semantics, readability, relicense, initResource argument removal
This commit is contained in:
36
src/Game.hs
36
src/Game.hs
@@ -9,36 +9,24 @@
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-}
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module Game (main) where
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import Game.Internal.LoadShaders
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import Game.Internal.Types
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import Game.Internal
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import Control.Concurrent (threadDelay)
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import Control.Lens ((^.), (+~), (&), (%~))
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import Control.Monad (when)
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import Data.Fixed (mod')
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import Data.IORef (atomicModifyIORef', IORef, modifyIORef', newIORef, readIORef, writeIORef)
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import Data.List (delete)
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import Foreign.Marshal.Array (withArray)
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import Foreign.Ptr (nullPtr, plusPtr)
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import Foreign.Storable (sizeOf, Storable)
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import GHC.Float (double2Float, int2Double)
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import Control.Lens ((^.))
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import Data.IORef (newIORef)
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import GHC.Float (double2Float)
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import qualified Graphics.UI.GLFW as GLFW
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import qualified Graphics.Rendering.OpenGL as GL
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import Graphics.Rendering.OpenGL as GL (($=))
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import qualified Linear as L
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import Linear ( V3(..)
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, _x
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, _y
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, _z
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)
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import Linear ( V3(..), _y )
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-- | Main function runs game
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main :: IO ()
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main = do
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GLFW.init
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_ <- GLFW.init
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GLFW.defaultWindowHints
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-- OpenGL core >=3.3
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@@ -61,7 +49,7 @@ main = do
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GLFW.setCursorInputMode window GLFW.CursorInputMode'Hidden
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GLFW.setCursorPosCallback window $ Just (cursorPosHandler Nothing)
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(objects, program) <- initResources window testVertices
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(objects, program) <- initResources testVertices
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-- init model
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let
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@@ -123,8 +111,6 @@ update dt model =
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updateAcceleration :: Float -> Model -> Model
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updateAcceleration dt model =
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let
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yaw = (L.rotate (L.axisAngle model.wprop.up model.camera.camYaw) model.camera.camReference)
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front = L.normalize $ (V3 1 0 1) * (L.rotate (L.axisAngle (L.cross model.wprop.up yaw) model.camera.camPitch) yaw)
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zp = if elem GLFW.Key'S model.keys then 1 else 0
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zn = if elem GLFW.Key'W model.keys then 1 else 0
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xp = if elem GLFW.Key'D model.keys then 1 else 0
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@@ -193,12 +179,6 @@ updateCameraAngle dt model =
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}
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}
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-- | updates given a keypress. escape case is probably caught by GLFW in the
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-- handler function itself
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updateKeyPressed :: GLFW.Key -> Model -> Model
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updateKeyPressed key model =
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model { keys = key:model.keys }
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-- | views the model
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view :: GLFW.Window -> Model -> IO ()
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view window model = do
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@@ -233,8 +213,8 @@ view window model = do
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projectionLocation <- GL.get $ GL.uniformLocation model.program "u_projection"
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GL.uniform projectionLocation $= projectionGLMatrix
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-- draw objects
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drawObjects model.objects
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-- draw objects; returns IO []
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_ <- drawObjects model.objects
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-- swap to current buffer
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GLFW.swapBuffers window
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