13 Commits

Author SHA1 Message Date
andromeda
602507a605 better projection, transparency; 4d camera, controls r/f for +/-w 2026-02-08 15:08:46 +01:00
andromeda
4d59cd7569 better colors 2026-02-07 18:59:23 +01:00
andromeda
5474012f89 hypercubes but actually 2026-02-07 17:37:05 +01:00
andromeda
2a3c9bdafb hypercube, format ig 2026-02-06 01:18:36 +01:00
mtgmonkey
a62275f853 merge development into master 2025-12-21 12:23:57 +01:00
mtgmonkey
e9b4e2d34a Cabal; non-Nix support 2025-12-13 19:22:42 +01:00
mtgmonkey
73985e298a fix git 2025-12-08 21:43:30 +01:00
mtgmonkey
ffc9d08a2d Merge branch 'development' 2025-12-08 21:33:13 +01:00
35bd4c1740 Update CHANGELOG.md 2025-12-08 18:52:47 +00:00
mtgmonkey
d87e4ba21a release v0.2.0 2025-12-08 13:33:19 +01:00
mtgmonkey
9e8bafa6e2 correct licensing in source files 2025-12-08 13:12:52 +01:00
mtgmonkey
5585a49393 semantics, readability, relicense, initResource argument removal 2025-12-08 11:21:14 +01:00
mtgmonkey
e767a5ee5b semantics: change from Game/Main.hs to Game.hs 2025-12-08 05:57:20 +01:00
11 changed files with 858 additions and 654 deletions

2
.gitignore vendored Normal file
View File

@@ -0,0 +1,2 @@
dist-newstyle
result

View File

@@ -20,7 +20,50 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- use `Double` rather than `FLoat` for internal calculations
- `cursorPos`, `dt` natively `Double` already
## [0.2.0-pre0] - 2025-12-07
## [0.4.0] - 2025-12-21
### Added
- cube as array of points
- debug feature where `t` and `g` raise and lower speed respectively
### Changed
- `initResources` now takes `[[V3 GL.GLfloat]]` rather than `[V3 GL.GLfloat]`
- to migrate: rather than passing `a` pass `[a]`; behaviour is the same
- reduce view distance to 1'000 from 10'000
- color pixels based on normalized coordinates
- use `haskellPackages.callCabal2nix` in `flake.nix` for brevity, same behaviour
## [0.3.0] - 2025-12-08
### Added
- Cabal build system
- `.gitignore` against build artifacts
### Changed
- versioning using the [PVP standard](https://pvp.haskell.org/), though it will remain SemVer compliant
- SemVer version A.B.C will become PVP version A.B.C.0
- `README.md` overhauled to reflect new build system
### Fixed
- a couple non-impactful typos
### Removed
- `Game` module -> moved to `Main`
## [0.2.1] - 2025-12-08
### Changed
- break Git by using it wrong
- fix Git (maybe)
## [0.2.0] - 2025-12-07
### Added

View File

@@ -1,21 +1,30 @@
to run:
see CHANGELOG.md
```bash
git clone https://git.mtgmonkey.net/Andromeda/hs-game
cd hs-game
nix run
```
to run without nix:
- get build tools:
- with apt: `apt install cabal-install ghc git`
- get source code: `git clone https://git.mtgmonkey.net/Andromeda/hs-game --depth 1; cd hs-game`
- get dependencies
- with apt on x86-64: `apt install g++-x86-64_linux-gnu libgl-dev libx11-dev libxi-dev libxrandr-dev libxxf86vm-dev libxcursor-dev libxinerama-dev libglu1-mesa-dev`
- run with `cabal run` or build with `cabal build`
to run with nix:
`nix run git+https://git.mtgmonkey.net/Andromeda/hs-game`
to enter nix development shell:
`nix develop git+https://git.mtgmonkey.net/Andromeda/hs-game`
build tested on
- nix
- Kubuntu 25.10
to release:
```bash
nix build .#release
```
to debug build:
```bash
nix build .#debug
```
todo moved to CHANGELOG.md
- update CHANGELOG.md with new version
- update version in hs-game.cabal
- update version in flake.nix
- check that it builds
- `git add -A`
- `git status` make sure there aren't random files
- `git status -v` make sure all additions are in CHANGELOG.md
- double check that flake, .cabal, and CHANGELOG.md all have the same version
- release

