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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
parente9b4e2d34af8f0ea4a54d8d093108cdfdc68757c (diff)
merge development into master
Diffstat (limited to 'src/Game')
-rw-r--r--src/Game/Internal.hs175
-rw-r--r--src/Game/Internal/LoadShaders.hs75
-rw-r--r--src/Game/Internal/Types.hs167
3 files changed, 169 insertions, 248 deletions
diff --git a/src/Game/Internal.hs b/src/Game/Internal.hs
index 3461d27..39f3fd4 100644
--- a/src/Game/Internal.hs
+++ b/src/Game/Internal.hs
@@ -1,4 +1,5 @@
{-# LANGUAGE DisambiguateRecordFields, NamedFieldPuns, OverloadedRecordDot #-}
+
{- |
- Module : Game.Internal
- Description : internal functions
@@ -18,91 +19,89 @@ module Game.Internal
, updateCursorPos
, updateKeyPressed
, updateKeyReleased
- )
- where
+ ) where
import Game.Internal.LoadShaders
import Game.Internal.Types
-import Control.Concurrent (threadDelay)
-import Control.Monad (when)
-import Data.IORef (IORef, modifyIORef', readIORef)
-import Data.List (delete)
+import Control.Concurrent (threadDelay)
+import Control.Monad (when)
+import Data.IORef (IORef, modifyIORef', readIORef)
+import Data.List (delete)
import Foreign.Marshal.Array (withArray)
-import Foreign.Ptr (nullPtr, plusPtr)
-import Foreign.Storable (sizeOf, Storable)
-import GHC.Float (double2Float)
+import Foreign.Ptr (nullPtr, plusPtr)
+import Foreign.Storable (Storable, sizeOf)
+import GHC.Float (double2Float)
-import qualified Graphics.UI.GLFW as GLFW
import qualified Graphics.Rendering.OpenGL as GL
-import Graphics.Rendering.OpenGL as GL (($=))
+import Graphics.Rendering.OpenGL (($=))
+import qualified Graphics.UI.GLFW as GLFW
import Linear (V3(..))
--------------------------------------------------------------------------------
-- Shader creation and object initialisation
--------------------------------------------------------------------------------
-
-- | loads models, shaders
-initResources :: [V3 GL.GLfloat] -> IO ([Object], GL.Program)
-initResources array = do
+initResources :: [[V3 GL.GLfloat]] -> IO ([Object], GL.Program)
+initResources arrays = do
-- create objects
- testObject0 <- createObject (map (+(V3 (-1) (-1) (-1))) array) 3 GL.TriangleStrip
- testObject1 <- createObject (map (+(V3 (1) (1) (1))) array) 3 GL.TriangleStrip
- testObject2 <- createObject array 3 GL.TriangleStrip
- let objects = [testObject0, testObject1, testObject2]
-
+ objects <- listIOsToIOlist [ createObject arr 3 GL.TriangleStrip | arr <- arrays ] []
-- load shaders
- program <- loadShaders
- [ ShaderInfo GL.VertexShader (StringSource vertShader)
- , ShaderInfo GL.FragmentShader (StringSource fragShader)
- ]
+ program <-
+ loadShaders
+ [ ShaderInfo GL.VertexShader (StringSource vertShader)
+ , ShaderInfo GL.FragmentShader (StringSource fragShader)
+ ]
GL.currentProgram $= Just program
-
return (objects, program)
+listIOsToIOlist :: [IO a] -> [a] -> IO [a]
+listIOsToIOlist [] out = return out
+listIOsToIOlist (io:ios) out = do
+ ioVal <- io
+ listIOsToIOlist ios (ioVal:out)
+
-- a_ vertex shader input
-- v_ varying
-- u_ uniform
-- o_ fragment shader output
-
-- | vertex shader
vertShader :: String
vertShader =
- "#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" ++
- "}"
-
+ "#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\n" ++
- "out vec4 o_vColor;\n" ++
- "in vec3 v_pos;\n" ++
- "void main()\n" ++
- "{\n" ++
- " o_vColor = vec4(0.5 + 0.5 * v_pos, 1);\n" ++
- "}"
+ "#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
sizeOfArray (x:xs) = fromIntegral $ (*) (1 + length xs) $ sizeOf x
-- | loads a given array into a given attribute index
-createVBO
- :: Storable (a GL.GLfloat)
+createVBO ::
+ Storable (a GL.GLfloat)
=> [a GL.GLfloat]
-> GL.NumComponents
-> GL.AttribLocation
