172 lines
5 KiB
Haskell
172 lines
5 KiB
Haskell
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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 Data.List.Split (chunksOf)
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import qualified Data.ByteString as BS
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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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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, sobj, stl) <- genVertBufObject "assets/ships/jaeger/jaeger.obj"
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(vectHandleBO, hobj, vhtl) <- genVertBufObject "assets/spheres/vertHandle.obj"
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texture <- GL.genObjectName
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GL.bindBuffer GL.ArrayBuffer $= Just texture
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maybe (return ()) (\a -> withArray a $ \ptr ->
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GL.bufferData GL.ArrayBuffer $=
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( fromIntegral $ length a * 2 * sizeOf (0 :: Double)
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, ptr
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, GL.StaticDraw
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)) (loTexTri sobj)
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GL.vertexAttribPointer (GL.AttribLocation 1) $=
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( GL.ToFloat
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, GL.VertexArrayDescriptor 2 GL.Float 0 (plusPtr nullPtr 0)
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)
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GL.vertexAttribArray (GL.AttribLocation 1) $= GL.Enabled
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GL.texture GL.Texture2D $= GL.Enabled
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GL.activeTexture $= GL.TextureUnit 0
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t <- loadTex "assets/ships/jaeger/jaeger.texture.tga"
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GL.textureBinding GL.Texture2D $= Just t
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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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fragmentShaderShip = foldl BS.append BS.empty
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[ "varying vec2 f_texcoord;"
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, "uniform sampler2D texture;"
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, "void main(void) {"
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, " vec2 flip = vec2(f_texcoord.x, 1.0 - f_texcoord.y);"
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, " gl_FragColor = texture2D(texture, flip);"
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, "}"
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]
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fragmentShaderHandle = foldl BS.append BS.empty
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[ "varying vec2 f_texcoord;"
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, "void main(void) {"
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, " gl_FragColor = vec4(0,0,0,0.5);"
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, "}"
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]
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handleProgram <- GLU.simpleShaderProgramBS vertexShader fragmentShaderHandle
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shipProgram <- GLU.simpleShaderProgramBS vertexShader fragmentShaderShip
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phys <- initPhysics
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po <- initPhysicsObjects
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-- mapM_ (addRigidBody (pWorld phys)) (map bodyRigidBody (poBalls po))
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addRigidBody (pWorld phys) (bodyRigidBody $ poBall po)
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return StateData
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{ ship = Ship shipBO stl
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(V3 0 0 0)
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(Quaternion 1 (V3 0 0 0))
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(Just t)
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, vertHandles = createHandles vectHandleBO vhtl (loPoints sobj)
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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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, cameraDist = -10
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}
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, physics = phys
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, physicsObjects = po
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, shipProgram = shipProgram
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, handleProgram = handleProgram
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}
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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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setGravity world (V3 0 0 0)
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return $ Physics bp config disp solver world
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initPhysicsObjects :: IO PhysicsObjects
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initPhysicsObjects = do
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-- ground <- newStaticPlaneShape (V3 0 1 0) 1
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ball <- newSphereShape 3
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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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-- balls <- mapM (\pos -> do
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ballMotionState <- newDefaultMotionState (Quaternion 1 (V3 0 0 0))
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(V3 0 0 0)
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localInertia <- calculateLocalInertia ball 1 (V3 0 0 0)
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ballBody <- newRigidBody 1 ballMotionState 0 0 ball localInertia
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setSleepingThresholds ballBody 0 0
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-- ) poss
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return PhysicsObjects
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-- { poGround = PhysBody ground groundMotionState groundBody
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{ poBall = PhysBody ball ballMotionState ballBody
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}
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genVertBufObject :: FilePath -> IO (GL.VertexArrayObject, LoadedObject, Int)
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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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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, lobj, length (loTriangles lobj))
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createHandles :: GL.VertexArrayObject -> Int -> [Float] -> [Ship]
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createHandles bo len ps =
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map (\p -> Ship bo len (toPos p) (Quaternion 1 (V3 0 0 0)) Nothing) tris
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where
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tris = chunksOf 3 ps
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toPos [x, y, z] = V3 x y z
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toPos _ = error "not triangular"
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