merge development into master
This commit is contained in:
15
CHANGELOG.md
15
CHANGELOG.md
@@ -20,6 +20,21 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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|||||||
- use `Double` rather than `FLoat` for internal calculations
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- use `Double` rather than `FLoat` for internal calculations
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- `cursorPos`, `dt` natively `Double` already
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- `cursorPos`, `dt` natively `Double` already
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||||||
|
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## [0.4.0] - 2025-12-21
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||||||
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### Added
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|
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||||||
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- cube as array of points
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- debug feature where `t` and `g` raise and lower speed respectively
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### Changed
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|
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||||||
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- `initResources` now takes `[[V3 GL.GLfloat]]` rather than `[V3 GL.GLfloat]`
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- to migrate: rather than passing `a` pass `[a]`; behaviour is the same
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- reduce view distance to 1'000 from 10'000
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- color pixels based on normalized coordinates
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- use `haskellPackages.callCabal2nix` in `flake.nix` for brevity, same behaviour
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## [0.3.0] - 2025-12-08
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## [0.3.0] - 2025-12-08
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### Added
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### Added
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|||||||
32
flake.nix
32
flake.nix
@@ -7,41 +7,11 @@
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self,
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self,
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...
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...
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}: let
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}: let
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versionString = "0.3.0";
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||||||
package = {
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mkDerivation,
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||||||
base,
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||||||
bytestring,
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||||||
GLFW-b,
|
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||||||
lens,
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lib,
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||||||
linear,
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OpenGL,
|
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}:
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||||||
mkDerivation {
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||||||
pname = "hs-game";
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||||||
version = versionString;
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||||||
src = ./.;
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||||||
isLibrary = false;
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|
||||||
isExecutable = true;
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||||||
executableHaskellDepends = [
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||||||
base
|
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bytestring
|
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GLFW-b
|
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lens
|
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||||||
linear
|
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||||||
OpenGL
|
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||||||
];
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homepage = "https://git.mtgmonkey.net/Andromeda/hs-game";
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license = lib.licenses.bsd3;
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mainProgram = "hs-game";
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};
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system = "x86_64-linux";
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system = "x86_64-linux";
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||||||
pkgs = nixpkgs.legacyPackages.${system};
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pkgs = nixpkgs.legacyPackages.${system};
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in {
|
in {
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packages.${system} = {
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packages.${system} = {
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||||||
default =
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default = pkgs.haskellPackages.callCabal2nix "hs-game" ./. {};
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pkgs.haskellPackages.callPackage package {};
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|
||||||
};
|
};
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||||||
devShells.${system} = {
|
devShells.${system} = {
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||||||
default = pkgs.mkShell {
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default = pkgs.mkShell {
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||||||
|
|||||||
@@ -1,6 +1,6 @@
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cabal-version: 3.0
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cabal-version: 3.0
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name: hs-game
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name: hs-game
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version: 0.3.0
|
version: 0.4.0
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-- synopsis:
|
-- synopsis:
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-- description:
|
-- description:
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homepage: https://git.mtgmonkey.net/Andromeda/hs-game
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homepage: https://git.mtgmonkey.net/Andromeda/hs-game
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@@ -1,4 +1,5 @@
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{-# LANGUAGE DisambiguateRecordFields, NamedFieldPuns, OverloadedRecordDot #-}
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{-# LANGUAGE DisambiguateRecordFields, NamedFieldPuns, OverloadedRecordDot #-}
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|
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||||||
{- |
|
{- |
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||||||
- Module : Game.Internal
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- Module : Game.Internal
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- Description : internal functions
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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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, updateCursorPos
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, updateKeyPressed
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, updateKeyPressed
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, updateKeyReleased
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, updateKeyReleased
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||||||
)
|
) where
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||||||
where
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||||||
|
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||||||
import Game.Internal.LoadShaders
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import Game.Internal.LoadShaders
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import Game.Internal.Types