View File

@@ -2,70 +2,39 @@
inputs = {
nixpkgs.url = "nixpkgs/nixpkgs-unstable";
};
outputs = {nixpkgs, ...}: let
outputs = {
nixpkgs,
self,
...
}: let
system = "x86_64-linux";
pkgs = nixpkgs.legacyPackages.${system};
debugGhcOptions = pkgs.lib.concatStringsSep " " (debugGhcFlags ++ commonGhcFlags);
debugGhcFlags = [
"-O0"
"-Wall"
"-Widentities"
"-Wincomplete-record-updates"
"-Wincomplete-uni-patterns"
# "-Wmissing-export-lists"
"-Wmissing-home-modules"
"-Wpartial-fields"
"-Wredundant-constraints"
"-threaded"
"-rtsopts"
"-with-rtsopts=-N"
"-main-is Game"
];
haddockOptions = pkgs.lib.concatStringsSep " " haddockFlags;
haddockFlags = [
"--html"
"--odir docs"
"--optghc=-i./src"
"src/Game.hs"
];
releaseGhcOptions = pkgs.lib.concatStringsSep " " (releaseGhcFlags ++ commonGhcFlags);
releaseGhcFlags = [
"-O2"
"-threaded"
"-rtsopts"
"-with-rtsopts=-N"
"-main-is Game"
];
noHaddockOptions = "";
commonGhcFlags = [
"-i./src"
];
ghcPackages = p: [
p.GLFW-b
p.linear
p.OpenGL
];
in {
packages.${system} = {
debug = pkgs.callPackage ./package.nix {
ghcOptions = debugGhcOptions;
haddockOptions = noHaddockOptions;
inherit ghcPackages;
default =
pkgs.haskell.packages.ghc912.callCabal2nix "hs-game" ./. {
};
release = pkgs.callPackage ./package.nix {
ghcOptions = releaseGhcOptions;
haddockOptions = noHaddockOptions;
inherit ghcPackages;
};
docs = pkgs.callPackage ./package.nix {
ghcOptions = "--version";
inherit haddockOptions;
inherit ghcPackages;
};
default = pkgs.callPackage ./package.nix {
ghcOptions = releaseGhcOptions;
inherit haddockOptions;
inherit ghcPackages;
devShells.${system} = {
default = pkgs.mkShell {
packages = [
# dev stuff
pkgs.haskellPackages.ghcide
pkgs.haskellPackages.ormolu
pkgs.cabal-install
pkgs.libGL
pkgs.xorg.libX11
pkgs.xorg.libXi
pkgs.xorg.libXrandr
pkgs.xorg.libXxf86vm
pkgs.xorg.libXcursor
pkgs.xorg.libXinerama
pkgs.libGLU
];
inputsFrom = [
self.packages.${system}.default
];
};
};
};

38
hs-game.cabal Normal file
View File

@@ -0,0 +1,38 @@
cabal-version: 3.0
name: hs-game
version: 0.5.0
-- synopsis:
-- description:
homepage: https://git.mtgmonkey.net/Andromeda/hs-game
license: BSD-3-Clause
license-file: LICENSE
author: andromeda
maintainer: @andromeda:tchncs.de
-- copyright:
category: Game
build-type: Simple
extra-doc-files: CHANGELOG.md
-- extra-source-files:
common warnings
ghc-options: -Wall
common optimizations
ghc-options: -O2
executable hs-game
import: optimizations
main-is: Main.hs
other-modules:
Game.Internal,
Game.Internal.LoadShaders,
Game.Internal.Types
-- other-extensions:
build-depends:
base >= 4.18,
bytestring >= 0.12,
GLFW-b >= 3.3,
lens >= 5.3,
linear >= 1.23,
OpenGL >= 3.0,
hs-source-dirs: src

View File

@@ -1,39 +0,0 @@
{
haskellPackages,
lib,
stdenv,
ghcOptions,
haddockOptions,
ghcPackages,
...
}:
stdenv.mkDerivation {
pname = "hs-game";
version = "0.1.0";
src = ./.;
nativeBuildInputs = [
(haskellPackages.ghcWithPackages ghcPackages)
];
buildInputs = [
];
configurePhase = ''
'';
buildPhase = ''
touch Main
ghc ${ghcOptions} ./src/Game.hs -o ./Main
mkdir ./docs
haddock ${haddockOptions}
'';
installPhase = ''
mkdir -p $out/bin
cp ./Main $out/bin/hs-game
cp ./docs $out/docs -r
'';
meta = {
homepage = "https://mtgmonkey.net";
license = lib.licenses.bsd3;
mainProgram = "hs-game";
platforms = ["x86_64-linux"];
};
}

View File

@@ -1,223 +0,0 @@
{-# LANGUAGE DisambiguateRecordFields, NamedFieldPuns, OverloadedRecordDot #-}
{- |
- Module : Game
- Description : runs game
- Copyright : 2025 Andromeda
- License : BSD 3-clause
- Maintainer : Matrix @Andromeda:tchncs.de
- Stability : Experimental
-}
module Game (main) where
import Game.Internal.Types
import Game.Internal
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 qualified Linear as L
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 =
mkModel
(mkCamera
(V3 0 0 3) -- camPos
0 -- pitch
0 -- yaw
(V3 0 0 (-1)) -- reference vector
(V3 0 0 0) -- velocity
2 -- mouse sensitivity
16 -- strafe strength
12 -- jump strength
)
objects
program
(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
]
--------------------------------------------------------------------------------
-- Elm-like data structures
--------------------------------------------------------------------------------
-- | update function
update :: Float -> Model -> Model
update 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
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
jump =
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
{ airTime = model.camera.airTime + dt
, camVel = camVel'
, hasJumped = aboveGround
}
}
else
model
{ camera = model.camera
{ airTime = 0
, camVel = camVel' * (V3 1 0 1)
, camPos = model.camera.camPos * (V3 1 0 1)
, hasJumped = aboveGround
}
}
updateVelocity :: Float -> Model -> Model
updateVelocity dt model =
model
{ 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
{ cursorDeltaPos = (0, 0)
, camera = model.camera
{ camPitch = newPitch''
, camYaw = newYaw
}
}
-- | views the model
view :: GLFW.Window -> Model -> IO ()
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
yaw = model.camera.camYaw
forward = V3 (cos pitch * sin yaw) (sin pitch) (cos pitch * cos yaw)
viewMatrix =
L.lookAt
model.camera.camPos
(model.camera.camPos - 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)
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)
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

