{-# OPTIONS_HADDOCK hide #-} -- This source file is part of HGamer3D -- (A project to enable 3D game development in Haskell) -- For the latest info, see http://www.hgamer3d.org -- -- (c) 2011-2014 Peter Althainz -- -- Licensed under the Apache License, Version 2.0 (the "License"); -- you may not use this file except in compliance with the License. -- You may obtain a copy of the License at -- -- http://www.apache.org/licenses/LICENSE-2.0 -- -- Unless required by applicable law or agreed to in writing, software -- distributed under the License is distributed on an "AS IS" BASIS, -- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -- See the License for the specific language governing permissions and -- limitations under the License. -- Graphics3D/Internal/Base.hs module HGamer3D.Graphics3D.Internal.Base where import HGamer3D.Data import HGamer3D.Data.HG3DClass import HGamer3D.Data.Window import HGamer3D.Util import qualified HGamer3D.Bindings.Ogre.ClassRoot as Root import HGamer3D.Bindings.Ogre.ClassCamera as Camera import HGamer3D.Bindings.Ogre.ClassNode as Node import HGamer3D.Bindings.Ogre.ClassSceneManager as SceneManager import HGamer3D.Bindings.Ogre.ClassResourceGroupManager as ResourceGroupManager import HGamer3D.Bindings.Ogre.ClassTextureManager as TextureManager import HGamer3D.Bindings.Ogre.ClassControllerManager as ControllerManager import HGamer3D.Bindings.Ogre.ClassViewport as Viewport import HGamer3D.Bindings.Ogre.ClassFrustum as Frustum import HGamer3D.Bindings.Ogre.ClassAnimationState as AnimationState import HGamer3D.Bindings.Ogre.ClassEntity as Entity import HGamer3D.Bindings.Ogre.ClassControllerManager as ControllerManager import HGamer3D.Bindings.Ogre.ClassLogManager as LogManager import HGamer3D.Bindings.Ogre.ClassLog as Log import HGamer3D.Bindings.Ogre.ClassHG3DUtilities as Util import HGamer3D.Bindings.Ogre.ClassRenderTarget as RenderTarget import HGamer3D.Bindings.Ogre.ClassManualObject as ManualObject import HGamer3D.Bindings.Ogre.EnumRenderOperationOperationType import HGamer3D.Bindings.Ogre.StructHG3DClass import HGamer3D.Bindings.Ogre.EnumSceneManagerPrefabType import HGamer3D.Bindings.Ogre.ClassWindowEventUtilities as WindowEventUtilities import HGamer3D.Bindings.Ogre.ClassSceneNode as SceneNode import Control.Monad import Control.Monad.Trans import Control.Monad.IO.Class import Control.Monad.State.Class import qualified System.Info as SI import Control.Concurrent import Data.Maybe import HGamer3D.Data import HGamer3D.Util import HGamer3D.Graphics3D.Schema.Material import HGamer3D.Graphics3D.Schema.Geometry import HGamer3D.Graphics3D.Schema.Figure import qualified HGamer3D.Graphics3D.Schema.Scene as Sc import qualified HGamer3D.Graphics3D.Schema.Camera as Cam data SceneManager = SceneManager HG3DClass data ResourceGroupManager = ResourceGroupManager HG3DClass data RootObject = RootObject HG3DClass data TextureManager = TextureManager HG3DClass data LogManager = LogManager HG3DClass data RenderTarget = RenderTarget HG3DClass -- | This data type holds the internal pointers to implementation objects and some additional state -- like a unique name generator for implementation purposes. data Graphics3DSystem = Graphics3DSystem { g3dsRoot :: RootObject, g3dsSceneManager :: SceneManager, g3dsResourceGroupManager :: ResourceGroupManager, g3dsLogManager :: LogManager, g3dsTextureManager :: TextureManager, g3dsRenderTarget :: RenderTarget, g3dsUniqueName :: UniqueName } -- | initializes the 3d graphics module initGraphics3D :: String -- ^ Name of the window, displayed -> String -- ^ SceneManager type used -> Bool -- ^ flag, show configuration dialogue -> Bool -- ^ flag, is logging enabled -> IO (Graphics3DSystem, Window) initGraphics3D windowName sceneManagerType fConfig fLog = do -- configuration path can be app user dir or local dir localDir <- getAppConfigDirectory appDir <- getExeConfigDirectory configFile <- findFileInDirs "engine.cfg" [localDir, appDir] pluginsFile <- findFileInDirs "plugins.cfg" [localDir, appDir] -- check both files exists let config = case configFile of Just cf -> cf Nothing -> error $ "HGamer3D - Graphics3D: could not find engine configuration file engine.cfg" let plugins = case pluginsFile of Just pf -> pf Nothing -> error $ "HGamer3D - Graphics3D: could not find plugins configuration file plugins.cfg" root <- Root.new plugins config "" lmgr <- LogManager.getSingletonPtr if not fLog then do newlog <- LogManager.createLog lmgr "SilentLog" True False True return () else do newlog <- LogManager.createLog lmgr "hgamer3d-engine.log" True False False return () fOk <- if fConfig then Root.showConfigDialog root else do fLoaded <- Root.restoreConfig root if not fLoaded then Root.showConfigDialog root else return True -- fUAddResourceLocations "resources.cfg" renderWindow <-Root.initialise root True windowName "" setupCloseEventHandler renderWindow windowHandle <- Util.getWindowHandle renderWindow -- Suppress logging unless, fLog sceneManager <- Root.createSceneManager root sceneManagerType "SceneManager" {- camera <- SceneManager.createCamera sceneManager "SimpleCamera" Frustum.setNearClipDistance camera 5.0 Frustum.setFarClipDistance camera 5000.0 viewport <- RenderTarget.addViewport renderWindow camera 0 0.0 0.0 1.0 1.0 let bgColor = Colour 0.0 0.0 0.0 1.0 Viewport.setBackgroundColour viewport bgColor height <- Viewport.getActualHeight viewport width <- Viewport.getActualWidth viewport Frustum.setAspectRatio camera ((fromIntegral width) / (fromIntegral height)) -} tm <- TextureManager.getSingletonPtr TextureManager.setDefaultNumMipmaps tm 20 -- resource locations, if path given, use this as base, if not use standard locations rgm <- ResourceGroupManager.getSingletonPtr ResourceGroupManager.createResourceGroup rgm "Schemes" False ResourceGroupManager.createResourceGroup rgm "Imagesets" False ResourceGroupManager.createResourceGroup rgm "Fonts" False ResourceGroupManager.createResourceGroup rgm "Layouts" False ResourceGroupManager.createResourceGroup rgm "LookNFeel" False ResourceGroupManager.createResourceGroup rgm "LuaScripts" False ResourceGroupManager.createResourceGroup rgm "XMLSchemas" False mediapath1 <- getAppMediaDirectory mediapath2 <- getExeMediaDirectory mapM (\mediapath -> do ResourceGroupManager.addResourceLocation rgm (mediapath ++ osSep ++ "materials") "FileSystem" "General" False ResourceGroupManager.addResourceLocation rgm (mediapath ++ osSep ++ "schemes") "FileSystem" "Schemes" False ResourceGroupManager.addResourceLocation rgm (mediapath ++ osSep ++ "imagesets") "FileSystem" "Imagesets" False ResourceGroupManager.addResourceLocation rgm (mediapath ++ osSep ++ "fonts") "FileSystem" "Fonts" False ResourceGroupManager.addResourceLocation rgm (mediapath ++ osSep ++ "layouts") "FileSystem" "Layouts" False ResourceGroupManager.addResourceLocation rgm (mediapath ++ osSep ++ "looknfeel") "FileSystem" "LookNFeel" False ResourceGroupManager.addResourceLocation rgm (mediapath ++ osSep ++ "lua_scripts") "FileSystem" "LuaScripts" False ResourceGroupManager.addResourceLocation rgm (mediapath ++ osSep ++ "xml_schemas") "FileSystem" "XMLSchemas" False return ()) [mediapath1, mediapath2] ResourceGroupManager.initialiseAllResourceGroups rgm uniqueName <- createUniqueName "HG3DObj" return $ (Graphics3DSystem (RootObject root) (SceneManager sceneManager) (ResourceGroupManager rgm) (LogManager lmgr) (TextureManager tm) (RenderTarget renderWindow) uniqueName, (Window windowHandle)) -- | steps the game loop by one tick, renders a frame and handles system messages