add changelog; see changelog <3

This commit is contained in:
mtgmonkey
2025-12-07 23:52:20 +01:00
parent ea56936a15
commit 852244a491
6 changed files with 360 additions and 234 deletions

42
CHANGELOG.md Normal file
View File

@@ -0,0 +1,42 @@
# Changelog
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]
### Added
- test suite for non-IO functions
- debug/release outputs of Nix flake
### Changed
- use Rotors rather than Quaternions for rotation; easily extended to 4D
### Fixed
- semantic issues
## [0.1.0] - 2025-12-07
### Added
- CHANGELOG.md
- layer correctly drawn objects in the view function
### 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
### Fixed
- constrained pitch to disallow gimbal lock and an inverted view

View File

@@ -4,9 +4,4 @@ cd hs-game
nix run
```
todo
- [x] add proper mouse movement
- [ ] abstract into `Game` and `Game.Internal` with appropriate exports
- [ ] refactor for correctness
- [ ] fix depth clipping; near squares show oft before far
todo moved to CHANGELOG.md

267
src/Game/Internal.hs Normal file
View File

@@ -0,0 +1,267 @@
{-# LANGUAGE DisambiguateRecordFields, NamedFieldPuns, OverloadedRecordDot #-}
{- |
- Module : Game.Internal
- Description : 'hidden' functions
- Copyright : Andromeda 2025
- License : WTFPL
- 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
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)
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
)
--------------------------------------------------------------------------------
-- Shader creation and object initialisation
--------------------------------------------------------------------------------
-- | loads models, shaders
initResources :: GLFW.Window -> [V3 GL.GLfloat] -> IO ([Object], GL.Program)
initResources window 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
testObject2 <- createObject array 3 GL.TriangleStrip
let objects = [testObject0, testObject1, testObject2]
-- load shaders
program <- loadShaders
[ ShaderInfo GL.VertexShader (StringSource vertShader)
, ShaderInfo GL.FragmentShader (StringSource fragShader)
]
GL.currentProgram $= Just program
return (objects, program)
-- 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" ++
"uniform mat4 u_view;\n" ++
"uniform mat4 u_projection;\n" ++
"out vec3 v_pos;\n" ++
"void main()\n" ++
"{\n" ++
" gl_Position = u_projection * u_view * vec4(a_vPos.xyz, 1.0);\n" ++
" v_pos = a_vPos;\n" ++
"}"
-- | fragment shader
fragShader :: String
fragShader =
"#version 330 core\n" ++
"out vec4 o_vColor;\n" ++
"in vec3 v_pos;\n" ++
"void main()\n" ++
"{\n" ++
" o_vColor = vec4(0.5 + 0.5 * v_pos, 1);\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
-- | loads a given array into a given attribute index
createVBO
:: 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
GL.bindBuffer GL.ArrayBuffer $= Just buffer
-- populate buffer
withArray
array
$ \ptr ->
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.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
-- vao for object
vao <- GL.genObjectName
GL.bindVertexArrayObject $= Just vao
-- vbo for vertices
createVBO array numComponents $ GL.AttribLocation 0
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 ()
loop window dt update view modelRef = do
-- start frame timer
Just frameStart <- GLFW.getTime
-- tick model
modifyIORef' modelRef $ update dt
model' <- readIORef modelRef
-- view new model
view window model'
-- end frame timer, wait the difference between expected and actual
Just frameEnd <- GLFW.getTime
let
dt = double2Float $ frameEnd - frameStart
target = 1 / 60 :: Float
when (dt < target) $ threadDelay $ floor $ (target - dt) * 1000000
Just frameEnd' <- GLFW.getTime
let
dt' = double2Float $ frameEnd' - frameStart
