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authormtgmonkey <mtgmonkey@nixos>2025-12-21 12:23:57 +0100
committermtgmonkey <mtgmonkey@nixos>2025-12-21 12:23:57 +0100
commita62275f853be9d9f43772fe1969c225ae43c3d62 (patch)
treebf7dd895c3a6192925a0ed5c2b55fed837549d74 /src/Game/Internal
parente9b4e2d34af8f0ea4a54d8d093108cdfdc68757c (diff)
merge development into master
Diffstat (limited to 'src/Game/Internal')
-rw-r--r--src/Game/Internal/LoadShaders.hs75
-rw-r--r--src/Game/Internal/Types.hs167
2 files changed, 98 insertions, 144 deletions
diff --git a/src/Game/Internal/LoadShaders.hs b/src/Game/Internal/LoadShaders.hs
index ded2da9..86b549f 100644
--- a/src/Game/Internal/LoadShaders.hs
+++ b/src/Game/Internal/LoadShaders.hs
@@ -12,10 +12,11 @@
-- Red Book Authors.
--
--------------------------------------------------------------------------------
-
-module Game.Internal.LoadShaders (
- ShaderSource(..), ShaderInfo(..), loadShaders
-) where
+module Game.Internal.LoadShaders
+ ( ShaderSource(..)
+ , ShaderInfo(..)
+ , loadShaders
+ ) where
import Control.Exception
import Control.Monad
@@ -23,17 +24,15 @@ import qualified Data.ByteString as B
import Graphics.Rendering.OpenGL
--------------------------------------------------------------------------------
-
-- | The source of the shader source code.
-
-data ShaderSource =
- ByteStringSource B.ByteString
+data ShaderSource
+ = ByteStringSource B.ByteString
-- ^ The shader source code is directly given as a 'B.ByteString'.
- | StringSource String
+ | StringSource String
-- ^ The shader source code is directly given as a 'String'.
- | FileSource FilePath
+ | FileSource FilePath
-- ^ The shader source code is located in the file at the given 'FilePath'.
- deriving ( Eq, Ord, Show )
+ deriving (Eq, Ord, Show)
getSource :: ShaderSource -> IO B.ByteString
getSource (ByteStringSource bs) = return bs
@@ -41,49 +40,47 @@ 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
- deriving ( Eq, Ord, Show )
+data ShaderInfo =
+ ShaderInfo ShaderType ShaderSource
+ deriving (Eq, Ord, Show)
--------------------------------------------------------------------------------
-
-- | Create a new program object from the given shaders, throwing an
-- 'IOException' if something goes wrong.
-
loadShaders :: [ShaderInfo] -> IO Program
loadShaders infos =
- createProgram `bracketOnError` deleteObjectName $ \program -> do
- loadCompileAttach program infos
- linkAndCheck program
- return program
+ createProgram `bracketOnError` deleteObjectName $ \program -> do
+ loadCompileAttach program infos
+ linkAndCheck program
+ return program
linkAndCheck :: Program -> IO ()
linkAndCheck = checked linkProgram linkStatus programInfoLog "link"
loadCompileAttach :: Program -> [ShaderInfo] -> IO ()
loadCompileAttach _ [] = return ()
-loadCompileAttach program (ShaderInfo shType source : infos) =
- createShader shType `bracketOnError` deleteObjectName $ \shader -> do
- src <- getSource source
- shaderSourceBS shader $= src
- compileAndCheck shader
- attachShader program shader
- loadCompileAttach program infos
+loadCompileAttach program (ShaderInfo shType source:infos) =
+ createShader shType `bracketOnError` deleteObjectName $ \shader -> do
+ src <- getSource source
+ shaderSourceBS shader $= src
+ compileAndCheck shader
+ attachShader program shader
+ loadCompileAttach program infos
compileAndCheck :: Shader -> IO ()
compileAndCheck = checked compileShader compileStatus shaderInfoLog "compile"
-checked :: (t -> IO ())
- -> (t -> GettableStateVar Bool)
- -> (t -> GettableStateVar String)
- -> String
- -> t
- -> IO ()
+checked ::
+ (t -> IO ())
+ -> (t -> GettableStateVar Bool)
+ -> (t -> GettableStateVar String)
+ -> String
+ -> t
+ -> IO ()
checked action getStatus getInfoLog message object = do
- action object
- ok <- get (getStatus object)
- unless ok $ do
- infoLog <- get (getInfoLog object)
- fail (message ++ " log: " ++ infoLog)
+ action object
+ ok <- get (getStatus object)
+ unless ok $ do
+ infoLog <- get (getInfoLog object)
+ fail (message ++ " log: " ++ infoLog)
diff --git a/src/Game/Internal/Types.hs b/src/Game/Internal/Types.hs
index ad220e4..8095cfb 100644
--- a/src/Game/Internal/Types.hs
+++ b/src/Game/Internal/Types.hs
@@ -1,4 +1,5 @@
{-# LANGUAGE NamedFieldPuns, OverloadedRecordDot #-}
+
{- |
- Module : Game.Internal.Types
- Description :
@@ -9,116 +10,83 @@
-}
module Game.Internal.Types
( Object(..)