stepGraphics3D :: Graphics3DSystem -- ^ the graphics3d system -> IO Bool -- ^ quit flag, true if window closed stepGraphics3D g3ds = do renderOneFrame g3ds -- this one is quite tricky, on Linux we need to call the message loop in addition to WinEvent! if SI.os /= "mingw32" then graphics3DPumpWindowMessages else return () graphics3DPumpWindowMessages i <- checkQuitReceived return (i == 1) -- | frees resources and shutdown the Graphics3D sub-system freeGraphics3D :: Graphics3DSystem -> IO () freeGraphics3D g3ds = do let (RootObject root) = g3dsRoot g3ds let (RenderTarget rt) = g3dsRenderTarget g3ds Root.destroyRenderTarget root rt Root.delete root return () -- | adds a resource location for 3D media (Ogre) addResourceLocationMedia :: Graphics3DSystem -- ^ the Graphics3D system object, returned by initGraphics3D -> String -- ^ path to new resource location, the path should identify a directory -> IO () addResourceLocationMedia g3ds path = do let (ResourceGroupManager rgm) = (g3dsResourceGroupManager g3ds) ResourceGroupManager.addResourceLocation rgm path "FileSystem" "General" False ResourceGroupManager.initialiseResourceGroup rgm "General" -- | adds a resource location for 3D media (Ogre) which is a zip file addResourceZipfileMedia :: Graphics3DSystem -- ^ the Graphics3D system object, returned by initGraphics3D -> String -- ^ path to new resource location, the path should identify a zip file -> IO () addResourceZipfileMedia g3ds path = do let (ResourceGroupManager rgm) = (g3dsResourceGroupManager g3ds) ResourceGroupManager.addResourceLocation rgm path "Zip" "General" False ResourceGroupManager.initialiseResourceGroup rgm "General" -- | adds a resource location for GUI media (CEGUI) which is a directory addResourceLocationGUI :: Graphics3DSystem -- ^ the Graphics3D system object, returned by initGraphics3D -> String -- ^ path to the directory with the GUI media in it -> String -- ^ category of GUI media, for example: Layout, Images, ... -> IO () addResourceLocationGUI g3ds path category = do let (ResourceGroupManager rgm) = (g3dsResourceGroupManager g3ds) ResourceGroupManager.addResourceLocation rgm path "FileSystem" category False ResourceGroupManager.initialiseResourceGroup rgm category -- | pump window messages for graphics -- Not to be used, if WinEvent pollWinEvent or pumpWinEvents is used! graphics3DPumpWindowMessages :: IO () graphics3DPumpWindowMessages = do WindowEventUtilities.messagePump return () -- | renders one frame on the screen renderOneFrame :: Graphics3DSystem -> IO () renderOneFrame g3ds = do let (RootObject root) = g3dsRoot g3ds Root.renderOneFrame root return () -- | Typed Ogre Classes: Node data ONode = ON HG3DClass -- this object is an Ogre Node -- | Typed Ogre Classes: Entity data OEntity = OE HG3DClass -- this object is an Ogre Entity -- | Typed Ogre Classes: Light data OLight = OL HG3DClass -- this object is an Ogre Light -- | Typed Ogre Classes: Camera data OCamera = OC HG3DClass -- this object is an Ogre Camera -- | Typed Ogre Classes: Material data OMaterial = OM HG3DClass -- this object is an Ogre Material -- | Typeclass for types, which have a main Node class HasNode a where getNode :: a -> ONode getNode' :: a -> HG3DClass getNode' = (\(ON n) -> n) . getNode setNodePos :: a -> Position -> IO () setNodePos hn pos = Node.setPosition (getNode' hn) pos setNodeOri :: a -> Orientation -> IO () setNodeOri hn ori = Node.setOrientation (getNode' hn) (fromNormal ori) setNodeSiz :: a -> Size -> IO () setNodeSiz hn siz = Node.setScale (getNode' hn) siz instance HasNode ONode where getNode n = n -- | Typeclass for objects which can be attached to Nodes class NodeContent a where attachToNode :: a -> ONode -> IO () detachFromNode :: a -> ONode -> IO () instance NodeContent OEntity where