Compare commits
2 Commits
developmen
...
8cabc29195
| Author | SHA1 | Date | |
|---|---|---|---|
|
|
8cabc29195 | ||
|
|
a13a8610dc |
@@ -11,17 +11,11 @@
|
||||
pkgs = nixpkgs.legacyPackages.${system};
|
||||
in {
|
||||
packages.${system} = {
|
||||
default =
|
||||
pkgs.haskell.packages.ghc912.callCabal2nix "hs-game" ./. {
|
||||
};
|
||||
default = pkgs.haskellPackages.callCabal2nix "hs-game" ./. {};
|
||||
};
|
||||
devShells.${system} = {
|
||||
default = pkgs.mkShell {
|
||||
packages = [
|
||||
# dev stuff
|
||||
pkgs.haskellPackages.ghcide
|
||||
pkgs.haskellPackages.ormolu
|
||||
|
||||
pkgs.cabal-install
|
||||
pkgs.libGL
|
||||
pkgs.xorg.libX11
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
cabal-version: 3.0
|
||||
name: hs-game
|
||||
version: 0.5.0
|
||||
version: 0.4.0
|
||||
-- synopsis:
|
||||
-- description:
|
||||
homepage: https://git.mtgmonkey.net/Andromeda/hs-game
|
||||
|
||||
@@ -1,28 +1,28 @@
|
||||
{-# LANGUAGE DisambiguateRecordFields #-}
|
||||
{-# LANGUAGE MultilineStrings #-}
|
||||
{-# LANGUAGE NamedFieldPuns #-}
|
||||
{-# LANGUAGE OverloadedRecordDot #-}
|
||||
{-# LANGUAGE DisambiguateRecordFields, NamedFieldPuns, OverloadedRecordDot #-}
|
||||
|
||||
-- |
|
||||
-- - Module : Game.Internal
|
||||
-- - Description : internal functions
|
||||
-- - Copyright : 2025 Andromeda
|
||||
-- - License : BSD 3-clause
|
||||
-- - Maintainer : Matrix @Andromeda:tchncs.de
|
||||
-- - Stability : Experimental
|
||||
{- |
|
||||
- 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
|
||||
( cursorPosHandler
|
||||
, drawObjects
|
||||
, initResources
|
||||
, keyPressed
|
||||
, loop
|
||||
, resizeWindow
|
||||
, shutdownWindow
|
||||
, updateCursorPos
|
||||
, updateKeyPressed
|
||||
, updateKeyReleased
|
||||
) where
|
||||
|
||||
import Game.Internal.LoadShaders
|
||||
import Game.Internal.Types
|
||||
|
||||
import Control.Concurrent (threadDelay)
|
||||
import Control.Monad (when)
|
||||
@@ -32,35 +32,29 @@ 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.Types
|
||||
import Graphics.Rendering.OpenGL (($=))
|
||||
|
||||
import qualified Graphics.Rendering.OpenGL as GL
|
||||
import Graphics.Rendering.OpenGL (($=))
|
||||
import qualified Graphics.UI.GLFW as GLFW
|
||||
import Linear (V3 (..), V4 (..))
|
||||
|
||||
import Linear (V3(..))
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
-- Shader creation and object initialisation
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
initResources :: [V4 GL.GLfloat] -> IO (Object, GL.Program)
|
||||
initResources arr = do
|
||||
object <-
|
||||
createObject arr 4 GL.Triangles (GL.AttribLocation 0)
|
||||
|
||||
-- compile shader program
|
||||
-- | loads models, shaders
|
||||
initResources :: [[V3 GL.GLfloat]] -> IO ([Object], GL.Program)
|
||||
initResources arrays = do
|
||||
-- create objects
|
||||
objects <- listIOsToIOlist [ createObject arr 3 GL.TriangleStrip | arr <- arrays ] []
|
||||
-- load shaders
|
||||
program <-
|
||||
loadShaders
|
||||
[ ShaderInfo GL.VertexShader (StringSource vertShader),
|
||||
ShaderInfo GL.FragmentShader (StringSource fragShader)
|
||||
[ ShaderInfo GL.VertexShader (StringSource vertShader)
|
||||
, ShaderInfo GL.FragmentShader (StringSource fragShader)
|
||||
]
|
||||
GL.currentProgram $= Just program
|
||||
|
||||
-- alpha
|
||||
GL.blend $= GL.Enabled
|
||||
GL.blendFunc $= (GL.SrcAlpha, GL.OneMinusSrcAlpha)
|
||||
|
||||
return (object, program)
|
||||
return (objects, program)
|
||||
|
||||
listIOsToIOlist :: [IO a] -> [a] -> IO [a]
|
||||
listIOsToIOlist [] out = return out
|
||||
@@ -72,89 +66,34 @@ listIOsToIOlist (io : ios) out = do
|
||||
-- v_ varying
|
||||
-- u_ uniform
|
||||
-- o_ fragment shader output
|
||||
|
||||
-- | vertex shader
|
||||
vertShader :: String
|
||||
vertShader =
|
||||
"""
|
||||
#version 330 core
|
||||
|
||||
layout (location = 0) in vec4 a_vPos;
|
||||
|
||||
uniform mat4 u_view;
|
||||
uniform mat4 u_projection;
|
||||
uniform vec4 u_cam;
|
||||
|
||||
out vec3 v_pos;
|
||||
out float v_w;
|
||||
out float v_alpha;
|
||||
|
||||
vec3 orthoFrom4d(vec4 point)
|
||||
{
|
||||
return point.xyz;