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import Game.Internal.Types
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@@ -30,79 +30,78 @@ import Data.IORef (IORef, modifyIORef', readIORef)
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import Data.List (delete)
|
import Data.List (delete)
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||||||
import Foreign.Marshal.Array (withArray)
|
import Foreign.Marshal.Array (withArray)
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||||||
import Foreign.Ptr (nullPtr, plusPtr)
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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 GHC.Float (double2Float)
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||||||
|
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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.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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|
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||||||
import Linear (V3(..))
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import Linear (V3(..))
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||||||
|
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||||||
--------------------------------------------------------------------------------
|
--------------------------------------------------------------------------------
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||||||
-- Shader creation and object initialisation
|
-- Shader creation and object initialisation
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||||||
--------------------------------------------------------------------------------
|
--------------------------------------------------------------------------------
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||||||
|
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||||||
-- | loads models, shaders
|
-- | loads models, shaders
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||||||
initResources :: [V3 GL.GLfloat] -> IO ([Object], GL.Program)
|
initResources :: [[V3 GL.GLfloat]] -> IO ([Object], GL.Program)
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||||||
initResources array = do
|
initResources arrays = do
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||||||
-- create objects
|
-- create objects
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testObject0 <- createObject (map (+(V3 (-1) (-1) (-1))) array) 3 GL.TriangleStrip
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objects <- listIOsToIOlist [ createObject arr 3 GL.TriangleStrip | arr <- arrays ] []
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testObject1 <- 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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||||||
|
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||||||
-- load shaders
|
-- load shaders
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||||||
program <- loadShaders
|
program <-
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||||||
|
loadShaders
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||||||
[ ShaderInfo GL.VertexShader (StringSource vertShader)
|
[ ShaderInfo GL.VertexShader (StringSource vertShader)
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||||||
, ShaderInfo GL.FragmentShader (StringSource fragShader)
|
, ShaderInfo GL.FragmentShader (StringSource fragShader)
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||||||
]
|
]
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||||||
GL.currentProgram $= Just program
|
GL.currentProgram $= Just program
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||||||
|
|
||||||
return (objects, program)
|
return (objects, program)
|
||||||
|
|
||||||
|
listIOsToIOlist :: [IO a] -> [a] -> IO [a]
|
||||||
|
listIOsToIOlist [] out = return out
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||||||
|
listIOsToIOlist (io:ios) out = do
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||||||
|
ioVal <- io
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||||||
|
listIOsToIOlist ios (ioVal:out)
|
||||||
|
|
||||||
-- a_ vertex shader input
|
-- a_ vertex shader input
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||||||
-- v_ varying
|
-- v_ varying
|
||||||
-- u_ uniform
|
-- u_ uniform
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||||||
-- o_ fragment shader output
|
-- o_ fragment shader output
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||||||
|
|
||||||
-- | vertex shader
|
-- | vertex shader
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||||||
vertShader :: String
|
vertShader :: String
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||||||
vertShader =
|
vertShader =
|
||||||
"#version 330 core\n" ++
|
"#version 330 core\n"
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||||||
"layout (location = 0) in vec3 a_vPos;\n" ++
|
++ "layout (location = 0) in vec3 a_vPos;\n"
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||||||
"uniform mat4 u_view;\n" ++
|
++ "uniform mat4 u_view;\n"
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||||||
"uniform mat4 u_projection;\n" ++
|
++ "uniform mat4 u_projection;\n"
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||||||
"out vec3 v_pos;\n" ++
|
++ "out vec3 v_pos;\n"
|
||||||
"void main()\n" ++
|
++ "void main()\n"
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||||||
"{\n" ++
|
++ "{\n"
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||||||
" gl_Position = u_projection * u_view * vec4(a_vPos.xyz, 1.0);\n" ++
|
++ " gl_Position = u_projection * u_view * vec4(a_vPos.xyz, 1.0);\n"
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||||||
" v_pos = a_vPos;\n" ++
|
++ " v_pos = a_vPos;\n"
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||||||
"}"
|
++ "}"
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||||||
|
|
||||||
-- | fragment shader
|
-- | fragment shader
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||||||
fragShader :: String
|
fragShader :: String
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||||||
fragShader =
|
fragShader =
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||||||
"#version 330 core\n" ++
|
"#version 330 core\n"
|
||||||
"out vec4 o_vColor;\n" ++
|
++ "out vec4 o_vColor;\n"
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||||||
"in vec3 v_pos;\n" ++
|
++ "in vec3 v_pos;\n"
|
||||||
"void main()\n" ++
|
++ "void main()\n"
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||||||
"{\n" ++
|
++ "{\n"
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||||||
" o_vColor = vec4(0.5 + 0.5 * v_pos, 1);\n" ++
|
++ " o_vColor = vec4(0.5 + 0.5 * normalize(v_pos), 1);\n"
|
||||||
"}"
|
++ "}"
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
--------------------------------------------------------------------------------
|
||||||
-- Objects
|
-- Objects
|
||||||
--------------------------------------------------------------------------------
|
--------------------------------------------------------------------------------
|
||||||
|
|
||||||
-- | calculates the size in memory of an array
|
-- | calculates the size in memory of an array
|
||||||
sizeOfArray :: (Storable a, Num b) => [a] -> b
|
sizeOfArray :: (Storable a, Num b) => [a] -> b
|
||||||
sizeOfArray [] = 0
|
sizeOfArray [] = 0
|
||||||
sizeOfArray (x:xs) = fromIntegral $ (*) (1 + length xs) $ sizeOf x
|
sizeOfArray (x:xs) = fromIntegral $ (*) (1 + length xs) $ sizeOf x
|
||||||
|
|
||||||
-- | loads a given array into a given attribute index
|
-- | loads a given array into a given attribute index
|
||||||
createVBO
|
createVBO ::
|
||||||
:: Storable (a GL.GLfloat)
|
Storable (a GL.GLfloat)
|
||||||
=> [a GL.GLfloat]
|
=> [a GL.GLfloat]
|
||||||
-> GL.NumComponents
|
-> GL.NumComponents
|
||||||
-> GL.AttribLocation
|
-> GL.AttribLocation
|
||||||
@@ -111,29 +110,19 @@ createVBO array numComponents attribLocation = do
|
|||||||
-- vbo for buffer
|
-- vbo for buffer
|
||||||
buffer <- GL.genObjectName
|
buffer <- GL.genObjectName
|
||||||
GL.bindBuffer GL.ArrayBuffer $= Just buffer
|
GL.bindBuffer GL.ArrayBuffer $= Just buffer
|
||||||
|
|
||||||
-- populate buffer
|
-- populate buffer
|
||||||
withArray
|
withArray array $ \ptr ->
|
||||||
array
|
|
||||||
$ \ptr ->
|
|
||||||
GL.bufferData GL.ArrayBuffer $= (sizeOfArray array, ptr, GL.StaticDraw)
|
GL.bufferData GL.ArrayBuffer $= (sizeOfArray array, ptr, GL.StaticDraw)