@@ -111,29 +110,19 @@ createVBO array numComponents attribLocation = do
-- vbo for buffer
buffer <- GL.genObjectName
GL.bindBuffer GL.ArrayBuffer $= Just buffer
-
-- populate buffer
- withArray
- array
- $ \ptr ->
- GL.bufferData GL.ArrayBuffer $= (sizeOfArray array, ptr, GL.StaticDraw)
-
+ withArray array $ \ptr ->
+ 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.vertexAttribPointer attribLocation
+ $= ( 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)
+createObject ::
+ Storable (a GL.GLfloat)
=> [a GL.GLfloat]
-> GL.NumComponents
-> GL.PrimitiveMode
@@ -142,25 +131,16 @@ createObject array numComponents primitiveMode = do
-- vao for object
vao <- GL.genObjectName
GL.bindVertexArrayObject $= Just vao
-
-- vbo for vertices
_ <- createVBO array numComponents $ GL.AttribLocation 0
-
- return
- (Object
- vao
- (fromIntegral $ length array)
- numComponents
- primitiveMode
- )
+ return (Object vao (fromIntegral $ length array) numComponents primitiveMode)
--------------------------------------------------------------------------------
-- Elm-like data structures
--------------------------------------------------------------------------------
-
-- | gameloop
-loop
- :: GLFW.Window -- ^ window to display on
+loop ::
+ GLFW.Window -- ^ window to display on
-> Float -- ^ dt
-> (Float -> Model -> Model) -- ^ update function
-> (GLFW.Window -> Model -> IO ()) -- ^ view function
@@ -169,62 +149,50 @@ loop
loop window dt update view modelRef = do
-- start frame timer
Just frameStart <- GLFW.getTime
-
-- tick model
modifyIORef' modelRef $ update dt
model' <- readIORef modelRef
-
-- view new model
view window model'
-
-- end frame timer, wait the difference between expected and actual
Just frameEnd <- GLFW.getTime
- let
- drawTime = double2Float $ frameEnd - frameStart
- target = 1 / 60 :: Float
+ let drawTime = double2Float $ frameEnd - frameStart
+ target = 1 / 60 :: Float
when (drawTime < target) $ threadDelay $ floor $ (target - drawTime) * 1000000
Just frameEnd' <- GLFW.getTime
- let
- dt' = double2Float $ frameEnd' - frameStart
-
+ let dt' = double2Float $ frameEnd' - frameStart
loop window dt' update view modelRef
-- | 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 }
+updateKeyPressed key model = model {keys = key : model.keys}
-- | updates given a keyrelease. escape case is probably caught by GLFW in the
-- handler function itself
updateKeyReleased :: GLFW.Key -> Model -> Model
-updateKeyReleased key model =
- model { keys = (delete key model.keys) }
+updateKeyReleased key model = model {keys = (delete key model.keys)}
applyToTuples :: (a -> b -> c) -> (a, a) -> (b, b) -> (c, c)
applyToTuples f (x, y) (a, b) = (f x a, f y b)
-- | updates cursor
-updateCursorPos :: Double -> Double -> Model -> Model
+updateCursorPos :: Double -> Double -> Model -> Model
updateCursorPos x y model =
- let
- pyth = (((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)
- }
- else
- model
- { cursorPos = (x, y)
- }
+ let pyth =
+ (((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)
+ }
+ else model {cursorPos = (x, y)}
-- | draws objects
drawObjects :: [Object] -> IO ([Object])
drawObjects [] = return []
-drawObjects
- ((Object vao numVertices _ primitiveMode):objects) = do
+drawObjects ((Object vao numVertices _ primitiveMode):objects) = do
GL.bindVertexArrayObject $= Just vao
GL.drawArrays primitiveMode 0 numVertices
drawObjects objects
@@ -232,7 +200,6 @@ drawObjects
--------------------------------------------------------------------------------
-- interrupts
--------------------------------------------------------------------------------
-
-- | shuts down GLFW
shutdownWindow :: GLFW.WindowCloseCallback
shutdownWindow window = do
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)