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This commit is contained in:
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src/Game/LoadShaders.hs
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89
src/Game/LoadShaders.hs
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--------------------------------------------------------------------------------
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-- |
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-- Module : LoadShaders
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-- Copyright : (c) Sven Panne 2013
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-- License : BSD3
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--
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-- Maintainer : Sven Panne <svenpanne@gmail.com>
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-- Stability : stable
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-- Portability : portable
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--
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-- Utilities for shader handling, adapted from LoadShaders.cpp which is (c) The
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-- Red Book Authors.
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--
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--------------------------------------------------------------------------------
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module Game.LoadShaders (
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ShaderSource(..), ShaderInfo(..), loadShaders
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) where
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import Control.Exception
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import Control.Monad
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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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-- ^ 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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getSource :: ShaderSource -> IO B.ByteString
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getSource (ByteStringSource bs) = return bs
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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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--------------------------------------------------------------------------------
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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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loadCompileAttach program infos
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linkAndCheck program
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return program
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linkAndCheck :: Program -> IO ()
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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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createShader shType `bracketOnError` deleteObjectName $ \shader -> do
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src <- getSource source
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shaderSourceBS shader $= src
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compileAndCheck shader
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attachShader program shader
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loadCompileAttach program 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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-> (t -> GettableStateVar Bool)
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-> (t -> GettableStateVar String)
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-> String
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-> t
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-> IO ()
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checked action getStatus getInfoLog message object = do
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action object
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ok <- get (getStatus object)
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unless ok $ do
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infoLog <- get (getInfoLog object)
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fail (message ++ " log: " ++ infoLog)
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349
src/Game/Main.hs
349
src/Game/Main.hs
@@ -1,6 +1,351 @@
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{-# OPTIONS_GHC -fwarn-name-shadowing #-}
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{- |
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- Module : Game
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- Description : runs game
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- Copyright : Andromeda 2025
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- License : WTFPL
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- Maintainer : Matrix @Andromeda:tchncs.de
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- Stability : Experimental
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-}
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module Game (main) where
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import Game.LoadShaders
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import Control.Concurrent (threadDelay)
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import Control.Monad (when)
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import Data.IORef (IORef, modifyIORef', newIORef, readIORef, writeIORef)
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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 qualified Graphics.UI.GLFW as GLFW
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import qualified Graphics.Rendering.OpenGL as GL
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import Graphics.Rendering.OpenGL as GL (($=))
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import qualified Linear as L
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import Linear (V2, V3, V4, M44, V2(..), V3(..), V4(..))
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-- | Main function runs game
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main :: IO ()
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main = do
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putStrLn "Hallo Welt"
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return ()
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GLFW.init
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GLFW.defaultWindowHints
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-- OpenGL core >=3.3
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GLFW.windowHint $ GLFW.WindowHint'ContextVersionMajor 3
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GLFW.windowHint $ GLFW.WindowHint'ContextVersionMinor 3
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GLFW.windowHint $ GLFW.WindowHint'OpenGLProfile GLFW.OpenGLProfile'Core
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-- 4x MSAA
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GLFW.windowHint $ GLFW.WindowHint'Samples $ Just 4
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-- create window
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monitor <- GLFW.getPrimaryMonitor
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Just window <- GLFW.createWindow 256 256 "hs-game" monitor Nothing
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GLFW.makeContextCurrent $ Just window
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-- add callbacks
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GLFW.setWindowCloseCallback window $ Just shutdownWindow
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GLFW.setWindowSizeCallback window $ Just resizeWindow
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GLFW.setKeyCallback window $ Just (keyPressed Nothing)
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(objects, program) <- initResources window
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-- init model
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let model =
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Model
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objects
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(Camera
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(V3 0 0 5)
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(V3 0 0 0)
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(V3 0 1 0)
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)
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program
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modelRef <- newIORef model
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-- add key callback with io ref to model
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GLFW.setKeyCallback window $ Just $ keyPressed $ Just modelRef
