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module Render ( setup
, render
) where
import Game
import Level
import Tank
import Texture
import Control.Monad.State
import Data.Fixed
import Data.Maybe
import Data.Ratio
import qualified Data.Map as M
import Bindings.GLPng
import Graphics.Rendering.OpenGL.GL (($=), GLfloat, GLdouble, Capability(..), Vector3(..))
import Graphics.Rendering.OpenGL.GL.BeginEnd (renderPrimitive, PrimitiveMode(..))
import Graphics.Rendering.OpenGL.GL.CoordTrans (matrixMode, MatrixMode(..), viewport, Position(..), Size(..), loadIdentity, preservingMatrix, ortho, translate, rotate)
import Graphics.Rendering.OpenGL.GL.Framebuffer (clear, ClearBuffer(..))
import Graphics.Rendering.OpenGL.GL.PerFragment (blend, blendFunc, BlendingFactor(..))
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)
import Graphics.Rendering.OpenGL.GL.Texturing.Specification (TextureTarget(..))
import Graphics.Rendering.OpenGL.GL.VertexSpec
texturePath :: Texture -> String
texturePath t
| t == TextureWood = "tex/Wood.png"
| t == TextureTank = "tex/Tank.png"
| t == TextureCannon = "tex/Cannon.png"
getTexture :: Texture -> Game TextureObject
getTexture t = do
ts <- gets textures
let tobj = M.lookup t ts
if (isJust tobj)
then
return $ fromJust tobj
else do
tex <- liftIO $ pngBind (texturePath t) BuildMipmap Alpha (Repeated, Repeat) (Linear', Just Linear') Linear' >>= return . TextureObject . fromIntegral . fst
modify $ \state -> state {textures = M.insert t tex ts}
return tex
setup :: Game ()
setup = do
liftIO $ do
blend $= Enabled
blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
-- cache textures
getTexture TextureWood
getTexture TextureTank
getTexture TextureCannon
return ()
render :: Game ()
render = do
tanklist <- gets tanks
textureWood <- getTexture TextureWood
textureTank <- getTexture TextureTank
textureCannon <- getTexture TextureCannon
(lw, lh) <- gets level >>= \l -> return (fromIntegral . levelWidth $ l :: GLfloat, fromIntegral . levelHeight $ l :: GLfloat)
liftIO $ do
clear [ColorBuffer]
texture Texture2D $= Enabled
textureBinding Texture2D $= Just textureWood
renderPrimitive Quads $ do
texCoord $ TexCoord2 (0 :: GLfloat) (0 :: GLfloat)
vertex $ Vertex2 0 lh
texCoord $ TexCoord2 lw 0
vertex $ Vertex2 lw lh
texCoord $ TexCoord2 lw lh
vertex $ Vertex2 lw 0
texCoord $ TexCoord2 0 lh
vertex $ Vertex2 (0 :: GLfloat) (0 :: GLfloat)
forM_ tanklist $ \tank -> preservingMatrix $ do
let x = fromReal . posx $ tank
y = fromReal . posy $ tank
rotDir = 90 + (fromReal . dir $ tank)
rotAim = 90 + (fromReal . aim $ tank)
translate $ Vector3 x y (0 :: GLfloat)
rotate rotDir $ Vector3 0 0 (1 :: GLfloat)
textureBinding Texture2D $= Just textureTank
renderPrimitive Quads $ do
texCoord $ TexCoord2 (0 :: GLfloat) (0 :: GLfloat)
vertex $ Vertex2 (-0.5 :: GLfloat) (-0.5 :: GLfloat)
texCoord $ TexCoord2 (0 :: GLfloat) (1 :: GLfloat)
vertex $ Vertex2 (-0.5 :: GLfloat) (0.5 :: GLfloat)
texCoord $ TexCoord2 (1 :: GLfloat) (1 :: GLfloat)
vertex $ Vertex2 (0.5 :: GLfloat) (0.5 :: GLfloat)
texCoord $ TexCoord2 (1 :: GLfloat) (0 :: GLfloat)
vertex $ Vertex2 (0.5 :: GLfloat) (-0.5 :: GLfloat)
rotate (rotAim-rotDir) $ Vector3 0 0 (1 :: GLfloat)
textureBinding Texture2D $= Just textureCannon
renderPrimitive Quads $ do
texCoord $ TexCoord2 (0 :: GLfloat) (0 :: GLfloat)
vertex $ Vertex2 (-0.5 :: GLfloat) (-0.5 :: GLfloat)
texCoord $ TexCoord2 (0 :: GLfloat) (1 :: GLfloat)
vertex $ Vertex2 (-0.5 :: GLfloat) (0.5 :: GLfloat)
texCoord $ TexCoord2 (1 :: GLfloat) (1 :: GLfloat)
vertex $ Vertex2 (0.5 :: GLfloat) (0.5 :: GLfloat)
texCoord $ TexCoord2 (1 :: GLfloat) (0 :: GLfloat)
vertex $ Vertex2 (0.5 :: GLfloat) (-0.5 :: GLfloat)
fromReal :: (Real a, Fractional b) => a -> b
fromReal = fromRational . toRational
|