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|
{-# LANGUAGE BangPatterns #-}
{-# LANGUAGE LambdaCase #-}
module Resources where
import qualified SDL
import qualified SDL.Image
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.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.GL.Compatibility30
import Control.Applicative
import Control.Monad
import Data.Angle
import Data.Function
import qualified Data.Sequence as Seq
import qualified Data.Foldable as Fold
import Data.Maybe
import Debug.Trace
import System.Exit
import qualified Data.Array.IO as ArrIO
import Data.Array
import qualified Data.StateVar as SV
{- Types of terrain which are possible -}
data TileType = Forest | Beach | Water | Grass | Jungle | Mountains |
Tundra | Unknown deriving (Enum,Eq)
instance Show TileType where
show = \case
Forest -> "F"
Beach -> "B"
Water -> "W"
Grass -> "G"
Jungle -> "J"
Mountains -> "M"
Tundra -> "T"
Unknown -> "?"
{- A tile has 2 things, a type and
- elevation, however, the term tile is
- a litte misleading, it is really a point. -}
data Tile = Tile {
tileType :: TileType,
elevation :: Int
} deriving Show
{- Position of the camera as described by
- polar coordinates -}
data CameraPosition = CameraPosition {
pEye :: Vec3 GLfloat,
pTh :: GLfloat,
pPh :: GLfloat
} deriving Show
{- The central data type for rendering
- the scene. Contains the 'global' information -}
data Resources = Resources {
rWindow :: SDL.Window,
rPosition :: CameraPosition,
rDPosition :: CameraPosition,
pMatrix :: Mat4 GLfloat,
mvMatrix :: Mat4 GLfloat,
routines :: [ResourcesClosure -> IO ()],
speed :: GLfloat,
timeSpeed :: Int,
time :: Int,
heightMap :: Array (Int,Int) Tile,
positionUpdate :: (Resources -> IO Resources),
speedFactor :: GLfloat,
dDown :: GLfloat,
waterArray :: ArrIO.IOArray (Int,Int) GLfloat
}
setRSurface :: SDL.Window -> Resources -> Resources
setRSurface x r = r { rWindow = x }
setRPosition :: CameraPosition -> Resources -> Resources
setRPosition x r = r { rPosition = x }
setRDPosition :: CameraPosition -> Resources -> Resources
setRDPosition x r = r { rDPosition = x }
setPMatrix :: Mat4 GLfloat -> Resources -> Resources
setPMatrix x r = r { pMatrix = x }
setMvMatrix :: Mat4 GLfloat -> Resources -> Resources
setMvMatrix x r = r { mvMatrix = x }
setRoutines :: [ResourcesClosure -> IO ()] -> Resources -> Resources
setRoutines x r = r { routines = x }
setSpeed :: GLfloat -> Resources -> Resources
setSpeed x r = r { speed = x }
setTimeSpeed :: Int -> Resources -> Resources
setTimeSpeed x r = r { timeSpeed = x }
setTime :: Int -> Resources -> Resources
setTime x r = r { time = x }
setHeightMap :: Array (Int,Int) Tile -> Resources -> Resources
setHeightMap x r = r { heightMap = x }
setPositionUpdate :: (Resources -> IO Resources) -> Resources -> Resources
setPositionUpdate x r = r { positionUpdate = x }
setSpeedFactor :: GLfloat -> Resources -> Resources
setSpeedFactor x r = r { speedFactor = x }
setDDown :: GLfloat -> Resources -> Resources
setDDown x r = r { dDown = x }
setWaterArray :: ArrIO.IOArray (Int,Int) GLfloat -> Resources -> Resources
setWaterArray x r = r { waterArray = x }
{- Central data type for rendering each frame -}
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
, rcResources :: Resources
}
{- A function that makes the resources data first
- person -}
firstPerson :: Resources -> IO Resources
firstPerson res =
let (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) )
h2 = ((/10.0).fromIntegral) (heightMap res !!! (floor x, floor (y+1)) )
h3 = ((/10.0).fromIntegral) (heightMap res !!! (floor (x+1), floor y) )
h4 = ((/10.0).fromIntegral) (heightMap res !!! (floor (x+1), floor (y+1)))
u = x - (int $ (floor x::Int))
v = y - (int $ (floor y::Int))
mixu1 = mix h3 h1 u
mixu2 = mix h4 h2 u
newh = mix mixu2 mixu1 v + 0.2
droph = curh - dDown res
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
else
setRPosition (CameraPosition (Vec3 (x, droph, y)) th ph) $
setDDown (dDown res + 0.05) res
{- A function which will explode if a uniform
- does not exist for the shader given, otherwis,
- it will return a list of uniform locations -}
getUniformsSafe :: Program -> [String] -> IO [UniformLocation]
getUniformsSafe prog uniforms =
forM uniforms $ \a_uniform -> do
tmp <- get $ uniformLocation prog a_uniform
case tmp of
UniformLocation (-1) -> do
putStrLn $ "No uniform with name: "++a_uniform