View File

@@ -1,95 +1,155 @@
{-# LANGUAGE DisambiguateRecordFields, NamedFieldPuns, OverloadedRecordDot #-}
{- |
- Module : Game.Internal
- Description : internal functions
- Copyright : 2025 Andromeda
- License : BSD 3-clause
- Maintainer : Matrix @Andromeda:tchncs.de
- Stability : Experimental
-}
{-# LANGUAGE DisambiguateRecordFields #-}
{-# LANGUAGE MultilineStrings #-}
{-# LANGUAGE NamedFieldPuns #-}
{-# LANGUAGE OverloadedRecordDot #-}
-- |
-- - Module : Game.Internal
-- - Description : internal functions
-- - Copyright : 2025 Andromeda
-- - License : BSD 3-clause
-- - Maintainer : Matrix @Andromeda:tchncs.de
-- - Stability : Experimental
module Game.Internal
( cursorPosHandler
, drawObjects
, initResources
, keyPressed
, loop
, resizeWindow
, shutdownWindow
, updateCursorPos
, updateKeyPressed
, updateKeyReleased
( cursorPosHandler,
drawObjects,
initResources,
keyPressed,
loop,
resizeWindow,
shutdownWindow,
updateCursorPos,
updateKeyPressed,
updateKeyReleased,
)
where
import Game.Internal.LoadShaders
import Game.Internal.Types
import Control.Concurrent (threadDelay)
import Control.Monad (when)
import Data.IORef (IORef, modifyIORef', readIORef)
import Data.List (delete)
import Foreign.Marshal.Array (withArray)
import Foreign.Ptr (nullPtr, plusPtr)
import Foreign.Storable (sizeOf, Storable)
import Foreign.Storable (Storable, sizeOf)
import GHC.Float (double2Float)
import qualified Graphics.UI.GLFW as GLFW
import Game.Internal.LoadShaders
import Game.Internal.Types
import Graphics.Rendering.OpenGL (($=))
import qualified Graphics.Rendering.OpenGL as GL
import Graphics.Rendering.OpenGL as GL (($=))
import Linear (V3(..))
import qualified Graphics.UI.GLFW as GLFW
import Linear (V3 (..), V4 (..))
--------------------------------------------------------------------------------
-- Shader creation and object initialisation
--------------------------------------------------------------------------------
-- | loads models, shaders
initResources :: [V3 GL.GLfloat] -> IO ([Object], GL.Program)
initResources array = do
-- create objects
testObject0 <- createObject (map (+(V3 (-1) (-1) (-1))) array) 3 GL.TriangleStrip
testObject1 <- createObject (map (+(V3 (1) (1) (1))) array) 3 GL.TriangleStrip
testObject2 <- createObject array 3 GL.TriangleStrip
let objects = [testObject0, testObject1, testObject2]
initResources :: [V4 GL.GLfloat] -> IO (Object, GL.Program)
initResources arr = do
object <-
createObject arr 4 GL.Triangles (GL.AttribLocation 0)
-- load shaders
program <- loadShaders
[ ShaderInfo GL.VertexShader (StringSource vertShader)
, ShaderInfo GL.FragmentShader (StringSource fragShader)
-- compile shader program
program <-
loadShaders
[ ShaderInfo GL.VertexShader (StringSource vertShader),
ShaderInfo GL.FragmentShader (StringSource fragShader)
]
GL.currentProgram $= Just program
return (objects, program)
-- alpha
GL.blend $= GL.Enabled
GL.blendFunc $= (GL.SrcAlpha, GL.OneMinusSrcAlpha)
return (object, program)
listIOsToIOlist :: [IO a] -> [a] -> IO [a]
listIOsToIOlist [] out = return out
listIOsToIOlist (io : ios) out = do
ioVal <- io
listIOsToIOlist ios (ioVal : out)
-- a_ vertex shader input
-- v_ varying
-- u_ uniform
-- o_ fragment shader output
-- | vertex shader
vertShader :: String
vertShader =
"#version 330 core\n" ++
"layout (location = 0) in vec3 a_vPos;\n" ++
"uniform mat4 u_view;\n" ++
"uniform mat4 u_projection;\n" ++
"out vec3 v_pos;\n" ++
"void main()\n" ++
"{\n" ++
" gl_Position = u_projection * u_view * vec4(a_vPos.xyz, 1.0);\n" ++
" v_pos = a_vPos;\n" ++
"}"
"""
#version 330 core
layout (location = 0) in vec4 a_vPos;
uniform mat4 u_view;
uniform mat4 u_projection;
uniform vec4 u_cam;
out vec3 v_pos;
out float v_w;
out float v_alpha;
vec3 orthoFrom4d(vec4 point)
{
return point.xyz;
}
// creates a simple 3d coordinate from a 4d
vec3 projectFrom4d(vec4 point)
{
// TODO don't do camera ops in shader, prefer linear algebra
// also use a reasonable projection for god's sake
vec4 view = abs(u_cam - point);
float perspective = 1.0 / abs(u_cam.w - view.w);
return perspective * (point.xyz);
}
void main()
{
vec3 vPos = orthoFrom4d(a_vPos);
// TODO don't set constant inside of shader :/
float wHorizon = 3;
float alpha = (wHorizon - abs(u_cam.w - a_vPos.w)) / wHorizon;
// cull invisible things
if (alpha < -1) {
gl_Position = vec4(0.0);
alpha = 0.0;
} else {
alpha = max(alpha, 0.0);
gl_Position = u_projection * u_view * vec4(vPos, 1.0);
}
v_pos = vPos;
v_w = a_vPos.w;
v_alpha = alpha;
}
"""
-- | fragment shader
fragShader :: String
fragShader =
"#version 330 core\n" ++
"out vec4 o_vColor;\n" ++
"in vec3 v_pos;\n" ++
"void main()\n" ++
"{\n" ++
" o_vColor = vec4(0.5 + 0.5 * v_pos, 1);\n" ++
"}"
"""
#version 330 core
uniform vec4 u_cam;
out vec4 o_vColor;
in vec3 v_pos;
in float v_w;
in float v_alpha;
void main()
{
// the normal vector of the face
// yoinked from https://stackoverflow.com/questions/14980712/how-to-get-flat-normals-on-a-cube/14981446#14981446