-
, toGLMatrix
-
- , Model ( camera
- , objects
- , cursorDeltaPos
- , cursorPos
- , program
- , keys
- , wprop
- )
+ , Model(camera, objects, cursorDeltaPos, cursorPos, program, keys, wprop)
, mkModel
-
- , Camera ( camPos
- , camPitch
- , camYaw
- , camReference
- , mouseSensitivity
- , camVel
- , strafeStrength
- , jumpStrength
- , hasJumped
- , airTime
- )
+ , Camera(camPos, camPitch, camYaw, camReference, mouseSensitivity, camVel, strafeStrength, jumpStrength, hasJumped, airTime)
, mkCamera
-
- , WorldProperties (g, friction, up)
+ , WorldProperties(g, friction, up)
, mkWorldProperties
-
) where
-import qualified Graphics.UI.GLFW as GLFW
import qualified Graphics.Rendering.OpenGL as GL
+import qualified Graphics.UI.GLFW as GLFW
import qualified Linear as L
-import Linear (V3, V3(..), V4(..))
+import Linear (V3, V3(..), V4(..))
-- | represents a single draw call
-data Object =
- Object
- { vao :: GL.VertexArrayObject -- ^ vao of vertex buffer
- , numIndicies :: GL.NumArrayIndices -- ^ number of vertices
- , numComponents :: GL.NumComponents -- ^ dimensionallity; vec3, vec4, etc.
- , primitiveMode :: GL.PrimitiveMode -- ^ primitive mode to be drawn with
- }
- deriving Show
+data Object = Object
+ { vao :: GL.VertexArrayObject -- ^ vao of vertex buffer
+ , numIndicies :: GL.NumArrayIndices -- ^ number of vertices
+ , numComponents :: GL.NumComponents -- ^ dimensionallity; vec3, vec4, etc.
