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author | Matthias Schiffer <matthias@gamezock.de> | 2010-04-16 03:08:48 +0200 |
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committer | Matthias Schiffer <matthias@gamezock.de> | 2010-04-16 03:08:48 +0200 |
commit | a19dc0d6aa982d138f46305cdea6443cb45a5fd3 (patch) | |
tree | eb846615b4d22e2f1e76272b1460cc879f52f937 /src | |
parent | 5951108c0a47fed6d78e442ae4233d9d34eafe13 (diff) | |
download | htanks-a19dc0d6aa982d138f46305cdea6443cb45a5fd3.tar htanks-a19dc0d6aa982d138f46305cdea6443cb45a5fd3.zip |
Added more models and render with perspective transform now
Diffstat (limited to 'src')
-rw-r--r-- | src/GLX.hs | 9 | ||||
-rw-r--r-- | src/HTanks.hs | 8 | ||||
-rw-r--r-- | src/Model.hs | 4 | ||||
-rw-r--r-- | src/Render.hs | 76 |
4 files changed, 60 insertions, 37 deletions
@@ -11,7 +11,7 @@ import Data.Maybe (isJust) import Data.Ratio import Graphics.Rendering.OpenGL.GL (($=), GLdouble, GLfloat, Vector3(..), Capability(..)) -import Graphics.Rendering.OpenGL.GL.CoordTrans (matrixMode, MatrixMode(..), viewport, Position(..), Size(..), loadIdentity, ortho, translate, scale, rotate) +import Graphics.Rendering.OpenGL.GL.CoordTrans (matrixMode, MatrixMode(..), viewport, Position(..), Size(..), loadIdentity, ortho, translate, scale, rotate, frustum) import Graphics.X11.Types import Graphics.X11.Xlib.Atom (internAtom) @@ -205,10 +205,11 @@ resize lw lh w h = do matrixMode $= Projection loadIdentity - ortho (-sf*aspectf) (sf*aspectf) (-sf) sf (-1) 1 - scale 1 1 (0.1 :: GLfloat) + --ortho (-sf*aspectf) (sf*aspectf) (-sf) sf (-1) 1 + --scale 1 1 (0.1 :: GLfloat) + frustum (-sf*aspectf) (sf*aspectf) (-sf) sf 10 100 rotate (-30) $ Vector3 1 0 (0 :: GLfloat) - translate $ Vector3 (-(fromIntegral lw)/2) (-(fromIntegral lh)/2) (0 :: GLfloat) + translate $ Vector3 (-(fromIntegral lw)/2) ((fromIntegral lh)/2) (-11 :: GLfloat) matrixMode $= Modelview 0 diff --git a/src/HTanks.hs b/src/HTanks.hs index 82338a4..2fd2148 100644 --- a/src/HTanks.hs +++ b/src/HTanks.hs @@ -33,12 +33,14 @@ main = do when (initialized gl) $ do currentTime <- getCurrentTime - let gamestate = GameState {level = theLevel, tanks = [ Tank 5.0 5.0 0 0 1.5 270 False 3 1 5 1 - , Tank 5.0 3.5 0 0 1.5 270 False 3 1 5 1 + let gamestate = GameState {level = theLevel, tanks = [ Tank 7.0 4.0 0 0 1.5 270 False 3 1 5 1 + , Tank 4.0 4.0 0 0 1.5 270 False 3 1 5 1 + , Tank 10.0 4.0 0 0 1.5 270 False 3 1 5 1 ], bullets = []} mainstate = MainState {run = True, driver = SomeDriver gl, time = currentTime, players = [ SomePlayer humanPlayer - , SomePlayer $ CPUPlayer 0 + , SomePlayer $ CPUPlayer (-90) + , SomePlayer $ CPUPlayer 90 ], textures = M.empty, models = M.empty, gameState = gamestate} runMain mainstate $ do diff --git a/src/Model.hs b/src/Model.hs index 0c273e9..e2c045a 100644 --- a/src/Model.hs +++ b/src/Model.hs @@ -6,10 +6,12 @@ module Model ( Model(..) import Paths_htanks import Data.Obj3D.GL (InterleavedObj) -data Model = ModelTank +data Model = ModelTank | ModelBullet | ModelBlock deriving (Eq, Ord, Show) modelPath :: Model -> IO FilePath modelPath t = getDataFileName $ "model/" ++ (name t) ++ ".obj" where name ModelTank = "tank" + name ModelBullet = "bullet" + name ModelBlock = "cube" diff --git a/src/Render.hs b/src/Render.hs index 91146ba..aa084d8 100644 --- a/src/Render.hs +++ b/src/Render.hs @@ -80,7 +80,7 @@ setup = do shadeModel $= Smooth lighting $= Enabled light (Light 0) $= Enabled - position (Light 0) $= Vertex4 (-1) (-1) 1 (0 :: GLfloat) + position (Light 0) $= Vertex4 (-1) (-1) 1.5 (0 :: GLfloat) colorMaterial $= Just (Front, AmbientAndDiffuse) clientState VertexArray $= Enabled @@ -96,6 +96,8 @@ setup = do getTexture TextureCrosshair getModel ModelTank + getModel ModelBullet + getModel ModelBlock return () @@ -113,6 +115,8 @@ render = do textureCrosshair <- getTexture TextureCrosshair modelTank <- getModel ModelTank + modelBullet <- getModel ModelBullet + modelBlock <- getModel ModelBlock (lw, lh) <- gets (level . gameState) >>= \l -> return (fromIntegral . levelWidth $ l :: GLfloat, fromIntegral . levelHeight $ l :: GLfloat) @@ -127,17 +131,17 @@ render = do normal $ Normal3 0 0 (1 :: GLfloat) unsafeRenderPrimitive Quads $ do - texCoord $ TexCoord2 (0 :: GLfloat) (0 :: GLfloat) - vertex $ Vertex2 0 lh + texCoord $ TexCoord2 (-0.5 :: GLfloat) (-0.5 :: GLfloat) + vertex $ Vertex2 (-1) (lh+1) - texCoord $ TexCoord2 (lw/2) 0 - vertex $ Vertex2 lw lh + texCoord $ TexCoord2 (lw/2+0.5) (-0.5) + vertex $ Vertex2 (lw+1) (lh+1) - texCoord $ TexCoord2 (lw/2) (lh/2) - vertex $ Vertex2 lw 0 + texCoord $ TexCoord2 (lw/2+0.5) (lh/2+0.5) + vertex $ Vertex2 (lw+1) (-1) - texCoord $ TexCoord2 0 (lh/2) - vertex $ Vertex2 (0 :: GLfloat) (0 :: GLfloat) + texCoord $ TexCoord2 (-0.5) (lh/2+0.5) + vertex $ Vertex2 (-1 :: GLfloat) (-1 :: GLfloat) bindInterleavedArrays modelTank @@ -163,30 +167,44 @@ render = do unsafePreservingMatrix $ do rotate 90 $ Vector3 1 0 (0 :: GLfloat) drawObject modelTank 0 + + texture Texture2D $= Disabled + bindInterleavedArrays modelBullet forM_ bulletlist $ \bullet -> unsafePreservingMatrix $ do - let x = realToFrac . bulletX $ bullet - y = realToFrac . bulletY $ bullet - rotDir = realToFrac . bulletDir $ bullet - - translate $ Vector3 x y (0.2 :: GLfloat) - rotate 30 $ Vector3 1 0 (0 :: GLfloat) - rotate rotDir $ Vector3 0 0 (1 :: GLfloat) + let x = realToFrac . bulletX $ bullet + y = realToFrac . bulletY $ bullet + rotDir = realToFrac . bulletDir $ bullet - textureBinding Texture2D $= Just textureBullet + translate $ Vector3 x y (0.25 :: GLfloat) + rotate (rotDir-90) $ Vector3 0 0 (1 :: GLfloat) - unsafeRenderPrimitive Quads $ do - texCoord $ TexCoord2 (0 :: GLfloat) (0 :: GLfloat) - vertex $ Vertex3 (-0.1 :: GLfloat) (-0.1 :: GLfloat) 0 - - texCoord $ TexCoord2 (0 :: GLfloat) (1 :: GLfloat) - vertex $ Vertex3 (-0.1 :: GLfloat) (0.1 :: GLfloat) 0 - - texCoord $ TexCoord2 (1 :: GLfloat) (1 :: GLfloat) - vertex $ Vertex3 (0.1 :: GLfloat) (0.1 :: GLfloat) 0 - - texCoord $ TexCoord2 (1 :: GLfloat) (0 :: GLfloat) - vertex $ Vertex3 (0.1 :: GLfloat) (-0.1 :: GLfloat) 0 + unsafePreservingMatrix $ do + drawObject modelBullet 0 + + bindInterleavedArrays modelBlock + + texture Texture2D $= Enabled + textureBinding Texture2D $= Just textureWood + forM_ [0.5..13.5] $ \x -> unsafePreservingMatrix $ do + translate $ Vector3 x 8.5 (0.5 :: GLfloat) + rotate 90 $ Vector3 1 0 (0 :: GLfloat) + drawObject modelBlock 0 + + forM_ [0.5..13.5] $ \x -> unsafePreservingMatrix $ do + translate $ Vector3 x (-0.5) (0.5 :: GLfloat) + rotate 90 $ Vector3 1 0 (0 :: GLfloat) + drawObject modelBlock 0 + + forM_ [-0.5..8.5] $ \y -> unsafePreservingMatrix $ do + translate $ Vector3 (-0.5) y (0.5 :: GLfloat) + rotate 90 $ Vector3 1 0 (0 :: GLfloat) + drawObject modelBlock 0 + + forM_ [-0.5..8.5] $ \y -> unsafePreservingMatrix $ do + translate $ Vector3 14.5 y (0.5 :: GLfloat) + rotate 90 $ Vector3 1 0 (0 :: GLfloat) + drawObject modelBlock 0 depthFunc $= Just Always |