5 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
7 changed files with 658 additions and 485 deletions

View File

@@ -20,6 +20,21 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- use `Double` rather than `FLoat` for internal calculations - use `Double` rather than `FLoat` for internal calculations
- `cursorPos`, `dt` natively `Double` already - `cursorPos`, `dt` natively `Double` already
## [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 ## [0.3.0] - 2025-12-08
### Added ### Added

View File

@@ -7,45 +7,21 @@
self, self,
... ...
}: let }: let
versionString = "0.3.0";
package = {
mkDerivation,
base,
bytestring,
GLFW-b,
lens,
lib,
linear,
OpenGL,
}:
mkDerivation {
pname = "hs-game";
version = versionString;
src = ./.;
isLibrary = false;
isExecutable = true;
executableHaskellDepends = [
base
bytestring
GLFW-b
lens
linear
OpenGL
];
homepage = "https://git.mtgmonkey.net/Andromeda/hs-game";
license = lib.licenses.bsd3;
mainProgram = "hs-game";
};
system = "x86_64-linux"; system = "x86_64-linux";
pkgs = nixpkgs.legacyPackages.${system}; pkgs = nixpkgs.legacyPackages.${system};
in { in {
packages.${system} = { packages.${system} = {
default = default =
pkgs.haskellPackages.callPackage package {}; pkgs.haskell.packages.ghc912.callCabal2nix "hs-game" ./. {
};
}; };
devShells.${system} = { devShells.${system} = {
default = pkgs.mkShell { default = pkgs.mkShell {
packages = [ packages = [
# dev stuff
pkgs.haskellPackages.ghcide
pkgs.haskellPackages.ormolu
pkgs.cabal-install pkgs.cabal-install
pkgs.libGL pkgs.libGL
pkgs.xorg.libX11 pkgs.xorg.libX11

View File

@@ -1,6 +1,6 @@
cabal-version: 3.0 cabal-version: 3.0
name: hs-game name: hs-game
version: 0.3.0 version: 0.5.0
-- synopsis: -- synopsis:
-- description: -- description:
homepage: https://git.mtgmonkey.net/Andromeda/hs-game homepage: https://git.mtgmonkey.net/Andromeda/hs-game