|
||||
}
|
||||
|
||||
// creates a simple 3d coordinate from a 4d
|
||||
vec3 projectFrom4d(vec4 point)
|
||||
{
|
||||
// TODO don't do camera ops in shader, prefer linear algebra
|
||||
// also use a reasonable projection for god's sake
|
||||
vec4 view = abs(u_cam - point);
|
||||
float perspective = 1.0 / abs(u_cam.w - view.w);
|
||||
|
||||
return perspective * (point.xyz);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 vPos = orthoFrom4d(a_vPos);
|
||||
|
||||
// TODO don't set constant inside of shader :/
|
||||
float wHorizon = 3;
|
||||
float alpha = (wHorizon - abs(u_cam.w - a_vPos.w)) / wHorizon;
|
||||
|
||||
// cull invisible things
|
||||
if (alpha < -1) {
|
||||
gl_Position = vec4(0.0);
|
||||
alpha = 0.0;
|
||||
} else {
|
||||
alpha = max(alpha, 0.0);
|
||||
gl_Position = u_projection * u_view * vec4(vPos, 1.0);
|
||||
}
|
||||
|
||||
v_pos = vPos;
|
||||
v_w = a_vPos.w;
|
||||
v_alpha = alpha;
|
||||
}
|
||||
"""
|
||||
"#version 330 core\n"
|
||||
++ "layout (location = 0) in vec3 a_vPos;\n"
|
||||
++ "uniform mat4 u_view;\n"
|
||||
++ "uniform mat4 u_projection;\n"
|
||||
++ "out vec3 v_pos;\n"
|
||||
++ "void main()\n"
|
||||
++ "{\n"
|
||||
++ " gl_Position = u_projection * u_view * vec4(a_vPos.xyz, 1.0);\n"
|
||||
++ " v_pos = a_vPos;\n"
|
||||
++ "}"
|
||||
|
||||
-- | fragment shader
|
||||
fragShader :: String
|
||||
fragShader =
|
||||
"""
|
||||
#version 330 core
|
||||
|
||||
uniform vec4 u_cam;
|
||||
|
||||
out vec4 o_vColor;
|
||||
|
||||
in vec3 v_pos;
|
||||
in float v_w;
|
||||
in float v_alpha;
|
||||
|
||||
void main()
|
||||
{
|
||||
// the normal vector of the face
|
||||
// yoinked from https://stackoverflow.com/questions/14980712/how-to-get-flat-normals-on-a-cube/14981446#14981446
|
||||
vec3 norm = normalize(cross(dFdx(v_pos), dFdy(v_pos)));
|
||||
|
||||
// creates a color based on the normal direction
|
||||
o_vColor = vec4((0.5 + 0.5 * norm) / 2, v_alpha);
|
||||
}
|
||||
"""
|
||||
"#version 330 core\n"
|
||||
++ "out vec4 o_vColor;\n"
|
||||
++ "in vec3 v_pos;\n"
|
||||
++ "void main()\n"
|
||||
++ "{\n"
|
||||
++ " o_vColor = vec4(0.5 + 0.5 * normalize(v_pos), 1);\n"
|
||||
++ "}"
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
-- Objects
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
-- | calculates the size in memory of an array
|
||||
sizeOfArray :: (Storable a, Num b) => [a] -> b
|
||||
sizeOfArray [] = 0
|
||||
@@ -162,11 +101,11 @@ sizeOfArray (x : xs) = fromIntegral $ (*) (1 + length xs) $ sizeOf x
|
||||
|
||||
-- | loads a given array into a given attribute index
|
||||
createVBO ::
|
||||
(Storable (a GL.GLfloat)) =>
|
||||
[a GL.GLfloat] ->
|
||||
GL.NumComponents ->
|
||||
GL.AttribLocation ->
|
||||
IO GL.BufferObject
|
||||
Storable (a GL.GLfloat)
|
||||
=> [a GL.GLfloat]
|
||||
-> GL.NumComponents
|
||||
-> GL.AttribLocation
|
||||
-> IO GL.BufferObject
|
||||
createVBO array numComponents attribLocation = do
|
||||
-- vbo for buffer
|
||||
buffer <- GL.genObjectName
|
||||
@@ -176,45 +115,37 @@ createVBO array numComponents attribLocation = do
|
||||
GL.bufferData GL.ArrayBuffer $= (sizeOfArray array, ptr, GL.StaticDraw)
|
||||
-- create attribute pointer to buffer
|
||||
GL.vertexAttribPointer attribLocation
|
||||
$= ( GL.ToFloat,
|
||||
GL.VertexArrayDescriptor numComponents GL.Float 0 (plusPtr nullPtr 0)
|
||||
)
|
||||
$= ( GL.ToFloat
|
||||
, GL.VertexArrayDescriptor numComponents GL.Float 0 (plusPtr nullPtr 0))
|
||||
GL.vertexAttribArray attribLocation $= GL.Enabled
|
||||
return buffer
|
||||
|
||||
-- | creates an object from a given array; deals with vbos and everything
|
||||
createObject ::
|
||||
(Storable (a GL.GLfloat)) =>
|
||||
[a GL.GLfloat] ->
|
||||
GL.NumComponents ->
|
||||
GL.PrimitiveMode ->
|
||||
GL.AttribLocation ->
|
||||
IO Object
|
||||
createObject array numComponents primitiveMode attrLocation = do
|
||||
Storable (a GL.GLfloat)
|
||||
=> [a GL.GLfloat]
|
||||
-> GL.NumComponents
|
||||
-> GL.PrimitiveMode
|
||||
-> IO Object
|
||||
createObject array numComponents primitiveMode = do
|
||||
-- vao for object
|
||||
vao <- GL.genObjectName
|
||||
