hw/examples/example00/Init.hs

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{-# LANGUAGE OverloadedStrings #-}
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module Init where
import SDL (($=))
import qualified SDL
import qualified Graphics.Rendering.OpenGL as GL
import qualified Graphics.GLUtil as GLU
import qualified Data.ByteString as BS
import System.Random (randomRIO)
import Physics.Bullet.Raw
import Codec.Wavefront
import Linear as L
import SpatialMath
import Foreign
import Util
import Types
load :: IO StateData
load = do
_ <- SDL.setMouseLocationMode SDL.RelativeLocation
GL.depthFunc $= Just GL.Less
eobj <- fromFile "assets/ships/jaeger/jaeger.obj"
let obj = case eobj of
Right o -> o
Left err -> error err
-- (ptr, len) <- objLocsToPtr obj
-- (tptr, tlen) <- objUVsToPtr obj
let lobj = loadObj obj
shipBO <- GL.genObjectName
GL.bindVertexArrayObject $= Just shipBO
verts <- GL.genObjectName
GL.bindBuffer GL.ArrayBuffer $= Just verts
withArray (loTriangles lobj) $ \ptr ->
GL.bufferData GL.ArrayBuffer $=
( fromIntegral $ length (loTriangles lobj) * 3 * sizeOf (0 :: Double)
, ptr
, GL.StaticDraw
)
GL.vertexAttribPointer (GL.AttribLocation 0) $=
( GL.ToFloat
, GL.VertexArrayDescriptor 4 GL.Float 0 (plusPtr nullPtr 0)
)
GL.vertexAttribArray (GL.AttribLocation 0) $= GL.Enabled
texture <- GL.genObjectName
GL.bindBuffer GL.ArrayBuffer $= Just texture
maybe (return ()) (\a -> withArray a $ \ptr ->
GL.bufferData GL.ArrayBuffer $=
( fromIntegral $ length a * 2 * sizeOf (0 :: Double)
, ptr
, GL.StaticDraw
)) (loTexTri lobj)
GL.vertexAttribPointer (GL.AttribLocation 1) $=
( GL.ToFloat
, GL.VertexArrayDescriptor 2 GL.Float 0 (plusPtr nullPtr 0)
)
GL.vertexAttribArray (GL.AttribLocation 1) $= GL.Enabled
GL.texture GL.Texture2D $= GL.Enabled
GL.activeTexture $= GL.TextureUnit 0
t <- loadTex "assets/ships/jaeger/jaeger.texture.tga"
GL.textureBinding GL.Texture2D $= Just t
let vertexShader = foldl BS.append BS.empty
[ "attribute vec3 coord3d;"
, "attribute vec2 texcoord;"
, "uniform mat4 mvp;"
, "varying vec2 f_texcoord;"
, "void main(void) {"
, " gl_Position = mvp * vec4(coord3d, 1.0);"
, " f_texcoord = texcoord;"
, "}"
]
fragmentShader = foldl BS.append BS.empty
[ "varying vec2 f_texcoord;"
, "uniform sampler2D texture;"
, "void main(void) {"
, " vec2 flip = vec2(f_texcoord.x, 1.0 - f_texcoord.y);"
, " gl_FragColor = texture2D(texture, flip);"
, "}"
]
p <- GLU.simpleShaderProgramBS vertexShader fragmentShader
poss <- mapM (\_ -> do
x <- randomRIO (-50, 50)
y <- randomRIO (-50, 50)
z <- randomRIO (-50, 50)
return (V3 x y z)
) [0..2000]
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let shipList = zipWith (uncurry $ Ship shipBO (length $ loTriangles lobj))
poss
(repeat $ Quaternion 1 (V3 0 0 0))
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phys <- initPhysics
po <- initPhysicsObjects poss
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mapM_ (addRigidBody (pWorld phys)) . bodyRigidBody) (poBalls po)
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addRigidBody (pWorld phys) (bodyRigidBody $ poGround po)
return StateData
{ ships = shipList
, proj = perspective (pi/2) (1600 / 900) 1 (-1)
, camera = Camera
{ cameraFocus = V3 0 0 0
, cameraRot = Euler 0 0 0
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, cameraDist = -50
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}
, program = p
, physics = phys
, physicsObjects = po
}
loadTex :: FilePath -> IO GL.TextureObject
loadTex f = do
t <- either error id <$> GLU.readTexture f
GL.textureFilter GL.Texture2D $= ((GL.Linear', Nothing), GL.Linear')
GLU.texture2DWrap $= (GL.Repeated, GL.ClampToEdge)
return t
initPhysics :: IO Physics
initPhysics = do
bp <- newDbvtBroadphase
config <- newDefaultCollisionConfiguration
disp <- newCollisionDispatcher config
solver <- newSequentialImpulseConstraintSolver
world <- newDiscreteDynamicsWorld disp bp solver config
setGravity world (V3 0 (-10) 0)
return $ Physics bp config disp solver world
initPhysicsObjects :: [V3 Float] -> IO PhysicsObjects
initPhysicsObjects poss = do
ground <- newStaticPlaneShape (V3 0 1 0) 1
ball <- newSphereShape 3
groundMotionState <- newDefaultMotionState (Quaternion 1 (V3 0 0 0)) (V3 0 (-51) 0)
groundBody <- newRigidBody 0 groundMotionState 0.9 0.5 ground (V3 0 0 0)
balls <- mapM (\pos -> do
ballMotionState <- newDefaultMotionState (Quaternion 1 (V3 0 0 0))
(fmap realToFrac pos)
localInertia <- calculateLocalInertia ball 1 (V3 0 0 0)
ballBody <- newRigidBody 1 ballMotionState 0.9 0.5 ball localInertia
return $ PhysBody ball ballMotionState ballBody
) poss
return PhysicsObjects
{ poGround = PhysBody ground groundMotionState groundBody
, poBalls = balls
}