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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
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