{-# 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 posrots <- mapM ((\ball -> do ms <- liftIO $ getMotionState ball npos <- liftIO $ fmap (fmap realToFrac) =<< getPosition ms nrot <- liftIO $ fmap (fmap realToFrac) =<< getRotation ms return (npos, nrot)) . bodyRigidBody) (poBalls physos) let nships = map (\(ship, (pos, rot)) -> ship { shipRot = rot , shipPos = pos } ) (zip (ships sd) posrots) putAffection sd { ships = nships } draw :: Affection StateData () draw = do GL.viewport $= (GL.Position 0 0, GL.Size 1600 900) StateData{..} <- getAffection GL.currentProgram $= (Just . GLU.program $ program) mapM_ (\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) ) ships 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 ship = head (ships sd) rot = shipRot ship dphi = pi / 2 / 45 nquat = case code of SDL.KeycodeW -> rot * axisAngle (V3 1 0 0) (-dphi) SDL.KeycodeS -> rot * axisAngle (V3 1 0 0) dphi SDL.KeycodeA -> rot * axisAngle (V3 0 1 0) (-dphi) SDL.KeycodeD -> rot * axisAngle (V3 0 1 0) dphi SDL.KeycodeE -> rot * axisAngle (V3 0 0 1) (-dphi) SDL.KeycodeQ -> rot * axisAngle (V3 0 0 1) dphi _ -> rot putAffection sd { ships = ship { shipRot = nquat } : tail (ships sd) } | otherwise = return ()