add changelog; see changelog <3
This commit is contained in:
253
src/Game/Main.hs
253
src/Game/Main.hs
@@ -9,8 +9,9 @@
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-}
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module Game (main) where
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import Game.LoadShaders
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import Game.Types
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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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@@ -21,7 +22,7 @@ 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)
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import GHC.Float (double2Float, int2Double)
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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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@@ -45,8 +46,8 @@ main = do
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GLFW.windowHint $ GLFW.WindowHint'ContextVersionMinor 3
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GLFW.windowHint $ GLFW.WindowHint'OpenGLProfile GLFW.OpenGLProfile'Core
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-- 4x MSAA
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GLFW.windowHint $ GLFW.WindowHint'Samples $ Just 4
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-- MSAA
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GLFW.windowHint $ GLFW.WindowHint'Samples $ Just 8
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-- create window
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monitor <- GLFW.getPrimaryMonitor
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@@ -57,9 +58,10 @@ main = do
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GLFW.setWindowCloseCallback window $ Just shutdownWindow
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GLFW.setWindowSizeCallback window $ Just resizeWindow
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GLFW.setKeyCallback window $ Just (keyPressed Nothing)
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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
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(objects, program) <- initResources window testVertices
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-- init model
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let
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@@ -71,7 +73,7 @@ main = do
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0 -- yaw
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(V3 0 0 (-1)) -- reference vector
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(V3 0 0 0) -- velocity
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0.08 -- mouse sensitivity
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2 -- mouse sensitivity
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16 -- strafe strength
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12 -- jump strength
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)
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@@ -88,7 +90,7 @@ main = do
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GLFW.setKeyCallback window $ Just $ keyPressed $ Just modelRef
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GLFW.setCursorPosCallback window $ Just $ cursorPosHandler $ Just modelRef
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loop window (update 0) view modelRef
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loop window 0 update view modelRef
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--------------------------------------------------------------------------------
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-- Arrays
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@@ -103,158 +105,10 @@ testVertices =
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, V3 0.5 0.5 0
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]
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--------------------------------------------------------------------------------
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-- Shader creation and object initialisation
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--------------------------------------------------------------------------------
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-- | loads models, shaders
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initResources :: GLFW.Window -> IO ([Object], GL.Program)
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initResources window = do
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-- create objects
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testObject0 <- createObject (map (+(V3 (-1) (-1) (-1))) testVertices) 3 GL.TriangleStrip
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testObject1 <- createObject (map (+(V3 (1) (1) (1))) testVertices) 3 GL.TriangleStrip
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testObject2 <- createObject testVertices 3 GL.TriangleStrip
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let objects = [testObject0, testObject1, testObject2]
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-- load shaders
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program <- loadShaders
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[ ShaderInfo GL.VertexShader (StringSource vertShader)
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, ShaderInfo GL.FragmentShader (StringSource fragShader)
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]
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GL.currentProgram $= Just program
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return (objects, program)
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-- a_ vertex shader input
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-- v_ varying
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-- u_ uniform
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-- o_ fragment shader output
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-- | vertex shader
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vertShader :: String
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vertShader =
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"#version 330 core\n" ++
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"layout (location = 0) in vec3 a_vPos;\n" ++
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"uniform mat4 u_view;\n" ++
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"uniform mat4 u_projection;\n" ++
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"out vec3 v_pos;\n" ++
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"void main()\n" ++
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"{\n" ++
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" gl_Position = u_projection * u_view * vec4(a_vPos.xyz, 1.0);\n" ++
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" v_pos = a_vPos;\n" ++
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"}"
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-- | fragment shader
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fragShader :: String
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fragShader =
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"#version 330 core\n" ++
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"out vec4 o_vColor;\n" ++
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"in vec3 v_pos;\n" ++
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"void main()\n" ++
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"{\n" ++
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" o_vColor = vec4(0.5 + 0.5 * v_pos, 1);\n" ++
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"}"
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--------------------------------------------------------------------------------
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-- Objects
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--------------------------------------------------------------------------------
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-- | calculates the size in memory of an array
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sizeOfArray :: (Storable a, Num b) => [a] -> b
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sizeOfArray [] = 0