|
||||||
|
|
||||||
-- create attribute pointer to buffer
|
-- create attribute pointer to buffer
|
||||||
GL.vertexAttribPointer attribLocation $=
|
GL.vertexAttribPointer attribLocation
|
||||||
( GL.ToFloat
|
$= ( GL.ToFloat
|
||||||
, GL.VertexArrayDescriptor
|
, GL.VertexArrayDescriptor numComponents GL.Float 0 (plusPtr nullPtr 0))
|
||||||
numComponents
|
|
||||||
GL.Float
|
|
||||||
0
|
|
||||||
(plusPtr nullPtr 0)
|
|
||||||
)
|
|
||||||
GL.vertexAttribArray attribLocation $= GL.Enabled
|
GL.vertexAttribArray attribLocation $= GL.Enabled
|
||||||
|
|
||||||
return buffer
|
return buffer
|
||||||
|
|
||||||
-- | creates an object from a given array; deals with vbos and everything
|
-- | creates an object from a given array; deals with vbos and everything
|
||||||
createObject
|
createObject ::
|
||||||
:: Storable (a GL.GLfloat)
|
Storable (a GL.GLfloat)
|
||||||
=> [a GL.GLfloat]
|
=> [a GL.GLfloat]
|
||||||
-> GL.NumComponents
|
-> GL.NumComponents
|
||||||
-> GL.PrimitiveMode
|
-> GL.PrimitiveMode
|
||||||
@@ -142,25 +131,16 @@ createObject array numComponents primitiveMode = do
|
|||||||
-- vao for object
|
-- vao for object
|
||||||
vao <- GL.genObjectName
|
vao <- GL.genObjectName
|
||||||
GL.bindVertexArrayObject $= Just vao
|
GL.bindVertexArrayObject $= Just vao
|
||||||
|
|
||||||
-- vbo for vertices
|
-- vbo for vertices
|
||||||
_ <- createVBO array numComponents $ GL.AttribLocation 0
|
_ <- createVBO array numComponents $ GL.AttribLocation 0
|
||||||
|
return (Object vao (fromIntegral $ length array) numComponents primitiveMode)
|
||||||
return
|
|
||||||
(Object
|
|
||||||
vao
|
|
||||||
(fromIntegral $ length array)
|
|
||||||
numComponents
|
|
||||||
primitiveMode
|
|
||||||
)
|
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
--------------------------------------------------------------------------------
|
||||||
-- Elm-like data structures
|
-- Elm-like data structures
|
||||||
--------------------------------------------------------------------------------
|
--------------------------------------------------------------------------------
|
||||||
|
|
||||||
-- | gameloop
|
-- | gameloop
|
||||||
loop
|
loop ::
|
||||||
:: GLFW.Window -- ^ window to display on
|
GLFW.Window -- ^ window to display on
|
||||||
-> Float -- ^ dt
|
-> Float -- ^ dt
|
||||||
-> (Float -> Model -> Model) -- ^ update function
|
-> (Float -> Model -> Model) -- ^ update function
|
||||||
-> (GLFW.Window -> Model -> IO ()) -- ^ view function
|
-> (GLFW.Window -> Model -> IO ()) -- ^ view function
|
||||||
@@ -169,37 +149,29 @@ loop
|
|||||||
loop window dt update view modelRef = do
|
loop window dt update view modelRef = do
|
||||||
-- start frame timer
|
-- start frame timer
|
||||||
Just frameStart <- GLFW.getTime
|
Just frameStart <- GLFW.getTime
|
||||||
|
|
||||||
-- tick model
|
-- tick model
|
||||||
modifyIORef' modelRef $ update dt
|
modifyIORef' modelRef $ update dt
|
||||||
model' <- readIORef modelRef
|
model' <- readIORef modelRef
|
||||||
|
|
||||||
-- view new model
|
-- view new model
|
||||||
view window model'
|
view window model'
|
||||||
|
|
||||||
-- end frame timer, wait the difference between expected and actual
|
-- end frame timer, wait the difference between expected and actual
|
||||||
Just frameEnd <- GLFW.getTime
|
Just frameEnd <- GLFW.getTime
|
||||||
let
|
let drawTime = double2Float $ frameEnd - frameStart
|
||||||
drawTime = double2Float $ frameEnd - frameStart
|
|
||||||
target = 1 / 60 :: Float
|
target = 1 / 60 :: Float
|
||||||
when (drawTime < target) $ threadDelay $ floor $ (target - drawTime) * 1000000
|
when (drawTime < target) $ threadDelay $ floor $ (target - drawTime) * 1000000
|
||||||
Just frameEnd' <- GLFW.getTime
|
Just frameEnd' <- GLFW.getTime
|
||||||
let
|
let dt' = double2Float $ frameEnd' - frameStart
|
||||||
dt' = double2Float $ frameEnd' - frameStart
|
|
||||||
|
|
||||||
loop window dt' update view modelRef
|
loop window dt' update view modelRef
|
||||||
|
|
||||||
-- | updates given a keypress. escape case is probably caught by GLFW in the
|
-- | updates given a keypress. escape case is probably caught by GLFW in the
|
||||||
-- handler function itself
|
-- handler function itself
|
||||||
updateKeyPressed :: GLFW.Key -> Model -> Model
|
updateKeyPressed :: GLFW.Key -> Model -> Model
|
||||||
updateKeyPressed key model =
|
updateKeyPressed key model = model {keys = key : model.keys}
|
||||||
model { keys = key:model.keys }
|
|
||||||
|
|
||||||
-- | updates given a keyrelease. escape case is probably caught by GLFW in the
|
-- | updates given a keyrelease. escape case is probably caught by GLFW in the
|
||||||
-- handler function itself
|
-- handler function itself
|
||||||
updateKeyReleased :: GLFW.Key -> Model -> Model
|
updateKeyReleased :: GLFW.Key -> Model -> Model
|
||||||
updateKeyReleased key model =
|
updateKeyReleased key model = model {keys = (delete key model.keys)}
|
||||||
model { keys = (delete key model.keys) }
|
|
||||||
|
|
||||||
applyToTuples :: (a -> b -> c) -> (a, a) -> (b, b) -> (c, c)
|
applyToTuples :: (a -> b -> c) -> (a, a) -> (b, b) -> (c, c)
|
||||||
applyToTuples f (x, y) (a, b) = (f x a, f y b)
|
applyToTuples f (x, y) (a, b) = (f x a, f y b)
|
||||||
@@ -207,24 +179,20 @@ applyToTuples f (x, y) (a, b) = (f x a, f y b)
|
|||||||
-- | updates cursor
|
-- | updates cursor
|
||||||
updateCursorPos :: Double -> Double -> Model -> Model
|
updateCursorPos :: Double -> Double -> Model -> Model
|
||||||
updateCursorPos x y model =
|
updateCursorPos x y model =
|
||||||
let
|
let pyth =
|
||||||
pyth = (((fst model.cursorPos) - x) ** 2 + ((snd model.cursorPos) - y) ** 2) ** 0.5
|
(((fst model.cursorPos) - x) ** 2 + ((snd model.cursorPos) - y) ** 2)
|
||||||
in
|
** 0.5
|
||||||
if pyth < 16 then
|
in if pyth < 16
|
||||||
model
|
then model
|
||||||
{ cursorPos = (x, y)
|
{ cursorPos = (x, y)
|
||||||
, cursorDeltaPos = applyToTuples (-) model.cursorPos (x, y)
|
, cursorDeltaPos = applyToTuples (-) model.cursorPos (x, y)
|
||||||
}
|
}
|
||||||
else
|
else model {cursorPos = (x, y)}
|
||||||
model
|
|
||||||
{ cursorPos = (x, y)
|
|
||||||
}
|
|
||||||
|
|
||||||
-- | draws objects
|
-- | draws objects
|
||||||
drawObjects :: [Object] -> IO ([Object])
|
drawObjects :: [Object] -> IO ([Object])
|
||||||
drawObjects [] = return []
|
drawObjects [] = return []
|
||||||
drawObjects
|
drawObjects ((Object vao numVertices _ primitiveMode):objects) = do
|
||||||
((Object vao numVertices _ primitiveMode):objects) = do
|
|
||||||
GL.bindVertexArrayObject $= Just vao
|
GL.bindVertexArrayObject $= Just vao
|
||||||
GL.drawArrays primitiveMode 0 numVertices
|
GL.drawArrays primitiveMode 0 numVertices
|
||||||
drawObjects objects
|
drawObjects objects
|
||||||
@@ -232,7 +200,6 @@ drawObjects
|
|||||||
--------------------------------------------------------------------------------
|
--------------------------------------------------------------------------------
|
||||||
-- interrupts
|
-- interrupts
|
||||||
--------------------------------------------------------------------------------
|
--------------------------------------------------------------------------------
|
||||||
|
|
||||||
-- | shuts down GLFW
|
-- | shuts down GLFW
|
||||||
shutdownWindow :: GLFW.WindowCloseCallback
|
shutdownWindow :: GLFW.WindowCloseCallback
|
||||||
shutdownWindow window = do
|
shutdownWindow window = do
|
||||||
|
|||||||
@@ -12,10 +12,11 @@
|
|||||||
-- Red Book Authors.
|
-- Red Book Authors.
|
||||||
--
|
--
|
||||||
--------------------------------------------------------------------------------
|
--------------------------------------------------------------------------------
|
||||||
|
module Game.Internal.LoadShaders
|
||||||
module Game.Internal.LoadShaders (
|
( ShaderSource(..)
|
||||||
ShaderSource(..), ShaderInfo(..), loadShaders
|
, ShaderInfo(..)
|
||||||
) where
|
, loadShaders
|
||||||
|
) where
|
||||||
|
|
||||||
import Control.Exception
|
import Control.Exception
|
||||||
import Control.Monad
|
import Control.Monad
|
||||||
@@ -23,17 +24,15 @@ import qualified Data.ByteString as B
|
|||||||
import Graphics.Rendering.OpenGL
|
import Graphics.Rendering.OpenGL
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
--------------------------------------------------------------------------------
|
||||||
|
|
||||||
-- | The source of the shader source code.
