hypercube, format ig

This commit is contained in:
andromeda
2026-02-06 01:18:36 +01:00
parent a62275f853
commit 2a3c9bdafb
6 changed files with 375 additions and 281 deletions

View File

@@ -1,28 +1,27 @@
{-# LANGUAGE DisambiguateRecordFields, NamedFieldPuns, OverloadedRecordDot #-}
{-# LANGUAGE DisambiguateRecordFields #-}
{-# LANGUAGE NamedFieldPuns #-}
{-# LANGUAGE OverloadedRecordDot #-}
{- |
- Module : Game.Internal
- Description : internal functions
- Copyright : 2025 Andromeda
- License : BSD 3-clause
- Maintainer : Matrix @Andromeda:tchncs.de
- Stability : Experimental
-}
-- |
-- - Module : Game.Internal
-- - Description : internal functions
-- - Copyright : 2025 Andromeda
-- - License : BSD 3-clause
-- - Maintainer : Matrix @Andromeda:tchncs.de
-- - Stability : Experimental
module Game.Internal
( cursorPosHandler
, drawObjects
, initResources
, keyPressed
, loop
, resizeWindow
, shutdownWindow
, updateCursorPos
, updateKeyPressed
, updateKeyReleased
) where
import Game.Internal.LoadShaders
import Game.Internal.Types
( cursorPosHandler,
drawObjects,
initResources,
keyPressed,
loop,
resizeWindow,
shutdownWindow,
updateCursorPos,
updateKeyPressed,
updateKeyReleased,
)
where
import Control.Concurrent (threadDelay)
import Control.Monad (when)
@@ -32,53 +31,56 @@ import Foreign.Marshal.Array (withArray)
import Foreign.Ptr (nullPtr, plusPtr)
import Foreign.Storable (Storable, sizeOf)
import GHC.Float (double2Float)
import qualified Graphics.Rendering.OpenGL as GL
import Game.Internal.LoadShaders
import Game.Internal.Types
import Graphics.Rendering.OpenGL (($=))
import qualified Graphics.Rendering.OpenGL as GL
import qualified Graphics.UI.GLFW as GLFW
import Linear (V3(..))
import Linear (V3 (..), V4 (..))
--------------------------------------------------------------------------------
-- Shader creation and object initialisation
--------------------------------------------------------------------------------
-- | loads models, shaders
initResources :: [[V3 GL.GLfloat]] -> IO ([Object], GL.Program)
initResources :: [[V4 GL.GLfloat]] -> IO ([Object], GL.Program)
initResources arrays = do
-- create objects
objects <- listIOsToIOlist [ createObject arr 3 GL.TriangleStrip | arr <- arrays ] []
-- load shaders
objects <-
listIOsToIOlist
[createObject arr 4 GL.TriangleStrip (GL.AttribLocation 0) | arr <- arrays]
[]
program <-
loadShaders
[ ShaderInfo GL.VertexShader (StringSource vertShader)
, ShaderInfo GL.FragmentShader (StringSource fragShader)
[ ShaderInfo GL.VertexShader (StringSource vertShader),
ShaderInfo GL.FragmentShader (StringSource fragShader)
]
GL.currentProgram $= Just program
return (objects, program)
listIOsToIOlist :: [IO a] -> [a] -> IO [a]
listIOsToIOlist [] out = return out
listIOsToIOlist (io:ios) out = do
listIOsToIOlist (io : ios) out = do
ioVal <- io
listIOsToIOlist ios (ioVal:out)
listIOsToIOlist ios (ioVal : out)
-- a_ vertex shader input
-- v_ varying
-- u_ uniform
-- o_ fragment shader output
-- | vertex shader
vertShader :: String
vertShader =
"#version 330 core\n"
++ "layout (location = 0) in vec3 a_vPos;\n"
++ "layout (location = 0) in vec4 a_vPos;\n"
++ "uniform mat4 u_view;\n"
++ "uniform mat4 u_projection;\n"
++ "out vec3 v_pos;\n"
++ glslProjectTo3d
++ "void main()\n"
++ "{\n"
++ " gl_Position = u_projection * u_view * vec4(a_vPos.xyz, 1.0);\n"
++ " v_pos = a_vPos;\n"
++ "}"
++ " gl_Position = u_projection * u_view * vec4(projectTo3d(a_vPos), 1.0);\n"
++ " v_pos = a_vPos.xyz;\n"
++ "}\n"
-- | fragment shader
fragShader :: String
@@ -89,23 +91,32 @@ fragShader =
++ "void main()\n"
++ "{\n"
++ " o_vColor = vec4(0.5 + 0.5 * normalize(v_pos), 1);\n"
++ "}"
++ "}\n"
glslProjectTo3d :: String
glslProjectTo3d =
"vec3 projectTo3d(vec4 point)\n"
++ "{\n"