GL.bindVertexArrayObject $= Just vao
|
||||
-- vbo for vertices
|
||||
_ <- createVBO array numComponents attrLocation
|
||||
_ <- createVBO array numComponents $ GL.AttribLocation 0
|
||||
return (Object vao (fromIntegral $ length array) numComponents primitiveMode)
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
-- Elm-like data structures
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
-- | gameloop
|
||||
loop ::
|
||||
-- | window to display on
|
||||
GLFW.Window ->
|
||||
-- | dt
|
||||
Float ->
|
||||
-- | update function
|
||||
(Float -> Model -> Model) ->
|
||||
-- | view function
|
||||
(GLFW.Window -> Model -> IO ()) ->
|
||||
-- | model
|
||||
IORef Model ->
|
||||
IO ()
|
||||
GLFW.Window -- ^ window to display on
|
||||
-> Float -- ^ dt
|
||||
-> (Float -> Model -> Model) -- ^ update function
|
||||
-> (GLFW.Window -> Model -> IO ()) -- ^ view function
|
||||
-> IORef Model -- ^ model
|
||||
-> IO ()
|
||||
loop window dt update view modelRef = do
|
||||
-- start frame timer
|
||||
Just frameStart <- GLFW.getTime
|
||||
@@ -252,10 +183,9 @@ updateCursorPos x y model =
|
||||
(((fst model.cursorPos) - x) ** 2 + ((snd model.cursorPos) - y) ** 2)
|
||||
** 0.5
|
||||
in if pyth < 16
|
||||
then
|
||||
model
|
||||
{ cursorPos = (x, y),
|
||||
cursorDeltaPos = applyToTuples (-) model.cursorPos (x, y)
|
||||
then model
|
||||
{ cursorPos = (x, y)
|
||||
, cursorDeltaPos = applyToTuples (-) model.cursorPos (x, y)
|
||||
}
|
||||
else model {cursorPos = (x, y)}
|
||||
|
||||
@@ -270,7 +200,6 @@ drawObjects ((Object vao numVertices _ primitiveMode) : objects) = do
|
||||
--------------------------------------------------------------------------------
|
||||
-- interrupts
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
-- | shuts down GLFW
|
||||
shutdownWindow :: GLFW.WindowCloseCallback
|
||||
shutdownWindow window = do
|
||||
|
||||
@@ -1,7 +1,4 @@
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
-- |
|
||||
-- Module : LoadShaders
|
||||
-- Copyright : (c) Sven Panne 2013
|
||||
@@ -13,12 +10,13 @@
|
||||
--
|
||||
-- Utilities for shader handling, adapted from LoadShaders.cpp which is (c) The
|
||||
-- Red Book Authors.
|
||||
--
|
||||
--------------------------------------------------------------------------------
|
||||
module Game.Internal.LoadShaders
|
||||
( ShaderSource (..),
|
||||
ShaderInfo (..),
|
||||
loadShaders,
|
||||
)
|
||||
where
|
||||
( ShaderSource(..)
|
||||
, ShaderInfo(..)
|
||||
, loadShaders
|
||||
) where
|
||||
|
||||
import Control.Exception
|
||||
import Control.Monad
|
||||
@@ -26,15 +24,14 @@ import qualified Data.ByteString as B
|
||||
import Graphics.Rendering.OpenGL
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
-- | The source of the shader source code.
|
||||
data ShaderSource
|
||||
= -- | The shader source code is directly given as a 'B.ByteString'.
|
||||
ByteStringSource B.ByteString
|
||||
| -- | The shader source code is directly given as a 'String'.
|
||||
StringSource String
|
||||
| -- | The shader source code is located in the file at the given 'FilePath'.
|
||||
FileSource FilePath
|
||||
= ByteStringSource B.ByteString
|
||||
-- ^ The shader source code is directly given as a 'B.ByteString'.
|
||||
| StringSource String
|
||||
-- ^ The shader source code is directly given as a 'String'.
|
||||
| FileSource FilePath
|
||||
-- ^ The shader source code is located in the file at the given 'FilePath'.
|
||||
deriving (Eq, Ord, Show)
|
||||
|
||||
getSource :: ShaderSource -> IO B.ByteString
|
||||
@@ -43,14 +40,12 @@ getSource (StringSource str) = return $ packUtf8 str
|
||||
getSource (FileSource path) = B.readFile path
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
-- | A description of a shader: The type of the shader plus its source code.
|
||||
data ShaderInfo
|
||||
= ShaderInfo ShaderType ShaderSource
|
||||
data ShaderInfo =
|
||||
ShaderInfo ShaderType ShaderSource
|
||||
deriving (Eq, Ord, Show)
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
-- | Create a new program object from the given shaders, throwing an
|
||||
-- 'IOException' if something goes wrong.
