_night.png" >>= textureFromSurface
location <- get (uniformLocation waterProg "texture")
skyLocation <- get (uniformLocation waterProg "skytex")
skyNightLocation <- get (uniformLocation waterProg "skynight")
obj <- (liftM (setPrimitiveMode Ex.Patches) $ newDefaultGlyphObjectWithClosure builder () $ \_ -> do
currentProgram $= Just waterProg
setupTexturing waterTexture location 0
setupTexturing skyTexture skyLocation 1
setupTexturing skyNightTexture skyNightLocation 2
)
return $ \rc -> do
draw $ prepare obj $ \_ -> do
cullFace $= Nothing
patchVertices SV.$= 4
uniform (UniformLocation 4) $= rcPMatrix rc
uniform (UniformLocation 5) $= rcMVMatrix rc
uniform (UniformLocation 7) $= rcNormalMatrix rc
uniform (UniformLocation 8) $= rcLightPos rc
uniform (UniformLocation 9) $= Index1 (rcTime rc / 20.0)
uniform (UniformLocation 10) $= rcGlobalAmbient rc
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
let l_routines = sequence [
skyboxObject,
(return $ \_ -> do
vertexProgramPointSize $= Enabled
depthFunc $= Just Less),
buildTerrainObject builder,
(return $ \_-> do
blend $= Enabled
cullFace $= Just Back
blendFunc $= (GL.SrcAlpha,OneMinusSrcAlpha)),
buildForestObject forestB "tree.obj" "textures/wood_low.png",
buildForestObject jungleB "jungletree.obj" "textures/jungle_tree.png",
buildWaterObject water
-- cloudProgram
]
Resources
<$> 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'
<*> l_routines
<*> pure 0
<*> pure 1
<*> pure 0
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 (ResourcesClosure -> IO ())
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
[lightposU] <- mapM (get . uniformLocation prog)
["lightpos"]
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"
let obj' = teardown obj $ \_ -> do
draw topObj
return $ \rc -> do
depthFunc $= Nothing
cullFace $= Nothing
draw $ prepare obj' $ \this -> do
let (matLoc,pmatLoc) = getResources this
let (CameraPosition _ th ph) = rcCameraPos rc
uniform lightposU $= rcLightPos rc
uniform pmatLoc $= rcPMatrix rc
uniform matLoc $= buildMVMatrix (CameraPosition (Vec3 (0,0,0)) th ph)
uniform (UniformLocation 1) $= rcGlobalAmbient rc
prepareSkybox :: Mat4 GLfloat -> Mat4 GLfloat -> GlyphObject (Mat4 GLfloat -> Mat4 GLfloat -> IO ()) -> IO ()
prepareSkybox proj lookat obj = do
(getResources obj) proj lookat
|