|
-- | The source of the shader source code.
|
||||||
|
data ShaderSource
|
||||||
data ShaderSource =
|
= ByteStringSource B.ByteString
|
||||||
ByteStringSource B.ByteString
|
|
||||||
-- ^ The shader source code is directly given as a 'B.ByteString'.
|
-- ^ The shader source code is directly given as a 'B.ByteString'.
|
||||||
| StringSource String
|
| StringSource String
|
||||||
-- ^ The shader source code is directly given as a 'String'.
|
-- ^ The shader source code is directly given as a 'String'.
|
||||||
| FileSource FilePath
|
| FileSource FilePath
|
||||||
-- ^ The shader source code is located in the file at the given 'FilePath'.
|
-- ^ The shader source code is located in the file at the given 'FilePath'.
|
||||||
deriving ( Eq, Ord, Show )
|
deriving (Eq, Ord, Show)
|
||||||
|
|
||||||
getSource :: ShaderSource -> IO B.ByteString
|
getSource :: ShaderSource -> IO B.ByteString
|
||||||
getSource (ByteStringSource bs) = return bs
|
getSource (ByteStringSource bs) = return bs
|
||||||
@@ -41,17 +40,14 @@ getSource (StringSource str) = return $ packUtf8 str
|
|||||||
getSource (FileSource path) = B.readFile path
|
getSource (FileSource path) = B.readFile path
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
--------------------------------------------------------------------------------
|
||||||
|
|
||||||
-- | A description of a shader: The type of the shader plus its source code.
|
-- | A description of a shader: The type of the shader plus its source code.
|
||||||
|
data ShaderInfo =
|
||||||
data ShaderInfo = ShaderInfo ShaderType ShaderSource
|
ShaderInfo ShaderType ShaderSource
|
||||||
deriving ( Eq, Ord, Show )
|
deriving (Eq, Ord, Show)
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
--------------------------------------------------------------------------------
|
||||||
|
|
||||||
-- | Create a new program object from the given shaders, throwing an
|
-- | Create a new program object from the given shaders, throwing an
|
||||||
-- 'IOException' if something goes wrong.
|
-- 'IOException' if something goes wrong.
|
||||||
|
|
||||||
loadShaders :: [ShaderInfo] -> IO Program
|
loadShaders :: [ShaderInfo] -> IO Program
|
||||||
loadShaders infos =
|
loadShaders infos =
|
||||||
createProgram `bracketOnError` deleteObjectName $ \program -> do
|
createProgram `bracketOnError` deleteObjectName $ \program -> do
|
||||||
@@ -64,7 +60,7 @@ linkAndCheck = checked linkProgram linkStatus programInfoLog "link"
|
|||||||
|
|
||||||
loadCompileAttach :: Program -> [ShaderInfo] -> IO ()
|
loadCompileAttach :: Program -> [ShaderInfo] -> IO ()
|
||||||
loadCompileAttach _ [] = return ()
|
loadCompileAttach _ [] = return ()
|
||||||
loadCompileAttach program (ShaderInfo shType source : infos) =
|
loadCompileAttach program (ShaderInfo shType source:infos) =
|
||||||
createShader shType `bracketOnError` deleteObjectName $ \shader -> do
|
createShader shType `bracketOnError` deleteObjectName $ \shader -> do
|
||||||
src <- getSource source
|
src <- getSource source
|
||||||
shaderSourceBS shader $= src
|
shaderSourceBS shader $= src
|
||||||
@@ -75,7 +71,8 @@ loadCompileAttach program (ShaderInfo shType source : infos) =
|
|||||||
compileAndCheck :: Shader -> IO ()
|
compileAndCheck :: Shader -> IO ()
|
||||||
compileAndCheck = checked compileShader compileStatus shaderInfoLog "compile"
|
compileAndCheck = checked compileShader compileStatus shaderInfoLog "compile"
|
||||||
|
|
||||||
checked :: (t -> IO ())
|
checked ::
|
||||||
|
(t -> IO ())
|
||||||
-> (t -> GettableStateVar Bool)
|
-> (t -> GettableStateVar Bool)
|
||||||
-> (t -> GettableStateVar String)
|
-> (t -> GettableStateVar String)
|
||||||
-> String
|
-> String
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
{-# LANGUAGE NamedFieldPuns, OverloadedRecordDot #-}
|
{-# LANGUAGE NamedFieldPuns, OverloadedRecordDot #-}
|
||||||
|
|
||||||
{- |
|
{- |
|
||||||
- Module : Game.Internal.Types
|
- Module : Game.Internal.Types
|
||||||
- Description :
|
- Description :
|
||||||
@@ -9,70 +10,52 @@
|
|||||||
-}
|
-}
|
||||||
module Game.Internal.Types
|
module Game.Internal.Types
|
||||||
( Object(..)
|
( Object(..)
|
||||||
|
|
||||||
, toGLMatrix
|
, toGLMatrix
|
||||||
|
, Model(camera, objects, cursorDeltaPos, cursorPos, program, keys, wprop)
|
||||||
, Model ( camera
|
|
||||||
, objects
|
|
||||||
, cursorDeltaPos
|
|
||||||
, cursorPos
|
|
||||||
, program
|
|
||||||
, keys
|
|
||||||
, wprop
|
|
||||||
)
|
|
||||||
, mkModel
|
, mkModel
|
||||||
|
, Camera(camPos, camPitch, camYaw, camReference, mouseSensitivity, camVel, strafeStrength, jumpStrength, hasJumped, airTime)
|
||||||
, Camera ( camPos
|
|
||||||
, camPitch
|
|
||||||
, camYaw
|
|
||||||
, camReference
|
|
||||||
, mouseSensitivity
|
|
||||||
, camVel
|
|
||||||
, strafeStrength
|
|
||||||
, jumpStrength
|
|
||||||
, hasJumped
|
|
||||||
, airTime
|
|
||||||
)
|
|
||||||
, mkCamera
|
, mkCamera
|
||||||
|
, WorldProperties(g, friction, up)
|
||||||
, WorldProperties (g, friction, up)
|
|
||||||
, mkWorldProperties
|
, mkWorldProperties
|
||||||
|
|
||||||
) where
|
) where
|
||||||
|
|
||||||
import qualified Graphics.UI.GLFW as GLFW
|
|
||||||
import qualified Graphics.Rendering.OpenGL as GL
|
import qualified Graphics.Rendering.OpenGL as GL
|
||||||
|
import qualified Graphics.UI.GLFW as GLFW
|
||||||
|
|
||||||
import qualified Linear as L
|
import qualified Linear as L
|
||||||
import Linear (V3, V3(..), V4(..))
|
import Linear (V3, V3(..), V4(..))