loop window dt' update view modelRef
-- | 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 }
-- | updates given a keyrelease. escape case is probably caught by GLFW in the
-- handler function itself
updateKeyReleased :: GLFW.Key -> Model -> Model
updateKeyReleased key model =
model { keys = (delete key model.keys) }
applyToTuples :: (a -> b -> c) -> (a, a) -> (b, b) -> (c, c)
applyToTuples f (x, y) (a, b) = (f x a, f y b)
-- | updates cursor
updateCursorPos :: Double -> Double -> Model -> Model
updateCursorPos x y model =
let
pyth = (((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)
}
else
model
{ cursorPos = (x, y)
}
-- | draws objects
drawObjects :: [Object] -> IO ([Object])
drawObjects [] = return []
drawObjects
((Object vao numVertices _ primitiveMode):objects) = do
GL.bindVertexArrayObject $= Just vao
GL.drawArrays primitiveMode 0 numVertices
drawObjects objects
--------------------------------------------------------------------------------
-- interrupts
--------------------------------------------------------------------------------
-- | shuts down GLFW
shutdownWindow :: GLFW.WindowCloseCallback
shutdownWindow window = do
GLFW.destroyWindow window
GLFW.terminate
-- | resizes viewport with window
resizeWindow :: GLFW.WindowSizeCallback
resizeWindow _ _ _ = return ()
-- | handles key presses
keyPressed :: Maybe (IORef Model) -> GLFW.KeyCallback
keyPressed _ window GLFW.Key'Escape _ GLFW.KeyState'Pressed _ =
shutdownWindow window
keyPressed (Just modelRef) window key _ GLFW.KeyState'Pressed _ =
modifyIORef' modelRef $ updateKeyPressed key
keyPressed (Just modelRef) window key _ GLFW.KeyState'Released _ =
modifyIORef' modelRef $ updateKeyReleased key
keyPressed _ _ _ _ _ _ = return ()
-- | handles cursor position updates
cursorPosHandler :: Maybe (IORef Model) -> GLFW.CursorPosCallback
cursorPosHandler (Just modelRef) _ x y =
modifyIORef' modelRef $ updateCursorPos x y
cursorPosHandler Nothing _ _ _ = return ()

View File

@@ -13,7 +13,7 @@
--
--------------------------------------------------------------------------------
module Game.LoadShaders (
module Game.Internal.LoadShaders (
ShaderSource(..), ShaderInfo(..), loadShaders
) where

View File

@@ -7,15 +7,32 @@
- Maintainer : Matrix @Andromeda:tchncs.de
- Stability : Experimental
-}
module Game.Types
module Game.Internal.Types
( Object(..)
, toGLMatrix
, Model (objects, camera, cursorDeltaPos, cursorPos, program, keys, wprop)
, Model ( camera
, objects
, cursorDeltaPos
, cursorPos
, program
, keys
, wprop
)
, mkModel
, Camera (camPos, camPitch, camYaw, camReference, mouseSensitivity, camVel, strafeStrength, jumpStrength, hasJumped, airTime)
, Camera ( camPos
, camPitch
, camYaw
, camReference
, mouseSensitivity
, camVel
, strafeStrength
, jumpStrength
, hasJumped
, airTime
)
, mkCamera
, WorldProperties (g, friction, up)

View File

@@ -9,8 +9,9 @@
-}
module Game (main) where
import Game.LoadShaders
import Game.Types
import Game.Internal.LoadShaders
import Game.Internal.Types
import Game.Internal
import Control.Concurrent (threadDelay)
import Control.Lens ((^.), (+~), (&), (%~))
@@ -21,7 +22,7 @@ import Data.List (delete)
import Foreign.Marshal.Array (withArray)
import Foreign.Ptr (nullPtr, plusPtr)
import Foreign.Storable (sizeOf, Storable)
import GHC.Float (double2Float)
import GHC.Float (double2Float, int2Double)
import qualified Graphics.UI.GLFW as GLFW
import qualified Graphics.Rendering.OpenGL as GL
@@ -45,8 +46,8 @@ main = do
GLFW.windowHint $ GLFW.WindowHint'ContextVersionMinor 3
GLFW.windowHint $ GLFW.WindowHint'OpenGLProfile GLFW.OpenGLProfile'Core
-- 4x MSAA
GLFW.windowHint $ GLFW.WindowHint'Samples $ Just 4
-- MSAA
GLFW.windowHint $ GLFW.WindowHint'Samples $ Just 8
-- create window
monitor <- GLFW.getPrimaryMonitor
