Some improvements on coordinate calculation & player rendering

This commit is contained in:
Matthias Schiffer 2010-04-12 14:40:31 +02:00
parent d56001cb33
commit dafe16f191
4 changed files with 23 additions and 21 deletions

View file

@ -11,7 +11,7 @@ import Data.Maybe (isJust)
import Data.Ratio
import Graphics.Rendering.OpenGL.GL (($=), GLdouble, GLfloat, Vector3(..), Capability(..))
import Graphics.Rendering.OpenGL.GL.CoordTrans (matrixMode, MatrixMode(..), viewport, Position(..), Size(..), loadIdentity, ortho, translate)
import Graphics.Rendering.OpenGL.GL.CoordTrans (matrixMode, MatrixMode(..), viewport, Position(..), Size(..), loadIdentity, ortho, translate, scale, rotate)
import Graphics.X11.Types
import Graphics.X11.Xlib.Atom (internAtom)
@ -179,8 +179,9 @@ windowToGameCoords :: Integral a => GLX -> a -> a -> IO (Float, Float)
windowToGameCoords glx x y = getWindowAttributes (glxDisplay glx) (glxWindow glx) >>= \wa ->
let w = fromIntegral . wa_width $ wa
h = fromIntegral . wa_height $ wa
in return (((-w/2 + wx)/s + lw/2), ((h/2 - wy)/s + lh/2))
where s = fromRational . glxScale $ glx
in return (((-w/2 + wx)/sx + lw/2), ((h/2 - wy)/sy + lh/2))
where sx = fromRational . glxScale $ glx
sy = sx*(cos $ pi/6)
lw = fromIntegral . glxLevelWidth $ glx
lh = fromIntegral . glxLevelHeight $ glx
wx = fromIntegral x
@ -197,6 +198,8 @@ resize lw lh w h = do
matrixMode $= Projection
loadIdentity
ortho (-sf*aspectf) (sf*aspectf) (-sf) sf (-1) 1
scale 1 1 (0.1 :: GLfloat)
rotate (-30) $ Vector3 1 0 (0 :: GLfloat)
translate $ Vector3 (-(fromIntegral lw)/2) (-(fromIntegral lh)/2) (0 :: GLfloat)
matrixMode $= Modelview 0

View file

@ -27,7 +27,7 @@ import Data.Obj3D.GL
main :: IO ()
main = do
let theLevel = testLevel
--hwiidPlayer <- newHWiidPlayer
hwiidPlayer <- newHWiidPlayer
gl <- initGL $ glxDriver (levelWidth theLevel) (levelHeight theLevel)
when (initialized gl) $ do
@ -36,8 +36,8 @@ main = do
, Tank 5.0 3.5 0 0 1.5 270 False 3 1 5 1
], bullets = []}
mainstate = MainState {run = True, driver = SomeDriver gl, time = currentTime, players =
[ SomePlayer $ DefaultPlayer S.empty 0 0 False
--SomePlayer $ hwiidPlayer
[ --SomePlayer $ DefaultPlayer S.empty 0 0 False
SomePlayer $ hwiidPlayer
, SomePlayer $ CPUPlayer 0
], textures = M.empty, models = M.empty, gameState = gamestate}

View file

@ -5,7 +5,7 @@ module HWiidPlayer ( HWiidPlayer
) where
import Control.Monad
import Data.Bits
import Data.Bits hiding (rotate)
import Data.Function (on)
import Data.List (sortBy)
import Data.Maybe
@ -14,7 +14,7 @@ import Data.Typeable
import HWiid
import Graphics.Rendering.OpenGL.GL (GLfloat, Vector3(..))
import Graphics.Rendering.OpenGL.GL.BeginEnd (unsafeRenderPrimitive, PrimitiveMode(..))
import Graphics.Rendering.OpenGL.GL.CoordTrans (unsafePreservingMatrix, translate)
import Graphics.Rendering.OpenGL.GL.CoordTrans (unsafePreservingMatrix, translate, rotate)
import Graphics.Rendering.OpenGL.GL.VertexSpec
@ -65,7 +65,8 @@ instance Player HWiidPlayer where
renderPlayer (HWiidPlayer _ _ aims) = unsafePreservingMatrix $ do
let (x, y) = mulV (1/(fromIntegral $ length aims)) $ foldr addV (0, 0) aims
translate $ Vector3 x y (0 :: GLfloat)
translate $ Vector3 x y (0.2 :: GLfloat)
rotate 30 $ Vector3 1 0 (0 :: GLfloat)
unsafeRenderPrimitive Quads $ do
texCoord $ TexCoord2 (0 :: GLfloat) (0 :: GLfloat)

View file

@ -92,13 +92,6 @@ setup = do
(lw, lh) <- gets (level . gameState) >>= \l -> return (fromIntegral . levelWidth $ l :: GLfloat, fromIntegral . levelHeight $ l :: GLfloat)
liftIO $ do
matrixMode $= Projection
scale 1 1 (0.1 :: GLfloat)
translate $ Vector3 (lw/2) (lh/2) 0
rotate (-30) $ Vector3 1 0 (0 :: GLfloat)
translate $ Vector3 (-lw/2) (-lh/2) 0
matrixMode $= Modelview 0
blend $= Enabled
blendFunc $= (SrcAlpha, OneMinusSrcAlpha)
depthFunc $= Just Lequal
@ -144,6 +137,8 @@ render = do
liftIO $ do
clear [ColorBuffer, DepthBuffer]
depthFunc $= Just Lequal
texture Texture2D $= Enabled
textureBinding Texture2D $= Just textureWood
@ -224,23 +219,26 @@ render = do
y = realToFrac . bulletY $ bullet
rotDir = realToFrac . bulletDir $ bullet
translate $ Vector3 x y (0 :: GLfloat)
translate $ Vector3 x y (0.1 :: GLfloat)
rotate 30 $ Vector3 1 0 (0 :: GLfloat)
rotate rotDir $ Vector3 0 0 (1 :: GLfloat)
textureBinding Texture2D $= Just textureBullet
unsafeRenderPrimitive Quads $ do
texCoord $ TexCoord2 (0 :: GLfloat) (0 :: GLfloat)
vertex $ Vertex3 (-0.1 :: GLfloat) (-0.1 :: GLfloat) 0.01
vertex $ Vertex3 (-0.1 :: GLfloat) (-0.1 :: GLfloat) 0
texCoord $ TexCoord2 (0 :: GLfloat) (1 :: GLfloat)
vertex $ Vertex3 (-0.1 :: GLfloat) (0.1 :: GLfloat) 0.01
vertex $ Vertex3 (-0.1 :: GLfloat) (0.1 :: GLfloat) 0
texCoord $ TexCoord2 (1 :: GLfloat) (1 :: GLfloat)
vertex $ Vertex3 (0.1 :: GLfloat) (0.1 :: GLfloat) 0.01
vertex $ Vertex3 (0.1 :: GLfloat) (0.1 :: GLfloat) 0
texCoord $ TexCoord2 (1 :: GLfloat) (0 :: GLfloat)
vertex $ Vertex3 (0.1 :: GLfloat) (-0.1 :: GLfloat) 0.01
vertex $ Vertex3 (0.1 :: GLfloat) (-0.1 :: GLfloat) 0
depthFunc $= Just Always
textureBinding Texture2D $= Just textureCrosshair
forM_ playerlist renderPlayer