Files
loop/app/Main.hs
T
2021-03-31 11:27:45 +02:00

144 lines
4.4 KiB
Haskell

module Main where
import Loop
import Shader
import LoadConfig
import Dodge.Default
import Dodge.Data
import Dodge.Initialisation
import Dodge.Rooms
import Dodge.Layout
import Dodge.LoadSound
import Dodge.Update
import Dodge.Event
import Dodge.Rendering
import Dodge.Menu
import Dodge.Floor
import Dodge.LoadConfig
import Dodge.LoadSound
import Picture
import Picture.Render
import Picture.Preload
import Sound
import Preload
import Sound.Preload
import Control.Concurrent
import Control.Lens
import Foreign (Word32)
import Control.Monad (when)
import System.Random
import qualified Data.Map as M
import qualified SDL
import qualified SDL.Mixer as Mix
import Graphics.Rendering.OpenGL hiding (color,scale,translate,rotate)
doPreload' :: IO (PreloadData a)
doPreload' = do
lChunks <- loadSounds
let sData = SoundData {_loadedChunks = lChunks, _playingSounds = M.empty}
rData <- preloadRender
return $ PreloadData rData sData 0
main :: IO ()
main = do
(sizex,sizey) <- loadConfig
keyConfig <- loadKeyConfig
setupLoop
(sizex,sizey)
(SDL.cursorVisible $= False >> doPreload' >>= resizeSpareFBO sizex sizey)
(\x -> (SDL.cursorVisible $= True) >> cleanUpPreload x)
(fmap (setWindowSize sizex sizey keyConfig) firstWorld)
( \preData w -> do
startTicks <- SDL.ticks
doTheRender preData w
playSoundQueue (_soundData preData) (_soundQueue w)
newSoundData <- playAndUpdate (_sounds w) (_soundData preData)
endTicks <- SDL.ticks
let lastFrameTicks = _frameTimer preData
renderFoldable
(_renderData preData)
(picToLTree Nothing . setLayer 1 . setDepth (-1)
. translate (-0.5) (-0.8) . scale 0.0005 0.0005
. text $ "ms/frame " ++ show (endTicks - lastFrameTicks)
)
return $ preData & soundData .~ newSoundData
& frameTimer .~ endTicks
)
(flip $ menuEvents handleEvent)
(Just . update)
Mix.closeAudio
checkForGlErrors :: IO ()
checkForGlErrors = do
errs <- errors
when (length errs > 0) $ putStrLn $ "GLerror during doLoop: " ++ unwords (map show errs)
setWindowSize :: Int -> Int -> KeyConfigSDL-> World -> World
setWindowSize x y z w = w & windowX .~ fromIntegral x
& windowY .~ fromIntegral y
& keyConfig .~ z
doTheRender :: PreloadData a -> World -> IO (Word32)
doTheRender preData w = do
sTicks <- SDL.ticks
clear [ColorBuffer,DepthBuffer]
let pdata = _renderData preData
rot = _cameraRot w
zoom = _cameraZoom w
trans@(tranx,trany) = _cameraCenter w
wins@(winx,winy) = (_windowX w,_windowY w)
wallPointsCol = wallsPointsAndCols w
windowPoints = wallsWindows w
lightPoints = lightsForGloom' w
viewFroms@(viewFromx,viewFromy) = _cameraViewFrom w
pic = worldPictures w
let wallPoints = map fst wallPointsCol
setCommonUniforms pdata rot zoom trans wins
depthFunc $= Just Less
pmat <- (newMatrix RowMajor
$ perspectiveMatrix rot zoom (tranx,trany) (winx,winy) (viewFromx,viewFromy)
) :: IO (GLmatrix GLfloat)
createLightMap pdata rot zoom trans wins wallPoints lightPoints viewFroms pmat
blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
clear [DepthBuffer]
renderBackground pdata rot zoom trans wins
renderWalls pdata wallPointsCol pmat
setWallDepth pdata wallPoints (viewFromx,viewFromy) pmat
depthFunc $= Just Lequal
renderFoldable pdata $ picToLTree (Just 0) pic
-- reset blend so that light map doesn't apply
-- blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
blendFuncSeparate $= ((SrcAlpha,OneMinusSrcAlpha) , (Zero,One))
-- blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
renderFoldable pdata $ picToLTree (Just 1) pic
-- set drawing for on top
blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
renderFoldable pdata $ picToLTree (Just 2) pic
depthMask $= Disabled
renderWalls pdata windowPoints pmat
depthMask $= Enabled
resetShaderUniforms (map extractProgAndUnis $ _listShaders pdata)
----------------------
blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
renderFoldable (_renderData preData) (picToLTree Nothing $ fixedCoordPictures w)
eTicks <- SDL.ticks
return (eTicks - sTicks)