|
||||
loadShaders :: [ShaderInfo] -> IO Program
|
||||
@@ -77,12 +72,12 @@ compileAndCheck :: Shader -> IO ()
|
||||
compileAndCheck = checked compileShader compileStatus shaderInfoLog "compile"
|
||||
|
||||
checked ::
|
||||
(t -> IO ()) ->
|
||||
(t -> GettableStateVar Bool) ->
|
||||
(t -> GettableStateVar String) ->
|
||||
String ->
|
||||
t ->
|
||||
IO ()
|
||||
(t -> IO ())
|
||||
-> (t -> GettableStateVar Bool)
|
||||
-> (t -> GettableStateVar String)
|
||||
-> String
|
||||
-> t
|
||||
-> IO ()
|
||||
checked action getStatus getInfoLog message object = do
|
||||
action object
|
||||
ok <- get (getStatus object)
|
||||
|
||||
@@ -1,79 +1,69 @@
|
||||
{-# LANGUAGE NamedFieldPuns #-}
|
||||
{-# LANGUAGE OverloadedRecordDot #-}
|
||||
{-# LANGUAGE NamedFieldPuns, OverloadedRecordDot #-}
|
||||
|
||||
-- |
|
||||
-- - Module : Game.Internal.Types
|
||||
-- - Description :
|
||||
-- - Copyright : 2025 Andromeda
|
||||
-- - License : BSD 3-clause
|
||||
-- - Maintainer : Matrix @Andromeda:tchncs.de
|
||||
-- - Stability : Experimental
|
||||
{- |
|
||||
- Module : Game.Internal.Types
|
||||
- Description :
|
||||
- Copyright : 2025 Andromeda
|
||||
- License : BSD 3-clause
|
||||
- Maintainer : Matrix @Andromeda:tchncs.de
|
||||
- Stability : Experimental
|
||||
-}
|
||||
module Game.Internal.Types
|
||||
( Object (..),
|
||||
toGLMatrix,
|
||||
Model (camera, objects, cursorDeltaPos, cursorPos, keys, program, wprop),
|
||||
mkModel,
|
||||
Camera (camPos, camPitch, camYaw, camReference, mouseSensitivity, camVel, strafeStrength, jumpStrength, hasJumped, airTime),
|
||||
mkCamera,
|
||||
WorldProperties (g, friction, up),
|
||||
mkWorldProperties,
|
||||
)
|
||||
where
|
||||
( Object(..)
|
||||
, 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.Rendering.OpenGL as GL
|
||||
import qualified Graphics.UI.GLFW as GLFW
|
||||
import Linear (V3 (..), V4 (..))
|
||||
|
||||
import qualified Linear as L
|
||||
import Linear (V3, V3(..), V4(..))
|
||||
|
||||
-- | represents a single draw call
|
||||
data Object = Object
|
||||
{ -- | vao of vertex buffer
|
||||
vao :: GL.VertexArrayObject,
|
||||
-- | number of vertices
|
||||
numIndicies :: GL.NumArrayIndices,
|
||||
-- | dimensionallity; vec3, vec4, etc.
|
||||
numComponents :: GL.NumComponents,
|
||||
-- | primitive mode to be drawn with
|
||||
primitiveMode :: GL.PrimitiveMode
|
||||
}
|
||||
deriving (Show)
|
||||
{ vao :: GL.VertexArrayObject -- ^ vao of vertex buffer
|
||||
, numIndicies :: GL.NumArrayIndices -- ^ number of vertices
|
||||
, numComponents :: GL.NumComponents -- ^ dimensionallity; vec3, vec4, etc.
|
||||
, primitiveMode :: GL.PrimitiveMode -- ^ primitive mode to be drawn with
|
||||
} deriving (Show)
|
||||
|
||||
-- | converts M44 to a 16array for OpenGL
|
||||
toGLMatrix :: L.M44 GL.GLfloat -> [GL.GLfloat]
|
||||
toGLMatrix (V4 (V4 c00 c01 c02 c03) (V4 c10 c11 c12 c13) (V4 c20 c21 c22 c23) (V4 c30 c31 c32 c33)) =
|
||||
[ c00,
|
||||
c01,
|
||||
c02,
|
||||
c03,
|
||||
c10,
|
||||
c11,
|
||||
c12,
|
||||
c13,
|
||||
c20,
|
||||
c21,
|
||||
c22,
|
||||
c23,
|
||||
c30,
|
||||
c31,
|
||||
c32,
|
||||
c33
|
||||
[ c00
|
||||
, c01
|
||||
, c02
|
||||
, c03
|
||||
, c10
|
||||
, c11
|
||||
, c12
|
||||
, c13
|
||||
, c20
|
||||
, c21
|
||||
, c22
|
||||
, c23
|
||||
, c30
|
||||
, c31
|
||||
, c32
|
||||
, c33
|
||||
]
|
||||
|
||||
-- | gamestate
|
||||
data Model = Model
|
||||
{ camera :: Camera,
|
||||
-- | frame-on-frame delta mouse position
|
||||
cursorDeltaPos :: (Double, Double),
|
||||
-- | current mouse position
|
||||
cursorPos :: (Double, Double),
|
||||
-- | currently pressed keys
|
||||
keys :: [GLFW.Key],
|
||||
-- | draw calls
|
||||
objects :: [Object],
|
||||
program :: GL.Program,
|
||||
wprop :: WorldProperties
|
||||
}
|
||||
deriving (Show)
|
||||
{ camera :: Camera
|
||||
, cursorDeltaPos :: (Double, Double) -- ^ frame-on-frame delta mouse position
|
||||
, cursorPos :: (Double, Double) -- ^ current mouse position
|
||||
, keys :: [GLFW.Key] -- ^ currently pressed keys