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sizeOfArray (x:xs) = fromIntegral $ (*) (1 + length xs) $ sizeOf x
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-- | loads a given array into a given attribute index
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createVBO
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:: Storable (a GL.GLfloat)
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=> [a GL.GLfloat]
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-> GL.NumComponents
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-> GL.AttribLocation
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-> IO GL.BufferObject
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createVBO array numComponents attribLocation = do
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-- vbo for buffer
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buffer <- GL.genObjectName
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GL.bindBuffer GL.ArrayBuffer $= Just buffer
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-- populate buffer
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withArray
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array
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$ \ptr ->
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GL.bufferData GL.ArrayBuffer $= (sizeOfArray array, ptr, GL.StaticDraw)
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-- create attribute pointer to buffer
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GL.vertexAttribPointer attribLocation $=
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( GL.ToFloat
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, GL.VertexArrayDescriptor
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numComponents
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GL.Float
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0
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(plusPtr nullPtr 0)
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)
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GL.vertexAttribArray attribLocation $= GL.Enabled
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return buffer
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-- | creates an object from a given array; deals with vbos and everything
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createObject
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:: Storable (a GL.GLfloat)
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=> [a GL.GLfloat]
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-> GL.NumComponents
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-> GL.PrimitiveMode
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-> IO Object
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createObject array numComponents primitiveMode = do
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-- vao for object
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vao <- GL.genObjectName
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GL.bindVertexArrayObject $= Just vao
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-- vbo for vertices
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createVBO array numComponents $ GL.AttribLocation 0
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return
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(Object
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vao
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(fromIntegral $ length array)
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numComponents
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primitiveMode
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)
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--------------------------------------------------------------------------------
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-- Elm-like data structures
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--------------------------------------------------------------------------------
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-- | gameloop
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loop
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:: GLFW.Window -- ^ window to display on
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-> (Model -> Model) -- ^ update function
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-> (GLFW.Window -> Model -> IO ()) -- ^ view function
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-> IORef Model -- ^ model
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-> IO ()
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loop window update view modelRef = do
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-- start frame timer
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Just frameStart <- GLFW.getTime
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-- tick model
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modifyIORef' modelRef $ update
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model' <- readIORef modelRef
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-- view new model
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view window model'
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putStrLn $ (++) "pitch" $ show model'.camera.camPitch
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putStrLn $ (++) "yaw" $ show model'.camera.camYaw
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-- end frame timer, wait the difference between expected and actual
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Just frameEnd <- GLFW.getTime
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let
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dt = double2Float $ frameEnd - frameStart
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target = 1 / 60 :: Float
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when (dt < target) $ threadDelay $ floor $ (target - dt) * 1000000
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Just frameEnd' <- GLFW.getTime
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let
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dt' = double2Float $ frameEnd' - frameStart
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loop window (Game.update dt') view modelRef
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-- | update function
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update :: Float -> Model -> Model
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update dt model =
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@@ -275,8 +129,8 @@ updateAcceleration dt model =
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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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xn = if elem GLFW.Key'A model.keys then 1 else 0
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x = xn - xp
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z = zn - zp
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x = xp - xn
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z = zp - zn
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friction = V3 (1 - model.wprop.friction) 1 (1 - model.wprop.friction)
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movement = L.normalize (V3 x 0 z) L.^* (dt * model.camera.strafeStrength)
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movement' = L.rotate (L.axisAngle model.wprop.up model.camera.camYaw) movement
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@@ -323,17 +177,19 @@ updateVelocity dt model =
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updateCameraAngle :: Float -> Model -> Model
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updateCameraAngle dt model =
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let
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newPitch = model.camera.camPitch - model.camera.mouseSensitivity * dt * (double2Float $ snd model.cursorDeltaPos)
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newPitch' = if newPitch >= (pi / 2) then (0.9999 * pi / 2) else newPitch
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newPitch'' = if newPitch <= ((-1) * pi / 2) then ((-0.9999) * pi / 2) else newPitch
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newYaw = model.camera.camYaw + model.camera.mouseSensitivity * dt * (double2Float $ fst model.cursorDeltaPos)
