release v0.2.0

This commit is contained in:
mtgmonkey
2025-12-08 13:40:11 +01:00
parent 852244a491
commit 20ecde081b
8 changed files with 218 additions and 147 deletions

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@@ -6,36 +6,58 @@ All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.1.0/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## [Unreleased]
## [Eventual]
### Added
- test suite for non-IO functions
- debug/release outputs of Nix flake
- test suite for non-`IO` functions
### Changed
- use Rotors rather than Quaternions for rotation; easily extended to 4D
- use rotors rather than `Linear.Quaternion` for rotation; easily extended to 4D
- move `Player` out of `Camera`
- configure with `Properties` objects in the Model
- use `Double` rather than `FLoat` for internal calculations
- `cursorPos`, `dt` natively `Double` already
## [0.2.0-pre0] - 2025-12-07
### Added
- 100% documentation coverage
- 4 outputs of Nix flake
- `debug`: compiles fast, no docs
- `release`: runs fast, no docs
- `docs`: only docs
- `default`: release binary with docs
### Changed
- `initResources` no longer takes a `GLFW.Window` argument
- BSD 3-clause license adopted rather than WTFPL
- reasoning: More professional, widely recognised, effectively identical
- `CHANGELOG.md` has more formatting, namely inline code
- clarify a couple entries in the `[0.1.0] - 2025-12-07 Changed` entry
### Fixed
- semantic issues
- semantic issues; no warnings are thrown
## [0.1.0] - 2025-12-07
### Added
- CHANGELOG.md
- layer correctly drawn objects in the view function
- added `CHANGELOG.md`
- layer correctly drawn objects in `view`
### Changed
- 8xMSAA rather than 4xMSAA window hint to improve AA
- todo and changelog in CHANGELOG.md rather than README.md
- a nubmer fo functions from Game module now in Game.Internal
- initResources takes an array of objects to draw rather than hardcoded arrays
- square the far plane of the perspective transform
- loop function takes delta time
- todo and changelog in `CHANGELOG.md` rather than `README.md`
- a nubmer fo functions from `Game` now in `Game.Internal`
- `initResources` takes an `[V3 GL.GLfloat]` to draw rather than hardcoded arrays
- square the distance of the far plane of the perspective transform
- `loop` function takes delta time `dt :: Float`
### Fixed

11
LICENSE Normal file
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@@ -0,0 +1,11 @@
Copyright 2025 Andromeda
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
1. Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
2. Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS “AS IS” AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

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@@ -1,7 +1,21 @@
to run:
```bash
git clone https://git.mtgmonkey.net/Andromeda/hs-game
cd hs-game
nix run
```
to release:
```bash
nix build .#release
```
to debug build:
```bash
nix build .#debug
```
todo moved to CHANGELOG.md

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@@ -5,9 +5,68 @@
outputs = {nixpkgs, ...}: let
system = "x86_64-linux";
pkgs = nixpkgs.legacyPackages.${system};
debugGhcOptions = pkgs.lib.concatStringsSep " " (debugGhcFlags ++ commonGhcFlags);
debugGhcFlags = [
"-O0"
"-Wall"
"-Widentities"
"-Wincomplete-record-updates"
"-Wincomplete-uni-patterns"
# "-Wmissing-export-lists"
"-Wmissing-home-modules"
"-Wpartial-fields"
"-Wredundant-constraints"
"-threaded"
"-rtsopts"
"-with-rtsopts=-N"
"-main-is Game"
];
haddockOptions = pkgs.lib.concatStringsSep " " haddockFlags;
haddockFlags = [
"--html"
"--odir docs"
"--optghc=-i./src"
"src/Game.hs"
];
releaseGhcOptions = pkgs.lib.concatStringsSep " " (releaseGhcFlags ++ commonGhcFlags);
releaseGhcFlags = [
"-O2"
"-threaded"
"-rtsopts"
"-with-rtsopts=-N"
"-main-is Game"
];
noHaddockOptions = "";
commonGhcFlags = [
"-i./src"
];
ghcPackages = p: [
p.GLFW-b
p.linear
p.OpenGL
];
in {
packages.${system} = {
default = pkgs.callPackage ./package.nix {};
debug = pkgs.callPackage ./package.nix {
ghcOptions = debugGhcOptions;
haddockOptions = noHaddockOptions;
inherit ghcPackages;
};
release = pkgs.callPackage ./package.nix {
ghcOptions = releaseGhcOptions;
haddockOptions = noHaddockOptions;
inherit ghcPackages;
};
docs = pkgs.callPackage ./package.nix {
ghcOptions = "--version";
inherit haddockOptions;
inherit ghcPackages;
};
default = pkgs.callPackage ./package.nix {
ghcOptions = releaseGhcOptions;
inherit haddockOptions;
inherit ghcPackages;
};
};
};
}