|
||||||
|
|
||||||
-- | represents a single draw call
|
-- | represents a single draw call
|
||||||
data Object =
|
data Object = Object
|
||||||
Object
|
|
||||||
{ vao :: GL.VertexArrayObject -- ^ vao of vertex buffer
|
{ vao :: GL.VertexArrayObject -- ^ vao of vertex buffer
|
||||||
, numIndicies :: GL.NumArrayIndices -- ^ number of vertices
|
, numIndicies :: GL.NumArrayIndices -- ^ number of vertices
|
||||||
, numComponents :: GL.NumComponents -- ^ dimensionallity; vec3, vec4, etc.
|
, numComponents :: GL.NumComponents -- ^ dimensionallity; vec3, vec4, etc.
|
||||||
, primitiveMode :: GL.PrimitiveMode -- ^ primitive mode to be drawn with
|
, primitiveMode :: GL.PrimitiveMode -- ^ primitive mode to be drawn with
|
||||||
}
|
} deriving (Show)
|
||||||
deriving Show
|
|
||||||
|
|
||||||
-- | converts M44 to a 16array for OpenGL
|
-- | converts M44 to a 16array for OpenGL
|
||||||
toGLMatrix :: L.M44 GL.GLfloat -> [GL.GLfloat]
|
toGLMatrix :: L.M44 GL.GLfloat -> [GL.GLfloat]
|
||||||
toGLMatrix
|
toGLMatrix (V4 (V4 c00 c01 c02 c03) (V4 c10 c11 c12 c13) (V4 c20 c21 c22 c23) (V4 c30 c31 c32 c33)) =
|
||||||
(V4
|
[ c00
|
||||||
(V4 c00 c01 c02 c03)
|
, c01
|
||||||
(V4 c10 c11 c12 c13)
|
, c02
|
||||||
(V4 c20 c21 c22 c23)
|
, c03
|
||||||
(V4 c30 c31 c32 c33)) =
|
, c10
|
||||||
[ c00, c01, c02, c03
|
, c11
|
||||||
, c10, c11, c12, c13
|
, c12
|
||||||
, c20, c21, c22, c23
|
, c13
|
||||||
, c30, c31, c32, c33
|
, c20
|
||||||
|
, c21
|
||||||
|
, c22
|
||||||
|
, c23
|
||||||
|
, c30
|
||||||
|
, c31
|
||||||
|
, c32
|
||||||
|
, c33
|
||||||
]
|
]
|
||||||
|
|
||||||
-- | gamestate
|
-- | gamestate
|
||||||
data Model =
|
data Model = Model
|
||||||
Model
|
|
||||||
{ camera :: Camera
|
{ camera :: Camera
|
||||||
, cursorDeltaPos :: (Double, Double) -- ^ frame-on-frame delta mouse position
|
, cursorDeltaPos :: (Double, Double) -- ^ frame-on-frame delta mouse position
|
||||||
, cursorPos :: (Double, Double) -- ^ current mouse position
|
, cursorPos :: (Double, Double) -- ^ current mouse position
|
||||||
@@ -80,29 +63,15 @@ data Model =
|
|||||||
, objects :: [Object] -- ^ draw calls
|
, objects :: [Object] -- ^ draw calls
|
||||||
, program :: GL.Program -- ^ shader program
|
, program :: GL.Program -- ^ shader program
|
||||||
, wprop :: WorldProperties
|
, wprop :: WorldProperties
|
||||||
}
|
} deriving (Show)
|
||||||
deriving Show
|
|
||||||
|
|
||||||
-- | smart constructor for Model
|
-- | smart constructor for Model
|
||||||
mkModel
|
mkModel :: Camera -> [Object] -> GL.Program -> WorldProperties -> Model
|
||||||
:: Camera
|
|
||||||
-> [Object]
|
|
||||||
-> GL.Program
|
|
||||||
-> WorldProperties
|
|
||||||
-> Model
|
|
||||||
mkModel camera objects program wprop =
|
mkModel camera objects program wprop =
|
||||||
Model
|
Model camera (0, 0) (0, 0) [] objects program wprop
|
||||||
camera
|
|
||||||
(0,0)
|
|
||||||
(0,0)
|
|
||||||
[]
|
|
||||||
objects
|
|
||||||
program
|
|
||||||
wprop
|
|
||||||
|
|
||||||
-- | camera
|
-- | camera
|
||||||
data Camera =
|
data Camera = Camera
|
||||||
Camera
|
|
||||||
{ camPos :: V3 Float -- ^ position in world space
|
{ camPos :: V3 Float -- ^ position in world space
|
||||||
, camPitch :: Float -- ^ pitch in radians, up positive
|
, camPitch :: Float -- ^ pitch in radians, up positive
|
||||||
, camYaw :: Float -- ^ yaw in radians, right positive
|
, camYaw :: Float -- ^ yaw in radians, right positive
|
||||||
@@ -113,12 +82,11 @@ data Camera =
|
|||||||
, jumpStrength :: Float -- ^ scale factor for jump initial velocity
|
, jumpStrength :: Float -- ^ scale factor for jump initial velocity
|
||||||
, hasJumped :: Bool -- ^ whether the camera still has jumping state
|
, hasJumped :: Bool -- ^ whether the camera still has jumping state
|
||||||
, airTime :: Float -- ^ time since jumping state entered in seconds
|
, airTime :: Float -- ^ time since jumping state entered in seconds
|
||||||
}
|
} deriving (Show)
|
||||||
deriving Show
|
|
||||||
|
|
||||||
-- | smart constructor for Camera
|
-- | smart constructor for Camera
|
||||||
mkCamera
|
mkCamera ::
|
||||||
:: V3 Float
|
V3 Float
|
||||||
-> Float
|
-> Float
|
||||||
-> Float
|
-> Float
|
||||||
-> V3 Float
|
-> V3 Float
|
||||||
@@ -127,15 +95,7 @@ mkCamera
|
|||||||
-> Float
|
-> Float
|
||||||
-> Float
|
-> Float
|
||||||
-> Camera
|
-> Camera
|
||||||
mkCamera
|
mkCamera camPos camPitch camYaw camReference camVel mouseSensitivity strafeStrength jumpStrength =
|
||||||
camPos
|
|
||||||
camPitch
|
|
||||||
camYaw
|
|
||||||
camReference
|
|
||||||
camVel
|
|
||||||
mouseSensitivity
|
|
||||||
strafeStrength
|
|
||||||
jumpStrength =
|
|
||||||
Camera
|
Camera
|
||||||
camPos
|
camPos
|
||||||
camPitch
|
camPitch
|
||||||
@@ -149,15 +109,12 @@ mkCamera
|
|||||||
0
|
0
|
||||||
|
|
||||||
-- | physical properties of the world
|
-- | physical properties of the world
|
||||||
data WorldProperties =
|
data WorldProperties = WorldProperties
|
||||||
WorldProperties
|
|
||||||
{ g :: Float -- ^ gravity `g`
|
{ g :: Float -- ^ gravity `g`
|
||||||
, friction :: Float -- ^ scale factor for floor friction
|
, friction :: Float -- ^ scale factor for floor friction
|
||||||
, up :: V3 Float -- ^ global up vector
|
, up :: V3 Float -- ^ global up vector
|
||||||
}
|
} deriving (Show)
|
||||||
deriving Show
|
|
||||||
|
|
||||||
-- | smart constructor for WorldProperties
|
-- | smart constructor for WorldProperties
|
||||||
mkWorldProperties :: Float -> Float -> V3 Float-> WorldProperties
|
mkWorldProperties :: Float -> Float -> V3 Float -> WorldProperties
|
||||||
mkWorldProperties g friction up =
|
mkWorldProperties g friction up = WorldProperties g friction (L.normalize up)
|
||||||
WorldProperties g friction (L.normalize up)
|
|
||||||
|
|||||||
239
src/Main.hs
239
src/Main.hs
@@ -1,4 +1,5 @@
|
|||||||
{-# LANGUAGE DisambiguateRecordFields, NamedFieldPuns, OverloadedRecordDot #-}
|
{-# LANGUAGE DisambiguateRecordFields, NamedFieldPuns, OverloadedRecordDot #-}
|
||||||
|
|
||||||
{- |
|
{- |
|
||||||
- Module : Game
|
- Module : Game
|
||||||
- Description : runs game
|
- Description : runs game
|
||||||
@@ -7,53 +8,49 @@
|
|||||||
- Maintainer : Matrix @Andromeda:tchncs.de
|
- Maintainer : Matrix @Andromeda:tchncs.de
|
||||||
- Stability : Experimental
|
- Stability : Experimental
|
||||||
-}
|
-}
|
||||||
module Main (main) where
|
module Main
|
||||||
|
( main
|
||||||
|
) where
|
||||||
|
|
||||||
import Game.Internal.Types
|
|
||||||
import Game.Internal
|
import Game.Internal
|
||||||
|
import Game.Internal.Types
|
||||||
|
|
||||||
import Control.Lens ((^.))