vec3 norm = normalize(cross(dFdx(v_pos), dFdy(v_pos)));
// creates a color based on the normal direction
o_vColor = vec4((0.5 + 0.5 * norm) / 2, v_alpha);
}
"""
--------------------------------------------------------------------------------
-- Objects
@@ -101,105 +161,86 @@ sizeOfArray [] = 0
sizeOfArray (x : xs) = fromIntegral $ (*) (1 + length xs) $ sizeOf x
-- | loads a given array into a given attribute index
createVBO
:: Storable (a GL.GLfloat)
=> [a GL.GLfloat]
-> GL.NumComponents
-> GL.AttribLocation
-> IO GL.BufferObject
createVBO ::
(Storable (a GL.GLfloat)) =>
[a GL.GLfloat] ->
GL.NumComponents ->
GL.AttribLocation ->
IO GL.BufferObject
createVBO array numComponents attribLocation = do
-- vbo for buffer
buffer <- GL.genObjectName
GL.bindBuffer GL.ArrayBuffer $= Just buffer
-- populate buffer
withArray
array
$ \ptr ->
withArray array $ \ptr ->
GL.bufferData GL.ArrayBuffer $= (sizeOfArray array, ptr, GL.StaticDraw)
-- create attribute pointer to buffer
GL.vertexAttribPointer attribLocation $=
( GL.ToFloat
, GL.VertexArrayDescriptor
numComponents
GL.Float
0
(plusPtr nullPtr 0)
GL.vertexAttribPointer attribLocation
$= ( GL.ToFloat,
GL.VertexArrayDescriptor numComponents GL.Float 0 (plusPtr nullPtr 0)
)
GL.vertexAttribArray attribLocation $= GL.Enabled
return buffer
-- | creates an object from a given array; deals with vbos and everything
createObject
:: Storable (a GL.GLfloat)
=> [a GL.GLfloat]
-> GL.NumComponents
-> GL.PrimitiveMode
-> IO Object
createObject array numComponents primitiveMode = do
createObject ::
(Storable (a GL.GLfloat)) =>
[a GL.GLfloat] ->
GL.NumComponents ->
GL.PrimitiveMode ->
GL.AttribLocation ->
IO Object
createObject array numComponents primitiveMode attrLocation = do
-- vao for object
vao <- GL.genObjectName
GL.bindVertexArrayObject $= Just vao
-- vbo for vertices
_ <- createVBO array numComponents $ GL.AttribLocation 0
return
(Object
vao
(fromIntegral $ length array)
numComponents
primitiveMode
)
_ <- createVBO array numComponents attrLocation
return (Object vao (fromIntegral $ length array) numComponents primitiveMode)
--------------------------------------------------------------------------------
-- Elm-like data structures
--------------------------------------------------------------------------------
-- | gameloop
loop
:: GLFW.Window -- ^ window to display on
-> Float -- ^ dt
-> (Float -> Model -> Model) -- ^ update function
-> (GLFW.Window -> Model -> IO ()) -- ^ view function
-> IORef Model -- ^ model
-> IO ()
loop ::
-- | window to display on
GLFW.Window ->
-- | dt
Float ->
-- | update function
(Float -> Model -> Model) ->
-- | view function
(GLFW.Window -> Model -> IO ()) ->
-- | model
IORef Model ->
IO ()
loop window dt update view modelRef = do
-- start frame timer
Just frameStart <- GLFW.getTime
-- tick model
modifyIORef' modelRef $ update dt
model' <- readIORef modelRef
-- view new model
view window model'
-- end frame timer, wait the difference between expected and actual
Just frameEnd <- GLFW.getTime
let
drawTime = double2Float $ frameEnd - frameStart
let drawTime = double2Float $ frameEnd - frameStart
target = 1 / 60 :: Float
when (drawTime < target) $ threadDelay $ floor $ (target - drawTime) * 1000000
Just frameEnd' <- GLFW.getTime
let
dt' = double2Float $ frameEnd' - frameStart
let dt' = double2Float $ frameEnd' - frameStart
loop window dt' update view modelRef
-- | updates given a keypress. escape case is probably caught by GLFW in the
-- handler function itself
updateKeyPressed :: GLFW.Key -> Model -> Model
updateKeyPressed key model =
model { keys = key:model.keys }
updateKeyPressed key model = model {keys = key : model.keys}
-- | updates given a keyrelease. escape case is probably caught by GLFW in the
-- handler function itself
updateKeyReleased :: GLFW.Key -> Model -> Model
updateKeyReleased key model =
model { keys = (delete key model.keys) }
updateKeyReleased key model = model {keys = (delete key model.keys)}
applyToTuples :: (a -> b -> c) -> (a, a) -> (b, b) -> (c, c)
applyToTuples f (x, y) (a, b) = (f x a, f y b)
@@ -207,24 +248,21 @@ applyToTuples f (x, y) (a, b) = (f x a, f y b)
-- | updates cursor
updateCursorPos :: Double -> Double -> Model -> Model
updateCursorPos x y model =
let
pyth = (((fst model.cursorPos) - x) ** 2 + ((snd model.cursorPos - y)) ** 2) ** 0.5
in
if pyth < 16 then
let pyth =
(((fst model.cursorPos) - x) ** 2 + ((snd model.cursorPos) - y) ** 2)
** 0.5
in if pyth < 16
then
model
{ cursorPos = (x, y)
, cursorDeltaPos = applyToTuples (-) model.cursorPos (x, y)
}
else
model
{ cursorPos = (x, y)
{ cursorPos = (x, y),
cursorDeltaPos = applyToTuples (-) model.cursorPos (x, y)
}
else model {cursorPos = (x, y)}
-- | draws objects
drawObjects :: [Object] -> IO ([Object])
drawObjects [] = return []
drawObjects
((Object vao numVertices _ primitiveMode):objects) = do
drawObjects ((Object vao numVertices _ primitiveMode) : objects) = do
GL.bindVertexArrayObject $= Just vao
GL.drawArrays primitiveMode 0 numVertices
drawObjects objects

