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5 Commits
8cabc29195
...
developmen
| Author | SHA1 | Date | |
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602507a605 | ||
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4d59cd7569 | ||
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5474012f89 | ||
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2a3c9bdafb | ||
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a62275f853 |
@@ -11,11 +11,17 @@
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pkgs = nixpkgs.legacyPackages.${system};
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pkgs = nixpkgs.legacyPackages.${system};
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in {
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in {
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packages.${system} = {
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packages.${system} = {
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default = pkgs.haskellPackages.callCabal2nix "hs-game" ./. {};
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default =
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pkgs.haskell.packages.ghc912.callCabal2nix "hs-game" ./. {
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};
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};
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};
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devShells.${system} = {
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devShells.${system} = {
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default = pkgs.mkShell {
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default = pkgs.mkShell {
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packages = [
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packages = [
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# dev stuff
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pkgs.haskellPackages.ghcide
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pkgs.haskellPackages.ormolu
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pkgs.cabal-install
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pkgs.cabal-install
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pkgs.libGL
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pkgs.libGL
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pkgs.xorg.libX11
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pkgs.xorg.libX11
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@@ -1,6 +1,6 @@
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cabal-version: 3.0
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cabal-version: 3.0
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name: hs-game
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name: hs-game
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version: 0.4.0
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version: 0.5.0
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-- synopsis:
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-- synopsis:
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-- description:
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-- description:
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homepage: https://git.mtgmonkey.net/Andromeda/hs-game
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homepage: https://git.mtgmonkey.net/Andromeda/hs-game
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@@ -1,28 +1,28 @@
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{-# LANGUAGE DisambiguateRecordFields, NamedFieldPuns, OverloadedRecordDot #-}
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{-# LANGUAGE DisambiguateRecordFields #-}
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{-# LANGUAGE MultilineStrings #-}
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{-# LANGUAGE NamedFieldPuns #-}
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{-# LANGUAGE OverloadedRecordDot #-}
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{- |
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-- |
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- Module : Game.Internal
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-- - Module : Game.Internal
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- Description : internal functions
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-- - Description : internal functions
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- Copyright : 2025 Andromeda
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-- - Copyright : 2025 Andromeda
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- License : BSD 3-clause
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-- - License : BSD 3-clause
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- Maintainer : Matrix @Andromeda:tchncs.de
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-- - Maintainer : Matrix @Andromeda:tchncs.de
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- Stability : Experimental
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-- - Stability : Experimental
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-}
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module Game.Internal
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module Game.Internal
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( cursorPosHandler
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( cursorPosHandler,
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, drawObjects
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drawObjects,
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, initResources
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initResources,
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, keyPressed
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keyPressed,
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, loop
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loop,
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, resizeWindow
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resizeWindow,
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, shutdownWindow
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shutdownWindow,
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, updateCursorPos
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updateCursorPos,
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, updateKeyPressed
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updateKeyPressed,
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, updateKeyReleased
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updateKeyReleased,
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) where
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)
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where
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import Game.Internal.LoadShaders
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import Game.Internal.Types
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import Control.Concurrent (threadDelay)
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import Control.Concurrent (threadDelay)
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import Control.Monad (when)
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import Control.Monad (when)
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@@ -32,29 +32,35 @@ import Foreign.Marshal.Array (withArray)
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import Foreign.Ptr (nullPtr, plusPtr)
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import Foreign.Ptr (nullPtr, plusPtr)
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import Foreign.Storable (Storable, sizeOf)
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import Foreign.Storable (Storable, sizeOf)
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import GHC.Float (double2Float)
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import GHC.Float (double2Float)
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import Game.Internal.LoadShaders
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import qualified Graphics.Rendering.OpenGL as GL
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import Game.Internal.Types
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import Graphics.Rendering.OpenGL (($=))
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import Graphics.Rendering.OpenGL (($=))
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import qualified Graphics.Rendering.OpenGL as GL
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import qualified Graphics.UI.GLFW as GLFW
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import qualified Graphics.UI.GLFW as GLFW
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import Linear (V3 (..), V4 (..))
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import Linear (V3(..))