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@@ -2,64 +2,38 @@
haskellPackages,
lib,
stdenv,
ghcOptions,
haddockOptions,
ghcPackages,
...
}: let
ghcExeOptions = lib.concatStringsSep " " ghcFlags;
ghcFlags = [
"-O"
"-Wall"
"-Widentities"
"-Wincomplete-record-updates"
"-Wincomplete-uni-patterns"
# "-Wmissing-export-lists"
"-Wmissing-home-modules"
"-Wpartial-fields"
"-Wredundant-constraints"
"-threaded"
"-rtsopts"
"-with-rtsopts=-N"
# src
"-i./src"
"-main-is Game"
}:
stdenv.mkDerivation {
pname = "hs-game";
version = "0.1.0";
src = ./.;
nativeBuildInputs = [
(haskellPackages.ghcWithPackages ghcPackages)
];
haddockOptions = lib.concatStringsSep " " haddockFlags;
haddockFlags = [
"--html"
"--odir docs"
"--optghc=-i./src"
"src/Game/Main.hs"
buildInputs = [
];
ghcPackages = p: [
p.GLFW-b
p.linear
p.OpenGL
];
in
stdenv.mkDerivation {
pname = "haskengl";
version = "0.1.0";
src = ./.;
nativeBuildInputs = [
(haskellPackages.ghcWithPackages ghcPackages)
];
buildInputs = [
];
configurePhase = ''
'';
buildPhase = ''
ghc ${ghcExeOptions} ./src/Game/Main.hs -o ./Main
haddock ${haddockOptions}
'';
installPhase = ''
mkdir -p $out/bin
cp ./Main $out/bin/hs-game
cp ./docs $out/docs -r
'';
configurePhase = ''
'';
buildPhase = ''
touch Main
ghc ${ghcOptions} ./src/Game.hs -o ./Main
mkdir ./docs
haddock ${haddockOptions}
'';
installPhase = ''
mkdir -p $out/bin
cp ./Main $out/bin/hs-game
cp ./docs $out/docs -r
'';
meta = {
homepage = "https://mtgmonkey.net";
license = lib.licenses.wtfpl;
mainProgram = "hs-game";
platforms = ["x86_64-linux"];
};
}
meta = {
homepage = "https://mtgmonkey.net";
license = lib.licenses.bsd3;
mainProgram = "hs-game";
platforms = ["x86_64-linux"];
};
}

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@@ -2,43 +2,31 @@
{- |
- Module : Game
- Description : runs game
- Copyright : Andromeda 2025
- License : WTFPL
- Copyright : 2025 Andromeda
- License : BSD 3-clause
- Maintainer : Matrix @Andromeda:tchncs.de
- Stability : Experimental
-}
module Game (main) where
import Game.Internal.LoadShaders
import Game.Internal.Types
import Game.Internal
import Control.Concurrent (threadDelay)
import Control.Lens ((^.), (+~), (&), (%~))
import Control.Monad (when)
import Data.Fixed (mod')
import Data.IORef (atomicModifyIORef', IORef, modifyIORef', newIORef, readIORef, writeIORef)
import Data.List (delete)
import Foreign.Marshal.Array (withArray)
import Foreign.Ptr (nullPtr, plusPtr)
import Foreign.Storable (sizeOf, Storable)
import GHC.Float (double2Float, int2Double)
import Control.Lens ((^.))
import Data.IORef (newIORef)
import GHC.Float (double2Float)
import qualified Graphics.UI.GLFW as GLFW
import qualified Graphics.Rendering.OpenGL as GL
import Graphics.Rendering.OpenGL as GL (($=))
import qualified Linear as L
import Linear ( V3(..)
, _x
, _y
, _z
)
import Linear ( V3(..), _y )
-- | Main function runs game
main :: IO ()
main = do
GLFW.init
_ <- GLFW.init
GLFW.defaultWindowHints
-- OpenGL core >=3.3
@@ -61,7 +49,7 @@ main = do
GLFW.setCursorInputMode window GLFW.CursorInputMode'Hidden
GLFW.setCursorPosCallback window $ Just (cursorPosHandler Nothing)
(objects, program) <- initResources window testVertices
(objects, program) <- initResources testVertices
-- init model
let
@@ -123,8 +111,6 @@ update dt model =
updateAcceleration :: Float -> Model -> Model
updateAcceleration dt model =
let
yaw = (L.rotate (L.axisAngle model.wprop.up model.camera.camYaw) model.camera.camReference)
front = L.normalize $ (V3 1 0 1) * (L.rotate (L.axisAngle (L.cross model.wprop.up yaw) model.camera.camPitch) yaw)
zp = if elem GLFW.Key'S model.keys then 1 else 0
zn = if elem GLFW.Key'W model.keys then 1 else 0
xp = if elem GLFW.Key'D model.keys then 1 else 0
@@ -193,12 +179,6 @@ updateCameraAngle dt model =
}
}
-- | updates given a keypress. escape case is probably caught by GLFW in the
-- handler function itself
updateKeyPressed :: GLFW.Key -> Model -> Model
updateKeyPressed key model =
model { keys = key:model.keys }
-- | views the model
view :: GLFW.Window -> Model -> IO ()
view window model = do
@@ -233,8 +213,8 @@ view window model = do
projectionLocation <- GL.get $ GL.uniformLocation model.program "u_projection"
GL.uniform projectionLocation $= projectionGLMatrix
-- draw objects
drawObjects model.objects
-- draw objects; returns IO []
_ <- drawObjects model.objects
-- swap to current buffer
GLFW.swapBuffers window