View File

@@ -1,95 +1,155 @@
{-# LANGUAGE DisambiguateRecordFields, NamedFieldPuns, OverloadedRecordDot #-} {-# LANGUAGE DisambiguateRecordFields #-}
{- | {-# LANGUAGE MultilineStrings #-}
- Module : Game.Internal {-# LANGUAGE NamedFieldPuns #-}
- Description : internal functions {-# LANGUAGE OverloadedRecordDot #-}
- 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
)
where
-- |
-- - 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,
)
where
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 (Storable, sizeOf)
import GHC.Float (double2Float)
import Game.Internal.LoadShaders import Game.Internal.LoadShaders
import Game.Internal.Types import Game.Internal.Types
import Graphics.Rendering.OpenGL (($=))
import Control.Concurrent (threadDelay)
import Control.Monad (when)
import Data.IORef (IORef, modifyIORef', readIORef)
import Data.List (delete)
import Foreign.Marshal.Array (withArray)
import Foreign.Ptr (nullPtr, plusPtr)
import Foreign.Storable (sizeOf, Storable)
import GHC.Float (double2Float)
import qualified Graphics.UI.GLFW as GLFW
import qualified Graphics.Rendering.OpenGL as GL import qualified Graphics.Rendering.OpenGL as GL
import Graphics.Rendering.OpenGL as GL (($=)) import qualified Graphics.UI.GLFW as GLFW
import Linear (V3 (..), V4 (..))
import Linear (V3(..))
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
-- Shader creation and object initialisation -- Shader creation and object initialisation
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
-- | loads models, shaders initResources :: [V4 GL.GLfloat] -> IO (Object, GL.Program)
initResources :: [V3 GL.GLfloat] -> IO ([Object], GL.Program) initResources arr = do
initResources array = do object <-
-- create objects createObject arr 4 GL.Triangles (GL.AttribLocation 0)
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]
-- load shaders -- compile shader program
program <- loadShaders program <-
[ ShaderInfo GL.VertexShader (StringSource vertShader) loadShaders
, ShaderInfo GL.FragmentShader (StringSource fragShader) [ ShaderInfo GL.VertexShader (StringSource vertShader),
] ShaderInfo GL.FragmentShader (StringSource fragShader)
]
GL.currentProgram $= Just program 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 -- a_ vertex shader input
-- v_ varying -- v_ varying
-- u_ uniform -- u_ uniform
-- o_ fragment shader output -- o_ fragment shader output
-- | vertex shader
vertShader :: String vertShader :: String
vertShader = vertShader =
"#version 330 core\n" ++ """
"layout (location = 0) in vec3 a_vPos;\n" ++ #version 330 core
"uniform mat4 u_view;\n" ++
"uniform mat4 u_projection;\n" ++ layout (location = 0) in vec4 a_vPos;
"out vec3 v_pos;\n" ++
"void main()\n" ++ uniform mat4 u_view;
"{\n" ++ uniform mat4 u_projection;
" gl_Position = u_projection * u_view * vec4(a_vPos.xyz, 1.0);\n" ++ uniform vec4 u_cam;
" v_pos = a_vPos;\n" ++
"}" out vec3 v_pos;
out float v_w;
-- | fragment shader 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;
}
"""
fragShader :: String fragShader :: String
fragShader = fragShader =
"#version 330 core\n" ++ """
"out vec4 o_vColor;\n" ++ #version 330 core
"in vec3 v_pos;\n" ++
"void main()\n" ++ uniform vec4 u_cam;
"{\n" ++
" o_vColor = vec4(0.5 + 0.5 * v_pos, 1);\n" ++ 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 -- Objects
@@ -98,133 +158,111 @@ fragShader =
-- | 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 ->
-> IO GL.BufferObject IO GL.BufferObject
createVBO array numComponents attribLocation = do 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 GL.bufferData GL.ArrayBuffer $= (sizeOfArray array, ptr, GL.StaticDraw)
$ \ptr ->
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 ->
-> IO Object GL.AttribLocation ->
createObject array numComponents primitiveMode = do IO Object