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--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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-- Shader creation and object initialisation
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-- Shader creation and object initialisation
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--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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-- | loads models, shaders
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initResources :: [[V3 GL.GLfloat]] -> IO ([Object], GL.Program)
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initResources :: [V4 GL.GLfloat] -> IO (Object, GL.Program)
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initResources arrays = do
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initResources arr = do
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-- create objects
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object <-
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objects <- listIOsToIOlist [ createObject arr 3 GL.TriangleStrip | arr <- arrays ] []
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createObject arr 4 GL.Triangles (GL.AttribLocation 0)
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-- load shaders
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-- compile shader program
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program <-
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program <-
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loadShaders
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loadShaders
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[ ShaderInfo GL.VertexShader (StringSource vertShader)
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[ ShaderInfo GL.VertexShader (StringSource vertShader),
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, ShaderInfo GL.FragmentShader (StringSource fragShader)
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ShaderInfo GL.FragmentShader (StringSource fragShader)
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]
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]
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GL.currentProgram $= Just program
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GL.currentProgram $= Just program
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return (objects, program)
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-- alpha
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GL.blend $= GL.Enabled
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GL.blendFunc $= (GL.SrcAlpha, GL.OneMinusSrcAlpha)
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return (object, program)
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listIOsToIOlist :: [IO a] -> [a] -> IO [a]
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listIOsToIOlist :: [IO a] -> [a] -> IO [a]
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listIOsToIOlist [] out = return out
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listIOsToIOlist [] out = return out
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@@ -66,34 +72,89 @@ listIOsToIOlist (io:ios) out = do
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-- v_ varying
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-- v_ varying
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-- u_ uniform
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-- u_ uniform
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-- o_ fragment shader output
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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 :: String
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vertShader =
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vertShader =
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"#version 330 core\n"
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"""
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++ "layout (location = 0) in vec3 a_vPos;\n"
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#version 330 core
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++ "uniform mat4 u_view;\n"
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++ "uniform mat4 u_projection;\n"
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layout (location = 0) in vec4 a_vPos;
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++ "out vec3 v_pos;\n"
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++ "void main()\n"
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uniform mat4 u_view;
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++ "{\n"
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uniform mat4 u_projection;
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++ " gl_Position = u_projection * u_view * vec4(a_vPos.xyz, 1.0);\n"
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uniform vec4 u_cam;
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++ " v_pos = a_vPos;\n"
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++ "}"
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out vec3 v_pos;
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out float v_w;
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out float v_alpha;
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vec3 orthoFrom4d(vec4 point)
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{
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return point.xyz;
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}
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// creates a simple 3d coordinate from a 4d
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vec3 projectFrom4d(vec4 point)
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{
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// TODO don't do camera ops in shader, prefer linear algebra
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// also use a reasonable projection for god's sake
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vec4 view = abs(u_cam - point);
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float perspective = 1.0 / abs(u_cam.w - view.w);
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return perspective * (point.xyz);
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}
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void main()
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{
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vec3 vPos = orthoFrom4d(a_vPos);
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// TODO don't set constant inside of shader :/
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float wHorizon = 3;
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float alpha = (wHorizon - abs(u_cam.w - a_vPos.w)) / wHorizon;
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// cull invisible things
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if (alpha < -1) {
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gl_Position = vec4(0.0);
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alpha = 0.0;
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} else {
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alpha = max(alpha, 0.0);
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gl_Position = u_projection * u_view * vec4(vPos, 1.0);
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}
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v_pos = vPos;
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v_w = a_vPos.w;
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v_alpha = alpha;
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}
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"""
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-- | fragment shader
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fragShader :: String
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fragShader :: String
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fragShader =
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fragShader =
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"#version 330 core\n"
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"""
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++ "out vec4 o_vColor;\n"
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#version 330 core
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++ "in vec3 v_pos;\n"
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++ "void main()\n"
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uniform vec4 u_cam;
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++ "{\n"
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++ " o_vColor = vec4(0.5 + 0.5 * normalize(v_pos), 1);\n"
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out vec4 o_vColor;
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++ "}"
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in vec3 v_pos;
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in float v_w;
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in float v_alpha;
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void main()
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{
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// the normal vector of the face
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// yoinked from https://stackoverflow.com/questions/14980712/how-to-get-flat-normals-on-a-cube/14981446#14981446
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vec3 norm = normalize(cross(dFdx(v_pos), dFdy(v_pos)));
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// creates a color based on the normal direction
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o_vColor = vec4((0.5 + 0.5 * norm) / 2, v_alpha);
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}
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"""