++ " float perspective = 1.0 / (1.0 + point.w);\n"
++ " return perspective * point.xyz;\n"
++ "}\n"
--------------------------------------------------------------------------------
-- Objects
--------------------------------------------------------------------------------
-- | calculates the size in memory of an array
sizeOfArray :: (Storable a, Num b) => [a] -> b
sizeOfArray [] = 0
sizeOfArray (x:xs) = fromIntegral $ (*) (1 + length xs) $ sizeOf x
sizeOfArray (x : xs) = fromIntegral $ (*) (1 + length xs) $ sizeOf x
-- | loads a given array into a given attribute index
createVBO ::
Storable (a GL.GLfloat)
=> [a GL.GLfloat]
-> GL.NumComponents
-> GL.AttribLocation
-> IO GL.BufferObject
(Storable (a GL.GLfloat)) =>
[a GL.GLfloat] ->
GL.NumComponents ->
GL.AttribLocation ->
IO GL.BufferObject
createVBO array numComponents attribLocation = do
-- vbo for buffer
buffer <- GL.genObjectName
@@ -115,37 +126,45 @@ createVBO array numComponents attribLocation = do
GL.bufferData GL.ArrayBuffer $= (sizeOfArray array, ptr, GL.StaticDraw)
-- create attribute pointer to buffer
GL.vertexAttribPointer attribLocation
$= ( GL.ToFloat
, GL.VertexArrayDescriptor numComponents GL.Float 0 (plusPtr nullPtr 0))
$= ( GL.ToFloat,
GL.VertexArrayDescriptor numComponents GL.Float 0 (plusPtr nullPtr 0)
)
GL.vertexAttribArray attribLocation $= GL.Enabled
return buffer
-- | creates an object from a given array; deals with vbos and everything
createObject ::
Storable (a GL.GLfloat)
=> [a GL.GLfloat]
-> GL.NumComponents
-> GL.PrimitiveMode
-> IO Object
createObject array numComponents primitiveMode = do
(Storable (a GL.GLfloat)) =>
[a GL.GLfloat] ->
GL.NumComponents ->
GL.PrimitiveMode ->
GL.AttribLocation ->
IO Object
createObject array numComponents primitiveMode attrLocation = do
-- vao for object
vao <- GL.genObjectName
GL.bindVertexArrayObject $= Just vao
-- vbo for vertices
_ <- createVBO array numComponents $ GL.AttribLocation 0
_ <- createVBO array numComponents attrLocation
return (Object vao (fromIntegral $ length array) numComponents primitiveMode)
--------------------------------------------------------------------------------
-- Elm-like data structures
--------------------------------------------------------------------------------
-- | gameloop
loop ::
GLFW.Window -- ^ window to display on
-> Float -- ^ dt
-> (Float -> Model -> Model) -- ^ update function
-> (GLFW.Window -> Model -> IO ()) -- ^ view function
-> IORef Model -- ^ model
-> IO ()
-- | window to display on
GLFW.Window ->
-- | dt
Float ->
-- | update function
(Float -> Model -> Model) ->
-- | view function
(GLFW.Window -> Model -> IO ()) ->
-- | model
IORef Model ->
IO ()
loop window dt update view modelRef = do
-- start frame timer
Just frameStart <- GLFW.getTime
@@ -183,16 +202,17 @@ updateCursorPos x y model =
(((fst model.cursorPos) - x) ** 2 + ((snd model.cursorPos) - y) ** 2)
** 0.5
in if pyth < 16
then model
{ cursorPos = (x, y)
, cursorDeltaPos = applyToTuples (-) model.cursorPos (x, y)
}
then
model
{ cursorPos = (x, y),
cursorDeltaPos = applyToTuples (-) model.cursorPos (x, y)
}
else model {cursorPos = (x, y)}
-- | draws objects
drawObjects :: [Object] -> IO ([Object])
drawObjects [] = return []
drawObjects ((Object vao numVertices _ primitiveMode):objects) = do
drawObjects ((Object vao numVertices _ primitiveMode) : objects) = do
GL.bindVertexArrayObject $= Just vao
GL.drawArrays primitiveMode 0 numVertices
drawObjects objects
@@ -200,6 +220,7 @@ drawObjects ((Object vao numVertices _ primitiveMode):objects) = do
--------------------------------------------------------------------------------
-- interrupts
--------------------------------------------------------------------------------
-- | shuts down GLFW
shutdownWindow :: GLFW.WindowCloseCallback
shutdownWindow window = do