+ , primitiveMode :: GL.PrimitiveMode -- ^ primitive mode to be drawn with
+ } deriving (Show)
-- | converts M44 to a 16array for OpenGL
toGLMatrix :: L.M44 GL.GLfloat -> [GL.GLfloat]
-toGLMatrix
- (V4
- (V4 c00 c01 c02 c03)
- (V4 c10 c11 c12 c13)
- (V4 c20 c21 c22 c23)
- (V4 c30 c31 c32 c33)) =
- [ c00, c01, c02, c03
- , c10, c11, c12, c13
- , c20, c21, c22, c23
- , c30, c31, c32, c33
+toGLMatrix (V4 (V4 c00 c01 c02 c03) (V4 c10 c11 c12 c13) (V4 c20 c21 c22 c23) (V4 c30 c31 c32 c33)) =
+ [ c00
+ , c01
+ , c02
+ , c03
+ , c10
+ , c11
+ , c12
+ , c13
+ , c20
+ , c21
+ , c22
+ , c23
+ , c30
+ , c31
+ , c32
+ , c33
]
-- | gamestate
-data Model =
- Model
- { camera :: Camera
- , cursorDeltaPos :: (Double, Double) -- ^ frame-on-frame delta mouse position
- , cursorPos :: (Double, Double) -- ^ current mouse position
- , keys :: [GLFW.Key] -- ^ currently pressed keys
- , objects :: [Object] -- ^ draw calls
- , program :: GL.Program -- ^ shader program
- , wprop :: WorldProperties
- }
- deriving Show
+data Model = Model
+ { camera :: Camera
+ , cursorDeltaPos :: (Double, Double) -- ^ frame-on-frame delta mouse position
+ , cursorPos :: (Double, Double) -- ^ current mouse position
+ , keys :: [GLFW.Key] -- ^ currently pressed keys
+ , objects :: [Object] -- ^ draw calls
+ , program :: GL.Program -- ^ shader program
+ , wprop :: WorldProperties
+ } deriving (Show)
-- | smart constructor for Model
-mkModel
- :: Camera
- -> [Object]
- -> GL.Program
- -> WorldProperties
- -> Model
+mkModel :: Camera -> [Object] -> GL.Program -> WorldProperties -> Model
mkModel camera objects program wprop =
- Model
- camera
- (0,0)
- (0,0)
- []
- objects
- program
- wprop
+ Model camera (0, 0) (0, 0) [] objects program wprop
-- | camera
-data Camera =
- Camera
- { camPos :: V3 Float -- ^ position in world space
- , camPitch :: Float -- ^ pitch in radians, up positive
- , camYaw :: Float -- ^ yaw in radians, right positive
- , camReference :: V3 Float -- ^ reference direction; orientation applied to
- , camVel :: V3 Float -- ^ velocity in world space
- , mouseSensitivity :: Float -- ^ scale factor for mouse movement
- , strafeStrength :: Float -- ^ scale factor for strafe
- , jumpStrength :: Float -- ^ scale factor for jump initial velocity
- , hasJumped :: Bool -- ^ whether the camera still has jumping state
- , airTime :: Float -- ^ time since jumping state entered in seconds
- }
- deriving Show
+data Camera = Camera
+ { camPos :: V3 Float -- ^ position in world space
+ , camPitch :: Float -- ^ pitch in radians, up positive
+ , camYaw :: Float -- ^ yaw in radians, right positive
+ , camReference :: V3 Float -- ^ reference direction; orientation applied to
+ , camVel :: V3 Float -- ^ velocity in world space
+ , mouseSensitivity :: Float -- ^ scale factor for mouse movement
+ , strafeStrength :: Float -- ^ scale factor for strafe
+ , jumpStrength :: Float -- ^ scale factor for jump initial velocity
+ , hasJumped :: Bool -- ^ whether the camera still has jumping state
+ , airTime :: Float -- ^ time since jumping state entered in seconds
+ } deriving (Show)
-- | smart constructor for Camera
-mkCamera
- :: V3 Float
+mkCamera ::
+ V3 Float
-> Float
-> Float
-> V3 Float
@@ -127,15 +95,7 @@ mkCamera
-> Float
-> Float
-> Camera
-mkCamera
- camPos
- camPitch
- camYaw
- camReference
- camVel
- mouseSensitivity
- strafeStrength
- jumpStrength =
+mkCamera camPos camPitch camYaw camReference camVel mouseSensitivity strafeStrength jumpStrength =
Camera
camPos
camPitch
@@ -149,15 +109,12 @@ mkCamera
0
-- | physical properties of the world
-data WorldProperties =
- WorldProperties
- { g :: Float -- ^ gravity `g`
- , friction :: Float -- ^ scale factor for floor friction
- , up :: V3 Float -- ^ global up vector
- }
- deriving Show
+data WorldProperties = WorldProperties
+ { 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
-mkWorldProperties g friction up =
- WorldProperties g friction (L.normalize up)
+mkWorldProperties :: Float -> Float -> V3 Float -> WorldProperties
+mkWorldProperties g friction up = WorldProperties g friction (L.normalize up)