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--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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-- Objects
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-- Objects
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--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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||||||
|
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-- | calculates the size in memory of an array
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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 :: (Storable a, Num b) => [a] -> b
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sizeOfArray [] = 0
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sizeOfArray [] = 0
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@@ -101,11 +162,11 @@ sizeOfArray (x:xs) = fromIntegral $ (*) (1 + length xs) $ sizeOf x
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|
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-- | loads a given array into a given attribute index
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-- | loads a given array into a given attribute index
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createVBO ::
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createVBO ::
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Storable (a GL.GLfloat)
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(Storable (a GL.GLfloat)) =>
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=> [a GL.GLfloat]
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[a GL.GLfloat] ->
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-> GL.NumComponents
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GL.NumComponents ->
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-> GL.AttribLocation
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GL.AttribLocation ->
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-> IO GL.BufferObject
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IO GL.BufferObject
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createVBO array numComponents attribLocation = do
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createVBO array numComponents attribLocation = do
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-- vbo for buffer
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-- vbo for buffer
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buffer <- GL.genObjectName
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buffer <- GL.genObjectName
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@@ -115,37 +176,45 @@ createVBO array numComponents attribLocation = do
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GL.bufferData GL.ArrayBuffer $= (sizeOfArray array, ptr, GL.StaticDraw)
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GL.bufferData GL.ArrayBuffer $= (sizeOfArray array, ptr, GL.StaticDraw)
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-- create attribute pointer to buffer
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-- create attribute pointer to buffer
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GL.vertexAttribPointer attribLocation
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GL.vertexAttribPointer attribLocation
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$= ( GL.ToFloat
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$= ( GL.ToFloat,
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, GL.VertexArrayDescriptor numComponents GL.Float 0 (plusPtr nullPtr 0))
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GL.VertexArrayDescriptor numComponents GL.Float 0 (plusPtr nullPtr 0)
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|
)
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GL.vertexAttribArray attribLocation $= GL.Enabled
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GL.vertexAttribArray attribLocation $= GL.Enabled
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return buffer
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return buffer
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|
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-- | creates an object from a given array; deals with vbos and everything
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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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createObject ::
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Storable (a GL.GLfloat)
|
(Storable (a GL.GLfloat)) =>
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=> [a GL.GLfloat]
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[a GL.GLfloat] ->
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-> GL.NumComponents
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GL.NumComponents ->
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-> GL.PrimitiveMode
|
GL.PrimitiveMode ->
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-> IO Object
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GL.AttribLocation ->
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createObject array numComponents primitiveMode = do
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IO Object
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createObject array numComponents primitiveMode attrLocation = do
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-- vao for object
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-- vao for object
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vao <- GL.genObjectName
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vao <- GL.genObjectName
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GL.bindVertexArrayObject $= Just vao
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GL.bindVertexArrayObject $= Just vao
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-- vbo for vertices
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-- vbo for vertices
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_ <- createVBO array numComponents $ GL.AttribLocation 0
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_ <- createVBO array numComponents attrLocation
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return (Object vao (fromIntegral $ length array) numComponents primitiveMode)
|
return (Object vao (fromIntegral $ length array) numComponents primitiveMode)
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|
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--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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-- Elm-like data structures
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-- Elm-like data structures
|
||||||
--------------------------------------------------------------------------------
|
--------------------------------------------------------------------------------
|
||||||
|
|
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-- | gameloop
|
-- | gameloop
|
||||||
loop ::
|
loop ::
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GLFW.Window -- ^ window to display on
|
-- | window to display on
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-> Float -- ^ dt
|
GLFW.Window ->
|
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-> (Float -> Model -> Model) -- ^ update function
|
-- | dt
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-> (GLFW.Window -> Model -> IO ()) -- ^ view function
|
Float ->
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-> IORef Model -- ^ model
|
-- | update function
|
||||||
-> IO ()
|
(Float -> Model -> Model) ->
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||||||
|
-- | view function
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||||||
|
(GLFW.Window -> Model -> IO ()) ->
|
||||||
|
-- | model
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||||||
|
IORef Model ->
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||||||
|
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
|
||||||
@@ -183,9 +252,10 @@ updateCursorPos x y model =
|
|||||||
(((fst model.cursorPos) - x) ** 2 + ((snd model.cursorPos) - y) ** 2)
|
(((fst model.cursorPos) - x) ** 2 + ((snd model.cursorPos) - y) ** 2)
|
||||||
** 0.5
|
** 0.5
|
||||||
in if pyth < 16
|
in if pyth < 16
|
||||||
then model
|
then
|
||||||
{ cursorPos = (x, y)
|
model
|
||||||
, cursorDeltaPos = applyToTuples (-) model.cursorPos (x, y)
|
{ cursorPos = (x, y),
|
||||||
|
cursorDeltaPos = applyToTuples (-) model.cursorPos (x, y)
|
||||||
}
|
}
|
||||||
else model {cursorPos = (x, y)}
|
else model {cursorPos = (x, y)}
|
||||||
|
|
||||||
@@ -200,6 +270,7 @@ drawObjects ((Object vao numVertices _ primitiveMode):objects) = do
|
|||||||
--------------------------------------------------------------------------------
|
--------------------------------------------------------------------------------
|
||||||
-- interrupts
|
-- interrupts
|
||||||
--------------------------------------------------------------------------------
|
--------------------------------------------------------------------------------
|
||||||
|
|
||||||
-- | shuts down GLFW
|
-- | shuts down GLFW
|
||||||
shutdownWindow :: GLFW.WindowCloseCallback
|
shutdownWindow :: GLFW.WindowCloseCallback
|
||||||
shutdownWindow window = do
|
shutdownWindow window = do
|
||||||
|
|||||||
@@ -1,4 +1,7 @@
|
|||||||
--------------------------------------------------------------------------------
|
--------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
--------------------------------------------------------------------------------
|
||||||
|
|
||||||
-- |
|
-- |
|
||||||
-- Module : LoadShaders
|
-- Module : LoadShaders
|
||||||
-- Copyright : (c) Sven Panne 2013
|
-- Copyright : (c) Sven Panne 2013
|
||||||
@@ -10,13 +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
|
module Game.Internal.LoadShaders
|
||||||
( ShaderSource(..)
|
( ShaderSource (..),
|
||||||
, ShaderInfo(..)
