module Render (render, initGL) where import FRP.Yampa.Geometry import GHC.Exts (sortWith) import Graphics.UI.GLUT import Graphics.Rendering.OpenGL.Raw import qualified Graphics.UI.GLUT as G(Vector3(..)) import Foreign ( withForeignPtr, plusPtr, alloca, peek ) import qualified Data.ByteString.Internal as BSI import Data.Time.Clock import Data.IORef import Control.Monad import Physics import States import Global import Object import BasicTypes import Util import Message import Helper import Paths_Rasenschach win2pitch :: Param -> Int -> Int -> Int -> Int -> Position2 win2pitch param winX winY x y = Point2 (fromIntegral x) (fromIntegral y) renderObjects :: Param -> [ObsObjState] -> GraphicsData -> IO () renderObjects param oos graphData = do let texHome = gdTextureHome graphData let texAway = gdTextureAway graphData (oldX, oldY, currTZ) <- readIORef (gdCurrentTranslate graphData) (winX, winY) <- readIORef $ gdWinSize graphData clear [ ColorBuffer, DepthBuffer ] loadIdentity let ballOOS = fetchBallOOS oos let Point3 ballX ballY _ = oosPos ballOOS let adjY = ballY - (0.5*pPitchLength param) let adjX = ballX - (0.5*pPitchWidth param) -- don't allow too big adjustments, otherwise ugly flipping around let adjX' = if (adjX - oldX) > 0.5 then oldX + 0.1 * (adjX - oldX) else adjX let adjY' = if (adjY - oldY) > 0.5 then oldY + 0.1 * (adjY - oldY) else adjY writeIORef (gdCurrentTranslate graphData) (adjX', adjY', currTZ) translate $ G.Vector3 (realToFrac $ -adjX'::R) (realToFrac adjY') (-(realToFrac currTZ)) -- -141 -71 scheint so: wenn sich die Entfernung verdoppelt, -- dann doppelt so viel Spielfeld; (29) schiebt den Platz um ein Viertel position (Light 0) $= Vertex4 100 (-100) 50 1 -- 1 0.4 0.8 1 playingField pW pL forM_ sorted $ \os -> case os of OOSBall oosPos' _ oosBounced' oosPState -> renderBall (Point3 (fst (translateToScreen pW pL (realToFrac . point3X $ oosPos') (realToFrac . point3Y $ oosPos'))) (snd (translateToScreen pW pL (realToFrac . point3X $ oosPos') (realToFrac . point3Y $ oosPos'))) (realToFrac . point3Z $ oosPos')) OOSPlayer oosPos' _ _ _ _ designated _ (team,_,_) _ _ _ (ts, _) _ -> renderPlayer texHome texAway team (ts==TSNonAI) designated (translateToScreen pW pL (realToFrac . point3X $ oosPos') (realToFrac . point3Y $ oosPos')) OOSGame oosGameTime' oosGameScore' oosGameState' oosAttacker' _ -> renderGame adjX' adjY' oosGameTime' oosGameScore' oosGameState' flush swapBuffers where sorted = sortWith (point3Z . oosPos) oos pW = realToFrac $ pPitchWidth param pL = realToFrac $ pPitchLength param renderGame adjX' adjY' t (scoreHome, scoreAway) (gState, gStateParam) = do preservingMatrix $ do translate $ G.Vector3 (realToFrac $ adjX'-30::R) (realToFrac (-(adjY'-20))) 0 scale 0.04 0.04 (0.04::GLfloat) let tt = truncate t let (min', sec) = (tt `div` 60, tt `mod` 60) :: (Int, Int) renderString Roman $ show scoreHome ++ " - " ++ show scoreAway ++ " " ++ show min' ++ ":" ++ show sec when (gState == GSKickOff && scoreHome + scoreAway > 0) $ do preservingMatrix $ do translate $ G.Vector3 (realToFrac $ adjX'-10::R) (realToFrac (-(adjY'-5))) 0 scale 0.04 0.04 (0.04::GLfloat) renderString Roman "GOAL!" let (GPTeamPosition _ _ _ _ _ _ oop) = gStateParam when (oop == OOPSideOut) $ do preservingMatrix $ do translate $ G.Vector3 (realToFrac $ adjX'-10::R) (realToFrac (-(adjY'-5))) 0 scale 0.04 0.04 (0.04::GLfloat) renderString Roman "THROW