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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src/Game.hs Normal file
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{-# LANGUAGE DisambiguateRecordFields, NamedFieldPuns, OverloadedRecordDot #-}
{- |
- Module : Game
- Description : runs game
- Copyright : 2025 Andromeda
- License : BSD 3-clause
- Maintainer : Matrix @Andromeda:tchncs.de
- Stability : Experimental
-}
module Game (main) where
import Game.Internal.Types
import Game.Internal
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(..), _y )
-- | Main function runs game
main :: IO ()
main = do
_ <- GLFW.init
GLFW.defaultWindowHints
-- OpenGL core >=3.3
GLFW.windowHint $ GLFW.WindowHint'ContextVersionMajor 3
GLFW.windowHint $ GLFW.WindowHint'ContextVersionMinor 3
GLFW.windowHint $ GLFW.WindowHint'OpenGLProfile GLFW.OpenGLProfile'Core
-- MSAA
GLFW.windowHint $ GLFW.WindowHint'Samples $ Just 8
-- create window
monitor <- GLFW.getPrimaryMonitor
Just window <- GLFW.createWindow 256 256 "hs-game" monitor Nothing
GLFW.makeContextCurrent $ Just window
-- add callbacks
GLFW.setWindowCloseCallback window $ Just shutdownWindow
GLFW.setWindowSizeCallback window $ Just resizeWindow
GLFW.setKeyCallback window $ Just (keyPressed Nothing)
GLFW.setCursorInputMode window GLFW.CursorInputMode'Hidden
GLFW.setCursorPosCallback window $ Just (cursorPosHandler Nothing)
(objects, program) <- initResources testVertices
-- init model
let
model =
mkModel
(mkCamera
(V3 0 0 3) -- camPos
0 -- pitch
0 -- yaw
(V3 0 0 (-1)) -- reference vector
(V3 0 0 0) -- velocity
2 -- mouse sensitivity
16 -- strafe strength
12 -- jump strength
)
objects
program
(mkWorldProperties
2
0.16
(V3 0 1 0)
)
modelRef <- newIORef model
-- add callbacks with io ref to model
GLFW.setKeyCallback window $ Just $ keyPressed $ Just modelRef
GLFW.setCursorPosCallback window $ Just $ cursorPosHandler $ Just modelRef
loop window 0 update view modelRef
--------------------------------------------------------------------------------
-- Arrays
--------------------------------------------------------------------------------
-- | centered unit square
testVertices :: [V3 GL.GLfloat]
testVertices =
[ V3 (-0.5) (-0.5) 0
, V3 0.5 (-0.5) 0
, V3 (-0.5) 0.5 0
, V3 0.5 0.5 0
]
--------------------------------------------------------------------------------
-- Elm-like data structures
--------------------------------------------------------------------------------
-- | update function
update :: Float -> Model -> Model
update dt model =
updateVelocity
dt
$ updateAcceleration
dt
$ updateCameraAngle
dt
model
updateAcceleration :: Float -> Model -> Model
updateAcceleration dt model =
let
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
xn = if elem GLFW.Key'A model.keys then 1 else 0
x = xp - xn
z = zp - zn
friction = V3 (1 - model.wprop.friction) 1 (1 - model.wprop.friction)
movement = L.normalize (V3 x 0 z) L.^* (dt * model.camera.strafeStrength)
movement' = L.rotate (L.axisAngle model.wprop.up model.camera.camYaw) movement
jump =
if model.camera.hasJumped then
V3 0 (0 - model.wprop.g * model.camera.airTime) 0
else
V3 0 0 0
camVel' = friction * (model.camera.camVel + movement' + jump)
aboveGround = (model.camera.camPos + dt L.*^ camVel') ^. _y > 0
in
if
(elem GLFW.Key'Space model.keys)
&& (model.camera.hasJumped == False)
then
updateAcceleration dt $ model { camera = model.camera { airTime = dt, camVel = model.camera.camVel + (V3 0 model.camera.jumpStrength 0), hasJumped = True } }
else
if aboveGround then
model
{ camera = model.camera
{ airTime = model.camera.airTime + dt
, camVel = camVel'
, hasJumped = aboveGround
}
}
else
model
{ camera = model.camera
{ airTime = 0
, camVel = camVel' * (V3 1 0 1)
, camPos = model.camera.camPos * (V3 1 0 1)
, hasJumped = aboveGround
}
}
updateVelocity :: Float -> Model -> Model
updateVelocity dt model =
model
{ camera = model.camera
{ camPos = model.camera.camPos + dt L.*^ model.camera.camVel
}
}
updateCameraAngle :: Float -> Model -> Model
updateCameraAngle dt model =
let
scaleFactor = model.camera.mouseSensitivity * dt
newPitch = model.camera.camPitch -
scaleFactor * (double2Float $ snd model.cursorDeltaPos) -- mouse sensitivity, update pitch
newPitch' = if newPitch > 1.56 then 1.56 else newPitch
newPitch'' = if newPitch' < (-1.56) then (-1.56) else newPitch'
newYaw = model.camera.camYaw +
scaleFactor * (double2Float $ fst model.cursorDeltaPos)
in
model
{ cursorDeltaPos = (0, 0)
, camera = model.camera
{ camPitch = newPitch''
, camYaw = newYaw
}
}
-- | views the model
view :: GLFW.Window -> Model -> IO ()
view window model = do
-- fit viewport to window
(w, h) <- GLFW.getFramebufferSize window
GL.viewport $= (GL.Position 0 0, GL.Size (fromIntegral w) (fromIntegral h))
-- clear screen
GL.clearColor $= GL.Color4 1 0 1 1
GL.clear [GL.ColorBuffer, GL.DepthBuffer]
-- depth
GL.depthFunc $= Just GL.Less
-- apply transforms
let
pitch = model.camera.camPitch
yaw = model.camera.camYaw
forward = V3 (cos pitch * sin yaw) (sin pitch) (cos pitch * cos yaw)
viewMatrix =
L.lookAt
model.camera.camPos
(model.camera.camPos - forward)
model.wprop.up
projectionMatrix = L.perspective 1.5 (fromIntegral w / fromIntegral h) 0.01 10000
viewGLMatrix <- GL.newMatrix GL.RowMajor $ toGLMatrix viewMatrix :: IO (GL.GLmatrix GL.GLfloat)
viewLocation <- GL.get $ GL.uniformLocation model.program "u_view"
GL.uniform viewLocation $= viewGLMatrix
projectionGLMatrix <- GL.newMatrix GL.RowMajor $ toGLMatrix projectionMatrix :: IO (GL.GLmatrix GL.GLfloat)
projectionLocation <- GL.get $ GL.uniformLocation model.program "u_projection"
GL.uniform projectionLocation $= projectionGLMatrix
-- draw objects; returns IO []
_ <- drawObjects model.objects
-- swap to current buffer
GLFW.swapBuffers window
-- check for interrupts
GLFW.pollEvents