next iteration
This commit is contained in:
parent
0def206cea
commit
e2e025afb5
8 changed files with 493 additions and 27 deletions
152
examples/example01/Init.hs
Normal file
152
examples/example01/Init.hs
Normal file
|
@ -0,0 +1,152 @@
|
||||||
|
{-# LANGUAGE OverloadedStrings #-}
|
||||||
|
|
||||||
|
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 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
|
||||||
|
|
||||||
|
phys <- initPhysics
|
||||||
|
|
||||||
|
po <- initPhysicsObjects
|
||||||
|
|
||||||
|
-- mapM_ (addRigidBody (pWorld phys)) (map bodyRigidBody (poBalls po))
|
||||||
|
addRigidBody (pWorld phys) (bodyRigidBody $ poBall po)
|
||||||
|
|
||||||
|
return StateData
|
||||||
|
{ ship = Ship shipBO (length $ loTriangles lobj)
|
||||||
|
(V3 0 0 0)
|
||||||
|
(Quaternion 1 (V3 0 0 0))
|
||||||
|
, proj = perspective (pi/2) (1600 / 900) 1 (-1)
|
||||||
|
, camera = Camera
|
||||||
|
{ cameraFocus = V3 0 0 0
|
||||||
|
, cameraRot = Euler 0 0 0
|
||||||
|
, cameraDist = -10
|
||||||
|
}
|
||||||
|
, 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 0 0)
|
||||||
|
return $ Physics bp config disp solver world
|
||||||
|
|
||||||
|
initPhysicsObjects :: IO PhysicsObjects
|
||||||
|
initPhysicsObjects = 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))
|
||||||
|
(V3 0 0 0)
|
||||||
|
localInertia <- calculateLocalInertia ball 1 (V3 0 0 0)
|
||||||
|
ballBody <- newRigidBody 1 ballMotionState 0 0 ball localInertia
|
||||||
|
setSleepingThresholds ballBody 0 0
|
||||||
|
-- ) poss
|
||||||
|
|
||||||
|
return PhysicsObjects
|
||||||
|
-- { poGround = PhysBody ground groundMotionState groundBody
|
||||||
|
{ poBall = PhysBody ball ballMotionState ballBody
|
||||||
|
}
|
178
examples/example01/Main.hs
Normal file
178
examples/example01/Main.hs
Normal file
|
@ -0,0 +1,178 @@
|
||||||
|
{-# 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 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
|
||||||
|
{ windowInitialSize = SDL.V2 1600 900
|
||||||
|
, 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
|
||||||
|
GL.currentProgram $= (Just . GLU.program $ program)
|
||||||
|
(\Ship{..} -> do
|
||||||
|
let view = lookAt
|
||||||
|
(cameraFocus camera +
|
||||||
|
rotVecByEulerB2A
|
||||||
|
(cameraRot camera)
|
||||||
|
(V3 0 0 (-cameraDist camera)))
|
||||||
|
(cameraFocus camera)
|
||||||
|
(V3 0 1 0)
|
||||||
|
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)
|
||||||
|
) ship
|
||||||
|
|
||||||
|
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 ()
|
51
examples/example01/Types.hs
Normal file
51
examples/example01/Types.hs
Normal file
|
@ -0,0 +1,51 @@
|
||||||
|
module Types where
|
||||||
|
|
||||||
|
import qualified Graphics.Rendering.OpenGL as GL
|
||||||
|
import qualified Graphics.GLUtil as GLU
|
||||||
|
|
||||||
|