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newYaw' = newYaw - (mod' newYaw pi)
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scaleFactor = model.camera.mouseSensitivity * dt
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newPitch = model.camera.camPitch -
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scaleFactor * (double2Float $ snd model.cursorDeltaPos) -- mouse sensitivity, update pitch
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newPitch' = if newPitch > 1.56 then 1.56 else newPitch
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newPitch'' = if newPitch' < (-1.56) then (-1.56) else newPitch'
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newYaw = model.camera.camYaw +
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scaleFactor * (double2Float $ fst model.cursorDeltaPos)
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in
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model
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{ cursorDeltaPos = (0, 0)
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, camera = model.camera
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{ camPitch = model.camera.camPitch + dt * (double2Float $ snd model.cursorDeltaPos)
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, camYaw = model.camera.camYaw + dt * (double2Float $ fst model.cursorDeltaPos)
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{ camPitch = newPitch''
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, camYaw = newYaw
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}
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}
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@@ -343,23 +199,6 @@ 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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-- | updates given a keyrelease. escape case is probably caught by GLFW in the
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-- handler function itself
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updateKeyReleased :: GLFW.Key -> Model -> Model
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updateKeyReleased key model =
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model { keys = (delete key model.keys) }
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applyToTuples :: (a -> b -> c) -> (a, a) -> (b, b) -> (c, c)
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applyToTuples f (x, y) (a, b) = (f x a, f y b)
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-- | updates cursor
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updateCursorPos :: Double -> Double -> Model -> Model
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updateCursorPos x y model =
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model
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{ cursorPos = (x, y)
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, cursorDeltaPos = applyToTuples (-) model.cursorPos (x, y)
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}
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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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@@ -371,15 +210,20 @@ view window model = do
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GL.clearColor $= GL.Color4 1 0 1 1
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GL.clear [GL.ColorBuffer, GL.DepthBuffer]
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-- depth
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GL.depthFunc $= Just GL.Less
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-- apply transforms
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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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pitch = model.camera.camPitch
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yaw = model.camera.camYaw
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forward = V3 (cos pitch * sin yaw) (sin pitch) (cos pitch * cos yaw)
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viewMatrix =
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L.lookAt
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model.camera.camPos
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(model.camera.camPos + L.rotate (L.axisAngle (L.cross model.wprop.up yaw) model.camera.camPitch) yaw)
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(model.camera.camPos - forward)
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model.wprop.up
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projectionMatrix = L.perspective 1.5 (fromIntegral w / fromIntegral h) 0.1 100
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projectionMatrix = L.perspective 1.5 (fromIntegral w / fromIntegral h) 0.01 10000
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viewGLMatrix <- GL.newMatrix GL.RowMajor $ toGLMatrix viewMatrix :: IO (GL.GLmatrix GL.GLfloat)
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viewLocation <- GL.get $ GL.uniformLocation model.program "u_view"
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@@ -397,42 +241,3 @@ view window model = do
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-- check for interrupts
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GLFW.pollEvents
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-- | draws objects
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drawObjects :: [Object] -> IO ([Object])
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drawObjects [] = return []
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drawObjects
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((Object vao numVertices _ primitiveMode):objects) = do
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GL.bindVertexArrayObject $= Just vao
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GL.drawArrays primitiveMode 0 numVertices
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drawObjects objects
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--------------------------------------------------------------------------------
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-- interrupts
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--------------------------------------------------------------------------------
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-- | shuts down GLFW
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shutdownWindow :: GLFW.WindowCloseCallback
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shutdownWindow window = do
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GLFW.destroyWindow window
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GLFW.terminate
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-- | resizes viewport with window
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resizeWindow :: GLFW.WindowSizeCallback
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resizeWindow _ _ _ = return ()
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-- | handles key presses
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keyPressed :: Maybe (IORef Model) -> GLFW.KeyCallback
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keyPressed _ window GLFW.Key'Escape _ GLFW.KeyState'Pressed _ =
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shutdownWindow window
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keyPressed (Just modelRef) window key _ GLFW.KeyState'Pressed _ =
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modifyIORef' modelRef $ updateKeyPressed key
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keyPressed (Just modelRef) window key _ GLFW.KeyState'Released _ =
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modifyIORef' modelRef $ updateKeyReleased key
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keyPressed _ _ _ _ _ _ = return ()
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-- | handles cursor position updates
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cursorPosHandler :: Maybe (IORef Model) -> GLFW.CursorPosCallback
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cursorPosHandler (Just modelRef) _ x y =
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modifyIORef' modelRef $ updateCursorPos x y
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cursorPosHandler Nothing _ _ _ = return ()
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