createObject array numComponents primitiveMode attrLocation = 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 attrLocation
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 -- | window to display on
-> Float -- ^ dt GLFW.Window ->
-> (Float -> Model -> Model) -- ^ update function -- | dt
-> (GLFW.Window -> Model -> IO ()) -- ^ view function Float ->
-> IORef Model -- ^ model -- | update function
-> IO () (Float -> Model -> Model) ->
-- | view function
(GLFW.Window -> Model -> IO ()) ->
-- | model
IORef Model ->
IO ()
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)
-- | 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
{ cursorPos = (x, y) model
, cursorDeltaPos = applyToTuples (-) model.cursorPos (x, y) { cursorPos = (x, y),
} cursorDeltaPos = applyToTuples (-) model.cursorPos (x, y)
else }
model else model {cursorPos = (x, y)}
{ 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

View File

@@ -1,4 +1,7 @@
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
--------------------------------------------------------------------------------
-- | -- |
-- Module : LoadShaders -- Module : LoadShaders
-- Copyright : (c) Sven Panne 2013 -- Copyright : (c) Sven Panne 2013
@@ -10,12 +13,12 @@
-- --
-- Utilities for shader handling, adapted from LoadShaders.cpp which is (c) The -- Utilities for shader handling, adapted from LoadShaders.cpp which is (c) The
-- Red Book Authors. -- Red Book Authors.
-- module Game.Internal.LoadShaders
-------------------------------------------------------------------------------- ( ShaderSource (..),
ShaderInfo (..),
module Game.Internal.LoadShaders ( loadShaders,
ShaderSource(..), ShaderInfo(..), loadShaders )
) where where
import Control.Exception import Control.Exception
import Control.Monad import Control.Monad
@@ -25,15 +28,14 @@ import Graphics.Rendering.OpenGL
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
-- | The source of the shader source code. -- | 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 ByteStringSource B.ByteString
-- ^ The shader source code is directly given as a 'B.ByteString'. | -- | The shader source code is directly given as a 'String'.
| StringSource String StringSource String
-- ^ The shader source code is directly given as a 'String'. | -- | The shader source code is located in the file at the given 'FilePath'.
| FileSource FilePath FileSource 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
@@ -43,21 +45,20 @@ 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
loadCompileAttach program infos loadCompileAttach program infos
linkAndCheck program linkAndCheck program
return program return program
linkAndCheck :: Program -> IO () linkAndCheck :: Program -> IO ()
linkAndCheck = checked linkProgram linkStatus programInfoLog "link" linkAndCheck = checked linkProgram linkStatus programInfoLog "link"
@@ -65,25 +66,26 @@ 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
compileAndCheck shader compileAndCheck shader
attachShader program shader attachShader program shader
loadCompileAttach program infos loadCompileAttach program infos
compileAndCheck :: Shader -> IO () compileAndCheck :: Shader -> IO ()
compileAndCheck = checked compileShader compileStatus shaderInfoLog "compile" compileAndCheck = checked compileShader compileStatus shaderInfoLog "compile"
checked :: (t -> IO ()) checked ::
-> (t -> GettableStateVar Bool) (t -> IO ()) ->
-> (t -> GettableStateVar String) (t -> GettableStateVar Bool) ->
-> String (t -> GettableStateVar String) ->
-> t String ->
-> IO () t ->
IO ()
checked action getStatus getInfoLog message object = do checked action getStatus getInfoLog message object = do
action object action object
ok <- get (getStatus object) ok <- get (getStatus object)
unless ok $ do unless ok $ do
infoLog <- get (getInfoLog object) infoLog <- get (getInfoLog object)
fail (message ++ " log: " ++ infoLog) fail (message ++ " log: " ++ infoLog)

