187 lines
5.3 KiB
Haskell
187 lines
5.3 KiB
Haskell
|
{-# LANGUAGE OverloadedStrings, RecordWildCards #-}
|
||
|
|
||
|
module Main where
|
||
|
|
||
|
import Affection
|
||
|
|
||
|
import SDL (($=))
|
||
|
import qualified SDL
|
||
|
|
||
|
import qualified Graphics.Rendering.OpenGL as GL
|
||
|
import qualified Graphics.GLUtil as GLU
|
||
|
|
||
|
import Physics.Bullet.Raw
|
||
|
|
||
|
import Control.Monad (when)
|
||
|
import Control.Monad.IO.Class (liftIO)
|
||
|
|
||
|
import qualified Data.ByteString as BS
|
||
|
|
||
|
import Linear as L
|
||
|
|
||
|
import System.Random (randomRIO)
|
||
|
|
||
|
import SpatialMath
|
||
|
|
||
|
import Init
|
||
|
import Types
|
||
|
|
||
|
import Debug.Trace as T
|
||
|
|
||
|
main :: IO ()
|
||
|
main =
|
||
|
withAffection AffectionConfig
|
||
|
{ initComponents = All
|
||
|
, windowTitle = "hw"
|
||
|
, windowConfig = SDL.defaultWindow
|
||
|
{ SDL.windowInitialSize = SDL.V2 1600 900
|
||
|
, SDL.windowOpenGL = Just SDL.defaultOpenGL
|
||
|
{ SDL.glProfile = SDL.Core SDL.Normal 3 2
|
||
|
}
|
||
|
}
|
||
|
, initScreenMode = SDL.Fullscreen
|
||
|
, preLoop = return ()
|
||
|
, eventLoop = handle
|
||
|
, updateLoop = update
|
||
|
, drawLoop = draw
|
||
|
, loadState = load
|
||
|
, cleanUp = const (return ())
|
||
|
, canvasSize = Nothing
|
||
|
}
|
||
|
|
||
|
update :: Double -> Affection StateData ()
|
||
|
update dt = do
|
||
|
sd <- getAffection
|
||
|
let phys = physics sd
|
||
|
physos = physicsObjects sd
|
||
|
liftIO $ stepSimulation (pWorld phys) dt 10 Nothing
|
||
|
(pos, rot) <- do
|
||
|
ms <- liftIO $ getMotionState (bodyRigidBody $ poBall physos)
|
||
|
npos <- liftIO $ return . fmap realToFrac =<< getPosition ms
|
||
|
nrot <- liftIO $ return . fmap realToFrac =<< getRotation ms
|
||
|
return (npos, nrot)
|
||
|
let nship =
|
||
|
(ship sd)
|
||
|
{ shipRot = rot
|
||
|
, shipPos = pos
|
||
|
}
|
||
|
putAffection sd
|
||
|
{ ship = nship
|
||
|
}
|
||
|
|
||
|
draw :: Affection StateData ()
|
||
|
draw =
|
||
|
do
|
||
|
GL.viewport $= (GL.Position 0 0, GL.Size 1600 900)
|
||
|
StateData{..} <- getAffection
|
||
|
let view = lookAt
|
||
|
(cameraFocus camera +
|
||
|
rotVecByEulerB2A
|
||
|
(cameraRot camera)
|
||
|
(V3 0 0 (-cameraDist camera)))
|
||
|
(cameraFocus camera)
|
||
|
(V3 0 1 0)
|
||
|
GL.currentProgram $= (Just . GLU.program $ shipProgram)
|
||
|
drawShip shipProgram view ship
|
||
|
GL.currentProgram $= (Just . GLU.program $ handleProgram)
|
||
|
mapM_ (drawShip shipProgram view) vertHandles
|
||
|
where
|
||
|
drawShip program view (Ship{..}) = do
|
||
|
StateData{..} <- getAffection
|
||
|
let model = mkTransformation shipRot shipPos
|
||
|
pvm = proj !*! view !*! model
|
||
|
liftIO $ GLU.setUniform program "mvp" pvm
|
||
|
GL.bindVertexArrayObject $= Just shipVao
|
||
|
liftIO $ GL.drawArrays GL.Triangles 0 (fromIntegral shipVaoLen)
|
||
|
|
||
|
handle :: SDL.EventPayload -> Affection StateData ()