View File

@@ -1,4 +1,7 @@
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
-- |
-- Module : LoadShaders
-- Copyright : (c) Sven Panne 2013
@@ -10,12 +13,12 @@
--
-- Utilities for shader handling, adapted from LoadShaders.cpp which is (c) The
-- Red Book Authors.
--
--------------------------------------------------------------------------------
module Game.Internal.LoadShaders (
ShaderSource(..), ShaderInfo(..), loadShaders
) where
module Game.Internal.LoadShaders
( ShaderSource (..),
ShaderInfo (..),
loadShaders,
)
where
import Control.Exception
import Control.Monad
@@ -25,14 +28,13 @@ import Graphics.Rendering.OpenGL
--------------------------------------------------------------------------------
-- | The source of the shader source code.
data ShaderSource =
data ShaderSource
= -- | The shader source code is directly given as a 'B.ByteString'.
ByteStringSource B.ByteString
-- ^ The shader source code is directly given as a 'B.ByteString'.
| StringSource String
-- ^ The shader source code is directly given as a 'String'.
| FileSource FilePath
-- ^ The shader source code is located in the file at the given 'FilePath'.
| -- | The shader source code is directly given as a 'String'.
StringSource String
| -- | The shader source code is located in the file at the given 'FilePath'.
FileSource FilePath
deriving (Eq, Ord, Show)
getSource :: ShaderSource -> IO B.ByteString
@@ -43,15 +45,14 @@ getSource (FileSource path) = B.readFile path
--------------------------------------------------------------------------------
-- | A description of a shader: The type of the shader plus its source code.
data ShaderInfo = ShaderInfo ShaderType ShaderSource
data ShaderInfo
= ShaderInfo ShaderType ShaderSource
deriving (Eq, Ord, Show)
--------------------------------------------------------------------------------
-- | Create a new program object from the given shaders, throwing an
-- 'IOException' if something goes wrong.
loadShaders :: [ShaderInfo] -> IO Program
loadShaders infos =
createProgram `bracketOnError` deleteObjectName $ \program -> do
@@ -75,12 +76,13 @@ loadCompileAttach program (ShaderInfo shType source : infos) =
compileAndCheck :: Shader -> IO ()
compileAndCheck = checked compileShader compileStatus shaderInfoLog "compile"
checked :: (t -> IO ())
-> (t -> GettableStateVar Bool)
-> (t -> GettableStateVar String)
-> String
-> t
-> IO ()
checked ::
(t -> IO ()) ->
(t -> GettableStateVar Bool) ->
(t -> GettableStateVar String) ->
String ->
t ->
IO ()
checked action getStatus getInfoLog message object = do
action object
ok <- get (getStatus object)