|
||||
, objects :: [Object] -- ^ draw calls
|
||||
, program :: GL.Program -- ^ shader program
|
||||
, wprop :: WorldProperties
|
||||
} deriving (Show)
|
||||
|
||||
-- | smart constructor for Model
|
||||
mkModel :: Camera -> [Object] -> GL.Program -> WorldProperties -> Model
|
||||
@@ -82,40 +72,29 @@ mkModel camera objects program wprop =
|
||||
|
||||
-- | camera
|
||||
data Camera = Camera
|
||||
{ -- | position in world space
|
||||
camPos :: V4 Float,
|
||||
-- | pitch in radians, up positive
|
||||
camPitch :: Float,
|
||||
-- | yaw in radians, right positive
|
||||
camYaw :: Float,
|
||||
-- | reference direction; orientation applied to
|
||||
camReference :: V3 Float,
|
||||
-- | velocity in world space
|
||||
camVel :: V3 Float,
|
||||
-- | scale factor for mouse movement
|
||||
mouseSensitivity :: Float,
|
||||
-- | scale factor for strafe
|
||||
strafeStrength :: Float,
|
||||
-- | scale factor for jump initial velocity
|
||||
jumpStrength :: Float,
|
||||
-- | whether the camera still has jumping state
|
||||
hasJumped :: Bool,
|
||||
-- | time since jumping state entered in seconds
|
||||
airTime :: Float
|
||||
}
|
||||
deriving (Show)
|
||||
{ camPos :: V3 Float -- ^ position in world space
|
||||
, camPitch :: Float -- ^ pitch in radians, up positive
|
||||
, camYaw :: Float -- ^ yaw in radians, right positive
|
||||
, camReference :: V3 Float -- ^ reference direction; orientation applied to
|
||||
, camVel :: V3 Float -- ^ velocity in world space
|
||||
, mouseSensitivity :: Float -- ^ scale factor for mouse movement
|
||||
, strafeStrength :: Float -- ^ scale factor for strafe
|
||||
, jumpStrength :: Float -- ^ scale factor for jump initial velocity
|
||||
, hasJumped :: Bool -- ^ whether the camera still has jumping state
|
||||
, airTime :: Float -- ^ time since jumping state entered in seconds
|
||||
} deriving (Show)
|
||||
|
||||
-- | smart constructor for Camera
|
||||
mkCamera ::
|
||||
V4 Float ->
|
||||
Float ->
|
||||
Float ->
|
||||
V3 Float ->
|
||||
V3 Float ->
|
||||
Float ->
|
||||
Float ->
|
||||
Float ->
|
||||
Camera
|
||||
V3 Float
|
||||
-> Float
|
||||
-> Float
|
||||
-> V3 Float
|
||||
-> V3 Float
|
||||
-> Float
|
||||
-> Float
|
||||
-> Float
|
||||
-> Camera
|
||||
mkCamera camPos camPitch camYaw camReference camVel mouseSensitivity strafeStrength jumpStrength =
|
||||
Camera
|
||||
camPos
|
||||
@@ -131,14 +110,10 @@ mkCamera camPos camPitch camYaw camReference camVel mouseSensitivity strafeStren
|
||||
|
||||
-- | physical properties of the world
|
||||
data WorldProperties = WorldProperties
|
||||
{ -- | gravity `g`
|
||||
g :: Float,
|
||||
-- | scale factor for floor friction
|
||||
friction :: Float,
|
||||
-- | global up vector
|
||||
up :: V3 Float
|
||||
}
|
||||
deriving (Show)
|
||||
{ g :: Float -- ^ gravity `g`
|
||||
, friction :: Float -- ^ scale factor for floor friction
|
||||
, up :: V3 Float -- ^ global up vector
|
||||
} deriving (Show)
|
||||
|
||||
-- | smart constructor for WorldProperties
|
||||
mkWorldProperties :: Float -> Float -> V3 Float -> WorldProperties
|
||||
|
||||
295
src/Main.hs
295
src/Main.hs
@@ -1,29 +1,30 @@
|
||||
{-# LANGUAGE DisambiguateRecordFields #-}
|
||||
{-# LANGUAGE NamedFieldPuns #-}
|
||||
{-# LANGUAGE OverloadedRecordDot #-}
|
||||
{-# LANGUAGE DisambiguateRecordFields, NamedFieldPuns, OverloadedRecordDot #-}
|
||||
|
||||
-- |
|
||||
-- - Module : Game
|
||||
-- - Description : runs game
|
||||
-- - Copyright : 2025 Andromeda
|
||||
-- - License : BSD 3-clause
|
||||
-- - Maintainer : Matrix @Andromeda:tchncs.de
|
||||
-- - Stability : Experimental
|
||||
{- |
|
||||
- Module : Game
|
||||
- Description : runs game
|
||||
- Copyright : 2025 Andromeda
|
||||
- License : BSD 3-clause
|
||||
- Maintainer : Matrix @Andromeda:tchncs.de
|
||||
- Stability : Experimental
|
||||
-}
|
||||
module Main
|
||||
( main,
|
||||
)
|
||||
where
|
||||
( main
|
||||
) where
|
||||
|
||||
import Game.Internal
|
||||
import Game.Internal.Types
|
||||
|
||||
import Control.Lens ((^.))