import Linear as L
|
||||||
|
|
||||||
|
import SpatialMath
|
||||||
|
|
||||||
|
import Physics.Bullet.Raw as Bullet
|
||||||
|
|
||||||
|
data StateData = StateData
|
||||||
|
{ ship :: Ship
|
||||||
|
, camera :: Camera
|
||||||
|
, proj :: M44 Float
|
||||||
|
, program :: GLU.ShaderProgram
|
||||||
|
, physics :: Physics
|
||||||
|
, physicsObjects :: PhysicsObjects
|
||||||
|
}
|
||||||
|
|
||||||
|
data Ship = Ship
|
||||||
|
{ shipVao :: GL.VertexArrayObject
|
||||||
|
, shipVaoLen :: Int
|
||||||
|
, shipPos :: V3 Float
|
||||||
|
, shipRot :: Quaternion Float
|
||||||
|
}
|
||||||
|
|
||||||
|
data Camera = Camera
|
||||||
|
{ cameraFocus :: V3 Float
|
||||||
|
, cameraRot :: Euler Float
|
||||||
|
, cameraDist :: Float
|
||||||
|
}
|
||||||
|
|
||||||
|
data Physics = Physics
|
||||||
|
{ pBroadphase :: DbvtBroadphase
|
||||||
|
, pConfig :: DefaultCollisionConfiguration
|
||||||
|
, pDispatcher :: CollisionDispatcher
|
||||||
|
, pSolver :: SequentialImpulseConstraintSolver
|
||||||
|
, pWorld :: DiscreteDynamicsWorld
|
||||||
|
}
|
||||||
|
|
||||||
|
data PhysicsObjects = PhysicsObjects
|
||||||
|
-- { poGround :: PhysBody StaticPlaneShape
|
||||||
|
{ poBall :: PhysBody SphereShape
|
||||||
|
}
|
||||||
|
|
||||||
|
data PhysBody a = PhysBody
|
||||||
|
{ bodyShape :: a
|
||||||
|
, bodyMotionState :: MotionState
|
||||||
|
, bodyRigidBody :: RigidBody
|
||||||
|
}
|
67
examples/example01/Util.hs
Normal file
67
examples/example01/Util.hs
Normal file
|
@ -0,0 +1,67 @@
|
||||||
|
module Util where
|
||||||
|
|
||||||
|
import Codec.Wavefront
|
||||||
|
|
||||||
|
import Control.Monad (sequence)
|
||||||
|
|
||||||
|
import qualified Data.Vector as V
|
||||||
|
|
||||||
|
data LoadedObject = LoadedObject
|
||||||
|
{ loTriangles :: [Float]
|
||||||
|
, loLines :: [Float]
|
||||||
|
, loPoints :: [Float]
|
||||||
|
, loTexTri :: Maybe [Float]
|
||||||
|
}
|
||||||
|
|
||||||
|
loadObj :: WavefrontOBJ -> LoadedObject
|
||||||
|
loadObj obj =
|
||||||
|
LoadedObject ts ls ps tritex
|
||||||
|
where
|
||||||
|
inter = objLocations obj
|
||||||
|
interTex = objTexCoords obj
|
||||||
|
faces = map elValue (V.toList $ objFaces obj)
|
||||||
|
lns = map elValue (V.toList $ objLines obj)
|
||||||
|
points = map elValue (V.toList $ objPoints obj)
|
||||||
|
deface (Face a b c []) =
|
||||||
|
map (\i -> inter V.! (faceLocIndex i -1)) [a, b, c]
|
||||||
|
deface _ =
|
||||||
|
error "loadObj: obj with quads encountered"
|
||||||
|
deline (Line a b) =
|
||||||
|
map (\i -> inter V.! (lineLocIndex i -1)) [a, b]
|
||||||
|
depoint (Point i) = inter V.! (i - 1)
|
||||||
|
tsLocs = concatMap deface faces
|
||||||
|
lsLocs = concatMap deline lns
|
||||||
|
psLocs = map depoint points
|
||||||
|
deLoc (Location x y z w) = [x, y, z, w]
|
||||||
|
deTex (TexCoord r s _) = [r, s]
|