View File

@@ -1,141 +1,122 @@
{-# LANGUAGE NamedFieldPuns, OverloadedRecordDot #-}
{- |
- Module : Game.Internal.Types
- Description :
- Copyright : 2025 Andromeda
- License : BSD 3-clause
- Maintainer : Matrix @Andromeda:tchncs.de
- Stability : Experimental
-}
{-# LANGUAGE NamedFieldPuns #-}
{-# LANGUAGE OverloadedRecordDot #-}
-- |
-- - Module : Game.Internal.Types
-- - Description :
-- - Copyright : 2025 Andromeda
-- - License : BSD 3-clause
-- - Maintainer : Matrix @Andromeda:tchncs.de
-- - Stability : Experimental
module Game.Internal.Types
( Object(..)
, toGLMatrix
, Model ( camera
, objects
, cursorDeltaPos
, cursorPos
, program
, keys
, wprop
( Object (..),
toGLMatrix,
Model (camera, objects, cursorDeltaPos, cursorPos, keys, program, wprop),
mkModel,
Camera (camPos, camPitch, camYaw, camReference, mouseSensitivity, camVel, strafeStrength, jumpStrength, hasJumped, airTime),
mkCamera,
WorldProperties (g, friction, up),
mkWorldProperties,
)
, mkModel
where
, Camera ( camPos
, camPitch
, camYaw
, camReference
, mouseSensitivity
, camVel
, strafeStrength
, jumpStrength
, hasJumped
, airTime
)
, mkCamera
, WorldProperties (g, friction, up)
, mkWorldProperties
) where
import qualified Graphics.UI.GLFW as GLFW
import qualified Graphics.Rendering.OpenGL as GL
import qualified Graphics.UI.GLFW as GLFW
import Linear (V3 (..), V4 (..))
import qualified Linear as L
import Linear (V3, V3(..), V4(..))
-- | represents a single draw call
data Object =
Object
{ vao :: GL.VertexArrayObject -- ^ vao of vertex buffer
, numIndicies :: GL.NumArrayIndices -- ^ number of vertices
, numComponents :: GL.NumComponents -- ^ dimensionallity; vec3, vec4, etc.
, primitiveMode :: GL.PrimitiveMode -- ^ primitive mode to be drawn with
data Object = Object
{ -- | vao of vertex buffer
vao :: GL.VertexArrayObject,
-- | number of vertices
numIndicies :: GL.NumArrayIndices,
-- | dimensionallity; vec3, vec4, etc.
numComponents :: GL.NumComponents,
-- | primitive mode to be drawn with
primitiveMode :: GL.PrimitiveMode
}
deriving Show
deriving (Show)
-- | converts M44 to a 16array for OpenGL
toGLMatrix :: L.M44 GL.GLfloat -> [GL.GLfloat]
toGLMatrix
(V4
(V4 c00 c01 c02 c03)
(V4 c10 c11 c12 c13)
(V4 c20 c21 c22 c23)
(V4 c30 c31 c32 c33)) =
[ c00, c01, c02, c03
, c10, c11, c12, c13
, c20, c21, c22, c23
, c30, c31, c32, c33
toGLMatrix (V4 (V4 c00 c01 c02 c03) (V4 c10 c11 c12 c13) (V4 c20 c21 c22 c23) (V4 c30 c31 c32 c33)) =
[ c00,
c01,
c02,
c03,
c10,
c11,
c12,
c13,
c20,
c21,
c22,
c23,
c30,
c31,
c32,
c33
]
-- | gamestate
data Model =
Model
{ camera :: Camera
, cursorDeltaPos :: (Double, Double) -- ^ frame-on-frame delta mouse position
, cursorPos :: (Double, Double) -- ^ current mouse position
, keys :: [GLFW.Key] -- ^ currently pressed keys
, objects :: [Object] -- ^ draw calls
, program :: GL.Program -- ^ shader program
, wprop :: WorldProperties
data Model = Model
{ camera :: Camera,
-- | frame-on-frame delta mouse position
cursorDeltaPos :: (Double, Double),
-- | current mouse position
cursorPos :: (Double, Double),
-- | currently pressed keys
keys :: [GLFW.Key],
-- | draw calls
objects :: [Object],
program :: GL.Program,
wprop :: WorldProperties
}
deriving Show
deriving (Show)
-- | smart constructor for Model
mkModel
:: Camera
-> [Object]
-> GL.Program
-> WorldProperties
-> Model
mkModel :: Camera -> [Object] -> GL.Program -> WorldProperties -> Model
mkModel camera objects program wprop =
Model
camera
(0,0)
(0,0)
[]
objects
program
wprop
Model camera (0, 0) (0, 0) [] objects program wprop
-- | camera
data Camera =
Camera
{ camPos :: V3 Float -- ^ position in world space
, camPitch :: Float -- ^ pitch in radians, up positive
, camYaw :: Float -- ^ yaw in radians, right positive
, camReference :: V3 Float -- ^ reference direction; orientation applied to
, camVel :: V3 Float -- ^ velocity in world space
, mouseSensitivity :: Float -- ^ scale factor for mouse movement
, strafeStrength :: Float -- ^ scale factor for strafe
, jumpStrength :: Float -- ^ scale factor for jump initial velocity
, hasJumped :: Bool -- ^ whether the camera still has jumping state
, airTime :: Float -- ^ time since jumping state entered in seconds
data Camera = Camera
{ -- | position in world space
camPos :: V4 Float,
-- | pitch in radians, up positive
camPitch :: Float,
-- | yaw in radians, right positive
camYaw :: Float,
-- | reference direction; orientation applied to
camReference :: V3 Float,
-- | velocity in world space
camVel :: V3 Float,
-- | scale factor for mouse movement
mouseSensitivity :: Float,
-- | scale factor for strafe
strafeStrength :: Float,
-- | scale factor for jump initial velocity
jumpStrength :: Float,
-- | whether the camera still has jumping state
hasJumped :: Bool,
-- | time since jumping state entered in seconds
airTime :: Float
}
deriving Show
deriving (Show)
-- | smart constructor for Camera
mkCamera
:: V3 Float
-> Float
-> Float
-> V3 Float
-> V3 Float
-> Float
-> Float
-> Float
-> Camera
mkCamera
camPos
camPitch
camYaw
camReference
camVel
mouseSensitivity
strafeStrength
jumpStrength =
mkCamera ::
V4 Float ->
Float ->
Float ->
V3 Float ->
V3 Float ->
Float ->
Float ->
Float ->
Camera
mkCamera camPos camPitch camYaw camReference camVel mouseSensitivity strafeStrength jumpStrength =
Camera
camPos
camPitch
@@ -149,15 +130,16 @@ mkCamera
0
-- | physical properties of the world
data WorldProperties =
WorldProperties
{ g :: Float -- ^ gravity `g`
, friction :: Float -- ^ scale factor for floor friction
, up :: V3 Float -- ^ global up vector
data WorldProperties = WorldProperties
{ -- | gravity `g`
g :: Float,
-- | scale factor for floor friction
friction :: Float,
-- | global up vector
up :: V3 Float
}
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 g friction up = WorldProperties g friction (L.normalize up)

