diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/Collision.hs | 2 | ||||
-rw-r--r-- | src/Render.hs | 45 |
2 files changed, 33 insertions, 14 deletions
diff --git a/src/Collision.hs b/src/Collision.hs index 30ec6e9..3138473 100644 --- a/src/Collision.hs +++ b/src/Collision.hs @@ -10,7 +10,7 @@ import Data.Fixed import Data.Ratio tankWidth :: Micro -tankWidth = 0.95 +tankWidth = 0.4 tankLength :: Micro tankLength = 0.95 diff --git a/src/Render.hs b/src/Render.hs index bf3bb39..82ad08e 100644 --- a/src/Render.hs +++ b/src/Render.hs @@ -25,9 +25,10 @@ import Bindings.GLPng import Graphics.Rendering.OpenGL.GL (($=), GLfloat, GLdouble, Capability(..), Vector3(..)) import Graphics.Rendering.OpenGL.GL.BeginEnd (unsafeRenderPrimitive, PrimitiveMode(..)) -import Graphics.Rendering.OpenGL.GL.CoordTrans (matrixMode, MatrixMode(..), viewport, Position(..), Size(..), loadIdentity, unsafePreservingMatrix, ortho, translate, rotate, scale) +import Graphics.Rendering.OpenGL.GL.CoordTrans +import Graphics.Rendering.OpenGL.GL.Colors import Graphics.Rendering.OpenGL.GL.Framebuffer (clear, ClearBuffer(..)) -import Graphics.Rendering.OpenGL.GL.PerFragment (blend, blendFunc, BlendingFactor(..)) +import Graphics.Rendering.OpenGL.GL.PerFragment (blend, blendFunc, BlendingFactor(..), depthFunc, ComparisonFunction(..)) import Graphics.Rendering.OpenGL.GL.Texturing.Application (texture) import Graphics.Rendering.OpenGL.GL.Texturing.Objects (textureBinding, TextureObject(..)) import Graphics.Rendering.OpenGL.GL.Texturing.Parameters (Repetition(..), Clamping(..), TextureFilter(..), MinificationFilter, MagnificationFilter) @@ -88,9 +89,29 @@ getModel m = do setup :: Main () setup = do + (lw, lh) <- gets (level . gameState) >>= \l -> return (fromIntegral . levelWidth $ l :: GLfloat, fromIntegral . levelHeight $ l :: GLfloat) + liftIO $ do - blend $= Enabled - blendFunc $= (SrcAlpha, OneMinusSrcAlpha) + matrixMode $= Projection + scale 1 1 (0.1 :: GLfloat) + translate $ Vector3 (lw/2) (lh/2) 0 + rotate (-30) $ Vector3 1 0 (0 :: GLfloat) + translate $ Vector3 (-lw/2) (-lh/2) 0 + matrixMode $= Modelview 0 + + blend $= Enabled + blendFunc $= (SrcAlpha, OneMinusSrcAlpha) + depthFunc $= Just Lequal + shadeModel $= Smooth + lighting $= Enabled + light (Light 0) $= Enabled + position (Light 0) $= Vertex4 (-1) (-1) 1 (0 :: GLfloat) + colorMaterial $= Just (Front, AmbientAndDiffuse) + + clientState VertexArray $= Enabled + clientState NormalArray $= Enabled + clientState TextureCoordArray $= Enabled + -- cache textures & models getTexture TextureWood @@ -121,11 +142,13 @@ render = do (lw, lh) <- gets (level . gameState) >>= \l -> return (fromIntegral . levelWidth $ l :: GLfloat, fromIntegral . levelHeight $ l :: GLfloat) liftIO $ do - clear [ColorBuffer] + clear [ColorBuffer, DepthBuffer] texture Texture2D $= Enabled textureBinding Texture2D $= Just textureWood + normal $ Normal3 0 0 (1 :: GLfloat) + unsafeRenderPrimitive Quads $ do texCoord $ TexCoord2 (0 :: GLfloat) (0 :: GLfloat) vertex $ Vertex2 0 lh @@ -141,9 +164,6 @@ render = do texture Texture2D $= Disabled - clientState VertexArray $= Enabled - clientState NormalArray $= Enabled - clientState TextureCoordArray $= Enabled bindInterleavedArrays modelTank forM_ tanklist $ \tank -> unsafePreservingMatrix $ do @@ -153,7 +173,6 @@ render = do rotAim = realToFrac . tankAim $ tank translate $ Vector3 x y (0 :: GLfloat) - scale 0.1 0.1 (0.1 :: GLfloat) rotate rotDir $ Vector3 0 0 (1 :: GLfloat) --textureBinding Texture2D $= Just textureTank @@ -212,16 +231,16 @@ render = do unsafeRenderPrimitive Quads $ do texCoord $ TexCoord2 (0 :: GLfloat) (0 :: GLfloat) - vertex $ Vertex2 (-0.1 :: GLfloat) (-0.1 :: GLfloat) + vertex $ Vertex3 (-0.1 :: GLfloat) (-0.1 :: GLfloat) 0.01 texCoord $ TexCoord2 (0 :: GLfloat) (1 :: GLfloat) - vertex $ Vertex2 (-0.1 :: GLfloat) (0.1 :: GLfloat) + vertex $ Vertex3 (-0.1 :: GLfloat) (0.1 :: GLfloat) 0.01 texCoord $ TexCoord2 (1 :: GLfloat) (1 :: GLfloat) - vertex $ Vertex2 (0.1 :: GLfloat) (0.1 :: GLfloat) + vertex $ Vertex3 (0.1 :: GLfloat) (0.1 :: GLfloat) 0.01 texCoord $ TexCoord2 (1 :: GLfloat) (0 :: GLfloat) - vertex $ Vertex2 (0.1 :: GLfloat) (-0.1 :: GLfloat) + vertex $ Vertex3 (0.1 :: GLfloat) (-0.1 :: GLfloat) 0.01 textureBinding Texture2D $= Just textureCrosshair forM_ playerlist renderPlayer |