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@@ -1,9 +1,9 @@
{-# LANGUAGE DisambiguateRecordFields, NamedFieldPuns, OverloadedRecordDot #-}
{- |
- Module : Game.Internal
- Description : 'hidden' functions
- Copyright : Andromeda 2025
- License : WTFPL
- Description : internal functions
- Copyright : 2025 Andromeda
- License : BSD 3-clause
- Maintainer : Matrix @Andromeda:tchncs.de
- Stability : Experimental
-}
@@ -25,10 +25,8 @@ import Game.Internal.LoadShaders
import Game.Internal.Types
import Control.Concurrent (threadDelay)
import Control.Lens ((^.), (+~), (&), (%~))
import Control.Monad (when)
import Data.Fixed (mod')
import Data.IORef (atomicModifyIORef', IORef, modifyIORef', newIORef, readIORef, writeIORef)
import Data.IORef (IORef, modifyIORef', readIORef)
import Data.List (delete)
import Foreign.Marshal.Array (withArray)
import Foreign.Ptr (nullPtr, plusPtr)
@@ -39,20 +37,15 @@ import qualified Graphics.UI.GLFW as GLFW
import qualified Graphics.Rendering.OpenGL as GL
import Graphics.Rendering.OpenGL as GL (($=))
import qualified Linear as L
import Linear ( V3(..)
, _x
, _y
, _z
)
import Linear (V3(..))
--------------------------------------------------------------------------------
-- Shader creation and object initialisation
--------------------------------------------------------------------------------
-- | loads models, shaders
initResources :: GLFW.Window -> [V3 GL.GLfloat] -> IO ([Object], GL.Program)
initResources window array = do
initResources :: [V3 GL.GLfloat] -> IO ([Object], GL.Program)
initResources array = do
-- create objects
testObject0 <- createObject (map (+(V3 (-1) (-1) (-1))) array) 3 GL.TriangleStrip
testObject1 <- createObject (map (+(V3 (1) (1) (1))) array) 3 GL.TriangleStrip
@@ -151,7 +144,7 @@ createObject array numComponents primitiveMode = do
GL.bindVertexArrayObject $= Just vao
-- vbo for vertices
createVBO array numComponents $ GL.AttribLocation 0
_ <- createVBO array numComponents $ GL.AttribLocation 0
return
(Object
@@ -187,9 +180,9 @@ loop window dt update view modelRef = do
-- end frame timer, wait the difference between expected and actual
Just frameEnd <- GLFW.getTime
let
dt = double2Float $ frameEnd - frameStart
drawTime = double2Float $ frameEnd - frameStart
target = 1 / 60 :: Float
when (dt < target) $ threadDelay $ floor $ (target - dt) * 1000000
when (drawTime < target) $ threadDelay $ floor $ (target - drawTime) * 1000000
Just frameEnd' <- GLFW.getTime
let
dt' = double2Float $ frameEnd' - frameStart
@@ -254,9 +247,9 @@ resizeWindow _ _ _ = return ()
keyPressed :: Maybe (IORef Model) -> GLFW.KeyCallback
keyPressed _ window GLFW.Key'Escape _ GLFW.KeyState'Pressed _ =
shutdownWindow window
keyPressed (Just modelRef) window key _ GLFW.KeyState'Pressed _ =
keyPressed (Just modelRef) _ key _ GLFW.KeyState'Pressed _ =
modifyIORef' modelRef $ updateKeyPressed key
keyPressed (Just modelRef) window key _ GLFW.KeyState'Released _ =
keyPressed (Just modelRef) _ key _ GLFW.KeyState'Released _ =
modifyIORef' modelRef $ updateKeyReleased key
keyPressed _ _ _ _ _ _ = return ()

