use hindent
This commit is contained in:
@@ -1,4 +1,5 @@
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{-# LANGUAGE DisambiguateRecordFields, NamedFieldPuns, OverloadedRecordDot #-}
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{- |
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- Module : Game.Internal
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- Description : internal functions
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@@ -18,8 +19,7 @@ module Game.Internal
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, updateCursorPos
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, updateKeyPressed
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, updateKeyReleased
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)
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where
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) where
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import Game.Internal.LoadShaders
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import Game.Internal.Types
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@@ -30,79 +30,77 @@ import Data.IORef (IORef, modifyIORef', readIORef)
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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 Foreign.Storable (Storable, sizeOf)
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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 (($=))
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import Graphics.Rendering.OpenGL (($=))
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import qualified Graphics.UI.GLFW as GLFW
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import Linear (V3(..))
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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 :: [V3 GL.GLfloat] -> IO ([Object], GL.Program)
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initResources array = do
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-- create objects
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testObject0 <- createObject (map (+(V3 (-1) (-1) (-1))) array) 3 GL.TriangleStrip
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testObject1 <- createObject (map (+(V3 (1) (1) (1))) array) 3 GL.TriangleStrip
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testObject0 <-
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createObject (map (+ (V3 (-1) (-1) (-1))) array) 3 GL.TriangleStrip
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testObject1 <-
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createObject (map (+ (V3 (1) (1) (1))) array) 3 GL.TriangleStrip
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testObject2 <- createObject array 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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program <-
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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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"#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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"#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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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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@@ -111,29 +109,19 @@ 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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withArray array $ \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 $=
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( GL.ToFloat
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, GL.VertexArrayDescriptor
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numComponents
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GL.Float
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0
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(plusPtr nullPtr 0)
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)
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GL.vertexAttribPointer attribLocation
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$= ( GL.ToFloat
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, GL.VertexArrayDescriptor numComponents GL.Float 0 (plusPtr nullPtr 0))
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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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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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@@ -142,25 +130,16 @@ 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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return (Object vao (fromIntegral $ length array) numComponents primitiveMode)
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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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loop ::
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GLFW.Window -- ^ window to display on
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-> Float -- ^ dt
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-> (Float -> Model -> Model) -- ^ update function
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-> (GLFW.Window -> Model -> IO ()) -- ^ view function
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@@ -169,37 +148,29 @@ loop
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loop window dt 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 dt
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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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-- 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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drawTime = double2Float $ frameEnd - frameStart
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let drawTime = double2Float $ frameEnd - frameStart
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target = 1 / 60 :: Float
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when (drawTime < target) $ threadDelay $ floor $ (target - drawTime) * 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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let dt' = double2Float $ frameEnd' - frameStart
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loop window dt' update view modelRef
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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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updateKeyPressed key model = 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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updateKeyReleased key model = 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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@@ -207,24 +178,20 @@ 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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let
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pyth = (((fst model.cursorPos) - x) ** 2 + ((snd model.cursorPos) - y) ** 2) ** 0.5
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in
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if pyth < 16 then
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model
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let pyth =
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(((fst model.cursorPos) - x) ** 2 + ((snd model.cursorPos) - y) ** 2)
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** 0.5
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in if pyth < 16
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then 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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else
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model
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{ cursorPos = (x, y)
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}
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else model {cursorPos = (x, y)}
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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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drawObjects ((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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@@ -232,7 +199,6 @@ drawObjects
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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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@@ -12,10 +12,11 @@
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-- Red Book Authors.
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--
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--------------------------------------------------------------------------------
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module Game.Internal.LoadShaders (
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ShaderSource(..), ShaderInfo(..), loadShaders
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) where
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module Game.Internal.LoadShaders
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( ShaderSource(..)
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, ShaderInfo(..)
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, loadShaders
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) where
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import Control.Exception
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import Control.Monad
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@@ -23,17 +24,15 @@ import qualified Data.ByteString as B
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import Graphics.Rendering.OpenGL
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--------------------------------------------------------------------------------
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-- | The source of the shader source code.
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data ShaderSource =
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ByteStringSource B.ByteString
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data ShaderSource
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= ByteStringSource B.ByteString
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-- ^ The shader source code is directly given as a 'B.ByteString'.
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| StringSource String
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-- ^ The shader source code is directly given as a 'String'.
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| FileSource FilePath
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-- ^ The shader source code is located in the file at the given 'FilePath'.
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deriving ( Eq, Ord, Show )
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deriving (Eq, Ord, Show)
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getSource :: ShaderSource -> IO B.ByteString
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getSource (ByteStringSource bs) = return bs
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@@ -41,17 +40,14 @@ getSource (StringSource str) = return $ packUtf8 str
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getSource (FileSource path) = B.readFile path
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--------------------------------------------------------------------------------
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-- | A description of a shader: The type of the shader plus its source code.
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data ShaderInfo = ShaderInfo ShaderType ShaderSource
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deriving ( Eq, Ord, Show )
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data ShaderInfo =
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ShaderInfo ShaderType ShaderSource
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deriving (Eq, Ord, Show)
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--------------------------------------------------------------------------------
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-- | Create a new program object from the given shaders, throwing an
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-- 'IOException' if something goes wrong.