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loop window update view modelRef
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--------------------------------------------------------------------------------
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-- Arrays
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--------------------------------------------------------------------------------
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-- | centered unit square
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testVertices :: [V3 GL.GLfloat]
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testVertices =
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[ V3 (-0.5) (-0.5) 0
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, V3 0.5 (-0.5) 0
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, V3 (-0.5) 0.5 0
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, V3 0.5 0.5 0
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]
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--------------------------------------------------------------------------------
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-- Shader creation and object initialisation
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--------------------------------------------------------------------------------
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-- | loads models, shaders
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initResources :: GLFW.Window -> IO ([Object], GL.Program)
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initResources window = do
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-- create objects
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testObject0 <- createObject (map (+(V3 (-1) (-1) (-1))) testVertices) 3 GL.TriangleStrip
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testObject1 <- createObject (map (+(V3 (1) (1) (1))) testVertices) 3 GL.TriangleStrip
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testObject2 <- createObject testVertices 3 GL.TriangleStrip
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let objects = [testObject0, testObject1, testObject2]
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-- load shaders
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program <- loadShaders
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[ ShaderInfo GL.VertexShader (StringSource vertShader)
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, ShaderInfo GL.FragmentShader (StringSource fragShader)
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]
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GL.currentProgram $= Just program
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return (objects, program)
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-- a_ vertex shader input
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-- v_ varying
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-- u_ uniform
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-- o_ fragment shader output
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-- | vertex shader
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vertShader :: String
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vertShader =
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"#version 330 core\n" ++
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"layout (location = 0) in vec3 a_vPos;\n" ++
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"uniform mat4 u_view;\n" ++
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"uniform mat4 u_projection;\n" ++
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"void main()\n" ++
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"{\n" ++
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" gl_Position = u_projection * u_view * vec4(a_vPos, 0);\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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"void main()\n" ++
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"{\n" ++
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" o_vColor = vec4(0.5, 0.5, 0.5, 1.0);\n" ++
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"}"
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--------------------------------------------------------------------------------
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-- Objects
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--------------------------------------------------------------------------------
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-- | calculates the size in memory of an array
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sizeOfArray :: (Storable a, Num b) => [a] -> b
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sizeOfArray [] = 0
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sizeOfArray (x:xs) = fromIntegral $ (*) (1 + length xs) $ sizeOf x
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-- | loads a given array into a given attribute index
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createVBO
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:: Storable (a GL.GLfloat)
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=> [a GL.GLfloat]
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-> GL.NumComponents
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-> GL.AttribLocation
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-> IO GL.BufferObject
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createVBO array numComponents attribLocation = do
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-- vbo for buffer
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buffer <- GL.genObjectName
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GL.bindBuffer GL.ArrayBuffer $= Just buffer
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-- populate buffer
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withArray
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array
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$ \ptr ->
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GL.bufferData GL.ArrayBuffer $= (sizeOfArray array, ptr, GL.StaticDraw)
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-- create attribute pointer to buffer
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GL.vertexAttribPointer attribLocation $=
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( GL.ToFloat
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, GL.VertexArrayDescriptor
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numComponents
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GL.Float
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0
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(plusPtr nullPtr 0)
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)
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GL.vertexAttribArray attribLocation $= GL.Enabled
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return buffer
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-- | creates an object from a given array; deals with vbos and everything
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createObject
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:: Storable (a GL.GLfloat)
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=> [a GL.GLfloat]
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-> GL.NumComponents
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-> GL.PrimitiveMode
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-> IO Object
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createObject array numComponents primitiveMode = do
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-- vao for object
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vao <- GL.genObjectName
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GL.bindVertexArrayObject $= Just vao
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-- vbo for vertices
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createVBO array numComponents $ GL.AttribLocation 0
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return
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(Object
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vao
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(fromIntegral $ length array)
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numComponents
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primitiveMode
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)
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-- | represents a single draw call
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data Object =
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Object
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GL.VertexArrayObject
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GL.NumArrayIndices
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GL.NumComponents