|
import Control.Lens ((^.))
|
||||||
import Data.IORef (newIORef)
|
import Data.IORef (newIORef)
|
||||||
import GHC.Float (double2Float)
|
import GHC.Float (double2Float)
|
||||||
|
|
||||||
import qualified Graphics.UI.GLFW as GLFW
|
|
||||||
import qualified Graphics.Rendering.OpenGL as GL
|
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 qualified Linear as L
|
||||||
import Linear ( V3(..), _y )
|
import Linear (V3(..), _y)
|
||||||
|
|
||||||
-- | Main function runs game
|
-- | Main function runs game
|
||||||
main :: IO ()
|
main :: IO ()
|
||||||
main = do
|
main = do
|
||||||
_ <- GLFW.init
|
_ <- GLFW.init
|
||||||
GLFW.defaultWindowHints
|
GLFW.defaultWindowHints
|
||||||
|
|
||||||
-- OpenGL core >=3.3
|
-- OpenGL core >=3.3
|
||||||
GLFW.windowHint $ GLFW.WindowHint'ContextVersionMajor 3
|
GLFW.windowHint $ GLFW.WindowHint'ContextVersionMajor 3
|
||||||
GLFW.windowHint $ GLFW.WindowHint'ContextVersionMinor 3
|
GLFW.windowHint $ GLFW.WindowHint'ContextVersionMinor 3
|
||||||
GLFW.windowHint $ GLFW.WindowHint'OpenGLProfile GLFW.OpenGLProfile'Core
|
GLFW.windowHint $ GLFW.WindowHint'OpenGLProfile GLFW.OpenGLProfile'Core
|
||||||
|
|
||||||
-- MSAA
|
-- MSAA
|
||||||
GLFW.windowHint $ GLFW.WindowHint'Samples $ Just 8
|
GLFW.windowHint $ GLFW.WindowHint'Samples $ Just 8
|
||||||
|
|
||||||
-- create window
|
-- create window
|
||||||
monitor <- GLFW.getPrimaryMonitor
|
monitor <- GLFW.getPrimaryMonitor
|
||||||
Just window <- GLFW.createWindow 256 256 "hs-game" monitor Nothing
|
Just window <- GLFW.createWindow 256 256 "hs-game" monitor Nothing
|
||||||
GLFW.makeContextCurrent $ Just window
|
GLFW.makeContextCurrent $ Just window
|
||||||
|
|
||||||
-- add callbacks
|
-- add callbacks
|
||||||
GLFW.setWindowCloseCallback window $ Just shutdownWindow
|
GLFW.setWindowCloseCallback window $ Just shutdownWindow
|
||||||
GLFW.setWindowSizeCallback window $ Just resizeWindow
|
GLFW.setWindowSizeCallback window $ Just resizeWindow
|
||||||
GLFW.setKeyCallback window $ Just (keyPressed Nothing)
|
GLFW.setKeyCallback window $ Just (keyPressed Nothing)
|
||||||
GLFW.setCursorInputMode window GLFW.CursorInputMode'Hidden
|
GLFW.setCursorInputMode window GLFW.CursorInputMode'Hidden
|
||||||
GLFW.setCursorPosCallback window $ Just (cursorPosHandler Nothing)
|
GLFW.setCursorPosCallback window $ Just (cursorPosHandler Nothing)
|
||||||
|
(objects, program) <- initResources
|
||||||
(objects, program) <- initResources testVertices
|
[ map (+ V3 a 0 0) cube | a <- take 100 [0,2..]]