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loadShaders :: [ShaderInfo] -> IO Program
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loadShaders infos =
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createProgram `bracketOnError` deleteObjectName $ \program -> do
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@@ -64,7 +60,7 @@ linkAndCheck = checked linkProgram linkStatus programInfoLog "link"
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loadCompileAttach :: Program -> [ShaderInfo] -> IO ()
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loadCompileAttach _ [] = return ()
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loadCompileAttach program (ShaderInfo shType source : infos) =
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loadCompileAttach program (ShaderInfo shType source:infos) =
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createShader shType `bracketOnError` deleteObjectName $ \shader -> do
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src <- getSource source
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shaderSourceBS shader $= src
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@@ -75,7 +71,8 @@ loadCompileAttach program (ShaderInfo shType source : infos) =
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compileAndCheck :: Shader -> IO ()
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compileAndCheck = checked compileShader compileStatus shaderInfoLog "compile"
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checked :: (t -> IO ())
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checked ::
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(t -> IO ())
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-> (t -> GettableStateVar Bool)
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-> (t -> GettableStateVar String)
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-> String
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@@ -1,4 +1,5 @@
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{-# LANGUAGE NamedFieldPuns, OverloadedRecordDot #-}
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{- |
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- Module : Game.Internal.Types
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- Description :
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@@ -9,70 +10,52 @@
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-}
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module Game.Internal.Types
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( Object(..)
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, toGLMatrix
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, Model ( camera
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, objects
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, cursorDeltaPos
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, cursorPos
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, program
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, keys
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, wprop
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)
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, Model(camera, objects, cursorDeltaPos, cursorPos, program, keys, wprop)
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, mkModel
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, Camera ( camPos
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, camPitch
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, camYaw
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, camReference
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, mouseSensitivity
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, camVel
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, strafeStrength
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, jumpStrength
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, hasJumped
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, airTime
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)
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, Camera(camPos, camPitch, camYaw, camReference, mouseSensitivity, camVel, strafeStrength, jumpStrength, hasJumped, airTime)
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, mkCamera
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, WorldProperties (g, friction, up)
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, WorldProperties(g, friction, up)
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, mkWorldProperties
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) where
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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 qualified Graphics.UI.GLFW as GLFW
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import qualified Linear as L
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import Linear (V3, V3(..), V4(..))
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-- | represents a single draw call
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data Object =
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Object
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data Object = Object
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{ vao :: GL.VertexArrayObject -- ^ vao of vertex buffer
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, numIndicies :: GL.NumArrayIndices -- ^ number of vertices
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, numComponents :: GL.NumComponents -- ^ dimensionallity; vec3, vec4, etc.
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, primitiveMode :: GL.PrimitiveMode -- ^ primitive mode to be drawn with
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}
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deriving Show
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} deriving (Show)
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-- | converts M44 to a 16array for OpenGL
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toGLMatrix :: L.M44 GL.GLfloat -> [GL.GLfloat]
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toGLMatrix
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(V4
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(V4 c00 c01 c02 c03)
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(V4 c10 c11 c12 c13)
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(V4 c20 c21 c22 c23)
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(V4 c30 c31 c32 c33)) =
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[ c00, c01, c02, c03
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, c10, c11, c12, c13
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, c20, c21, c22, c23
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, c30, c31, c32, c33
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toGLMatrix (V4 (V4 c00 c01 c02 c03) (V4 c10 c11 c12 c13) (V4 c20 c21 c22 c23) (V4 c30 c31 c32 c33)) =
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[ c00
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, c01
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, c02
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||||
, c03
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||||
, c10
|
||||
, c11
|
||||
, c12
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||||
, c13
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||||
, c20
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||||
, c21
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||||
, c22
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||||
, c23
|
||||
, c30
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||||
, c31
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||||
, c32
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||||
, c33
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||||
]
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-- | gamestate
