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module Render ( setup
, resize
, 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, 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"
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 :: Int -> Int -> Game ()
setup w h = do
resize w h
liftIO $ do
blend $= Enabled
blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
-- cache textures
getTexture TextureWood
getTexture TextureTank
return ()
resize :: Int -> Int -> Game ()
resize w h = do
let wn = fromIntegral w
hn = fromIntegral h
aspect = fromReal (wn/hn)
lvl <- gets level
let s = max (0.5*(fromIntegral $ levelWidth lvl)/aspect) (0.5*(fromIntegral $ levelHeight lvl)) :: GLdouble
liftIO $ do
matrixMode $= Projection
loadIdentity
ortho (-s*aspect) (s*aspect) (-s) s (-1) 1
matrixMode $= Modelview 0
viewport $= ((Position 0 0), (Size (fromIntegral w) (fromIntegral h)))
render :: Game ()
render = do
tank <- liftM head $ gets tanks
let x = fromReal . posx $ tank
y = fromReal . posy $ tank
(lw, lh) <- gets level >>= \l -> return (fromIntegral . levelWidth $ l :: GLfloat, fromIntegral . levelHeight $ l :: GLfloat)
textureWood <- getTexture TextureWood
textureTank <- getTexture TextureTank
liftIO $ do
clear [ColorBuffer]
loadIdentity
texture Texture2D $= Enabled
textureBinding Texture2D $= Just textureWood
renderPrimitive Quads $ do
texCoord $ TexCoord2 (0 :: GLfloat) (0 :: GLfloat)
vertex $ Vertex2 (-0.5*lw) (-0.5*lh)
texCoord $ TexCoord2 0 lw
vertex $ Vertex2 (-0.5*lw) (0.5*lh)
texCoord $ TexCoord2 lh lw
vertex $ Vertex2 (0.5*lw) (0.5*lh)
texCoord $ TexCoord2 lh (0 :: GLfloat)
vertex $ Vertex2 (0.5*lw) (-0.5*lh)
textureBinding Texture2D $= Just textureTank
translate $ Vector3 x y (0 :: GLfloat)
rotate (90 + (fromReal . dir $ tank)) $ Vector3 0 0 (1 :: GLfloat)
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
|