||||||
|
ts = concatMap deLoc tsLocs
|
||||||
|
ls = concatMap deLoc lsLocs
|
||||||
|
ps = concatMap deLoc psLocs
|
||||||
|
defaceTex :: Face -> Maybe [TexCoord]
|
||||||
|
defaceTex (Face a b c []) =
|
||||||
|
mapM
|
||||||
|
(fmap (\x -> interTex V.! (x - 1)) . faceTexCoordIndex)
|
||||||
|
[a, b, c]
|
||||||
|
defaceTex _ =
|
||||||
|
error "loadObj: obj with quads encountered"
|
||||||
|
tritex :: Maybe [Float]
|
||||||
|
tritex = concatMap deTex <$> mftxs
|
||||||
|
mftxs :: Maybe [TexCoord]
|
||||||
|
mftxs = fmap concat (mapM defaceTex faces)
|
||||||
|
|
||||||
|
-- objLocsToPtr :: WavefrontOBJ -> IO (Ptr Float, Int)
|
||||||
|
-- objLocsToPtr obj = do
|
||||||
|
-- let ivs = objLocations obj
|
||||||
|
-- faces = map elValue $ V.toList $ objFaces obj
|
||||||
|
-- vs = concatMap
|
||||||
|
-- (\(Face a b c []) ->
|
||||||
|
-- map (\i -> ivs V.! ((faceLocIndex i) - 1)) [a, b, c])
|
||||||
|
-- faces
|
||||||
|
-- ptr <- newArray $ concatMap (\(Location x y z w) -> [x, y, z, w]) vs
|
||||||
|
-- return (ptr, length vs)
|
||||||
|
--
|
||||||
|
-- objUVsToPtr :: WavefrontOBJ -> IO (Ptr Float, Int)
|
||||||
|
-- objUVsToPtr obj = do
|
||||||
|
-- let uvs= V.toList $ objTexCoords obj
|
||||||
|
-- ptr <- newArray $ concatMap (\(TexCoord r s t) -> [r, s, t]) uvs
|
||||||
|
-- return (ptr, length uvs)
|
25
hw.cabal
25
hw.cabal
|
@ -71,3 +71,28 @@ executable example00
|
||||||
default-language: Haskell2010
|
default-language: Haskell2010
|
||||||
ghc-options: -Wall
|
ghc-options: -Wall
|
||||||
extra-libraries: stdc++
|
extra-libraries: stdc++
|
||||||
|
|
||||||
|
executable example01
|
||||||
|
main-is: Main.hs
|
||||||
|
other-modules: Util
|
||||||
|
, Types
|
||||||
|
, Init
|
||||||
|
-- other-extensions:
|
||||||
|
default-extensions: OverloadedStrings
|
||||||
|
build-depends: base >=4.9
|
||||||
|
, affection
|
||||||
|
, sdl2
|
||||||
|
, linear
|
||||||
|
, spatial-math
|
||||||
|
, bytestring
|
||||||
|
, OpenGL
|
||||||
|
, OpenGLRaw
|
||||||
|
, GLUtil
|
||||||
|
, random
|
||||||
|
, vector
|
||||||
|
, wavefront
|
||||||
|
, shoot
|
||||||
|
hs-source-dirs: examples/example01
|
||||||
|
default-language: Haskell2010
|
||||||
|
ghc-options: -Wall
|
||||||
|
extra-libraries: stdc++
|
||||||
|
|
|
@ -102,7 +102,7 @@ load = do
|
||||||
{ ship = Ship shipBO (length $ loTriangles lobj)
|
{ ship = Ship shipBO (length $ loTriangles lobj)
|
||||||
(V3 0 0 0)
|
(V3 0 0 0)
|
||||||
(Quaternion 1 (V3 0 0 0))
|
(Quaternion 1 (V3 0 0 0))
|
||||||
, proj = perspective (pi/2) (1600 / 900) 1 (-1)
|
-- , proj = perspective (pi/2) (1600 / 900) 1 (-1)
|
||||||
, camera = Camera
|
, camera = Camera
|
||||||
{ cameraFocus = V3 0 0 0
|
{ cameraFocus = V3 0 0 0
|
||||||
, cameraRot = Euler 0 0 0
|
, cameraRot = Euler 0 0 0
|
||||||
|
@ -111,6 +111,7 @@ load = do
|
||||||