|
||||||
|
|
||||||
-- init model
|
-- init model
|
||||||
let
|
let model =
|
||||||
model =
|
|
||||||
mkModel
|
mkModel
|
||||||
(mkCamera
|
(mkCamera
|
||||||
(V3 0 0 3) -- camPos
|
(V3 0 0 3) -- camPos
|
||||||
@@ -67,84 +64,151 @@ main = do
|
|||||||
)
|
)
|
||||||
objects
|
objects
|
||||||
program
|
program
|
||||||
(mkWorldProperties
|
(mkWorldProperties 2 0.16 (V3 0 1 0))
|
||||||
2
|
|
||||||
0.16
|
|
||||||
(V3 0 1 0)
|
|
||||||
)
|
|
||||||
modelRef <- newIORef model
|
modelRef <- newIORef model
|
||||||
|
|
||||||
-- add callbacks with io ref to model
|
-- add callbacks with io ref to model
|
||||||
GLFW.setKeyCallback window $ Just $ keyPressed $ Just modelRef
|
GLFW.setKeyCallback window $ Just $ keyPressed $ Just modelRef
|
||||||
GLFW.setCursorPosCallback window $ Just $ cursorPosHandler $ Just modelRef
|
GLFW.setCursorPosCallback window $ Just $ cursorPosHandler $ Just modelRef
|
||||||
|
|
||||||
loop window 0 update view modelRef
|
loop window 0 update view modelRef
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
--------------------------------------------------------------------------------
|
||||||
-- Arrays
|
-- Arrays
|
||||||
--------------------------------------------------------------------------------
|
--------------------------------------------------------------------------------
|
||||||
|
top :: [V3 GL.GLfloat]
|
||||||
|
top =
|
||||||
|
[ V3 p 0 p
|
||||||
|
, V3 p 0 m
|
||||||
|
, V3 m 0 p
|
||||||
|
, V3 m 0 m
|
||||||
|
]
|
||||||
|
side :: [V3 GL.GLfloat]
|
||||||
|
side =
|
||||||
|
[ V3 0 p p
|
||||||
|
, V3 0 p m
|
||||||
|
, V3 0 m p
|
||||||
|
, V3 0 m m
|
||||||
|
]
|
||||||
|
front :: [V3 GL.GLfloat]
|
||||||
|
front =
|
||||||
|
[ V3 p p 0
|
||||||
|
, V3 p m 0
|
||||||
|
, V3 m p 0
|
||||||
|
, V3 m m 0
|
||||||
|
]
|
||||||
|
|
||||||
-- | centered unit square
|
m = (0 - p)
|
||||||
testVertices :: [V3 GL.GLfloat]
|
p = 0.5
|
||||||
testVertices =
|
|
||||||
[ V3 (-0.5) (-0.5) 0
|
-- TODO optimise cube
|
||||||
, V3 0.5 (-0.5) 0
|
-- | cube vertices
|
||||||
, V3 (-0.5) 0.5 0
|
cube :: [V3 GL.GLfloat]
|
||||||
, V3 0.5 0.5 0
|
cube =
|
||||||
|
[ V3 p p p -- front
|
||||||
|
, V3 p m p
|
||||||
|
, V3 m p p
|
||||||
|
, V3 m m p -- down
|
||||||
|
, V3 m m m
|
||||||
|
, V3 p m p
|
||||||
|
, V3 p m m -- right
|
||||||
|
, V3 p p m
|
||||||
|
, V3 p m p
|
||||||
|
, V3 p p p -- up
|
||||||
|
, V3 m p p
|
||||||
|
, V3 p p m
|
||||||
|
, V3 m p m -- back
|
||||||
|
, V3 p m m
|
||||||
|
, V3 p p m
|
||||||
|
, V3 m m m -- left
|
||||||
|
, V3 m p m
|
||||||
|
, V3 m m p
|
||||||
|
, V3 m p p
|
||||||
]
|
]
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
--------------------------------------------------------------------------------
|
||||||
-- Elm-like data structures
|
-- Elm-like data structures
|
||||||
--------------------------------------------------------------------------------
|
--------------------------------------------------------------------------------
|
||||||
|
|
||||||
-- | update function
|
-- | update function
|
||||||
update :: Float -> Model -> Model
|
update :: Float -> Model -> Model
|
||||||
update dt model =
|
update dt model =
|
||||||
updateVelocity
|
updateVelocity dt
|
||||||
dt
|
$ updateAcceleration dt
|
||||||
$ updateAcceleration
|
$ updateSpeed dt
|
||||||
dt
|
$ updateCameraAngle dt model
|
||||||
$ updateCameraAngle
|
|
||||||
dt
|
updateSpeed :: Float -> Model -> Model
|
||||||
|
updateSpeed dt model =
|
||||||
|
if elem GLFW.Key'T model.keys then
|
||||||
model
|
model
|
||||||
|
{ camera =
|
||||||
|
model.camera
|
||||||
|
{ jumpStrength = model.camera.jumpStrength * 1.1
|
||||||
|
, strafeStrength = model.camera.strafeStrength * 1.1
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if elem GLFW.Key'G model.keys then
|
||||||
|
model
|
||||||
|
{ camera =
|
||||||
|
model.camera
|
||||||
|
{ jumpStrength = model.camera.jumpStrength * 0.99
|
||||||
|
, strafeStrength = model.camera.strafeStrength * 0.99
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else model
|
||||||
|
|
||||||
updateAcceleration :: Float -> Model -> Model
|
updateAcceleration :: Float -> Model -> Model
|
||||||
updateAcceleration dt model =
|
updateAcceleration dt model =
|
||||||
let
|
let zp =
|
||||||
zp = if elem GLFW.Key'S model.keys then 1 else 0
|
if elem GLFW.Key'S model.keys
|
||||||
zn = if elem GLFW.Key'W model.keys then 1 else 0
|
then 1
|
||||||
xp = if elem GLFW.Key'D model.keys then 1 else 0
|
else 0
|
||||||
xn = if elem GLFW.Key'A 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
|
x = xp - xn
|
||||||
z = zp - zn
|
z = zp - zn
|
||||||
friction = V3 (1 - model.wprop.friction) 1 (1 - model.wprop.friction)
|
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.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 =
|
jump =
|
||||||
if model.camera.hasJumped then
|
if model.camera.hasJumped
|
||||||
V3 0 (0 - model.wprop.g * model.camera.airTime) 0
|
then V3 0 (0 - model.wprop.g * model.camera.airTime) 0
|
||||||
else
|
else V3 0 0 0
|
||||||
V3 0 0 0
|
|
||||||
camVel' = friction * (model.camera.camVel + movement' + jump)
|
camVel' = friction * (model.camera.camVel + movement' + jump)
|
||||||
aboveGround = (model.camera.camPos + dt L.*^ camVel') ^. _y > 0
|
aboveGround = (model.camera.camPos + dt L.*^ camVel') ^. _y > 0
|
||||||
in
|
in if (elem GLFW.Key'Space model.keys) && (model.camera.hasJumped == False)
|
||||||
if
|
then updateAcceleration dt
|
||||||
(elem GLFW.Key'Space model.keys)
|
$ model
|
||||||
&& (model.camera.hasJumped == False)
|
{ camera =
|
||||||
then
|
model.camera
|
||||||
updateAcceleration dt $ model { camera = model.camera { airTime = dt, camVel = model.camera.camVel + (V3 0 model.camera.jumpStrength 0), hasJumped = True } }
|
{ airTime = dt