|
ShaderInfo (..),
|
||||||
, loadShaders
|
loadShaders,
|
||||||
) where
|
)
|
||||||
|
where
|
||||||
|
|
||||||
import Control.Exception
|
import Control.Exception
|
||||||
import Control.Monad
|
import Control.Monad
|
||||||
@@ -24,14 +26,15 @@ import qualified Data.ByteString as B
|
|||||||
import Graphics.Rendering.OpenGL
|
import Graphics.Rendering.OpenGL
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
--------------------------------------------------------------------------------
|
||||||
|
|
||||||
-- | The source of the shader source code.
|
-- | The source of the shader source code.
|
||||||
data ShaderSource
|
data ShaderSource
|
||||||
= ByteStringSource B.ByteString
|
= -- | The shader source code is directly given as a 'B.ByteString'.
|
||||||
-- ^ The shader source code is directly given as a 'B.ByteString'.
|
ByteStringSource B.ByteString
|
||||||
| StringSource String
|
| -- | The shader source code is directly given as a 'String'.
|
||||||
-- ^ The shader source code is directly given as a 'String'.
|
StringSource String
|
||||||
| FileSource FilePath
|
| -- | The shader source code is located in the file at the given 'FilePath'.
|
||||||
-- ^ The shader source code is located in the file at the given 'FilePath'.
|
FileSource FilePath
|
||||||
deriving (Eq, Ord, Show)
|
deriving (Eq, Ord, Show)
|
||||||
|
|
||||||
getSource :: ShaderSource -> IO B.ByteString
|
getSource :: ShaderSource -> IO B.ByteString
|
||||||
@@ -40,12 +43,14 @@ getSource (StringSource str) = return $ packUtf8 str
|
|||||||
getSource (FileSource path) = B.readFile path
|
getSource (FileSource path) = B.readFile path
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
--------------------------------------------------------------------------------
|
||||||
|
|
||||||
-- | A description of a shader: The type of the shader plus its source code.
|
-- | A description of a shader: The type of the shader plus its source code.
|
||||||
data ShaderInfo =
|
data ShaderInfo
|
||||||
ShaderInfo ShaderType ShaderSource
|
= ShaderInfo ShaderType ShaderSource
|
||||||
deriving (Eq, Ord, Show)
|
deriving (Eq, Ord, Show)
|
||||||
|
|
||||||
--------------------------------------------------------------------------------
|
--------------------------------------------------------------------------------
|
||||||
|
|
||||||
-- | Create a new program object from the given shaders, throwing an
|
-- | Create a new program object from the given shaders, throwing an
|
||||||
-- 'IOException' if something goes wrong.
|
-- 'IOException' if something goes wrong.
|
||||||
loadShaders :: [ShaderInfo] -> IO Program
|
loadShaders :: [ShaderInfo] -> IO Program
|
||||||
@@ -72,12 +77,12 @@ compileAndCheck :: Shader -> IO ()
|
|||||||
compileAndCheck = checked compileShader compileStatus shaderInfoLog "compile"
|
compileAndCheck = checked compileShader compileStatus shaderInfoLog "compile"
|
||||||
|
|
||||||
checked ::
|
checked ::
|
||||||
(t -> IO ())
|
(t -> IO ()) ->
|
||||||
-> (t -> GettableStateVar Bool)
|
(t -> GettableStateVar Bool) ->
|
||||||
-> (t -> GettableStateVar String)
|
(t -> GettableStateVar String) ->
|
||||||
-> String
|
String ->
|
||||||
-> t
|
t ->
|
||||||
-> IO ()
|
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)
|
||||||
|
|||||||
@@ -1,69 +1,79 @@
|
|||||||
{-# LANGUAGE NamedFieldPuns, OverloadedRecordDot #-}
|
{-# LANGUAGE NamedFieldPuns #-}
|
||||||
|
{-# LANGUAGE OverloadedRecordDot #-}
|
||||||
|
|
||||||
{- |
|
-- |
|
||||||
- Module : Game.Internal.Types
|
-- - Module : Game.Internal.Types
|
||||||
- Description :
|
-- - Description :
|
||||||
- Copyright : 2025 Andromeda
|
-- - Copyright : 2025 Andromeda
|
||||||
- License : BSD 3-clause
|
-- - License : BSD 3-clause
|
||||||
- Maintainer : Matrix @Andromeda:tchncs.de
|
-- - Maintainer : Matrix @Andromeda:tchncs.de
|
||||||
- Stability : Experimental
|
-- - Stability : Experimental
|
||||||
-}
|
|
||||||
module Game.Internal.Types
|
module Game.Internal.Types
|
||||||
( Object(..)
