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htanks/src/Render.hs
Matthias Schiffer d56001cb33 Added lighting
2010-04-12 04:42:26 +02:00

246 lines
11 KiB
Haskell

module Render ( setup
, render
) where
import Paths_htanks
import Game
import MainLoop
import Level
import Player
import Tank
import Texture
import Model
import Control.Monad.State
import Data.Fixed
import Data.Maybe
import Data.Obj3D
import Data.Obj3D.GL
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
import Graphics.Rendering.OpenGL.GL.Colors
import Graphics.Rendering.OpenGL.GL.Framebuffer (clear, ClearBuffer(..))
import Graphics.Rendering.OpenGL.GL.PerFragment (blend, blendFunc, BlendingFactor(..), depthFunc, ComparisonFunction(..))
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.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
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
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
let mobj = M.lookup m ms
if (isJust mobj)
then
return $ fromJust mobj
else do
path <- liftIO $ modelPath m
objmod <- liftIO $ loadObjFile path
model <- case objmod of
Left error -> fail $ show error
Right obj -> liftIO $ makeInterleavedArrays obj
modify $ \state -> state {models = M.insert m model ms}
return model
setup :: Main ()
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
shadeModel $= Smooth
lighting $= Enabled
light (Light 0) $= Enabled
position (Light 0) $= Vertex4 (-1) (-1) 1 (0 :: GLfloat)
colorMaterial $= Just (Front, AmbientAndDiffuse)
clientState VertexArray $= Enabled
clientState NormalArray $= Enabled
clientState TextureCoordArray $= Enabled
-- cache textures & models
getTexture TextureWood
getTexture TextureTank
getTexture TextureCannon
getTexture TextureBullet
getTexture TextureCrosshair
getModel ModelTank
return ()
render :: Main ()
render = do
tanklist <- gets $ tanks . gameState
bulletlist <- gets $ bullets . gameState
playerlist <- gets players
textureWood <- getTexture TextureWood
textureTank <- getTexture TextureTank
textureCannon <- getTexture TextureCannon
textureBullet <- getTexture TextureBullet
textureCrosshair <- getTexture TextureCrosshair
modelTank <- getModel ModelTank
(lw, lh) <- gets (level . gameState) >>= \l -> return (fromIntegral . levelWidth $ l :: GLfloat, fromIntegral . levelHeight $ l :: GLfloat)
liftIO $ do
clear [ColorBuffer, DepthBuffer]
texture Texture2D $= Enabled
textureBinding Texture2D $= Just textureWood
normal $ Normal3 0 0 (1 :: GLfloat)
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)
texture Texture2D $= Disabled
bindInterleavedArrays modelTank
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
unsafePreservingMatrix $ 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
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
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 $ Vertex3 (-0.1 :: GLfloat) (-0.1 :: GLfloat) 0.01
texCoord $ TexCoord2 (0 :: GLfloat) (1 :: GLfloat)
vertex $ Vertex3 (-0.1 :: GLfloat) (0.1 :: GLfloat) 0.01
texCoord $ TexCoord2 (1 :: GLfloat) (1 :: GLfloat)
vertex $ Vertex3 (0.1 :: GLfloat) (0.1 :: GLfloat) 0.01
texCoord $ TexCoord2 (1 :: GLfloat) (0 :: GLfloat)
vertex $ Vertex3 (0.1 :: GLfloat) (-0.1 :: GLfloat) 0.01
textureBinding Texture2D $= Just textureCrosshair
forM_ playerlist renderPlayer