383
src/Main.hs Normal file
View File

@@ -0,0 +1,383 @@
{-# LANGUAGE DisambiguateRecordFields #-}
{-# LANGUAGE NamedFieldPuns #-}
{-# LANGUAGE OverloadedRecordDot #-}
-- |
-- - Module : Game
-- - Description : runs game
-- - Copyright : 2025 Andromeda
-- - License : BSD 3-clause
-- - Maintainer : Matrix @Andromeda:tchncs.de
-- - Stability : Experimental
module Main
( main,
)
where
import Control.Lens ((^.))
import Data.IORef (newIORef)
import GHC.Float (double2Float)
import Game.Internal
import Game.Internal.Types
import Graphics.Rendering.OpenGL (($=))
import qualified Graphics.Rendering.OpenGL as GL
import qualified Graphics.UI.GLFW as GLFW
import Linear (V3 (..), V4 (..), (*^), _w, _xyz, _y)
import qualified Linear as L
-- | 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
-- alpha
-- 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)
(object, program) <-
initResources $
concat
( [hCube]
++ [map (\v -> (V4 a 0 0 a) + (rotate4 0 1 (a * g90 / 24) v)) hCube | a <- take 1000 [0, 2 ..]]
++ [map (\v -> (V4 a 2 0 a) + (rotate4 0 2 (a * g90 / 24) v)) hCube | a <- take 1000 [0, 2 ..]]
++ [map (\v -> (V4 a 4 0 a) + (rotate4 0 3 (a * g90 / 24) v)) hCube | a <- take 1000 [0, 2 ..]]
++ [map (\v -> (V4 a (-2) 0 a) + (rotate4 1 0 (a * g90 / 24) v)) hCube | a <- take 1000 [0, 2 ..]]
++ [map (\v -> (V4 a (-4) 0 a) + (rotate4 2 0 (a * g90 / 24) v)) hCube | a <- take 1000 [0, 2 ..]]
++ [map (\v -> (V4 a (-6) 0 a) + (rotate4 3 0 (a * g90 / 24) v)) hCube | a <- take 1000 [0, 2 ..]]
)
let model =
mkModel
( mkCamera
(V4 0 0 3 0) -- camPos
0 -- pitch
0 -- yaw
(V3 0 0 (-1)) -- reference vector
(V3 0 0 0) -- velocity
2 -- mouse sensitivity
16 -- strafe strength
12 -- jump strength
)
[object]
program
(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
--------------------------------------------------------------------------------
m = (0 - p)
p = 0.5
g90 = pi / 2
v3tov4 :: GL.GLfloat -> V3 GL.GLfloat -> V4 GL.GLfloat
v3tov4 w (V3 x y z) = V4 x y z w
v3tov4' :: GL.GLfloat -> V3 GL.GLfloat -> V4 GL.GLfloat
v3tov4' w (V3 x y z) = V4 x y w z
v3tov4'' :: GL.GLfloat -> V3 GL.GLfloat -> V4 GL.GLfloat
v3tov4'' w (V3 x y z) = V4 x w y z
v3tov4''' :: GL.GLfloat -> V3 GL.GLfloat -> V4 GL.GLfloat
v3tov4''' w (V3 x y z) = V4 w x y z
rotate :: V3 GL.GLfloat -> GL.GLfloat -> V3 GL.GLfloat -> V3 GL.GLfloat
rotate axis angle point = L.fromQuaternion (L.axisAngle axis angle) L.!* point
rotate4 :: Int -> Int -> GL.GLfloat -> V4 GL.GLfloat -> V4 GL.GLfloat
rotate4 i0 i1 angle (V4 x y z w) =
let coords = [x, y, z, w]
cos' = cos angle
sin' = sin angle
xi = coords !! i0
xj = coords !! i1
coords' =
[ if k == i0
then cos' * xi - sin' * xj
else
if k == i1
then sin' * xi + cos' * xj
else coords !! k
| k <- [0 .. 3]
]
in V4 (coords' !! 0) (coords' !! 1) (coords' !! 2) (coords' !! 3)
cycle3r :: V3 GL.GLfloat -> V3 GL.GLfloat
cycle3r (V3 a b c) = V3 c a b
cycle3l :: V3 GL.GLfloat -> V3 GL.GLfloat
cycle3l (V3 a b c) = V3 b c a
face :: [V3 GL.GLfloat]
face =
[ V3 m m 0,
V3 p m 0,
V3 m p 0,
V3 m p 0,
V3 p m 0,
V3 p p 0
]
-- | cube, side length 1, centered on 0 0 0
cube :: [V3 GL.GLfloat]
cube =
concatMap
( \faceSpec ->
map
(\v -> (rotate (fst faceSpec) g90 v) L.^+^ (rotate (fst faceSpec) g90 (snd faceSpec)))
face
)