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@@ -1,9 +1,9 @@
{-# LANGUAGE NamedFieldPuns, OverloadedRecordDot #-}
{- |
- Module : Game.Types
- Module : Game.Internal.Types
- Description :
- Copyright : Andromeda 2025
- License : WTFPL
- Copyright : 2025 Andromeda
- License : BSD 3-clause
- Maintainer : Matrix @Andromeda:tchncs.de
- Stability : Experimental
-}
@@ -44,18 +44,19 @@ import qualified Graphics.UI.GLFW as GLFW
import qualified Graphics.Rendering.OpenGL as GL
import qualified Linear as L
import Linear (Quaternion, V3, V3(..), V4(..))
import Linear (V3, V3(..), V4(..))
-- | represents a single draw call
data Object =
Object
{ vao :: GL.VertexArrayObject
, numIndicies :: GL.NumArrayIndices
, numComponents :: GL.NumComponents
, primitiveMode :: GL.PrimitiveMode
{ vao :: GL.VertexArrayObject -- ^ vao of vertex buffer
, numIndicies :: GL.NumArrayIndices -- ^ number of vertices
, numComponents :: GL.NumComponents -- ^ dimensionallity; vec3, vec4, etc.
, primitiveMode :: GL.PrimitiveMode -- ^ primitive mode to be drawn with
}
deriving Show
-- | converts M44 to a 16array for OpenGL
toGLMatrix :: L.M44 GL.GLfloat -> [GL.GLfloat]
toGLMatrix
(V4
@@ -73,34 +74,49 @@ toGLMatrix
data Model =
Model
{ camera :: Camera
, cursorDeltaPos :: (Double, Double)
, cursorPos :: (Double, Double)
, keys :: [GLFW.Key]
, objects :: [Object]
, program :: GL.Program
, cursorDeltaPos :: (Double, Double) -- ^ frame-on-frame delta mouse position
, cursorPos :: (Double, Double) -- ^ current mouse position
, keys :: [GLFW.Key] -- ^ currently pressed keys
, objects :: [Object] -- ^ draw calls
, program :: GL.Program -- ^ shader program
, wprop :: WorldProperties
}
deriving Show
mkModel :: Camera -> [Object] -> GL.Program -> WorldProperties -> Model
mkModel camera objects program wprop = Model camera (0,0) (0,0) [] objects program wprop
-- | smart constructor for Model
mkModel
:: Camera
-> [Object]
-> GL.Program
-> WorldProperties
-> Model
mkModel camera objects program wprop =
Model
camera
(0,0)
(0,0)
[]
objects
program
wprop
-- | camera
data Camera =
Camera
{ camPos :: V3 Float
, camPitch :: Float
, camYaw :: Float
, camReference :: V3 Float
, camVel :: V3 Float
, mouseSensitivity :: Float
, strafeStrength :: Float
, jumpStrength :: Float
, hasJumped :: Bool
, airTime :: Float
{ camPos :: V3 Float -- ^ position in world space
, camPitch :: Float -- ^ pitch in radians, up positive
, camYaw :: Float -- ^ yaw in radians, right positive
, camReference :: V3 Float -- ^ reference direction; orientation applied to
, camVel :: V3 Float -- ^ velocity in world space
, mouseSensitivity :: Float -- ^ scale factor for mouse movement
, strafeStrength :: Float -- ^ scale factor for strafe
, jumpStrength :: Float -- ^ scale factor for jump initial velocity
, hasJumped :: Bool -- ^ whether the camera still has jumping state
, airTime :: Float -- ^ time since jumping state entered in seconds
}
deriving Show
-- | smart constructor for Camera
mkCamera
:: V3 Float
-> Float
@@ -132,14 +148,16 @@ mkCamera
False
0
-- | physical properties of the world
data WorldProperties =
WorldProperties
{ g :: Float -- ^ gravity `g`
, friction :: Float -- ^ floor friction
, up :: V3 Float
{ g :: Float -- ^ gravity `g`
, friction :: Float -- ^ scale factor for floor friction
, up :: V3 Float -- ^ global up vector
}
deriving Show
-- | smart constructor for WorldProperties
mkWorldProperties :: Float -> Float -> V3 Float-> WorldProperties
mkWorldProperties g friction up =
WorldProperties g friction (L.normalize up)