|
||||
import Data.IORef (newIORef)
|
||||
import GHC.Float (double2Float)
|
||||
import Game.Internal
|
||||
import Game.Internal.Types
|
||||
import Graphics.Rendering.OpenGL (($=))
|
||||
|
||||
import qualified Graphics.Rendering.OpenGL as GL
|
||||
import Graphics.Rendering.OpenGL (($=))
|
||||
import qualified Graphics.UI.GLFW as GLFW
|
||||
import Linear (V3 (..), V4 (..), (*^), _w, _xyz, _y)
|
||||
|
||||
import qualified Linear as L
|
||||
import Linear (V3(..), _y)
|
||||
|
||||
-- | Main function runs game
|
||||
main :: IO ()
|
||||
@@ -36,7 +37,6 @@ main = do
|
||||
GLFW.windowHint $ GLFW.WindowHint'OpenGLProfile GLFW.OpenGLProfile'Core
|
||||
-- MSAA
|
||||
GLFW.windowHint $ GLFW.WindowHint'Samples $ Just 8
|
||||
-- alpha
|
||||
-- create window
|
||||
monitor <- GLFW.getPrimaryMonitor
|
||||
Just window <- GLFW.createWindow 256 256 "hs-game" monitor Nothing
|
||||
@@ -47,22 +47,13 @@ main = do
|
||||
GLFW.setKeyCallback window $ Just (keyPressed Nothing)
|
||||
GLFW.setCursorInputMode window GLFW.CursorInputMode'Hidden
|
||||
GLFW.setCursorPosCallback window $ Just (cursorPosHandler Nothing)
|
||||
(object, program) <-
|
||||
initResources $
|
||||
concat
|
||||
( [hCube]
|
||||
++ [map (\v -> (V4 a 0 0 a) + (rotate4 0 1 (a * g90 / 24) v)) hCube | a <- take 1000 [0, 2 ..]]
|
||||
++ [map (\v -> (V4 a 2 0 a) + (rotate4 0 2 (a * g90 / 24) v)) hCube | a <- take 1000 [0, 2 ..]]
|
||||
++ [map (\v -> (V4 a 4 0 a) + (rotate4 0 3 (a * g90 / 24) v)) hCube | a <- take 1000 [0, 2 ..]]
|
||||
++ [map (\v -> (V4 a (-2) 0 a) + (rotate4 1 0 (a * g90 / 24) v)) hCube | a <- take 1000 [0, 2 ..]]
|
||||
++ [map (\v -> (V4 a (-4) 0 a) + (rotate4 2 0 (a * g90 / 24) v)) hCube | a <- take 1000 [0, 2 ..]]
|
||||
++ [map (\v -> (V4 a (-6) 0 a) + (rotate4 3 0 (a * g90 / 24) v)) hCube | a <- take 1000 [0, 2 ..]]
|
||||
)
|
||||
|
||||
(objects, program) <- initResources
|
||||
[ map (+ V3 a 0 0) cube | a <- take 100 [0,2..]]
|
||||
-- init model
|
||||
let model =
|
||||
mkModel
|
||||
(mkCamera
|
||||
(V4 0 0 3 0) -- camPos
|
||||
(V3 0 0 3) -- camPos
|
||||
0 -- pitch
|
||||
0 -- yaw
|
||||
(V3 0 0 (-1)) -- reference vector
|
||||
@@ -71,7 +62,7 @@ main = do
|
||||
16 -- strafe strength
|
||||
12 -- jump strength
|
||||
)
|
||||
[object]
|
||||
objects
|
||||
program
|
||||
(mkWorldProperties 2 0.16 (V3 0 1 0))
|
||||
modelRef <- newIORef model
|
||||
@@ -83,150 +74,83 @@ main = do
|
||||
--------------------------------------------------------------------------------
|
||||
-- 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)
|
||||
|
||||
p = 0.5
|
||||
|
||||
g90 = pi / 2
|
||||
|
||||
v3tov4 :: GL.GLfloat -> V3 GL.GLfloat -> V4 GL.GLfloat
|
||||
v3tov4 w (V3 x y z) = V4 x y z w
|
||||
|
||||
v3tov4' :: GL.GLfloat -> V3 GL.GLfloat -> V4 GL.GLfloat
|
||||
v3tov4' w (V3 x y z) = V4 x y w z
|
||||
|
||||
v3tov4'' :: GL.GLfloat -> V3 GL.GLfloat -> V4 GL.GLfloat
|
||||
v3tov4'' w (V3 x y z) = V4 x w y z
|
||||
|
||||
v3tov4''' :: GL.GLfloat -> V3 GL.GLfloat -> V4 GL.GLfloat
|
||||
v3tov4''' w (V3 x y z) = V4 w x y z
|
||||
|
||||
rotate :: V3 GL.GLfloat -> GL.GLfloat -> V3 GL.GLfloat -> V3 GL.GLfloat
|
||||
rotate axis angle point = L.fromQuaternion (L.axisAngle axis angle) L.!* point
|
||||
|
||||
rotate4 :: Int -> Int -> GL.GLfloat -> V4 GL.GLfloat -> V4 GL.GLfloat
|
||||
rotate4 i0 i1 angle (V4 x y z w) =
|
||||
let coords = [x, y, z, w]
|
||||
cos' = cos angle
|
||||
sin' = sin angle
|
||||
xi = coords !! i0
|
||||
xj = coords !! i1
|
||||
coords' =
|
||||