exitWith (ExitFailure 112)
_ -> return tmp
{- 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
{- Called after each frame to crunch throught the
- events -}
eventHandle :: SDL.EventPayload -> Resources -> IO Resources
eventHandle event = case event of
SDL.KeyboardEvent e ->
case (SDL.keyboardEventKeyMotion e, SDL.keysymScancode (SDL.keyboardEventKeysym e)) of
(SDL.Pressed, SDL.ScancodeW) -> setPh 1
(SDL.Released, SDL.ScancodeW) -> setPh 0
(SDL.Pressed, SDL.ScancodeA) -> setTh (-1)
(SDL.Released, SDL.ScancodeA) -> setTh 0
(SDL.Pressed, SDL.ScancodeS) -> setPh (-1)
(SDL.Released, SDL.ScancodeS) -> setPh 0
(SDL.Pressed, SDL.ScancodeD) -> setTh 1
(SDL.Released, SDL.ScancodeD) -> setTh 0
(SDL.Pressed, SDL.ScancodeI) -> \res -> return $ setSpeed (speedFactor res) res
(SDL.Released, SDL.ScancodeI) -> return . setSpeed 0
(SDL.Pressed, SDL.ScancodeK) -> \res -> return $ setSpeed (0 - speedFactor res) res
(SDL.Released, SDL.ScancodeK) -> return . setSpeed 0
_ -> return
_ -> return
where
setPh i res =
let (CameraPosition eye th ph) = rDPosition res in
return $ setRDPosition (CameraPosition eye th i) res
setTh i res =
let (CameraPosition eye th ph) = rDPosition res in
return $ setRDPosition (CameraPosition eye i ph) res
-- 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 + speedFactor res) res
-- KeyDown (Keysym SDLK_s _ _) ->
-- return $ setSpeed (speed res - speedFactor res) res
-- KeyUp (Keysym SDLK_w _ _) ->
-- return $ setSpeed 0 res
-- KeyUp (Keysym SDLK_s _ _) ->
-- return $ setSpeed 0 res
-- KeyUp (Keysym SDLK_q _ _) ->
-- let getY (Vec3 (_,y,_)) = y in
-- return $
-- setPositionUpdate firstPerson $
-- setSpeedFactor 0.1 $
-- (setDDown <..> (negate . getY . resourcesVelocity)) res
-- KeyUp (Keysym SDLK_e _ _) ->
-- return $
-- setPositionUpdate return $
-- setSpeedFactor 1 $
-- if speed res > 0 then setSpeed 1 res else res
-- KeyUp (Keysym SDLK_f _ _) -> do
-- ret <- reshape 1920 1080 res
-- SDL.toggleFullscreen $ rSurface ret
-- SDL.showCursor False
-- SDL.grabInput True
-- return ret
-- KeyUp (Keysym SDLK_g _ _) -> do
-- SDL.showCursor False
-- SDL.grabInput True
-- return res
-- KeyDown (Keysym SDLK_SPACE _ _) -> do
-- return $ setDDown (-0.3) res
-- KeyDown (Keysym SDLK_LSHIFT _ _) -> do
-- return $ (setSpeed <..> ((*3) . speed)) res
-- KeyUp (Keysym SDLK_LSHIFT _ _) -> do
-- return $ (setSpeed <..> ((/3) . speed)) res
-- _ -> return res
{- Callback for the display -}
displayHandle :: Resources -> IO Resources
displayHandle resources = do
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
where x = sine $ Degrees (lighty)
let globalAmbient::(GLfloat,GLfloat,GLfloat,GLfloat)
globalAmbient = ( 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]
printErrors "Display"
let rc = ResourcesClosure l_mvMatrix
(pMatrix resources)
(l_mvMatrix `glslMatMul` lightPos)
(fromIntegral $ time resources)
(normalMatrix)
(Vec4 globalAmbient)
cameraPos
loc
resources
in mapM_ (Prelude.$rc) $ routines resources
SDL.glSwapWindow (rWindow resources)
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)
resourcesUnderWater :: Resources -> IO Bool
resourcesUnderWater res = do
let (CameraPosition (Vec3 (x,ch,y)) _ _) = rPosition res
(_,(w,h)) <- ArrIO.getBounds $ waterArray res
if x < 0 || y < 0 || x > int w || y > int h then return False else do
height <- ArrIO.readArray (waterArray res) (floor x, floor y)
return (height > ch && height >= 0)
updateHandle :: Resources -> IO Resources
updateHandle res = do
(positionUpdate res) $ 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 x' = 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 ++ "]"
SDL.Image.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"
[lightposU, globalAmbientU, pjMatrixU, mvMatrixU, normalMatrixU, fogU]
<- getUniformsSafe terrainProg ["lightPos","globalAmbient","pjMatrix","mvMatrix","normalMatrix","fog"]
return $ \rc -> do
draw $ prepare obj $ \_ -> do
cullFace $= Just Front
uniform mvMatrixU $= rcMVMatrix rc
uniform pjMatrixU $= rcPMatrix rc
uniform lightposU $= rcLightPos rc
uniform normalMatrixU $= rcNormalMatrix rc
uniform globalAmbientU $= rcGlobalAmbient rc
bool <- (resourcesUnderWater $ rcResources rc)
if bool then
uniform fogU $= Index1 (0.9::GLfloat) else
uniform fogU $= Index1 (0.0::GLfloat)
-- cloudProgram :: IO (ResourcesClosure -> IO ())
-- cloudProgram = do