[ (V3 0 0 1, V3 0 0 p),
(V3 0 1 0, V3 0 0 p),
(V3 1 0 0, V3 0 0 p),
(V3 0 0 (-1), V3 0 0 m), -- no clue
(V3 0 (-1) 0, V3 0 0 p),
(V3 (-1) 0 0, V3 0 0 p)
]
hCube :: [V4 GL.GLfloat]
hCube =
concatMap
( \(w, i0, i1) ->
map
(rotate4 i0 i1 g90 . v3tov4 w)
cube
)
[ (p, 3, 0),
(p, 0, 3),
(p, 1, 3),
(p, 2, 3),
(m, 3, 0),
(m, 0, 3),
(m, 1, 3),
(m, 2, 3)
]
--------------------------------------------------------------------------------
-- Elm-like data structures
--------------------------------------------------------------------------------
-- | update function
update :: Float -> Model -> Model
update dt model =
updateW dt $
updateVelocity dt $
updateAcceleration dt $
updateSpeed dt $
updateCameraAngle dt model
updateW :: Float -> Model -> Model
updateW dt model =
if elem GLFW.Key'R model.keys
then
model
{ camera =
model.camera
{ camPos = model.camera.camPos + (V4 0 0 0 (dt * dt * model.camera.strafeStrength))
}
}
else
if elem GLFW.Key'F model.keys
then
model
{ camera =
model.camera
{ camPos = model.camera.camPos - (V4 0 0 0 (dt * dt * model.camera.strafeStrength))
}
}
else model
updateSpeed :: Float -> Model -> Model
updateSpeed dt model =
if elem GLFW.Key'T model.keys
then
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 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
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
jump =
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 ^. _xyz) + 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
{ airTime = model.camera.airTime + dt,
camVel = camVel',
hasJumped = aboveGround
}
}
else
model
{ camera =
model.camera
{ airTime = 0,
camVel = camVel' * (V3 1 0 1),
camPos = model.camera.camPos * (V4 1 0 1 1),
hasJumped = aboveGround
}
}
updateVelocity :: Float -> Model -> Model
updateVelocity dt model =
model
{ camera =
model.camera
{ camPos = V4 1 1 1 (model.camera.camPos ^. _w) * (L.point $ (model.camera.camPos ^. _xyz) + 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
{ cursorDeltaPos = (0, 0),
camera = model.camera {camPitch = newPitch'', camYaw = newYaw}
}
-- | views the model
view :: GLFW.Window -> Model -> IO ()
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
yaw = model.camera.camYaw
forward = V3 (cos pitch * sin yaw) (sin pitch) (cos pitch * cos yaw)
viewMatrix =
L.lookAt
(model.camera.camPos ^. _xyz)
((model.camera.camPos ^. _xyz) - forward)
model.wprop.up
projectionMatrix =
L.perspective 1.2 (fromIntegral w / fromIntegral h) 0.01 1000
viewGLMatrix <-
GL.newMatrix GL.RowMajor $ toGLMatrix viewMatrix ::
IO
(GL.GLmatrix GL.GLfloat)
-- load 3d view matrix
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)
-- load 3d projection matrix
projectionLocation <- GL.get $ GL.uniformLocation model.program "u_projection"
GL.uniform projectionLocation $= projectionGLMatrix
let camx = (\(V4 x _ _ _) -> x) model.camera.camPos
camy = (\(V4 _ y _ _) -> y) model.camera.camPos
camz = (\(V4 _ _ z _) -> z) model.camera.camPos
camw = (\(V4 _ _ _ w) -> w) model.camera.camPos
camWLocation <- GL.get $ GL.uniformLocation model.program "u_cam"
GL.uniform camWLocation $= GL.Vector4 camx camy camz camw
-- draw objects; returns IO []
_ <- drawObjects model.objects
-- swap to current buffer
GLFW.swapBuffers window
-- check for interrupts
GLFW.pollEvents