|
||
|
handle (SDL.WindowClosedEvent _) = quit
|
||
|
|
||
|
handle (SDL.KeyboardEvent dat) = do
|
||
|
let key = SDL.keysymKeycode (SDL.keyboardEventKeysym dat)
|
||
|
when (SDL.keyboardEventKeyMotion dat == SDL.Pressed) $
|
||
|
handleKey key
|
||
|
handle (SDL.MouseMotionEvent dat) = do
|
||
|
sd <- getAffection
|
||
|
let (V2 rx ry) = fromIntegral <$> SDL.mouseMotionEventRelMotion dat
|
||
|
c = camera sd
|
||
|
putAffection sd
|
||
|
{ camera =
|
||
|
case SDL.mouseMotionEventState dat of
|
||
|
[SDL.ButtonRight] ->
|
||
|
let (V3 sx sy sz) = rotVecByEuler (cameraRot c) (V3 (rx / 10) 0 (ry / 10))
|
||
|
in c {cameraFocus = cameraFocus c + V3 sx 0 sy}
|
||
|
[] ->
|
||
|
let dphi = pi / 4 / 45 / 10
|
||
|
(Euler yaw pitch roll) = cameraRot c
|
||
|
nangle
|
||
|
| nangle' >= qc = qc - mu
|
||
|
| nangle' <= -qc = -qc + mu
|
||
|
| otherwise = nangle'
|
||
|
where
|
||
|
nangle' = (dphi * ry) + roll
|
||
|
qc = pi / 2
|
||
|
mu = 0.01
|
||
|
nrot =
|
||
|
Euler
|
||
|
yaw
|
||
|
(pitch + (rx * dphi))
|
||
|
nangle
|
||
|
in c
|
||
|
{ cameraRot = nrot
|
||
|
}
|
||
|
_ ->
|
||
|
c
|
||
|
}
|
||
|
|
||
|
handle _ = return ()
|
||
|
|
||
|
handleKey :: SDL.Keycode -> Affection StateData ()
|
||
|
handleKey code
|
||
|
| code == SDL.KeycodeR =
|
||
|
GL.clearColor $= GL.Color4 1 0 0 1
|
||
|
| code == SDL.KeycodeG =
|
||
|
GL.clearColor $= GL.Color4 0 1 0 1
|
||
|
| code == SDL.KeycodeB =
|
||
|
GL.clearColor $= GL.Color4 0 0 1 1
|
||
|
| code == SDL.KeycodeP = do
|
||
|
r <- liftIO $ randomRIO (0, 1)
|
||
|
g <- liftIO $ randomRIO (0, 1)
|
||
|
b <- liftIO $ randomRIO (0, 1)
|
||
|
a <- liftIO $ randomRIO (0, 1)
|
||
|
GL.clearColor $= GL.Color4 r g b a
|
||
|
| code == SDL.KeycodeEscape =
|
||
|
quit
|
||
|
| code == SDL.KeycodeF = do
|
||
|
dt <- deltaTime <$> get
|
||
|
liftIO $ putStrLn $ show (1 / dt) ++ " FPS"
|
||
|
| code == SDL.KeycodeT =
|
||
|
toggleScreen
|
||
|
-- | code `elem`
|
||
|
-- [ SDL.KeycodeW
|
||
|
-- , SDL.KeycodeS
|
||
|
-- , SDL.KeycodeA
|
||
|
-- , SDL.KeycodeD
|
||
|
-- , SDL.KeycodeQ
|
||
|
-- , SDL.KeycodeE
|
||
|
-- ]
|
||
|
-- = do
|
||
|
-- sd <- getAffection
|
||
|
-- let body = bodyRigidBody $ poBall $ physicsObjects sd
|
||
|
-- ms <- liftIO $ getMotionState body
|
||
|
-- rot <- liftIO $ return . fmap realToFrac =<< getRotation ms
|
||
|
-- let tor = 5
|
||
|
-- torqueimp = case code of
|
||
|
-- SDL.KeycodeW -> rotate rot (V3 (-tor) 0 0) -- (-dphi)
|
||
|
-- SDL.KeycodeS -> rotate rot (V3 tor 0 0) -- dphi
|
||
|
-- SDL.KeycodeA -> rotate rot (V3 0 (-tor) 0) -- (-dphi)
|
||
|
-- SDL.KeycodeD -> rotate rot (V3 0 tor 0) -- dphi
|
||
|
-- SDL.KeycodeE -> rotate rot (V3 0 0 (-tor)) -- (-dphi)
|
||
|
-- SDL.KeycodeQ -> rotate rot (V3 0 0 tor) -- dphi
|
||
|
-- _ -> V3 0 0 0
|
||
|
-- liftIO $ applyTorqueImpulse
|
||
|
-- (bodyRigidBody $ poBall $ physicsObjects sd)
|
||
|
-- torqueimp
|
||
|
| otherwise =
|
||
|
return ()
|