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GL.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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-> (Model -> Model) -- ^ update function
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-> (GLFW.Window -> Model -> IO ()) -- ^ view function
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-> IORef Model -- ^ model
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-> IO ()
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loop window update view modelRef = do
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-- start frame timer
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Just frameStart <- GLFW.getTime
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-- tick model
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model <- readIORef modelRef
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let model' = update model
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writeIORef modelRef model'
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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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dt = frameEnd - frameStart :: Double
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target = 1 / 60 :: Double
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when (dt < target) $ threadDelay $ floor $ (target - dt) * 1000
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loop window update view modelRef
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-- | update function
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update :: Model -> Model
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update model = model
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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
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key
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(model@(Model
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objects
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(Camera
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(V3 cPx cPy cPz)
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(V3 cTx cTy cTz)
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camUp
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)
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program
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)) =
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let dP = 0.2 in
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case key of
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GLFW.Key'W -> Model objects (Camera (V3 cPx cPy (cPz - dP)) (V3 cTx cTy (cTz - dP)) camUp) program
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GLFW.Key'S -> Model objects (Camera (V3 cPx cPy (cPz + dP)) (V3 cTx cTy (cTz + dP)) camUp) program
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GLFW.Key'A -> Model objects (Camera (V3 (cPx - dP) cPy cPz) (V3 (cTx - dP) cTy cTz) camUp) program
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GLFW.Key'D -> Model objects (Camera (V3 (cPx + dP) cPy cPz) (V3 (cTx + dP) cTy cTz) camUp) program
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_ -> model
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-- | views the model
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view :: GLFW.Window -> Model -> IO ()
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view window (model@(Model objects (Camera camPos camTarget camUp) program)) = do
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-- fit viewport to window
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(w, h) <- GLFW.getFramebufferSize window
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GL.viewport $= (GL.Position 0 0, GL.Size (fromIntegral w) (fromIntegral h))
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-- clear screen
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GL.clearColor $= GL.Color4 1 0 1 1
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GL.clear [GL.ColorBuffer, GL.DepthBuffer]
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-- apply transforms
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let
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viewMatrix = L.lookAt camPos camTarget camUp
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projectionMatrix = L.perspective 1 (fromIntegral w / fromIntegral h) 0.1 100
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viewGLMatrix <- GL.newMatrix GL.ColumnMajor $ toGLMatrix projectionMatrix :: IO (GL.GLmatrix GL.GLfloat)
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viewLocation <- GL.get $ GL.uniformLocation program "u_view"
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GL.uniform viewLocation $= viewGLMatrix
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projectionGLMatrix <- GL.newMatrix GL.ColumnMajor $ toGLMatrix projectionMatrix :: IO (GL.GLmatrix GL.GLfloat)
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projectionLocation <- GL.get $ GL.uniformLocation program "u_projection"
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GL.uniform projectionLocation $= projectionGLMatrix
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-- draw objects
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drawObjects objects
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-- swap to current buffer
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GLFW.swapBuffers window
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-- check for interrupts
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GLFW.pollEvents
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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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]
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-- | gamestate
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data Model =
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Model
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[Object]
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Camera
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GL.Program
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-- | camera
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data Camera =
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Camera
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(V3 Float) -- ^ camera location
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(V3 Float) -- ^ camera target
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(V3 Float) -- ^ camera up vector
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-- | draws objects
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drawObjects :: [Object] -> IO ([Object])
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drawObjects [] = return []
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drawObjects
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((Object vao numVertices _ primitiveMode):objects) = do
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GL.bindVertexArrayObject $= Just vao
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GL.drawArrays primitiveMode 0 numVertices
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drawObjects objects
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--------------------------------------------------------------------------------
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-- interrupts
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--------------------------------------------------------------------------------
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-- | shuts down GLFW
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shutdownWindow :: GLFW.WindowCloseCallback
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shutdownWindow window = do
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GLFW.destroyWindow window
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GLFW.terminate
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-- | resizes viewport with window
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resizeWindow :: GLFW.WindowSizeCallback
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resizeWindow _ _ _ = return ()
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-- | handles key presses
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keyPressed :: Maybe (IORef Model) -> GLFW.KeyCallback
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keyPressed _ window GLFW.Key'Escape _ GLFW.KeyState'Pressed _ =
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shutdownWindow window
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keyPressed (Just modelRef) window key _ GLFW.KeyState'Pressed _ =
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modifyIORef' modelRef $ updateKeyPressed key
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keyPressed _ _ _ _ _ _ = return ()
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Reference in New Issue
Block a user