Simplified texture and model loading; also use crosshair for DefaultPlayer

This commit is contained in:
Matthias Schiffer 2010-04-12 16:17:41 +02:00
parent dafe16f191
commit 08762ddc9a
7 changed files with 55 additions and 54 deletions

View file

@ -3,7 +3,6 @@ module Render ( setup
) where
import Paths_htanks
import Game
import MainLoop
import Level
@ -36,18 +35,6 @@ import Graphics.Rendering.OpenGL.GL.Texturing.Specification (TextureTarget(..))
import Graphics.Rendering.OpenGL.GL.VertexArrays (clientState, ClientArrayType(..))
import Graphics.Rendering.OpenGL.GL.VertexSpec
import Foreign.ForeignPtr
import Foreign.Marshal.Array
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"
path TextureCrosshair = "tex/Crosshair.png"
getTexture :: Texture -> Main TextureObject
getTexture t = do
@ -63,11 +50,6 @@ getTexture t = do
modify $ \state -> state {textures = M.insert t tex ts}
return tex
modelPath :: Model -> IO FilePath
modelPath t = getDataFileName $ path t
where
path ModelTank = "model/tank.obj"
getModel :: Model -> Main InterleavedObj
getModel m = do
ms <- gets models
@ -176,19 +158,6 @@ render = do
rotate 90 $ Vector3 1 0 (0 :: GLfloat)
drawObject modelTank 1
{-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
@ -196,22 +165,7 @@ render = do
unsafePreservingMatrix $ do
rotate 90 $ Vector3 1 0 (0 :: GLfloat)
drawObject modelTank 0
{-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)-}
texture Texture2D $= Enabled
forM_ bulletlist $ \bullet -> unsafePreservingMatrix $ do
@ -219,7 +173,7 @@ render = do
y = realToFrac . bulletY $ bullet
rotDir = realToFrac . bulletDir $ bullet
translate $ Vector3 x y (0.1 :: GLfloat)
translate $ Vector3 x y (0.2 :: GLfloat)
rotate 30 $ Vector3 1 0 (0 :: GLfloat)
rotate rotDir $ Vector3 0 0 (1 :: GLfloat)