@@ -57,9 +58,10 @@ main = do
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 window
(objects, program) <- initResources window testVertices
-- init model
let
@@ -71,7 +73,7 @@ main = do
0 -- yaw
(V3 0 0 (-1)) -- reference vector
(V3 0 0 0) -- velocity
0.08 -- mouse sensitivity
2 -- mouse sensitivity
16 -- strafe strength
12 -- jump strength
)
@@ -88,7 +90,7 @@ main = do
GLFW.setKeyCallback window $ Just $ keyPressed $ Just modelRef
GLFW.setCursorPosCallback window $ Just $ cursorPosHandler $ Just modelRef
loop window (update 0) view modelRef
loop window 0 update view modelRef
--------------------------------------------------------------------------------
-- Arrays
@@ -103,158 +105,10 @@ testVertices =
, V3 0.5 0.5 0
]
--------------------------------------------------------------------------------
-- Shader creation and object initialisation
--------------------------------------------------------------------------------
-- | loads models, shaders
initResources :: GLFW.Window -> IO ([Object], GL.Program)
initResources window = do
-- create objects
testObject0 <- createObject (map (+(V3 (-1) (-1) (-1))) testVertices) 3 GL.TriangleStrip
testObject1 <- createObject (map (+(V3 (1) (1) (1))) testVertices) 3 GL.TriangleStrip
testObject2 <- createObject testVertices 3 GL.TriangleStrip
let objects = [testObject0, testObject1, testObject2]
-- load shaders
program <- loadShaders
[ ShaderInfo GL.VertexShader (StringSource vertShader)
, ShaderInfo GL.FragmentShader (StringSource fragShader)
]
GL.currentProgram $= Just program
return (objects, program)
-- 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" ++
"uniform mat4 u_view;\n" ++
"uniform mat4 u_projection;\n" ++
"out vec3 v_pos;\n" ++
"void main()\n" ++
"{\n" ++
" gl_Position = u_projection * u_view * vec4(a_vPos.xyz, 1.0);\n" ++
" v_pos = a_vPos;\n" ++
"}"
-- | fragment shader
fragShader :: String
fragShader =
"#version 330 core\n" ++
"out vec4 o_vColor;\n" ++
"in vec3 v_pos;\n" ++
"void main()\n" ++
"{\n" ++
" o_vColor = vec4(0.5 + 0.5 * v_pos, 1);\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
-- | loads a given array into a given attribute index
createVBO
:: 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
GL.bindBuffer GL.ArrayBuffer $= Just buffer
-- populate buffer
withArray
array
$ \ptr ->
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.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
-- vao for object
vao <- GL.genObjectName
GL.bindVertexArrayObject $= Just vao
-- vbo for vertices
createVBO array numComponents $ GL.AttribLocation 0
return
(Object
vao
(fromIntegral $ length array)
numComponents
primitiveMode
)
--------------------------------------------------------------------------------
-- Elm-like data structures
--------------------------------------------------------------------------------
-- | gameloop
loop
:: GLFW.Window -- ^ window to display on
-> (Model -> Model) -- ^ update function
-> (GLFW.Window -> Model -> IO ()) -- ^ view function
-> IORef Model -- ^ model
-> IO ()
loop window update view modelRef = do
-- start frame timer
Just frameStart <- GLFW.getTime
-- tick model
modifyIORef' modelRef $ update
model' <- readIORef modelRef
-- view new model
view window model'
putStrLn $ (++) "pitch" $ show model'.camera.camPitch
putStrLn $ (++) "yaw" $ show model'.camera.camYaw
-- end frame timer, wait the difference between expected and actual
Just frameEnd <- GLFW.getTime
let
dt = double2Float $ frameEnd - frameStart
target = 1 / 60 :: Float
when (dt < target) $ threadDelay $ floor $ (target - dt) * 1000000
Just frameEnd' <- GLFW.getTime
let
dt' = double2Float $ frameEnd' - frameStart
loop window (Game.update dt') view modelRef
-- | update function
update :: Float -> Model -> Model
