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{-# LANGUAGE TemplateHaskell #-}
module Resources where

import Graphics.UI.SDL as SDL 
import Graphics.UI.SDL.Image as SDLImg

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.Rendering.OpenGL as GL

import Control.Applicative
import Control.Monad

import Data.Angle
import Data.Setters
import Data.Maybe
import Debug.Trace

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 (),

    speed :: 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_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

    clearColor $= Color4 1.0 0.0 0.0 1.0
    clear [ColorBuffer, DepthBuffer]
    SDL.flip $ rSurface resources
    printErrors "Display"
    depthFunc $= Nothing

    let lightPos = Vec4( 100 * (cosine . Degrees . fromIntegral . time) resources + 50,
                         100,
                         100 * (sine . Degrees . fromIntegral . time) resources + 50, 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)

    vertexProgramPointSize $= Enabled
    depthFunc $= Just Less
    let l_mvMatrix = buildMVMatrix $ cameraPos
    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
        return ()

    cullFace $= Nothing
    blend $= Enabled
    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
        return ()

    SDL.glSwapBuffers
    return resources

updateHandle :: Resources -> IO Resources
updateHandle res = do
   return $ setRPosition (rPosition res `cAdd` rDPosition res) $
            setTime (time res + 1) 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 :: BuilderM GLfloat b -> IO (GlyphObject ())
buildForestObject builder = do
    forestProg <- loadProgramSafe' 
        "shaders/forest.vert" "shaders/forest.frag" (Nothing::Maybe String)

    woodTexture <- load "textures/wood_low.png" >>= textureFromSurface
    let (dx,dy) = (mapT2 $ (1/).fromIntegral) (textureSize woodTexture)
    dXlocation <- get $ uniformLocation forestProg "dX"
    dYlocation <- get $ uniformLocation forestProg "dY"

    newDefaultGlyphObjectWithClosure builder () $ \_ -> do
                currentProgram $= Just forestProg
                setupTexturing woodTexture (UniformLocation 6) 0
                uniform dXlocation $= (Index1 $ (dx::GLfloat))
                uniform dYlocation $= (Index1 $ (dy::GLfloat))
                printErrors "forestClosure"

makeResources :: SDL.Surface -> BuilderM GLfloat b -> BuilderM GLfloat b -> IO Resources
makeResources surf builder forestB = do
    let pMatrix' = perspectiveMatrix 50 1.8 0.1 100
    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
        <*> pure 0
        <*> 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
skyboxObject :: IO (GlyphObject (UniformLocation,UniformLocation))
skyboxObject = do
    prog <- loadProgramSafe' "shaders/sky.vert" "shaders/sky.frag" (Nothing::Maybe String)
    texLoc <- get $ uniformLocation prog "texture"
    matLoc <- get $ uniformLocation prog "mvMatrix"
    pmatLoc <- get $ uniformLocation prog "pjMatrix"
    texture <- load "textures/skybox_sides.png" >>= textureFromSurface
    newDefaultGlyphObjectWithClosure (skyboxSides 1) (matLoc,pmatLoc) $ \_ -> do
        currentProgram $= Just prog
        setupTexturing texture texLoc 0
        printErrors "Skybox"

prepareSkybox :: Mat4 GLfloat -> Mat4 GLfloat -> GlyphObject (Mat4 GLfloat -> Mat4 GLfloat -> IO ()) -> IO ()
prepareSkybox proj lookat obj = do
    (getResources obj) proj lookat