attachToNode (OE en) (ON n) = SceneNode.attachObject n en detachFromNode (OE en) (ON n) = SceneNode.detachObject2 n en instance NodeContent OCamera where attachToNode (OC en) (ON n) = SceneNode.attachObject n en detachFromNode (OC en) (ON n) = SceneNode.detachObject2 n en instance NodeContent OLight where attachToNode (OL en) (ON n) = SceneNode.attachObject n en detachFromNode (OL en) (ON n) = SceneNode.detachObject2 n en -- | -- For the data driven API, we need an internal representation, which -- holds state inside the engine for outside defined data items (see Schema). -- The following data definitions provide the framework for capturing -- engine state for Figure and Geometry objects. -- -- The EngineData Type holds a tree of items, corresponding to a Figure schema -- data item, which also holds a corresponding pure data tree. data EngineData = EDEntityNode OEntity ONode | EDNodeAndSub ONode [EngineData] -- | A 3D Object represents the state inside the engine for a Schema 3D data item data Object3D a = Object3D EngineData a -- | -- The Graphics3DItem TypeClass provides functions, which create, modify and delete objects in -- the 3D world by simple data definitions. Instances of this TypeClass provide the implementations -- behind for various 3D objects in the 3D world. class Graphics3DItem a where object3D :: Graphics3DSystem -> a -> IO (Object3D a) update3D :: Graphics3DSystem -> Object3D a -> a -> IO (Object3D a) remove3D :: Graphics3DSystem -> (Object3D a) -> IO () instance HasNode EngineData where getNode (EDEntityNode _ node) = node getNode (EDNodeAndSub node _) = node instance HasNode (Object3D a) where getNode (Object3D (EDEntityNode _ node) _) = node getNode (Object3D (EDNodeAndSub node _) _) = node _getRootNode :: Graphics3DSystem -> IO ONode _getRootNode g3ds = do let (SceneManager scm) = (g3dsSceneManager g3ds) rootNode <- SceneManager.getRootSceneNode scm return (ON rootNode) _createSubNode :: ONode -> IO ONode _createSubNode (ON parent) = SceneNode.createChildSceneNode parent zeroVec3 unitQ >>= (return . ON) _addEntityToNode :: Graphics3DSystem -> ONode -> OEntity -> IO () _addEntityToNode g3ds(ON node) (OE meshEntity) = SceneNode.attachObject node meshEntity _exchangeEntityInNode :: Graphics3DSystem -> ONode -> OEntity -> OEntity -> IO () _exchangeEntityInNode g3ds (ON meshNode) (OE oldMeshEntity) (OE newMeshEntity) = do let (SceneManager scm) = (g3dsSceneManager g3ds) SceneNode.detachObject2 meshNode oldMeshEntity SceneManager.destroyEntity scm oldMeshEntity SceneNode.attachObject meshNode newMeshEntity _removeEntityAndNode :: Graphics3DSystem -> ONode -> OEntity -> ONode -> IO () _removeEntityAndNode g3ds (ON parent) (OE meshEntity ) (ON meshNode) = do let (SceneManager scm) = (g3dsSceneManager g3ds) rootNode <- SceneManager.getRootSceneNode scm SceneNode.detachObject2 meshNode meshEntity SceneManager.destroyEntity scm meshEntity Node.removeChild2 parent meshNode SceneManager.destroySceneNode2 scm meshNode setSceneParameter :: Graphics3DSystem -> Sc.SceneParameter -> IO () setSceneParameter g3ds scene = do let (SceneManager scm) = g3dsSceneManager g3ds let (Sc.SceneParameter aLightColour shadow sky) = scene -- set ambient Light SceneManager.setAmbientLight scm aLightColour -- set Shadow Mode to be done -- set skybox case sky of Sc.NoSky -> do SceneManager.setSkyBoxEnabled scm False SceneManager.setSkyDomeEnabled scm False Sc.SkyBox (ResourceMaterial mname) distance -> do SceneManager.setSkyDomeEnabled scm False SceneManager.setSkyBox scm True mname distance True unitQ "General" Sc.SkyDome (ResourceMaterial mname) curvature tiling distance -> do SceneManager.setSkyBoxEnabled scm False SceneManager.setSkyDome scm True mname curvature tiling distance True unitQ 16 16 (-1) "General" return ()