|
( Object (..),
|
||||||
, toGLMatrix
|
toGLMatrix,
|
||||||
, Model(camera, objects, cursorDeltaPos, cursorPos, program, keys, wprop)
|
Model (camera, objects, cursorDeltaPos, cursorPos, keys, program, wprop),
|
||||||
, mkModel
|
mkModel,
|
||||||
, Camera(camPos, camPitch, camYaw, camReference, mouseSensitivity, camVel, strafeStrength, jumpStrength, hasJumped, airTime)
|
Camera (camPos, camPitch, camYaw, camReference, mouseSensitivity, camVel, strafeStrength, jumpStrength, hasJumped, airTime),
|
||||||
, mkCamera
|
mkCamera,
|
||||||
, WorldProperties(g, friction, up)
|
WorldProperties (g, friction, up),
|
||||||
, mkWorldProperties
|
mkWorldProperties,
|
||||||
) where
|
)
|
||||||
|
where
|
||||||
|
|
||||||
import qualified Graphics.Rendering.OpenGL as GL
|
import qualified Graphics.Rendering.OpenGL as GL
|
||||||
import qualified Graphics.UI.GLFW as GLFW
|
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 = Object
|
data Object = Object
|
||||||
{ vao :: GL.VertexArrayObject -- ^ vao of vertex buffer
|
{ -- | vao of vertex buffer
|
||||||
, numIndicies :: GL.NumArrayIndices -- ^ number of vertices
|
vao :: GL.VertexArrayObject,
|
||||||
, numComponents :: GL.NumComponents -- ^ dimensionallity; vec3, vec4, etc.
|
-- | number of vertices
|
||||||
, primitiveMode :: GL.PrimitiveMode -- ^ primitive mode to be drawn with
|
numIndicies :: GL.NumArrayIndices,
|
||||||
} deriving (Show)
|
-- | dimensionallity; vec3, vec4, etc.
|
||||||
|
numComponents :: GL.NumComponents,
|
||||||
|
-- | 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 (V4 (V4 c00 c01 c02 c03) (V4 c10 c11 c12 c13) (V4 c20 c21 c22 c23) (V4 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
|
[ c00,
|
||||||
, c01
|
c01,
|
||||||
, c02
|
c02,
|
||||||
, c03
|
c03,
|
||||||
, c10
|
c10,
|
||||||
, c11
|
c11,
|
||||||
, c12
|
c12,
|
||||||
, c13
|
c13,
|
||||||
, c20
|
c20,
|
||||||
, c21
|
c21,
|
||||||
, c22
|
c22,
|
||||||
, c23
|
c23,
|
||||||
, c30
|
c30,
|
||||||
, c31
|
c31,
|
||||||
, c32
|
c32,
|
||||||
, c33
|
c33
|
||||||
]
|
]
|
||||||
|
|
||||||
-- | gamestate
|
-- | gamestate
|
||||||
data Model = Model
|
data Model = Model
|
||||||
{ camera :: Camera
|
{ camera :: Camera,
|
||||||
, cursorDeltaPos :: (Double, Double) -- ^ frame-on-frame delta mouse position
|
-- | frame-on-frame delta mouse position
|
||||||
, cursorPos :: (Double, Double) -- ^ current mouse position
|
cursorDeltaPos :: (Double, Double),
|
||||||
, keys :: [GLFW.Key] -- ^ currently pressed keys
|
-- | current mouse position
|
||||||
, objects :: [Object] -- ^ draw calls
|
cursorPos :: (Double, Double),
|
||||||
, program :: GL.Program -- ^ shader program
|
-- | currently pressed keys
|
||||||
, wprop :: WorldProperties
|
keys :: [GLFW.Key],
|
||||||
} deriving (Show)
|
-- | draw calls
|
||||||
|
objects :: [Object],
|
||||||
|
program :: GL.Program,
|
||||||
|
wprop :: WorldProperties
|
||||||
|
}
|
||||||
|
deriving (Show)
|
||||||
|
|
||||||
-- | smart constructor for Model
|
-- | smart constructor for Model
|
||||||
mkModel :: Camera -> [Object] -> GL.Program -> WorldProperties -> Model
|
mkModel :: Camera -> [Object] -> GL.Program -> WorldProperties -> Model
|
||||||
@@ -72,29 +82,40 @@ mkModel camera objects program wprop =
|
|||||||
|
|
||||||
-- | camera
|
-- | camera
|
||||||
data Camera = Camera
|
data Camera = Camera
|
||||||
{ camPos :: V3 Float -- ^ position in world space
|
{ -- | position in world space
|
||||||
, camPitch :: Float -- ^ pitch in radians, up positive
|
camPos :: V4 Float,
|
||||||
, camYaw :: Float -- ^ yaw in radians, right positive
|
-- | pitch in radians, up positive
|
||||||
, camReference :: V3 Float -- ^ reference direction; orientation applied to
|
camPitch :: Float,
|
||||||
, camVel :: V3 Float -- ^ velocity in world space
|