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data Model =
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Model
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data Model = Model
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{ camera :: Camera
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, cursorDeltaPos :: (Double, Double) -- ^ frame-on-frame delta mouse position
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, cursorPos :: (Double, Double) -- ^ current mouse position
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||||
@@ -80,29 +63,15 @@ data Model =
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, objects :: [Object] -- ^ draw calls
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, program :: GL.Program -- ^ shader program
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, wprop :: WorldProperties
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}
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deriving Show
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||||
} deriving (Show)
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-- | smart constructor for Model
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||||
mkModel
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:: Camera
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-> [Object]
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-> GL.Program
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-> WorldProperties
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-> Model
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mkModel :: Camera -> [Object] -> GL.Program -> WorldProperties -> Model
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mkModel camera objects program wprop =
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Model
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camera
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(0,0)
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||||
(0,0)
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[]
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objects
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program
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wprop
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Model camera (0, 0) (0, 0) [] objects program wprop
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||||
|
||||
-- | camera
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||||
data Camera =
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Camera
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data Camera = Camera
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||||
{ camPos :: V3 Float -- ^ position in world space
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||||
, camPitch :: Float -- ^ pitch in radians, up positive
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||||
, camYaw :: Float -- ^ yaw in radians, right positive
|
||||
@@ -113,12 +82,11 @@ data Camera =
|
||||
, jumpStrength :: Float -- ^ scale factor for jump initial velocity
|
||||
, hasJumped :: Bool -- ^ whether the camera still has jumping state
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||||
, airTime :: Float -- ^ time since jumping state entered in seconds
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||||
}
|
||||
deriving Show
|
||||
} deriving (Show)
|
||||
|
||||
-- | smart constructor for Camera
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||||
mkCamera
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||||
:: V3 Float
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||||
mkCamera ::
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||||
V3 Float
|
||||
-> Float
|
||||
-> Float
|
||||
-> V3 Float
|
||||
@@ -127,15 +95,7 @@ mkCamera
|
||||
-> Float
|
||||
-> Float
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||||
-> Camera
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||||
mkCamera
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||||
camPos
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||||
camPitch
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||||
camYaw
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||||
camReference
|
||||
camVel
|
||||
mouseSensitivity
|
||||
strafeStrength
|
||||
jumpStrength =
|
||||
mkCamera camPos camPitch camYaw camReference camVel mouseSensitivity strafeStrength jumpStrength =
|
||||
Camera
|
||||
camPos
|
||||
camPitch
|
||||
@@ -149,15 +109,12 @@ mkCamera
|
||||
0
|
||||
|
||||
-- | physical properties of the world
|
||||
data WorldProperties =
|
||||
WorldProperties
|
||||
data WorldProperties = WorldProperties
|
||||
{ g :: Float -- ^ gravity `g`
|
||||
, friction :: Float -- ^ scale factor for floor friction
|
||||
, up :: V3 Float -- ^ global up vector
|
||||
}
|
||||
deriving Show
|
||||
} deriving (Show)
|
||||
|
||||
-- | smart constructor for WorldProperties
|
||||
mkWorldProperties :: Float -> Float -> V3 Float-> WorldProperties
|
||||
mkWorldProperties g friction up =
|
||||
WorldProperties g friction (L.normalize up)
|
||||
mkWorldProperties :: Float -> Float -> V3 Float -> WorldProperties
|
||||
mkWorldProperties g friction up = WorldProperties g friction (L.normalize up)
|
||||
|
||||
168
src/Main.hs
168
src/Main.hs
@@ -1,4 +1,5 @@
|
||||
{-# LANGUAGE DisambiguateRecordFields, NamedFieldPuns, OverloadedRecordDot #-}
|
||||
|
||||
{- |
|
||||
- Module : Game
|
||||
- Description : runs game
|
||||
@@ -7,53 +8,48 @@
|
||||
- Maintainer : Matrix @Andromeda:tchncs.de
|
||||
- Stability : Experimental
|
||||
-}
|
||||
module Main (main) where
|
||||
module Main
|
||||
( main
|
||||
) where
|
||||
|
||||
import Game.Internal.Types
|
||||
import Game.Internal
|
||||
import Game.Internal.Types
|
||||
|
||||
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 Graphics.Rendering.OpenGL (($=))
|
||||
import qualified Graphics.UI.GLFW as GLFW
|
||||
|
||||
import qualified Linear as L
|
||||
import Linear ( V3(..), _y )
|
||||
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 =
|
||||
let model =
|
||||
mkModel
|
||||
(mkCamera
|
||||
(V3 0 0 3) -- camPos
|
||||
@@ -67,84 +63,83 @@ main = do
|
||||
)
|
||||
objects
|
||||
program
|
||||
(mkWorldProperties
|
||||
2
|
||||
0.16
|
||||
(V3 0 1 0)
|
||||
)
|
||||
(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
|
||||
]
|
||||
[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
|
||||
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
|
||||
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
|
||||
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
|
||||
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
|
||||
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
|
||||
else model
|
||||
{ camera =
|
||||
model.camera
|
||||
{ airTime = 0
|
||||
, camVel = camVel' * (V3 1 0 1)
|
||||
, camPos = model.camera.camPos * (V3 1 0 1)
|
||||
@@ -155,28 +150,31 @@ updateAcceleration dt model =
|
||||
updateVelocity :: Float -> Model -> Model
|
||||
updateVelocity dt model =
|
||||
model
|
||||
{ camera = model.camera
|
||||
{ camPos = model.camera.camPos + dt L.*^ model.camera.camVel
|
||||
}
|
||||
{ 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
|
||||
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
|
||||
}
|
||||
, camera = model.camera {camPitch = newPitch'', camYaw = newYaw}
|
||||
}
|
||||
|
||||
-- | views the model
|
||||
@@ -185,17 +183,13 @@ 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
|
||||
let pitch = model.camera.camPitch
|
||||
yaw = model.camera.camYaw
|
||||
forward = V3 (cos pitch * sin yaw) (sin pitch) (cos pitch * cos yaw)
|
||||
viewMatrix =
|
||||
@@ -203,21 +197,21 @@ view window model = do
|
||||
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)
|
||||
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)
|
||||
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
|
||||
|
||||
Reference in New Issue
Block a user