, program = p
|
, program = p
|
||||||
, physics = phys
|
, physics = phys
|
||||||
, physicsObjects = po
|
, physicsObjects = po
|
||||||
|
, projection = Perspective (perspective (pi/2) (1600 / 900) 1 (-1))
|
||||||
}
|
}
|
||||||
|
|
||||||
loadTex :: FilePath -> IO GL.TextureObject
|
loadTex :: FilePath -> IO GL.TextureObject
|
||||||
|
|
39
src/Main.hs
39
src/Main.hs
|
@ -71,6 +71,9 @@ draw = do
|
||||||
GL.viewport $= (GL.Position 0 0, GL.Size 1600 900)
|
GL.viewport $= (GL.Position 0 0, GL.Size 1600 900)
|
||||||
StateData{..} <- getAffection
|
StateData{..} <- getAffection
|
||||||
GL.currentProgram $= (Just . GLU.program $ program)
|
GL.currentProgram $= (Just . GLU.program $ program)
|
||||||
|
let proj = case projection of
|
||||||
|
Ortho m -> m
|
||||||
|
Perspective m -> m
|
||||||
(\Ship{..} -> do
|
(\Ship{..} -> do
|
||||||
let view = lookAt
|
let view = lookAt
|
||||||
(cameraFocus camera +
|
(cameraFocus camera +
|
||||||
|
@ -149,30 +152,16 @@ handleKey code
|
||||||
liftIO $ putStrLn $ show (1 / dt) ++ " FPS"
|
liftIO $ putStrLn $ show (1 / dt) ++ " FPS"
|
||||||
| code == SDL.KeycodeT =
|
| code == SDL.KeycodeT =
|
||||||
toggleScreen
|
toggleScreen
|
||||||
| code `elem`
|
| code == SDL.KeycodeO =
|
||||||
[ SDL.KeycodeW
|
toggleOrtho
|
||||||
, 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 $ applyTorque
|
|
||||||
(bodyRigidBody $ poBall $ physicsObjects sd)
|
|
||||||
torqueimp
|
|
||||||
| otherwise =
|
| otherwise =
|
||||||
return ()
|
return ()
|
||||||
|
|
||||||
|
toggleOrtho :: Affection StateData ()
|
||||||
|
toggleOrtho = do
|
||||||
|
sd <- getAffection
|
||||||
|
case projection sd of
|
||||||
|
Ortho _ -> putAffection sd
|
||||||
|
{ projection = Perspective (perspective (pi/2) (1600 / 900) 1 (-1)) }
|
||||||
|
Perspective _ -> putAffection sd
|
||||||
|
{ projection = Ortho (ortho (-10) 10 (-5) 5 (-50) 50) }
|
||||||
|
|
|
@ -12,10 +12,11 @@ import Physics.Bullet.Raw as Bullet
|
||||||
data StateData = StateData
|
data StateData = StateData
|
||||||
{ ship :: Ship
|
{ ship :: Ship
|
||||||
, camera :: Camera
|
, camera :: Camera
|
||||||
, proj :: M44 Float
|
-- , proj :: M44 Float
|
||||||
, program :: GLU.ShaderProgram
|
, program :: GLU.ShaderProgram
|
||||||
, physics :: Physics
|
, physics :: Physics
|
||||||
, physicsObjects :: PhysicsObjects
|
, physicsObjects :: PhysicsObjects
|
||||||
|
, projection :: Projection
|
||||||
}
|
}
|
||||||
|
|
||||||
data Ship = Ship
|
data Ship = Ship
|
||||||
|
@ -49,3 +50,5 @@ data PhysBody a = PhysBody
|
||||||
, bodyMotionState :: MotionState
|
, bodyMotionState :: MotionState
|
||||||
, bodyRigidBody :: RigidBody
|
, bodyRigidBody :: RigidBody
|
||||||
}
|
}
|
||||||
|
|
||||||
|
data Projection = Ortho (M44 Float) | Perspective (M44 Float)
|
||||||
|
|
Loading…
Reference in a new issue