[ if k == i0
|
||||
then cos' * xi - sin' * xj
|
||||
else
|
||||
if k == i1
|
||||
then sin' * xi + cos' * xj
|
||||
else coords !! k
|
||||
| k <- [0 .. 3]
|
||||
]
|
||||
in V4 (coords' !! 0) (coords' !! 1) (coords' !! 2) (coords' !! 3)
|
||||
|
||||
cycle3r :: V3 GL.GLfloat -> V3 GL.GLfloat
|
||||
cycle3r (V3 a b c) = V3 c a b
|
||||
|
||||
cycle3l :: V3 GL.GLfloat -> V3 GL.GLfloat
|
||||
cycle3l (V3 a b c) = V3 b c a
|
||||
|
||||
face :: [V3 GL.GLfloat]
|
||||
face =
|
||||
[ V3 m m 0,
|
||||
V3 p m 0,
|
||||
V3 m p 0,
|
||||
V3 m p 0,
|
||||
V3 p m 0,
|
||||
V3 p p 0
|
||||
]
|
||||
|
||||
-- | cube, side length 1, centered on 0 0 0
|
||||
-- TODO optimise cube
|
||||
-- | cube vertices
|
||||
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)
|
||||
[ V3 p p p -- front
|
||||
, V3 p m p
|
||||
, V3 m p p
|
||||
, V3 m m p -- down
|
||||
, V3 m m m
|
||||
, V3 p m p
|
||||
, V3 p m m -- right
|
||||
, V3 p p m
|
||||
, V3 p m p
|
||||
, V3 p p p -- up
|
||||
, V3 m p p
|
||||
, V3 p p m
|
||||
, V3 m p m -- back
|
||||
, V3 p m m
|
||||
, V3 p p m
|
||||
, V3 m m m -- left
|
||||
, V3 m p m
|
||||
, V3 m m p
|
||||
, V3 m p p
|
||||
]
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
-- Elm-like data structures
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
-- | update function
|
||||
update :: Float -> Model -> Model
|
||||
update dt model =
|
||||
updateW dt $
|
||||
updateVelocity dt $
|
||||
updateAcceleration dt $
|
||||
updateSpeed dt $
|
||||
updateCameraAngle dt model
|
||||
|
||||
updateW :: Float -> Model -> Model
|
||||
updateW dt model =
|
||||
if elem GLFW.Key'R model.keys
|
||||
then
|
||||
model
|
||||
{ camera =
|
||||
model.camera
|
||||
{ camPos = model.camera.camPos + (V4 0 0 0 (dt * dt * model.camera.strafeStrength))
|
||||
}
|
||||
}
|
||||
else
|
||||
if elem GLFW.Key'F model.keys
|
||||
then
|
||||
model
|
||||
{ camera =
|
||||
model.camera
|
||||
{ camPos = model.camera.camPos - (V4 0 0 0 (dt * dt * model.camera.strafeStrength))
|
||||
}
|
||||
}
|
||||
else model
|
||||
updateVelocity dt
|
||||
$ updateAcceleration dt
|
||||
$ updateSpeed dt
|
||||
$ updateCameraAngle dt model
|
||||
|
||||
updateSpeed :: Float -> Model -> Model
|
||||
updateSpeed dt model =
|
||||
if elem GLFW.Key'T model.keys
|
||||
then
|
||||
if elem GLFW.Key'T model.keys then
|
||||
model
|
||||
{ camera =
|
||||
model.camera
|
||||
{ jumpStrength = model.camera.jumpStrength * 1.1,
|
||||
strafeStrength = model.camera.strafeStrength * 1.1
|
||||
{ jumpStrength = model.camera.jumpStrength * 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
|
||||
{ camera =
|
||||
model.camera
|
||||
{ jumpStrength = model.camera.jumpStrength * 0.99,
|
||||
strafeStrength = model.camera.strafeStrength * 0.99
|
||||
{ jumpStrength = model.camera.jumpStrength * 0.99
|
||||
, strafeStrength = model.camera.strafeStrength * 0.99
|
||||
}
|
||||
}
|
||||
else model
|
||||
@@ -260,39 +184,35 @@ updateAcceleration dt model =
|
||||
then V3 0 (0 - model.wprop.g * model.camera.airTime) 0
|
||||
else V3 0 0 0
|
||||
camVel' = friction * (model.camera.camVel + movement' + jump)
|
||||
aboveGround = ((model.camera.camPos ^. _xyz) + dt L.*^ camVel') ^. _y > 0
|
||||
aboveGround = (model.camera.camPos + dt L.*^ camVel') ^. _y > 0
|
||||
in if (elem GLFW.Key'Space model.keys) && (model.camera.hasJumped == False)
|
||||
then
|
||||
updateAcceleration dt $
|
||||
model
|
||||
then updateAcceleration dt
|
||||
$ model
|
||||
{ camera =
|
||||
model.camera
|
||||