|
||||||
else
|
, camVel =
|
||||||
if aboveGround then
|
model.camera.camVel
|
||||||
model
|
+ (V3 0 model.camera.jumpStrength 0)
|
||||||
{ camera = model.camera
|
, hasJumped = True
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if aboveGround
|
||||||
|
then model
|
||||||
|
{ camera =
|
||||||
|
model.camera
|
||||||
{ airTime = model.camera.airTime + dt
|
{ airTime = model.camera.airTime + dt
|
||||||
, camVel = camVel'
|
, camVel = camVel'
|
||||||
, hasJumped = aboveGround
|
, hasJumped = aboveGround
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else model
|
||||||
model
|
{ camera =
|
||||||
{ camera = model.camera
|
model.camera
|
||||||
{ airTime = 0
|
{ airTime = 0
|
||||||
, camVel = camVel' * (V3 1 0 1)
|
, camVel = camVel' * (V3 1 0 1)
|
||||||
, camPos = model.camera.camPos * (V3 1 0 1)
|
, camPos = model.camera.camPos * (V3 1 0 1)
|
||||||
@@ -155,28 +219,31 @@ updateAcceleration dt model =
|
|||||||
updateVelocity :: Float -> Model -> Model
|
updateVelocity :: Float -> Model -> Model
|
||||||
updateVelocity dt model =
|
updateVelocity dt model =
|
||||||
model
|
model
|
||||||
{ camera = model.camera
|
{ camera =
|
||||||
{ camPos = model.camera.camPos + dt L.*^ model.camera.camVel
|
model.camera
|
||||||
}
|
{camPos = model.camera.camPos + dt L.*^ model.camera.camVel}
|
||||||
}
|
}
|
||||||
|
|
||||||
updateCameraAngle :: Float -> Model -> Model
|
updateCameraAngle :: Float -> Model -> Model
|
||||||
updateCameraAngle dt model =
|
updateCameraAngle dt model =
|
||||||
let
|
let scaleFactor = model.camera.mouseSensitivity * dt
|
||||||
scaleFactor = model.camera.mouseSensitivity * dt
|
newPitch =
|
||||||
newPitch = model.camera.camPitch -
|
model.camera.camPitch
|
||||||
scaleFactor * (double2Float $ snd model.cursorDeltaPos) -- mouse sensitivity, update pitch
|
- scaleFactor * (double2Float $ snd model.cursorDeltaPos) -- mouse sensitivity, update pitch
|
||||||
newPitch' = if newPitch > 1.56 then 1.56 else newPitch
|
newPitch' =
|
||||||
newPitch'' = if newPitch' < (-1.56) then (-1.56) else newPitch'
|
if newPitch > 1.56
|
||||||
newYaw = model.camera.camYaw +
|
then 1.56
|
||||||
scaleFactor * (double2Float $ fst model.cursorDeltaPos)
|
else newPitch
|
||||||
in
|
newPitch'' =
|
||||||
model
|
if newPitch' < (-1.56)
|
||||||
|
then (-1.56)
|
||||||
|
else newPitch'
|
||||||
|
newYaw =
|
||||||
|
model.camera.camYaw
|
||||||
|
+ scaleFactor * (double2Float $ fst model.cursorDeltaPos)
|
||||||
|
in model
|
||||||
{ cursorDeltaPos = (0, 0)
|
{ cursorDeltaPos = (0, 0)
|
||||||
, camera = model.camera
|
, camera = model.camera {camPitch = newPitch'', camYaw = newYaw}
|
||||||
{ camPitch = newPitch''
|
|
||||||
, camYaw = newYaw
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
-- | views the model
|
-- | views the model
|
||||||
@@ -185,17 +252,13 @@ view window model = do
|
|||||||
-- fit viewport to window
|
-- fit viewport to window
|
||||||
(w, h) <- GLFW.getFramebufferSize window
|
(w, h) <- GLFW.getFramebufferSize window
|
||||||
GL.viewport $= (GL.Position 0 0, GL.Size (fromIntegral w) (fromIntegral h))
|
GL.viewport $= (GL.Position 0 0, GL.Size (fromIntegral w) (fromIntegral h))
|
||||||
|
|
||||||
-- clear screen
|
-- clear screen
|
||||||
GL.clearColor $= GL.Color4 1 0 1 1
|
GL.clearColor $= GL.Color4 1 0 1 1
|
||||||
GL.clear [GL.ColorBuffer, GL.DepthBuffer]
|
GL.clear [GL.ColorBuffer, GL.DepthBuffer]
|
||||||
|
|
||||||
-- depth
|
-- depth
|
||||||
GL.depthFunc $= Just GL.Less
|
GL.depthFunc $= Just GL.Less
|
||||||
|
|
||||||
-- apply transforms
|
-- apply transforms
|
||||||
let
|
let pitch = model.camera.camPitch
|
||||||
pitch = model.camera.camPitch
|
|
||||||
yaw = model.camera.camYaw
|
yaw = model.camera.camYaw
|
||||||
forward = V3 (cos pitch * sin yaw) (sin pitch) (cos pitch * cos yaw)
|
forward = V3 (cos pitch * sin yaw) (sin pitch) (cos pitch * cos yaw)
|
||||||
viewMatrix =
|
viewMatrix =
|
||||||
@@ -203,21 +266,21 @@ view window model = do
|
|||||||
model.camera.camPos
|
model.camera.camPos
|
||||||
(model.camera.camPos - forward)
|
(model.camera.camPos - forward)
|
||||||
model.wprop.up
|
model.wprop.up
|
||||||
projectionMatrix = L.perspective 1.5 (fromIntegral w / fromIntegral h) 0.01 10000
|
projectionMatrix =
|
||||||
|
L.perspective 1.2 (fromIntegral w / fromIntegral h) 0.01 1000
|
||||||
viewGLMatrix <- GL.newMatrix GL.RowMajor $ toGLMatrix viewMatrix :: IO (GL.GLmatrix GL.GLfloat)
|
viewGLMatrix <-
|
||||||
|
GL.newMatrix GL.RowMajor $ toGLMatrix viewMatrix :: IO
|
||||||
|
(GL.GLmatrix GL.GLfloat)
|
||||||
viewLocation <- GL.get $ GL.uniformLocation model.program "u_view"
|
viewLocation <- GL.get $ GL.uniformLocation model.program "u_view"
|
||||||
GL.uniform viewLocation $= viewGLMatrix
|
GL.uniform viewLocation $= viewGLMatrix
|
||||||
|
projectionGLMatrix <-
|
||||||
projectionGLMatrix <- GL.newMatrix GL.RowMajor $ toGLMatrix projectionMatrix :: IO (GL.GLmatrix GL.GLfloat)
|
GL.newMatrix GL.RowMajor $ toGLMatrix projectionMatrix :: IO
|
||||||
|
(GL.GLmatrix GL.GLfloat)
|
||||||
projectionLocation <- GL.get $ GL.uniformLocation model.program "u_projection"
|
projectionLocation <- GL.get $ GL.uniformLocation model.program "u_projection"
|
||||||
GL.uniform projectionLocation $= projectionGLMatrix
|
GL.uniform projectionLocation $= projectionGLMatrix
|
||||||
|
|
||||||
-- draw objects; returns IO []
|
-- draw objects; returns IO []
|
||||||
_ <- drawObjects model.objects
|
_ <- drawObjects model.objects
|
||||||
|
|
||||||
-- swap to current buffer
|
-- swap to current buffer
|
||||||
GLFW.swapBuffers window
|
GLFW.swapBuffers window
|
||||||
|
|
||||||
-- check for interrupts
|
-- check for interrupts
|
||||||
GLFW.pollEvents
|
GLFW.pollEvents
|
||||||
|
|||||||
Reference in New Issue
Block a user