update dt model =
@@ -275,8 +129,8 @@ updateAcceleration dt model =
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 = xn - xp
z = zn - zp
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
@@ -323,17 +177,19 @@ updateVelocity dt model =
updateCameraAngle :: Float -> Model -> Model
updateCameraAngle dt model =
let
newPitch = model.camera.camPitch - model.camera.mouseSensitivity * dt * (double2Float $ snd model.cursorDeltaPos)
newPitch' = if newPitch >= (pi / 2) then (0.9999 * pi / 2) else newPitch
newPitch'' = if newPitch <= ((-1) * pi / 2) then ((-0.9999) * pi / 2) else newPitch
newYaw = model.camera.camYaw + model.camera.mouseSensitivity * dt * (double2Float $ fst model.cursorDeltaPos)
newYaw' = newYaw - (mod' newYaw pi)
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 = model.camera.camPitch + dt * (double2Float $ snd model.cursorDeltaPos)
, camYaw = model.camera.camYaw + dt * (double2Float $ fst model.cursorDeltaPos)
{ camPitch = newPitch''
, camYaw = newYaw
}
}
@@ -343,23 +199,6 @@ updateKeyPressed :: GLFW.Key -> Model -> Model
updateKeyPressed key model =
model { keys = key:model.keys }
-- | updates given a keyrelease. escape case is probably caught by GLFW in the
-- handler function itself
updateKeyReleased :: GLFW.Key -> Model -> Model
updateKeyReleased key model =
model { keys = (delete key model.keys) }
applyToTuples :: (a -> b -> c) -> (a, a) -> (b, b) -> (c, c)
applyToTuples f (x, y) (a, b) = (f x a, f y b)
-- | updates cursor
updateCursorPos :: Double -> Double -> Model -> Model
updateCursorPos x y model =
model
{ cursorPos = (x, y)
, cursorDeltaPos = applyToTuples (-) model.cursorPos (x, y)
}
-- | views the model
view :: GLFW.Window -> Model -> IO ()
view window model = do
@@ -371,15 +210,20 @@ view window model = do
GL.clearColor $= GL.Color4 1 0 1 1
GL.clear [GL.ColorBuffer, GL.DepthBuffer]
-- depth
GL.depthFunc $= Just GL.Less
-- apply transforms
let
yaw = (L.rotate (L.axisAngle model.wprop.up model.camera.camYaw) model.camera.camReference)
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 + L.rotate (L.axisAngle (L.cross model.wprop.up yaw) model.camera.camPitch) yaw)
(model.camera.camPos - forward)
model.wprop.up
projectionMatrix = L.perspective 1.5 (fromIntegral w / fromIntegral h) 0.1 100
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"
@@ -397,42 +241,3 @@ view window model = do
-- check for interrupts
GLFW.pollEvents
-- | draws objects
drawObjects :: [Object] -> IO ([Object])
drawObjects [] = return []
drawObjects
((Object vao numVertices _ primitiveMode):objects) = do
GL.bindVertexArrayObject $= Just vao
GL.drawArrays primitiveMode 0 numVertices
drawObjects objects
--------------------------------------------------------------------------------
-- interrupts
--------------------------------------------------------------------------------
-- | shuts down GLFW
shutdownWindow :: GLFW.WindowCloseCallback
shutdownWindow window = do
GLFW.destroyWindow window
GLFW.terminate
-- | resizes viewport with window
resizeWindow :: GLFW.WindowSizeCallback
resizeWindow _ _ _ = return ()
-- | handles key presses
keyPressed :: Maybe (IORef Model) -> GLFW.KeyCallback
keyPressed _ window GLFW.Key'Escape _ GLFW.KeyState'Pressed _ =
shutdownWindow window
keyPressed (Just modelRef) window key _ GLFW.KeyState'Pressed _ =
modifyIORef' modelRef $ updateKeyPressed key
keyPressed (Just modelRef) window key _ GLFW.KeyState'Released _ =
modifyIORef' modelRef $ updateKeyReleased key
keyPressed _ _ _ _ _ _ = return ()
-- | handles cursor position updates
cursorPosHandler :: Maybe (IORef Model) -> GLFW.CursorPosCallback
cursorPosHandler (Just modelRef) _ x y =
modifyIORef' modelRef $ updateCursorPos x y
cursorPosHandler Nothing _ _ _ = return ()