-- | yaw in radians, right positive
|
||||||
, mouseSensitivity :: Float -- ^ scale factor for mouse movement
|
camYaw :: Float,
|
||||||
, strafeStrength :: Float -- ^ scale factor for strafe
|
-- | reference direction; orientation applied to
|
||||||
, jumpStrength :: Float -- ^ scale factor for jump initial velocity
|
camReference :: V3 Float,
|
||||||
, hasJumped :: Bool -- ^ whether the camera still has jumping state
|
-- | velocity in world space
|
||||||
, airTime :: Float -- ^ time since jumping state entered in seconds
|
camVel :: V3 Float,
|
||||||
} deriving (Show)
|
-- | 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)
|
||||||
|
|
||||||
-- | 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 camPos camPitch camYaw camReference camVel mouseSensitivity strafeStrength jumpStrength =
|
mkCamera camPos camPitch camYaw camReference camVel mouseSensitivity strafeStrength jumpStrength =
|
||||||
Camera
|
Camera
|
||||||
camPos
|
camPos
|
||||||
@@ -110,10 +131,14 @@ mkCamera camPos camPitch camYaw camReference camVel mouseSensitivity strafeStren
|
|||||||
|
|
||||||
-- | physical properties of the world
|
-- | physical properties of the world
|
||||||
data WorldProperties = WorldProperties
|
data WorldProperties = WorldProperties
|
||||||
{ g :: Float -- ^ gravity `g`
|
{ -- | gravity `g`
|
||||||
, friction :: Float -- ^ scale factor for floor friction
|
g :: Float,
|
||||||
, up :: V3 Float -- ^ global up vector
|
-- | scale factor for floor friction
|
||||||
} deriving (Show)
|
friction :: Float,
|
||||||
|
-- | global up vector
|
||||||
|
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
|
||||||
|
|||||||
295
src/Main.hs
295
src/Main.hs
@@ -1,30 +1,29 @@
|
|||||||
{-# LANGUAGE DisambiguateRecordFields, NamedFieldPuns, OverloadedRecordDot #-}
|
{-# LANGUAGE DisambiguateRecordFields #-}
|
||||||
|
{-# LANGUAGE NamedFieldPuns #-}
|
||||||
|
{-# LANGUAGE OverloadedRecordDot #-}
|
||||||
|
|
||||||
{- |
|
-- |
|
||||||
- Module : Game
|
-- - Module : Game
|
||||||
- Description : runs game
|
-- - Description : runs game
|
||||||
- Copyright : 2025 Andromeda
|
-- - Copyright : 2025 Andromeda
|
||||||
- License : BSD 3-clause
|
-- - License : BSD 3-clause
|
||||||
- Maintainer : Matrix @Andromeda:tchncs.de
|
-- - Maintainer : Matrix @Andromeda:tchncs.de
|
||||||
- Stability : Experimental
|
-- - Stability : Experimental
|
||||||
-}
|
|
||||||
module Main
|
module Main
|
||||||
( main
|
( main,
|
||||||
) where
|
)
|
||||||
|
where
|
||||||
import Game.Internal
|
|
||||||
import Game.Internal.Types
|
|
||||||
|
|
||||||
import Control.Lens ((^.))
|
import Control.Lens ((^.))
|
||||||
import Data.IORef (newIORef)
|
import Data.IORef (newIORef)
|
||||||
import GHC.Float (double2Float)
|
import GHC.Float (double2Float)
|
||||||
|
import Game.Internal
|
||||||
import qualified Graphics.Rendering.OpenGL as GL
|
import Game.Internal.Types
|
||||||
import Graphics.Rendering.OpenGL (($=))
|
import Graphics.Rendering.OpenGL (($=))
|
||||||
|
import qualified Graphics.Rendering.OpenGL as GL
|
||||||
import qualified Graphics.UI.GLFW as GLFW
|
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 ()
|
||||||
@@ -37,6 +36,7 @@ main = do
|
|||||||
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
|
||||||
@@ -47,13 +47,22 @@ main = do
|
|||||||
GLFW.setKeyCallback window $ Just (keyPressed Nothing)
|
GLFW.setKeyCallback window $ Just (keyPressed Nothing)
|
||||||
GLFW.setCursorInputMode window GLFW.CursorInputMode'Hidden
|
GLFW.setCursorInputMode window GLFW.CursorInputMode'Hidden
|
||||||
GLFW.setCursorPosCallback window $ Just (cursorPosHandler Nothing)
|
GLFW.setCursorPosCallback window $ Just (cursorPosHandler Nothing)
|
||||||
(objects, program) <- initResources
|
(object, program) <-
|
||||||
[ map (+ V3 a 0 0) cube | a <- take 100 [0,2..]]