{ airTime = dt,
|
||||
camVel =
|
||||
{ airTime = dt
|
||||
, camVel =
|
||||
model.camera.camVel
|
||||
+ (V3 0 model.camera.jumpStrength 0),
|
||||
hasJumped = True
|
||||
+ (V3 0 model.camera.jumpStrength 0)
|
||||
, hasJumped = True
|
||||
}
|
||||
}
|
||||
else
|
||||
if aboveGround
|
||||
then
|
||||
model
|
||||
else if aboveGround
|
||||
then model
|
||||
{ camera =
|
||||
model.camera
|
||||
{ airTime = model.camera.airTime + dt,
|
||||
camVel = camVel',
|
||||
hasJumped = aboveGround
|
||||
{ airTime = model.camera.airTime + dt
|
||||
, camVel = camVel'
|
||||
, hasJumped = aboveGround
|
||||
}
|
||||
}
|
||||
else
|
||||
model
|
||||
else model
|
||||
{ camera =
|
||||
model.camera
|
||||
{ airTime = 0,
|
||||
camVel = camVel' * (V3 1 0 1),
|
||||
camPos = model.camera.camPos * (V4 1 0 1 1),
|
||||
hasJumped = aboveGround
|
||||
{ airTime = 0
|
||||
, camVel = camVel' * (V3 1 0 1)
|
||||
, camPos = model.camera.camPos * (V3 1 0 1)
|
||||
, hasJumped = aboveGround
|
||||
}
|
||||
}
|
||||
|
||||
@@ -301,8 +221,7 @@ updateVelocity dt model =
|
||||
model
|
||||
{ camera =
|
||||
model.camera
|
||||
{ camPos = V4 1 1 1 (model.camera.camPos ^. _w) * (L.point $ (model.camera.camPos ^. _xyz) + dt L.*^ model.camera.camVel)
|
||||
}
|
||||
{camPos = model.camera.camPos + dt L.*^ model.camera.camVel}
|
||||
}
|
||||
|
||||
updateCameraAngle :: Float -> Model -> Model
|
||||
@@ -323,8 +242,8 @@ updateCameraAngle dt model =
|
||||
model.camera.camYaw
|
||||
+ scaleFactor * (double2Float $ fst model.cursorDeltaPos)
|
||||
in model
|
||||
{ cursorDeltaPos = (0, 0),
|
||||
camera = model.camera {camPitch = newPitch'', camYaw = newYaw}
|
||||
{ cursorDeltaPos = (0, 0)
|
||||
, camera = model.camera {camPitch = newPitch'', camYaw = newYaw}
|
||||
}
|
||||
|
||||
-- | views the model
|
||||
@@ -344,37 +263,21 @@ view window model = do
|
||||
forward = V3 (cos pitch * sin yaw) (sin pitch) (cos pitch * cos yaw)
|
||||
viewMatrix =
|
||||
L.lookAt
|
||||
(model.camera.camPos ^. _xyz)
|
||||
((model.camera.camPos ^. _xyz) - forward)
|
||||
model.camera.camPos
|
||||
(model.camera.camPos - forward)
|
||||
model.wprop.up
|
||||
projectionMatrix =
|
||||
L.perspective 1.2 (fromIntegral w / fromIntegral h) 0.01 1000
|
||||
|
||||
viewGLMatrix <-
|
||||
GL.newMatrix GL.RowMajor $ toGLMatrix viewMatrix ::
|
||||
IO
|
||||
GL.newMatrix GL.RowMajor $ toGLMatrix viewMatrix :: IO
|
||||
(GL.GLmatrix GL.GLfloat)
|
||||
|
||||
-- load 3d view matrix
|
||||
viewLocation <- GL.get $ GL.uniformLocation model.program "u_view"
|
||||
GL.uniform viewLocation $= viewGLMatrix
|
||||
|
||||
projectionGLMatrix <-
|
||||
GL.newMatrix GL.RowMajor $ toGLMatrix projectionMatrix ::
|
||||
IO
|
||||
GL.newMatrix GL.RowMajor $ toGLMatrix projectionMatrix :: IO
|
||||
(GL.GLmatrix GL.GLfloat)
|
||||
|
||||
-- load 3d projection matrix
|
||||
projectionLocation <- GL.get $ GL.uniformLocation model.program "u_projection"
|
||||
GL.uniform projectionLocation $= projectionGLMatrix
|
||||
|
||||
let camx = (\(V4 x _ _ _) -> x) model.camera.camPos
|
||||
camy = (\(V4 _ y _ _) -> y) model.camera.camPos
|
||||
camz = (\(V4 _ _ z _) -> z) model.camera.camPos
|
||||
camw = (\(V4 _ _ _ w) -> w) model.camera.camPos
|
||||
camWLocation <- GL.get $ GL.uniformLocation model.program "u_cam"
|
||||
GL.uniform camWLocation $= GL.Vector4 camx camy camz camw
|
||||
|
||||
-- draw objects; returns IO []
|
||||
_ <- drawObjects model.objects
|
||||
-- swap to current buffer
|
||||
|
||||
Reference in New Issue
Block a user