-- 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 a_seq obj tex =
if Seq.null a_seq then return ((const.return) ()) else do
let bufferIO :: IO BufferObject
bufferIO = (newArray . Fold.toList) a_seq >>= ptrToBuffer ArrayBuffer (Seq.length a_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 <- SDL.Image.load tex >>= textureFromSurface
let (dx,dy) = (mapT2 $ (1/).fromIntegral) (textureSize woodTexture)
dXlocation <- get $ uniformLocation forestProg "dX"
dYlocation <- get $ uniformLocation forestProg "dY"
[textureU,lightU,globalAmbientU,pjMatrixU,mvMatrixU,timeU,normalMatrixU] <-
getUniformsSafe forestProg ["texture","light","globalAmbient","pjMatrix","mvMatrix","time","normalMatrix"]
obj' <- newDefaultGlyphObjectWithClosure treeF () $ \_ -> do
currentProgram $= Just forestProg
setupTexturing woodTexture textureU 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+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)
declareAttr (AttribLocation 14) 1 (9*4)
printErrors "forestClosure"
putStrLn $ "N trees = " ++! (Seq.length a_seq `div` 3)
let obj'' = setNumInstances obj' (Seq.length a_seq `div` 3)
return $ \rc -> do
draw $ (prepare obj'') $ \_ -> do
uniform mvMatrixU $= rcMVMatrix rc
uniform pjMatrixU $= rcPMatrix rc
uniform lightU $= rcLightPos rc
uniform timeU $= (Index1 $ rcTime rc)
uniform normalMatrixU $= rcNormalMatrix rc
uniform globalAmbientU $= 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 <- SDL.Image.load "textures/water.jpg" >>= textureFromSurface
skyTexture <- SDL.Image.load "textures/skybox_top.png" >>= textureFromSurface
skyNightTexture <- SDL.Image.load "textures/skybox_top_night.png" >>= textureFromSurface
location <- get (uniformLocation waterProg "texture")
skyLocation <- get (uniformLocation waterProg "skytex")
skyNightLocation <- get (uniformLocation waterProg "skynight")
obj <- (liftM (flip setPrimitiveMode Ex.Patches) $ newDefaultGlyphObjectWithClosure builder () $ \_ -> do
currentProgram $= Just waterProg
setupTexturing waterTexture location 0
setupTexturing skyTexture skyLocation 1
setupTexturing skyNightTexture skyNightLocation 2
)
[fogU] <- getUniformsSafe waterProg ["fog"]
return $ \rc -> do
draw $ prepare obj $ \_ -> do
cullFace $= Nothing
GL.patchVertices $= 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
bool <- (resourcesUnderWater $ rcResources rc)
if bool then
uniform fogU $= Index1 (0.9::GLfloat) else
uniform fogU $= Index1 (0.0::GLfloat)
makeResources :: SDL.Window -> BuilderM GLfloat b ->
Seq.Seq GLfloat -> Seq.Seq GLfloat ->
BuilderM GLfloat a -> Array (Int,Int) Tile ->
ArrIO.IOArray (Int,Int) GLfloat -> IO Resources
makeResources window builder forestB jungleB water arr waterarr = 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 window
<*> 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
<*> pure arr
<*> pure return
<*> pure 1
<*> pure 0
<*> pure waterarr
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
l_texture <- SDL.Image.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
l_texture2 <- SDL.Image.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
l_textureTop <- SDL.Image.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
l_textureTopNight <- SDL.Image.load "textures/skybox_top_night.png" >>= textureFromSurface
[lightposU,multU] <- mapM (get . uniformLocation prog)
["lightpos","mult"]
topObj <- newDefaultGlyphObjectWithClosure (skyboxTop 1) () $ \_ -> do
setupTexturing l_textureTop texLoc 2
setupTexturing l_textureTopNight texLocNight 3
obj <- newDefaultGlyphObjectWithClosure (skyboxSides 1) (matLoc,pmatLoc) $ \_ -> do
currentProgram $= Just prog
setupTexturing l_texture texLoc 0
setupTexturing l_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 (l_matLoc,l_pmatLoc) = getResources this
let (CameraPosition _ th ph) = rcCameraPos rc
uniform lightposU $= rcLightPos rc
uniform l_pmatLoc $= rcPMatrix rc
uniform l_matLoc $= buildMVMatrix (CameraPosition (Vec3 (0,0,0)) th ph)
uniform (UniformLocation 1) $= rcGlobalAmbient rc
bool <- (resourcesUnderWater $ rcResources rc)
if bool then
uniform multU $= Index1 (0.0::GLfloat) else
uniform multU $= Index1 (1.0::GLfloat)
prepareSkybox :: Mat4 GLfloat -> Mat4 GLfloat -> GlyphObject (Mat4 GLfloat -> Mat4 GLfloat -> IO ()) -> IO ()
prepareSkybox proj lookat obj = do
(getResources obj) proj lookat
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