|
initResources $
|
||||||
-- init model
|
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 =
|
let model =
|
||||||
mkModel
|
mkModel
|
||||||
( mkCamera
|
( mkCamera
|
||||||
(V3 0 0 3) -- camPos
|
(V4 0 0 3 0) -- camPos
|
||||||
0 -- pitch
|
0 -- pitch
|
||||||
0 -- yaw
|
0 -- yaw
|
||||||
(V3 0 0 (-1)) -- reference vector
|
(V3 0 0 (-1)) -- reference vector
|
||||||
@@ -62,7 +71,7 @@ main = do
|
|||||||
16 -- strafe strength
|
16 -- strafe strength
|
||||||
12 -- jump strength
|
12 -- jump strength
|
||||||
)
|
)
|
||||||
objects
|
[object]
|
||||||
program
|
program
|
||||||
(mkWorldProperties 2 0.16 (V3 0 1 0))
|
(mkWorldProperties 2 0.16 (V3 0 1 0))
|
||||||
modelRef <- newIORef model
|
modelRef <- newIORef model
|
||||||
@@ -74,83 +83,150 @@ main = do
|
|||||||
--------------------------------------------------------------------------------
|
--------------------------------------------------------------------------------
|
||||||
-- Arrays
|
-- Arrays
|
||||||
--------------------------------------------------------------------------------
|
--------------------------------------------------------------------------------
|
||||||
top :: [V3 GL.GLfloat]
|
|
||||||
top =
|
|
||||||
[ V3 p 0 p
|
|
||||||
, V3 p 0 m
|
|
||||||
, V3 m 0 p
|
|
||||||
, V3 m 0 m
|
|
||||||
]
|
|
||||||
side :: [V3 GL.GLfloat]
|
|
||||||
side =
|
|
||||||
[ V3 0 p p
|
|
||||||
, V3 0 p m
|
|
||||||
, V3 0 m p
|
|
||||||
, V3 0 m m
|
|
||||||
]
|
|
||||||
front :: [V3 GL.GLfloat]
|
|
||||||
front =
|
|
||||||
[ V3 p p 0
|
|
||||||
, V3 p m 0
|
|
||||||
, V3 m p 0
|
|
||||||
, V3 m m 0
|
|
||||||
]
|
|
||||||
|
|
||||||
m = (0 - p)
|
m = (0 - p)
|
||||||
|
|
||||||
p = 0.5
|
p = 0.5
|
||||||
|
|
||||||
-- TODO optimise cube
|
g90 = pi / 2
|
||||||
-- | cube vertices
|
|
||||||
|
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 :: [V3 GL.GLfloat]
|
||||||
cube =
|
cube =
|
||||||
[ V3 p p p -- front
|
concatMap
|
||||||
, V3 p m p
|
( \faceSpec ->
|
||||||
, V3 m p p
|
map
|
||||||
, V3 m m p -- down
|
(\v -> (rotate (fst faceSpec) g90 v) L.^+^ (rotate (fst faceSpec) g90 (snd faceSpec)))
|
||||||
, V3 m m m
|
face
|
||||||
, V3 p m p
|
)
|
||||||
, V3 p m m -- right
|
[ (V3 0 0 1, V3 0 0 p),
|
||||||
, V3 p p m
|
(V3 0 1 0, V3 0 0 p),
|
||||||
, V3 p m p
|
(V3 1 0 0, V3 0 0 p),
|
||||||
, V3 p p p -- up
|
(V3 0 0 (-1), V3 0 0 m), -- no clue
|
||||||
, V3 m p p
|
(V3 0 (-1) 0, V3 0 0 p),
|
||||||
, V3 p p m
|
(V3 (-1) 0 0, V3 0 0 p)
|
||||||
, V3 m p m -- back
|
]
|
||||||
, V3 p m m
|
|
||||||
, V3 p p m
|
hCube :: [V4 GL.GLfloat]
|
||||||
, V3 m m m -- left
|
hCube =
|
||||||
, V3 m p m
|
concatMap
|
||||||
, V3 m m p
|
( \(w, i0, i1) ->
|
||||||
, V3 m p p
|
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
|
||||||
--------------------------------------------------------------------------------
|
--------------------------------------------------------------------------------
|
||||||
|
|
||||||
-- | update function
|
-- | update function
|
||||||
update :: Float -> Model -> Model
|
update :: Float -> Model -> Model
|
||||||
update dt model =
|
update dt model =
|
||||||
updateVelocity dt
|
updateW dt $
|
||||||
$ updateAcceleration dt
|
updateVelocity dt $
|
||||||
$ updateSpeed dt
|
updateAcceleration dt $
|
||||||
$ updateCameraAngle dt model
|
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 :: Float -> Model -> Model
|
||||||
updateSpeed dt model =
|
updateSpeed dt model =
|
||||||
if elem GLFW.Key'T model.keys then
|
if elem GLFW.Key'T model.keys
|
||||||
|
then
|
||||||
model
|
model
|
||||||
{ camera =
|
{ camera =
|
||||||
model.camera
|
model.camera
|
||||||
{ jumpStrength = model.camera.jumpStrength * 1.1
|
{ jumpStrength = model.camera.jumpStrength * 1.1,
|
||||||
, strafeStrength = model.camera.strafeStrength * 1.1
|
strafeStrength = model.camera.strafeStrength * 1.1
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else if elem GLFW.Key'G model.keys then
|
else
|
||||||
|
if elem GLFW.Key'G model.keys
|
||||||
|
then
|
||||||
model
|
model
|
||||||
{ camera =
|
{ camera =
|
||||||
model.camera
|
model.camera
|
||||||
{ jumpStrength = model.camera.jumpStrength * 0.99
