diff options
| author | mtgmonkey <mtgmonkey@nixos> | 2025-12-08 05:57:20 +0100 |
|---|---|---|
| committer | mtgmonkey <mtgmonkey@nixos> | 2025-12-08 05:57:20 +0100 |
| commit | e767a5ee5becd575039ff39db40a7373ccca7eaf (patch) | |
| tree | dd5bee9ec666509cac9267666e1a31e58fef23ec /src/Game | |
| parent | 852244a49159097a83fc99edcdad26f84f999098 (diff) | |
semantics: change from Game/Main.hs to Game.hs
Diffstat (limited to 'src/Game')
| -rw-r--r-- | src/Game/Main.hs | 243 |
1 files changed, 0 insertions, 243 deletions
diff --git a/src/Game/Main.hs b/src/Game/Main.hs deleted file mode 100644 index 7aeb2a5..0000000 --- a/src/Game/Main.hs +++ /dev/null @@ -1,243 +0,0 @@ -{-# LANGUAGE DisambiguateRecordFields, NamedFieldPuns, OverloadedRecordDot #-} -{- | - - Module : Game - - Description : runs game - - Copyright : Andromeda 2025 - - License : WTFPL - - Maintainer : Matrix @Andromeda:tchncs.de - - Stability : Experimental - -} -module Game (main) where - -import Game.Internal.LoadShaders -import Game.Internal.Types -import Game.Internal - -import Control.Concurrent (threadDelay) -import Control.Lens ((^.), (+~), (&), (%~)) -import Control.Monad (when) -import Data.Fixed (mod') -import Data.IORef (atomicModifyIORef', IORef, modifyIORef', newIORef, readIORef, writeIORef) -import Data.List (delete) -import Foreign.Marshal.Array (withArray) -import Foreign.Ptr (nullPtr, plusPtr) -import Foreign.Storable (sizeOf, Storable) -import GHC.Float (double2Float, int2Double) - -import qualified Graphics.UI.GLFW as GLFW -import qualified Graphics.Rendering.OpenGL as GL -import Graphics.Rendering.OpenGL as GL (($=)) - -import qualified Linear as L -import Linear ( V3(..) - , _x - , _y - , _z - ) - --- | Main function runs game -main :: IO () -main = do - GLFW.init - GLFW.defaultWindowHints - - -- OpenGL core >=3.3 - GLFW.windowHint $ GLFW.WindowHint'ContextVersionMajor 3 - GLFW.windowHint $ GLFW.WindowHint'ContextVersionMinor 3 - GLFW.windowHint $ GLFW.WindowHint'OpenGLProfile GLFW.OpenGLProfile'Core - - -- MSAA - GLFW.windowHint $ GLFW.WindowHint'Samples $ Just 8 - - -- create window - monitor <- GLFW.getPrimaryMonitor - Just window <- GLFW.createWindow 256 256 "hs-game" monitor Nothing - GLFW.makeContextCurrent $ Just window - - -- add callbacks - GLFW.setWindowCloseCallback window $ Just shutdownWindow - GLFW.setWindowSizeCallback window $ Just resizeWindow - GLFW.setKeyCallback window $ Just (keyPressed Nothing) - GLFW.setCursorInputMode window GLFW.CursorInputMode'Hidden - GLFW.setCursorPosCallback window $ Just (cursorPosHandler Nothing) - - (objects, program) <- initResources window testVertices - - -- init model - let - model = - mkModel - (mkCamera - (V3 0 0 3) -- camPos - 0 -- pitch - 0 -- yaw - (V3 0 0 (-1)) -- reference vector - (V3 0 0 0) -- velocity - 2 -- mouse sensitivity - 16 -- strafe strength - 12 -- jump strength - ) - objects - program - (mkWorldProperties - 2 - 0.16 - (V3 0 1 0) - ) - modelRef <- newIORef model - - -- add callbacks with io ref to model - GLFW.setKeyCallback window $ Just $ keyPressed $ Just modelRef - GLFW.setCursorPosCallback window $ Just $ cursorPosHandler $ Just modelRef - - loop window 0 update view modelRef - --------------------------------------------------------------------------------- --- Arrays --------------------------------------------------------------------------------- - --- | centered unit square -testVertices :: [V3 GL.GLfloat] -testVertices = - [ V3 (-0.5) (-0.5) 0 - , V3 0.5 (-0.5) 0 - , V3 (-0.5) 0.5 0 - , V3 0.5 0.5 0 - ] - --------------------------------------------------------------------------------- --- Elm-like data structures --------------------------------------------------------------------------------- - --- | update function -update :: Float -> Model -> Model -update dt model = - updateVelocity - dt - $ updateAcceleration - dt - $ updateCameraAngle - dt - model - -updateAcceleration :: Float -> Model -> Model -updateAcceleration dt model = - let - yaw = (L.rotate (L.axisAngle model.wprop.up model.camera.camYaw) model.camera.camReference) - front = L.normalize $ (V3 1 0 1) * (L.rotate (L.axisAngle (L.cross model.wprop.up yaw) model.camera.camPitch) yaw) - zp = if elem GLFW.Key'S model.keys then 1 else 0 - zn = if elem GLFW.Key'W model.keys then 1 else 0 - xp = if elem GLFW.Key'D model.keys then 1 else 0 - xn = if elem GLFW.Key'A model.keys then 1 else 0 - x = xp - xn - z = zp - zn - friction = V3 (1 - model.wprop.friction) 1 (1 - model.wprop.friction) - movement = L.normalize (V3 x 0 z) L.^* (dt * model.camera.strafeStrength) - movement' = L.rotate (L.axisAngle model.wprop.up model.camera.camYaw) movement - jump = - if model.camera.hasJumped then - V3 0 (0 - model.wprop.g * model.camera.airTime) 0 - else - V3 0 0 0 - camVel' = friction * (model.camera.camVel + movement' + jump) - aboveGround = (model.camera.camPos + dt L.*^ camVel') ^. _y > 0 - in - if - (elem GLFW.Key'Space model.keys) - && (model.camera.hasJumped == False) - then - updateAcceleration dt $ model { camera = model.camera { airTime = dt, camVel = model.camera.camVel + (V3 0 model.camera.jumpStrength 0), hasJumped = True } } - else - if aboveGround then - model - { camera = model.camera - { airTime = model.camera.airTime + dt - , camVel = camVel' - , hasJumped = aboveGround - } - } - else - model - { camera = model.camera - { airTime = 0 - , camVel = camVel' * (V3 1 0 1) - , camPos = model.camera.camPos * (V3 1 0 1) - , hasJumped = aboveGround - } - } - -updateVelocity :: Float -> Model -> Model -updateVelocity dt model = - model - { camera = model.camera - { camPos = model.camera.camPos + dt L.*^ model.camera.camVel - } - } - -updateCameraAngle :: Float -> Model -> Model -updateCameraAngle dt model = - let - scaleFactor = model.camera.mouseSensitivity * dt - newPitch = model.camera.camPitch - - scaleFactor * (double2Float $ snd model.cursorDeltaPos) -- mouse sensitivity, update pitch - newPitch' = if newPitch > 1.56 then 1.56 else newPitch - newPitch'' = if newPitch' < (-1.56) then (-1.56) else newPitch' - newYaw = model.camera.camYaw + - scaleFactor * (double2Float $ fst model.cursorDeltaPos) - in - model - { cursorDeltaPos = (0, 0) - , camera = model.camera - { camPitch = newPitch'' - , camYaw = newYaw - } - } - --- | updates given a keypress. escape case is probably caught by GLFW in the --- handler function itself -updateKeyPressed :: GLFW.Key -> Model -> Model -updateKeyPressed key model = - model { keys = key:model.keys } - --- | views the model -view :: GLFW.Window -> Model -> IO () -view window model = do - -- fit viewport to window - (w, h) <- GLFW.getFramebufferSize window - GL.viewport $= (GL.Position 0 0, GL.Size (fromIntegral w) (fromIntegral h)) - - -- clear screen - GL.clearColor $= GL.Color4 1 0 1 1 - GL.clear [GL.ColorBuffer, GL.DepthBuffer] - - -- depth - GL.depthFunc $= Just GL.Less - - -- apply transforms - let - pitch = model.camera.camPitch - yaw = model.camera.camYaw - forward = V3 (cos pitch * sin yaw) (sin pitch) (cos pitch * cos yaw) - viewMatrix = - L.lookAt - model.camera.camPos - (model.camera.camPos - forward) - model.wprop.up - projectionMatrix = L.perspective 1.5 (fromIntegral w / fromIntegral h) 0.01 10000 - - viewGLMatrix <- GL.newMatrix GL.RowMajor $ toGLMatrix viewMatrix :: IO (GL.GLmatrix GL.GLfloat) - viewLocation <- GL.get $ GL.uniformLocation model.program "u_view" - GL.uniform viewLocation $= viewGLMatrix - - projectionGLMatrix <- GL.newMatrix GL.RowMajor $ toGLMatrix projectionMatrix :: IO (GL.GLmatrix GL.GLfloat) - projectionLocation <- GL.get $ GL.uniformLocation model.program "u_projection" - GL.uniform projectionLocation $= projectionGLMatrix - - -- draw objects - drawObjects model.objects - - -- swap to current buffer - GLFW.swapBuffers window - - -- check for interrupts - GLFW.pollEvents |
