2017-11-07 21:22:46 +00:00
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{-# LANGUAGE OverloadedStrings #-}
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module Init where
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import SDL (($=))
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import qualified SDL
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import qualified Graphics.Rendering.OpenGL as GL
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import qualified Graphics.GLUtil as GLU
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import qualified Data.ByteString as BS
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import System.Random (randomRIO)
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import Physics.Bullet.Raw
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import Codec.Wavefront
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import Linear as L
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import SpatialMath
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import Foreign
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import Util
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import Types
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genVertBufObject path = do
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eobj <- fromFile path
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let obj = case eobj of
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Right o -> o
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Left err -> error err
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let lobj = loadObj obj
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shipBO <- GL.genObjectName
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GL.bindVertexArrayObject $= Just shipBO
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verts <- GL.genObjectName
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GL.bindBuffer GL.ArrayBuffer $= Just verts
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withArray (loTriangles lobj) $ \ptr ->
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GL.bufferData GL.ArrayBuffer $=
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( fromIntegral $ length (loTriangles lobj) * 3 * sizeOf (0 :: Double)
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, ptr
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, GL.StaticDraw
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)
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GL.vertexAttribPointer (GL.AttribLocation 0) $=
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( GL.ToFloat
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, GL.VertexArrayDescriptor 4 GL.Float 0 (plusPtr nullPtr 0)
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)
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GL.vertexAttribArray (GL.AttribLocation 0) $= GL.Enabled
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return (shipBO, length (loTriangles lobj))
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load :: IO StateData
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load = do
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_ <- SDL.setMouseLocationMode SDL.RelativeLocation
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GL.depthFunc $= Just GL.Less
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(shipBO, stl) <- genVertBufObject "assets/spheres/smallsphere.obj"
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(planetBO, ptl) <- genVertBufObject "assets/spheres/bigsphere.obj"
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let vertexShader = foldl BS.append BS.empty
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[ "attribute vec3 coord3d;"
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, "attribute vec2 texcoord;"
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, "uniform mat4 mvp;"
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, "varying vec2 f_texcoord;"
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, "void main(void) {"
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, " gl_Position = mvp * vec4(coord3d, 1.0);"
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, " f_texcoord = texcoord;"
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, "}"
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]
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fragmentShader = foldl BS.append BS.empty
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[ "varying vec2 f_texcoord;"
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, "void main(void) {"
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2017-11-18 14:35:46 +00:00
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, " gl_FragColor = vec4(1,1,1,0.5);"
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2017-11-07 21:22:46 +00:00
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, "}"
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]
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p <- GLU.simpleShaderProgramBS vertexShader fragmentShader
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poss <- mapM (\_ -> do
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x <- randomRIO (-50, 50)
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y <- randomRIO (-50, 50)
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z <- randomRIO (-50, 50)
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return (V3 x y z)
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) [0..2000]
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let shipList = zipWith (Ship shipBO stl)
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poss
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(repeat $ Quaternion 1 (V3 0 0 0))
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planet = Ship planetBO ptl (V3 0 0 0) (Quaternion 1 (V3 0 0 0))
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phys <- initPhysics
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po <- initPhysicsObjects poss
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mapM_ (addRigidBody (pWorld phys) . bodyRigidBody) (poSmallBalls po)
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addRigidBody (pWorld phys) (bodyRigidBody $ poBigBall po)
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return StateData
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{ ships = shipList
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, planet = planet
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, proj = perspective (pi/2) (1600 / 900) 1 (-1)
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, camera = Camera
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{ cameraFocus = V3 0 0 0
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, cameraRot = Euler 0 0 0
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2017-11-12 13:18:46 +00:00
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, cameraDist = -100
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2017-11-07 21:22:46 +00:00
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}
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, program = p
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, physics = phys
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, physicsObjects = po
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}
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loadTex :: FilePath -> IO GL.TextureObject
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loadTex f = do
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t <- either error id <$> GLU.readTexture f
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GL.textureFilter GL.Texture2D $= ((GL.Linear', Nothing), GL.Linear')
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GLU.texture2DWrap $= (GL.Repeated, GL.ClampToEdge)
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return t
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initPhysics :: IO Physics
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initPhysics = do
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bp <- newDbvtBroadphase
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config <- newDefaultCollisionConfiguration
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disp <- newCollisionDispatcher config
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solver <- newSequentialImpulseConstraintSolver
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world <- newDiscreteDynamicsWorld disp bp solver config
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2017-11-07 22:04:43 +00:00
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setGravity world (V3 0 0 0)
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2017-11-07 21:22:46 +00:00
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return $ Physics bp config disp solver world
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initPhysicsObjects :: [V3 Float] -> IO PhysicsObjects
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initPhysicsObjects poss = do
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-- ground <- newStaticPlaneShape (V3 0 1 0) 1
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smallBall <- newSphereShape 1
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bigBall <- newSphereShape 5
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-- groundMotionState <- newDefaultMotionState (Quaternion 1 (V3 0 0 0)) (V3 0 (-51) 0)
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-- groundBody <- newRigidBody 0 groundMotionState 0.9 0.5 ground (V3 0 0 0)
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smallBallPOs <- mapM (\pos -> do
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smallBallMotionState <- newDefaultMotionState (Quaternion 1 (V3 0 0 0))
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(fmap realToFrac pos)
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localInertia <- calculateLocalInertia smallBall 1 (V3 0 0 0)
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smallBallBody <- newRigidBody 1 smallBallMotionState 0.9 0.5 smallBall localInertia
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return $ PhysBody smallBall smallBallMotionState smallBallBody 1
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) poss
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bigBallPO <- do
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bigBallMotionState <- newDefaultMotionState (Quaternion 1 (V3 0 0 0))
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(V3 0 0 0)
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localInertia <- calculateLocalInertia bigBall 1 (V3 0 0 0)
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bigBallBody <- newRigidBody 0 bigBallMotionState 0.9 0.5 bigBall localInertia
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return $ PhysBody bigBall bigBallMotionState bigBallBody 0
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return PhysicsObjects
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{ poBigBall = bigBallPO
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, poSmallBalls = smallBallPOs
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}
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