View File

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

View File

@@ -1,98 +1,179 @@
{-# LANGUAGE DisambiguateRecordFields, NamedFieldPuns, OverloadedRecordDot #-} {-# LANGUAGE DisambiguateRecordFields #-}
{- | {-# LANGUAGE NamedFieldPuns #-}
- Module : Game {-# LANGUAGE OverloadedRecordDot #-}
- Description : runs game
- Copyright : 2025 Andromeda
- License : BSD 3-clause
- Maintainer : Matrix @Andromeda:tchncs.de
- Stability : Experimental
-}
module Main (main) where
import Game.Internal.Types -- |
-- - 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
import Game.Internal.Types
import Control.Lens ((^.)) import Graphics.Rendering.OpenGL (($=))
import Data.IORef (newIORef)
import GHC.Float (double2Float)
import qualified Graphics.UI.GLFW as GLFW
import qualified Graphics.Rendering.OpenGL as GL import qualified Graphics.Rendering.OpenGL as GL
import Graphics.Rendering.OpenGL as GL (($=)) import qualified Graphics.UI.GLFW as GLFW
import Linear (V3 (..), V4 (..), (*^), _w, _xyz, _y)
import qualified Linear as L import qualified Linear as L
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
-- alpha
-- 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)
(object, program) <-
(objects, program) <- initResources testVertices initResources $
concat
-- init model ( [hCube]
let ++ [map (\v -> (V4 a 0 0 a) + (rotate4 0 1 (a * g90 / 24) v)) hCube | a <- take 1000 [0, 2 ..]]
model = ++ [map (\v -> (V4 a 2 0 a) + (rotate4 0 2 (a * g90 / 24) v)) hCube | a <- take 1000 [0, 2 ..]]
mkModel ++ [map (\v -> (V4 a 4 0 a) + (rotate4 0 3 (a * g90 / 24) v)) hCube | a <- take 1000 [0, 2 ..]]
(mkCamera ++ [map (\v -> (V4 a (-2) 0 a) + (rotate4 1 0 (a * g90 / 24) v)) hCube | a <- take 1000 [0, 2 ..]]
(V3 0 0 3) -- camPos ++ [map (\v -> (V4 a (-4) 0 a) + (rotate4 2 0 (a * g90 / 24) v)) hCube | a <- take 1000 [0, 2 ..]]
0 -- pitch ++ [map (\v -> (V4 a (-6) 0 a) + (rotate4 3 0 (a * g90 / 24) v)) hCube | a <- take 1000 [0, 2 ..]]
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)
) )
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 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
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
-- | centered unit square m = (0 - p)
testVertices :: [V3 GL.GLfloat]
testVertices = p = 0.5
[ V3 (-0.5) (-0.5) 0
, V3 0.5 (-0.5) 0 g90 = pi / 2
, V3 (-0.5) 0.5 0
, V3 0.5 0.5 0 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 -- Elm-like data structures
-------------------------------------------------------------------------------- --------------------------------------------------------------------------------
@@ -100,84 +181,151 @@ testVertices =
-- | update function -- | update function
update :: Float -> Model -> Model update :: Float -> Model -> Model
update dt model = update dt model =
updateVelocity updateW dt $
dt updateVelocity dt $
$ updateAcceleration updateAcceleration dt $
dt updateSpeed dt $
$ updateCameraAngle updateCameraAngle dt model
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 :: 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 =
x = xp - xn if elem GLFW.Key'W model.keys
z = zp - zn then 1
friction = V3 (1 - model.wprop.friction) 1 (1 - model.wprop.friction) else 0
movement = L.normalize (V3 x 0 z) L.^* (dt * model.camera.strafeStrength) xp =
movement' = L.rotate (L.axisAngle model.wprop.up model.camera.camYaw) movement if elem GLFW.Key'D model.keys
jump = then 1
if model.camera.hasJumped then else 0
V3 0 (0 - model.wprop.g * model.camera.airTime) 0 xn =
else if elem GLFW.Key'A model.keys
V3 0 0 0 then 1
camVel' = friction * (model.camera.camVel + movement' + jump) else 0
aboveGround = (model.camera.camPos + dt L.*^ camVel') ^. _y > 0 x = xp - xn
in z = zp - zn
if friction = V3 (1 - model.wprop.friction) 1 (1 - model.wprop.friction)
(elem GLFW.Key'Space model.keys) movement = L.normalize (V3 x 0 z) L.^* (dt * model.camera.strafeStrength)
&& (model.camera.hasJumped == False) movement' =
then L.rotate (L.axisAngle model.wprop.up model.camera.camYaw) movement
updateAcceleration dt $ model { camera = model.camera { airTime = dt, camVel = model.camera.camVel + (V3 0 model.camera.jumpStrength 0), hasJumped = True } } jump =
else if model.camera.hasJumped
if aboveGround then then V3 0 (0 - model.wprop.g * model.camera.airTime) 0
model else V3 0 0 0
{ camera = model.camera camVel' = friction * (model.camera.camVel + movement' + jump)
{ airTime = model.camera.airTime + dt aboveGround = ((model.camera.camPos ^. _xyz) + dt L.*^ camVel') ^. _y > 0
, camVel = camVel' in if (elem GLFW.Key'Space model.keys) && (model.camera.hasJumped == False)
, hasJumped = aboveGround then
} updateAcceleration dt $
} model
else { camera =
model model.camera
{ camera = model.camera { airTime = dt,
{ airTime = 0 camVel =
, camVel = camVel' * (V3 1 0 1) model.camera.camVel
, camPos = model.camera.camPos * (V3 1 0 1) + (V3 0 model.camera.jumpStrength 0),
, hasJumped = aboveGround 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 :: 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 = V4 1 1 1 (model.camera.camPos ^. _w) * (L.point $ (model.camera.camPos ^. _xyz) + 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)
{ cursorDeltaPos = (0, 0) then (-1.56)
, camera = model.camera else newPitch'
{ camPitch = newPitch'' newYaw =
, camYaw = newYaw model.camera.camYaw
} + scaleFactor * (double2Float $ fst model.cursorDeltaPos)
} in model
{ cursorDeltaPos = (0, 0),
camera = model.camera {camPitch = newPitch'', camYaw = newYaw}
}
-- | views the model -- | views the model
view :: GLFW.Window -> Model -> IO () view :: GLFW.Window -> Model -> IO ()
@@ -185,39 +333,51 @@ 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 = L.lookAt
L.lookAt (model.camera.camPos ^. _xyz)
model.camera.camPos ((model.camera.camPos ^. _xyz) - forward)
(model.camera.camPos - forward) model.wprop.up
model.wprop.up projectionMatrix =
projectionMatrix = L.perspective 1.5 (fromIntegral w / fromIntegral h) 0.01 10000 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)
-- load 3d view matrix
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 <- GL.newMatrix GL.RowMajor $ toGLMatrix projectionMatrix :: IO (GL.GLmatrix GL.GLfloat) 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" projectionLocation <- GL.get $ GL.uniformLocation model.program "u_projection"
GL.uniform projectionLocation $= projectionGLMatrix 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 [] -- 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