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htanks/Render.hs

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module Render ( setup
, resize
, render
) where
import Game
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import Level
import Tank
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import Texture
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import Control.Monad.State
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import Data.Fixed
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import Data.Maybe
import Data.Ratio
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import qualified Data.Map as M
import Bindings.GLPng
import Graphics.Rendering.OpenGL.GL (($=), GLfloat, GLdouble, Capability(..), Vector3(..))
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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(..))
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import Graphics.Rendering.OpenGL.GL.Texturing.Application (texture)
import Graphics.Rendering.OpenGL.GL.Texturing.Objects (textureBinding, TextureObject(..))
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import Graphics.Rendering.OpenGL.GL.Texturing.Parameters (Repetition(..), Clamping(..), TextureFilter(..), MinificationFilter, MagnificationFilter)
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import Graphics.Rendering.OpenGL.GL.Texturing.Specification (TextureTarget(..))
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import Graphics.Rendering.OpenGL.GL.VertexSpec
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texturePath :: Texture -> String
texturePath t
| t == TextureWood = "tex/Wood.png"
| t == TextureTank = "tex/Tank.png"
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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
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modify $ \state -> state {textures = M.insert t tex ts}
return tex
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setup :: Int -> Int -> Game ()
setup w h = do
resize w h
liftIO $ do
blend $= Enabled
blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
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-- cache textures
getTexture TextureWood
getTexture TextureTank
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return ()
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resize :: Int -> Int -> Game ()
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resize w h = do
let wn = fromIntegral w
hn = fromIntegral h
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aspect = fromReal (wn/hn)
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lvl <- gets level
let s = max (0.5*(fromIntegral $ levelWidth lvl)/aspect) (0.5*(fromIntegral $ levelHeight lvl)) :: GLdouble
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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
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let x = fromReal . posx $ tank
y = fromReal . posy $ tank
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(lw, lh) <- gets level >>= \l -> return (fromIntegral . levelWidth $ l :: GLfloat, fromIntegral . levelHeight $ l :: GLfloat)
textureWood <- getTexture TextureWood
textureTank <- getTexture TextureTank
liftIO $ do
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clear [ColorBuffer]
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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)
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renderPrimitive Quads $ do
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texCoord $ TexCoord2 (0 :: GLfloat) (0 :: GLfloat)
vertex $ Vertex2 (-0.5 :: GLfloat) (-0.5 :: GLfloat)
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texCoord $ TexCoord2 (0 :: GLfloat) (1 :: GLfloat)
vertex $ Vertex2 (-0.5 :: GLfloat) (0.5 :: GLfloat)
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texCoord $ TexCoord2 (1 :: GLfloat) (1 :: GLfloat)
vertex $ Vertex2 (0.5 :: GLfloat) (0.5 :: GLfloat)
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texCoord $ TexCoord2 (1 :: GLfloat) (0 :: GLfloat)
vertex $ Vertex2 (0.5 :: GLfloat) (-0.5 :: GLfloat)
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fromReal :: (Real a, Fractional b) => a -> b
fromReal = fromRational . toRational