Some improvements on coordinate calculation & player rendering
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d56001cb33
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dafe16f191
4 changed files with 23 additions and 21 deletions
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@ -11,7 +11,7 @@ import Data.Maybe (isJust)
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import Data.Ratio
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import Graphics.Rendering.OpenGL.GL (($=), GLdouble, GLfloat, Vector3(..), Capability(..))
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import Graphics.Rendering.OpenGL.GL.CoordTrans (matrixMode, MatrixMode(..), viewport, Position(..), Size(..), loadIdentity, ortho, translate)
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import Graphics.Rendering.OpenGL.GL.CoordTrans (matrixMode, MatrixMode(..), viewport, Position(..), Size(..), loadIdentity, ortho, translate, scale, rotate)
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import Graphics.X11.Types
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import Graphics.X11.Xlib.Atom (internAtom)
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@ -179,8 +179,9 @@ windowToGameCoords :: Integral a => GLX -> a -> a -> IO (Float, Float)
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windowToGameCoords glx x y = getWindowAttributes (glxDisplay glx) (glxWindow glx) >>= \wa ->
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let w = fromIntegral . wa_width $ wa
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h = fromIntegral . wa_height $ wa
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in return (((-w/2 + wx)/s + lw/2), ((h/2 - wy)/s + lh/2))
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where s = fromRational . glxScale $ glx
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in return (((-w/2 + wx)/sx + lw/2), ((h/2 - wy)/sy + lh/2))
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where sx = fromRational . glxScale $ glx
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sy = sx*(cos $ pi/6)
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lw = fromIntegral . glxLevelWidth $ glx
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lh = fromIntegral . glxLevelHeight $ glx
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wx = fromIntegral x
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@ -197,6 +198,8 @@ resize lw lh w h = do
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matrixMode $= Projection
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loadIdentity
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ortho (-sf*aspectf) (sf*aspectf) (-sf) sf (-1) 1
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scale 1 1 (0.1 :: GLfloat)
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rotate (-30) $ Vector3 1 0 (0 :: GLfloat)
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translate $ Vector3 (-(fromIntegral lw)/2) (-(fromIntegral lh)/2) (0 :: GLfloat)
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matrixMode $= Modelview 0
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@ -27,7 +27,7 @@ import Data.Obj3D.GL
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main :: IO ()
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main = do
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let theLevel = testLevel
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--hwiidPlayer <- newHWiidPlayer
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hwiidPlayer <- newHWiidPlayer
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gl <- initGL $ glxDriver (levelWidth theLevel) (levelHeight theLevel)
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when (initialized gl) $ do
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@ -36,8 +36,8 @@ main = do
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, Tank 5.0 3.5 0 0 1.5 270 False 3 1 5 1
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], bullets = []}
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mainstate = MainState {run = True, driver = SomeDriver gl, time = currentTime, players =
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[ SomePlayer $ DefaultPlayer S.empty 0 0 False
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--SomePlayer $ hwiidPlayer
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[ --SomePlayer $ DefaultPlayer S.empty 0 0 False
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SomePlayer $ hwiidPlayer
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, SomePlayer $ CPUPlayer 0
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], textures = M.empty, models = M.empty, gameState = gamestate}
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@ -5,7 +5,7 @@ module HWiidPlayer ( HWiidPlayer
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) where
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import Control.Monad
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import Data.Bits
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import Data.Bits hiding (rotate)
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import Data.Function (on)
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import Data.List (sortBy)
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import Data.Maybe
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@ -14,7 +14,7 @@ import Data.Typeable
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import HWiid
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import Graphics.Rendering.OpenGL.GL (GLfloat, Vector3(..))
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import Graphics.Rendering.OpenGL.GL.BeginEnd (unsafeRenderPrimitive, PrimitiveMode(..))
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import Graphics.Rendering.OpenGL.GL.CoordTrans (unsafePreservingMatrix, translate)
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import Graphics.Rendering.OpenGL.GL.CoordTrans (unsafePreservingMatrix, translate, rotate)
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import Graphics.Rendering.OpenGL.GL.VertexSpec
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@ -65,7 +65,8 @@ instance Player HWiidPlayer where
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renderPlayer (HWiidPlayer _ _ aims) = unsafePreservingMatrix $ do
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let (x, y) = mulV (1/(fromIntegral $ length aims)) $ foldr addV (0, 0) aims
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translate $ Vector3 x y (0 :: GLfloat)
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translate $ Vector3 x y (0.2 :: GLfloat)
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rotate 30 $ Vector3 1 0 (0 :: GLfloat)
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unsafeRenderPrimitive Quads $ do
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texCoord $ TexCoord2 (0 :: GLfloat) (0 :: GLfloat)
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@ -92,13 +92,6 @@ setup = do
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(lw, lh) <- gets (level . gameState) >>= \l -> return (fromIntegral . levelWidth $ l :: GLfloat, fromIntegral . levelHeight $ l :: GLfloat)
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liftIO $ do
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matrixMode $= Projection
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scale 1 1 (0.1 :: GLfloat)
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translate $ Vector3 (lw/2) (lh/2) 0
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rotate (-30) $ Vector3 1 0 (0 :: GLfloat)
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translate $ Vector3 (-lw/2) (-lh/2) 0
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matrixMode $= Modelview 0
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blend $= Enabled
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blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
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depthFunc $= Just Lequal
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@ -144,6 +137,8 @@ render = do
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liftIO $ do
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clear [ColorBuffer, DepthBuffer]
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depthFunc $= Just Lequal
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texture Texture2D $= Enabled
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textureBinding Texture2D $= Just textureWood
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@ -224,23 +219,26 @@ render = do
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y = realToFrac . bulletY $ bullet
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rotDir = realToFrac . bulletDir $ bullet
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translate $ Vector3 x y (0 :: GLfloat)
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translate $ Vector3 x y (0.1 :: GLfloat)
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rotate 30 $ Vector3 1 0 (0 :: GLfloat)
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rotate rotDir $ Vector3 0 0 (1 :: GLfloat)
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textureBinding Texture2D $= Just textureBullet
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unsafeRenderPrimitive Quads $ do
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texCoord $ TexCoord2 (0 :: GLfloat) (0 :: GLfloat)
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vertex $ Vertex3 (-0.1 :: GLfloat) (-0.1 :: GLfloat) 0.01
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vertex $ Vertex3 (-0.1 :: GLfloat) (-0.1 :: GLfloat) 0
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texCoord $ TexCoord2 (0 :: GLfloat) (1 :: GLfloat)
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vertex $ Vertex3 (-0.1 :: GLfloat) (0.1 :: GLfloat) 0.01
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vertex $ Vertex3 (-0.1 :: GLfloat) (0.1 :: GLfloat) 0
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texCoord $ TexCoord2 (1 :: GLfloat) (1 :: GLfloat)
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vertex $ Vertex3 (0.1 :: GLfloat) (0.1 :: GLfloat) 0.01
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vertex $ Vertex3 (0.1 :: GLfloat) (0.1 :: GLfloat) 0
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texCoord $ TexCoord2 (1 :: GLfloat) (0 :: GLfloat)
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vertex $ Vertex3 (0.1 :: GLfloat) (-0.1 :: GLfloat) 0.01
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vertex $ Vertex3 (0.1 :: GLfloat) (-0.1 :: GLfloat) 0
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depthFunc $= Just Always
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textureBinding Texture2D $= Just textureCrosshair
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forM_ playerlist renderPlayer
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