IN!" when (oop == OOPOffsite) $ do preservingMatrix $ do translate $ G.Vector3 (realToFrac $ adjX'-10::R) (realToFrac (-(adjY'-5))) 0 scale 0.04 0.04 (0.04::GLfloat) renderString Roman "OFFSITE!" when (oop == OOPBaseOut) $ do preservingMatrix $ do translate $ G.Vector3 (realToFrac $ adjX'-10::R) (realToFrac (-(adjY'-5))) 0 scale 0.04 0.04 (0.04::GLfloat) renderString Roman "CORNER!" translateToScreen pW pL u v = (u - pW/2, (pL-v)-pL/2) render :: Param -> [ObsObjState] -> GraphicsData -> IO () render param oos gd = renderObjects param oos gd renderPlayer :: GLuint -> GLuint-> Team -> Bool -> Bool -> (GLfloat, GLfloat) -> DisplayCallback renderPlayer texHome texAway team selected designated pos = do let tex = if team==Home then texHome else texAway blink <- blinker when (team==Home && (not selected || (selected && not blink))) $ color $ Color3 (1.0::GLfloat) (1.0::GLfloat) (1.0::GLfloat) when (team==Away) $ color $ Color3 (1.0::GLfloat) (1.0::GLfloat) (1.0::GLfloat) when (selected && blink) $ do color $ Color3 (116/255::GLfloat) (172/255::GLfloat) (223/255::GLfloat) preservingMatrix $ do translate $ Vector3 x y (0.5) renderChip tex 12 6 0.10 when designated $ do translate $ Vector3 (-0.3) (2::R) 0 scale 0.02 0.02 (0.02::GLfloat) renderString Roman "!" where (x,y) = pos renderBall pPos = do preservingMatrix $ do (color red >>) . (renderShapeAt $ Sphere' 0.60 20 20) $ v where red = Color4 1.0 0.7 0.8 1.0 :: Color4 R Point3 x y z = pPos v = vector3 (realToFrac x) (realToFrac y) (realToFrac z) renderShapeAt s p = preservingMatrix $ do translate $ Vector3 (vector3X p :: R) (vector3Y p :: R) ((vector3Z p :: R)*5) renderObject Solid s playingField a b = do color $ Color3 (1.0::GLfloat) (1.0::GLfloat) (1.0::GLfloat) renderPrimitive Lines $ mapM_ (pushV a b) vs circle FullCircle 15 0 10 preservingMatrix $ do translate $ G.Vector3 0 41 (0::R) circle LowerHalfCircle 15 6 10 preservingMatrix $ do translate $ G.Vector3 0 (-41) (0::R) circle UpperHalfCircle 15 6 10 where pushV :: GLfloat -> GLfloat -> (GLfloat, GLfloat, GLfloat) -> IO () pushV a b (u,v,w) = vertex $ Vertex3 (a*u/2) (b*v/2) w vs :: [(GLfloat, GLfloat, GLfloat)] vs = [((-1),(-1),0) ,((-1),(1), 0) ,((-1),(1), 0) ,(( 1),(1), 0) ,(( 1),(1), 0) ,((1),(-1),0) ,((1),(-1),0) ,((-1),(-1),0) ,((-1),(0),0) ,((1),(0),0) -- lower box ,((-0.6),(-0.60),0) ,((0.6),(-0.60),0) ,((-0.6),(-0.60),0) ,((-0.6),(-1.0),0) ,((0.6),(-0.60),0) ,((0.6),(-1.0),0) -- goalie box ,((-0.3),(-0.85),0) ,((0.3),(-0.85),0) ,((-0.3),(-0.85),0) ,((-0.3),(-1.0),0) ,((0.3),(-0.85),0) ,((0.3),(-1.0),0) -- goal ,((-0.12),(-0.999),0) ,((-0.12),(-0.999),0.1) ,((0.12),(-0.999),0) ,((0.12),(-0.999),0.1) ,((-0.12),(-0.999),0.1) ,((0.12),(-0.999),0.1) ,((-0.12),(-0.999),0.1) ,((-0.12),(-1.05),0) ,((0.12),(-0.999),0.1) ,((0.12),(-1.05),0) ,((-0.12),(-1.05),0) ,((0.12),(-1.05),0) -- upper box ,((-0.6),(0.60),0) ,((0.6),(0.60),0) ,((-0.6),(0.60),0) ,((-0.6),(1.0),0) ,((0.6),(0.60),0) ,((0.6),(1.0),0) -- goalie box ,((-0.3),(0.85),0) ,((0.3),(0.85),0) ,((-0.3),(0.85),0) ,((-0.3),(1.0),0) ,((0.3),(0.85),0) ,((0.3),(1.0),0) -- goal ,((-0.12),(0.999),0) ,((-0.12),(0.999),0.1) ,((0.12),(0.999),0) ,((0.12),(0.999),0.1) ,((-0.12),(0.999),0.1) ,((0.12),(0.999),0.1) ,((-0.12),(0.999),0.1) ,((-0.12),(1.05),0) ,((0.12),(0.999),0.1) ,((0.12),(1.05),0) ,((-0.12),(1.05),0) ,((0.12),(1.05),0) ] initGL :: IO (Window, GraphicsData) initGL = do ws <- newIORef (1200,1000) ct <- newIORef (0,0,71) getArgsAndInitialize initialDisplayMode $= [DoubleBuffered] initialWindowSize $= Size 1200 1000 win <- createWindow "Rasenschach!" initialDisplayMode $= [ WithDepthBuffer ] depthFunc $= Just Less glEnable gl_TEXTURE_2D glShadeModel gl_SMOOTH clearColor $= Color4 (151/255) (197/255) (7/255) 0 -- 151 197 7 light (Light 0) $= Enabled lighting $= Enabled lightModelAmbient $= Color4 0.5 0.5 0.5 1 diffuse (Light 0) $= Color4 1 1 1 1 blend $= Enabled blendFunc $= (SrcAlpha, OneMinusSrcAlpha) colorMaterial $= Just (FrontAndBack, AmbientAndDiffuse) reshapeCallback $= Just (resizeScene ws) fn1 <- getDataFileName "argentina.bmp" texHome <-loadTexture fn1 fn2 <- getDataFileName "england2.bmp" texAway <-loadTexture fn2 return $ (win, GraphicsData ws 141 ct texHome texHome texHome texAway texAway texAway) -- Copied from reactive-glut resizeScene :: IORef (Int, Int) -> Size -> IO () resizeScene ws (Size w 0) = resizeScene ws (Size w 1) -- prevent divide by zero resizeScene ws s@(Size width height) = do writeIORef ws (fromIntegral width, fromIntegral height) viewport $= (Position 0 0, s) matrixMode $= Projection loadIdentity perspective 45 (w2/h2) 1 1000 matrixMode $= Modelview 0 flush where w2 = half width h2 = half height half z = realToFrac z / 2 -- -------------------------------------------------------------------- -- A B H I E R C H I P - C O D E -- -------------------------------------------------------------------- quadrToTripel :: (t, t1, t2, t3) -> (t1, t2, t3) quadrToTripel (_,b,c,d) = (b,c,d) pushTriangle :: ((GLfloat, GLfloat, GLfloat, GLfloat) ,(GLfloat, GLfloat, GLfloat, GLfloat) ,(GLfloat, GLfloat, GLfloat, GLfloat)) -> IO () pushTriangle (p0, p1, p2) = do let (dir,_,d0,_)=p0 let (_,_,d1,_)=p1 let (_,_,d2,_)=p2 let (p0',p1',p2') = (quadrToTripel p0, quadrToTripel p1, quadrToTripel p2) --if it points upwards, reverse normal let d=if d0+d1+d2>0 then (-1) else 1 let n = cross (minus p1' p0') (minus p2' p1') let nL = 1/lenVec n let (n1, n2, n3) = scaleVec n (nL*d*dir) normal $ Normal3 n1 n2 n3 vertex3f (dir>0) p0' vertex3f (dir>0) p1' vertex3f (dir>0) p2' vertex3f :: Bool -> (GLfloat, GLfloat, GLfloat) -> IO () vertex3f texture (x, y, z) = do let (x',y') = ((x+1)/2, (y+1)/2) when texture $ texCoord (TexCoord2 x' y') vertex $ Vertex3 x y z lenVec :: Floating a => (a, a, a) -> a lenVec (a1,a2,a3) = sqrt $ a1*a1 + a2*a2 + a3*a3 scaleVec :: Num t => (t, t, t) -> t -> (t, t, t) scaleVec (a1,a2,a3) x = (a1*x,a2*x,a3*x) cross :: Num t => (t, t, t) -> (t, t, t) -> (t, t, t) cross (a1,a2,a3) (b1,b2,b3) = (a2*b3-a3*b2 ,a3*b1-a1*b3 ,a1*b2-a2*b1) minus :: (Num t, Num t1, Num t2) => (t, t1, t2) -> (t, t1, t2) -> (t, t1, t2) minus (a1,a2,a3) (b1,b2,b3) = (a1-b1, a2-b2, a3-b3) innerCircle :: Int -> Int -> [(GLfloat, GLfloat)] innerCircle numSegs skip = upperInnerCircle numSegs skip ++ (lowerInnerCircle numSegs skip) upperOutSegment :: Int -> Int -> Int -> [(GLfloat, GLfloat)] upperOutSegment numSegs ring seg = [x,y,u, v,u,y] where seg'=pi/(fromIntegral numSegs) (a, b) = (fromIntegral seg * seg', fromIntegral (seg+1) * seg') x = (fromIntegral ring * cos a, fromIntegral ring * sqrt(1-(cos a)*(cos a))) y = (fromIntegral ring * cos b, fromIntegral ring * sqrt(1-(cos b)*(cos b))) u = (fromIntegral (ring+1) * cos a, fromIntegral (ring+1) * sqrt(1-(cos a)*(cos a))) v = (fromIntegral (ring+1) * cos b, fromIntegral (ring+1) * sqrt(1-(cos b)*(cos b))) lowerOutSegment :: Int -> Int -> Int -> [(GLfloat, GLfloat)] lowerOutSegment numSegs ring seg = map (\(x,y) -> (x,-y)) $ upperOutSegment numSegs ring seg outSegment :: Int -> Int -> Int -> [(GLfloat, GLfloat)] outSegment numSegs ring seg = upperOutSegment numSegs ring seg ++ (lowerOutSegment numSegs ring seg) outerRing :: Int -> Int -> [(GLfloat, GLfloat)] outerRing numSegs ring = concat [outSegment numSegs ring n | n<-[0..numSegs-1]] toTriples :: [a] -> [(a,a,a)] toTriples [] = [] toTriples (a:b:c:rest) = (a,b,c):toTriples rest renderChip tex numSegs numRings factor = let ips = innerCircle numSegs 0 ops = concat [outerRing numSegs i | i<-[1..numRings]] height dir ps = map (\(x,y) -> let dist = sqrt(x*x+y*y)/(fromIntegral (numRings+1)) height' = sqrt(1.001-dist*dist)*factor*(fromIntegral (numRings+1))*0.2 in (dir,x*factor,y*factor,dir*height')) $ ps ups = height 1 $ ips ++ ops lps = height (-1) $ ips ++ ops in do glBindTexture gl_TEXTURE_2D tex renderPrimitive Triangles $ mapM_ pushTriangle (toTriples (ups++lps)) loadTexture :: String -> IO GLuint loadTexture fp = do putStrLn $ "loading texture: " ++ fp Just (Image w h pd) <- bitmapLoad fp putStrLn $ "Image width = " ++ show w putStrLn $ "Image height = " ++ show h tex <- alloca $ \p -> do glGenTextures 1 p peek p let (ptr, off, _) = BSI.toForeignPtr pd withForeignPtr ptr $ \p -> do let p' = p `plusPtr` off glBindTexture gl_TEXTURE_2D tex glTexImage2D gl_TEXTURE_2D 0 3 (fromIntegral w) (fromIntegral h) 0 gl_RGB gl_UNSIGNED_BYTE p' let glLinear = fromIntegral gl_LINEAR glTexParameteri gl_TEXTURE_2D gl_TEXTURE_MIN_FILTER glLinear glTexParameteri gl_TEXTURE_2D gl_TEXTURE_MAG_FILTER glLinear return tex -- -------------------------------------------------------------------- -- Half circle -- -------------------------------------------------------------------- skipBothEnds xs n = let xs' = drop n xs in reverse $ drop n (reverse xs') upperInnerCircle :: Int -> Int -> [(GLfloat, GLfloat)] upperInnerCircle numSegs skip = skipBothEnds ps skip where seg'=pi/(fromIntegral numSegs) as = [(fromIntegral n * seg', fromIntegral (n+1) * seg') | n<-[0..numSegs-1]] ps = concat [[(cos a, sqrt(1-(cos a)*(cos a))) ,(cos b, sqrt(1-(cos b)*(cos b)))] | (a,b)<-as ] lowerInnerCircle :: Int -> Int -> [(GLfloat, GLfloat)] lowerInnerCircle numSegs skip = map (\(x,y) -> (x,-y)) $ upperInnerCircle numSegs skip pushLine :: ((GLfloat, GLfloat, GLfloat) ,(GLfloat, GLfloat, GLfloat)) -> IO () pushLine ((x,y,z), (a,b,c)) = do vertex $ Vertex3 x y z vertex $ Vertex3 a b c data WhichCircle = FullCircle | UpperHalfCircle | LowerHalfCircle circle whichCircle numSegs skip factor = let ips = case whichCircle of LowerHalfCircle -> lowerInnerCircle numSegs skip UpperHalfCircle -> upperInnerCircle numSegs skip fullCircle -> lowerInnerCircle numSegs skip ++ upperInnerCircle numSegs skip applyFactor dir ps = map (\(x,y) -> (x*factor,y*factor,0)) $ ps ups = applyFactor 1 $ ips in renderPrimitive Lines $ mapM_ pushLine (toTuples ups) toTuples :: [a] -> [(a,a)] toTuples [] = [] toTuples (a:b:rest) = (a,b):toTuples rest -- Helpful OpenGL constants for rotation xAxis = G.Vector3 1 0 0 :: G.Vector3 R yAxis = G.Vector3 0 1 0 :: G.Vector3 R zAxis = G.Vector3 0 0 1 :: G.Vector3 R blinker :: IO Bool blinker = do t <- fmap utctDayTime getCurrentTime let tFrac = t - fromIntegral (truncate t) return $ tFrac < 0.5