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module Render ( setup
, render
) where
import Paths_htanks
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 (unsafeRenderPrimitive, PrimitiveMode(..))
import Graphics.Rendering.OpenGL.GL.CoordTrans (matrixMode, MatrixMode(..), viewport, Position(..), Size(..), loadIdentity, unsafePreservingMatrix, 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 -> IO FilePath
texturePath t = getDataFileName $ path t
where
path TextureWood = "tex/Wood.png"
path TextureTank = "tex/Tank.png"
path TextureCannon = "tex/Cannon.png"
path TextureBullet = "tex/Bullet.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
path <- liftIO $ texturePath t
tex <- liftIO $ pngBind path 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
getTexture TextureBullet
return ()
render :: Game ()
render = do
tanklist <- gets tanks
bulletlist <- gets bullets
textureWood <- getTexture TextureWood
textureTank <- getTexture TextureTank
textureCannon <- getTexture TextureCannon
textureBullet <- getTexture TextureBullet
(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
unsafeRenderPrimitive Quads $ do
texCoord $ TexCoord2 (0 :: GLfloat) (0 :: GLfloat)
vertex $ Vertex2 0 lh
texCoord $ TexCoord2 (lw/2) 0
vertex $ Vertex2 lw lh
texCoord $ TexCoord2 (lw/2) (lh/2)
vertex $ Vertex2 lw 0
texCoord $ TexCoord2 0 (lh/2)
vertex $ Vertex2 (0 :: GLfloat) (0 :: GLfloat)
forM_ tanklist $ \tank -> unsafePreservingMatrix $ do
let x = realToFrac . tankX $ tank
y = realToFrac . tankY $ tank
rotDir = realToFrac . tankDir $ tank
rotAim = realToFrac . tankAim $ tank
translate $ Vector3 x y (0 :: GLfloat)
rotate rotDir $ Vector3 0 0 (1 :: GLfloat)
textureBinding Texture2D $= Just textureTank
unsafeRenderPrimitive 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
unsafeRenderPrimitive 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)
forM_ bulletlist $ \bullet -> unsafePreservingMatrix $ do
let x = realToFrac . bulletX $ bullet
y = realToFrac . bulletY $ bullet
rotDir = realToFrac . bulletDir $ bullet
translate $ Vector3 x y (0 :: GLfloat)
rotate rotDir $ Vector3 0 0 (1 :: GLfloat)
textureBinding Texture2D $= Just textureBullet
unsafeRenderPrimitive Quads $ do
texCoord $ TexCoord2 (0 :: GLfloat) (0 :: GLfloat)
vertex $ Vertex2 (-0.1 :: GLfloat) (-0.1 :: GLfloat)
texCoord $ TexCoord2 (0 :: GLfloat) (1 :: GLfloat)
vertex $ Vertex2 (-0.1 :: GLfloat) (0.1 :: GLfloat)
texCoord $ TexCoord2 (1 :: GLfloat) (1 :: GLfloat)
vertex $ Vertex2 (0.1 :: GLfloat) (0.1 :: GLfloat)
texCoord $ TexCoord2 (1 :: GLfloat) (0 :: GLfloat)
vertex $ Vertex2 (0.1 :: GLfloat) (-0.1 :: GLfloat)
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