|
{ jumpStrength = model.camera.jumpStrength * 0.99,
|
||||||
, strafeStrength = model.camera.strafeStrength * 0.99
|
strafeStrength = model.camera.strafeStrength * 0.99
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else model
|
else model
|
||||||
@@ -184,35 +260,39 @@ updateAcceleration dt model =
|
|||||||
then V3 0 (0 - model.wprop.g * model.camera.airTime) 0
|
then V3 0 (0 - model.wprop.g * model.camera.airTime) 0
|
||||||
else V3 0 0 0
|
else V3 0 0 0
|
||||||
camVel' = friction * (model.camera.camVel + movement' + jump)
|
camVel' = friction * (model.camera.camVel + movement' + jump)
|
||||||
aboveGround = (model.camera.camPos + dt L.*^ camVel') ^. _y > 0
|
aboveGround = ((model.camera.camPos ^. _xyz) + dt L.*^ camVel') ^. _y > 0
|
||||||
in if (elem GLFW.Key'Space model.keys) && (model.camera.hasJumped == False)
|
in if (elem GLFW.Key'Space model.keys) && (model.camera.hasJumped == False)
|
||||||
then updateAcceleration dt
|
then
|
||||||
$ model
|
updateAcceleration dt $
|
||||||
|
model
|
||||||
{ camera =
|
{ camera =
|
||||||
model.camera
|
model.camera
|
||||||
{ airTime = dt
|
{ airTime = dt,
|
||||||
, camVel =
|
camVel =
|
||||||
model.camera.camVel
|
model.camera.camVel
|
||||||
+ (V3 0 model.camera.jumpStrength 0)
|
+ (V3 0 model.camera.jumpStrength 0),
|
||||||
, hasJumped = True
|
hasJumped = True
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else if aboveGround
|
else
|
||||||
then model
|
if aboveGround
|
||||||
|
then
|
||||||
|
model
|
||||||
{ camera =
|
{ camera =
|
||||||
model.camera
|
model.camera
|
||||||
{ airTime = model.camera.airTime + dt
|
{ airTime = model.camera.airTime + dt,
|
||||||
, camVel = camVel'
|
camVel = camVel',
|
||||||
, hasJumped = aboveGround
|
hasJumped = aboveGround
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else model
|
else
|
||||||
|
model
|
||||||
{ camera =
|
{ camera =
|
||||||
model.camera
|
model.camera
|
||||||
{ airTime = 0
|
{ airTime = 0,
|
||||||
, camVel = camVel' * (V3 1 0 1)
|
camVel = camVel' * (V3 1 0 1),
|
||||||
, camPos = model.camera.camPos * (V3 1 0 1)
|
camPos = model.camera.camPos * (V4 1 0 1 1),
|
||||||
, hasJumped = aboveGround
|
hasJumped = aboveGround
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -221,7 +301,8 @@ updateVelocity dt model =
|
|||||||
model
|
model
|
||||||
{ camera =
|
{ camera =
|
||||||
model.camera
|
model.camera
|
||||||
{camPos = model.camera.camPos + dt L.*^ model.camera.camVel}
|
{ 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
|
||||||
@@ -242,8 +323,8 @@ updateCameraAngle dt model =
|
|||||||
model.camera.camYaw
|
model.camera.camYaw
|
||||||
+ scaleFactor * (double2Float $ fst model.cursorDeltaPos)
|
+ scaleFactor * (double2Float $ fst model.cursorDeltaPos)
|
||||||
in model
|
in model
|
||||||
{ cursorDeltaPos = (0, 0)
|
{ cursorDeltaPos = (0, 0),
|
||||||
, camera = model.camera {camPitch = newPitch'', camYaw = newYaw}
|
camera = model.camera {camPitch = newPitch'', camYaw = newYaw}
|
||||||
}
|
}
|
||||||
|
|
||||||
-- | views the model
|
-- | views the model
|
||||||
@@ -263,21 +344,37 @@ view window model = do
|
|||||||
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
|
(model.camera.camPos ^. _xyz)
|
||||||
(model.camera.camPos - forward)
|
((model.camera.camPos ^. _xyz) - forward)
|
||||||
model.wprop.up
|
model.wprop.up
|
||||||
projectionMatrix =
|
projectionMatrix =
|
||||||
L.perspective 1.2 (fromIntegral w / fromIntegral h) 0.01 1000
|
L.perspective 1.2 (fromIntegral w / fromIntegral h) 0.01 1000
|
||||||
|
|
||||||
viewGLMatrix <-
|
viewGLMatrix <-
|
||||||
GL.newMatrix GL.RowMajor $ toGLMatrix viewMatrix :: IO
|
GL.newMatrix GL.RowMajor $ toGLMatrix viewMatrix ::
|
||||||
|
IO
|
||||||
(GL.GLmatrix GL.GLfloat)
|
(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 <-
|
projectionGLMatrix <-
|
||||||
GL.newMatrix GL.RowMajor $ toGLMatrix projectionMatrix :: IO
|
GL.newMatrix GL.RowMajor $ toGLMatrix projectionMatrix ::
|
||||||
|
IO
|
||||||
(GL.GLmatrix GL.GLfloat)
|
(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
|
||||||
|
|||||||
Reference in New Issue
Block a user