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-rw-r--r--src/Main.hs74
1 files changed, 59 insertions, 15 deletions
diff --git a/src/Main.hs b/src/Main.hs
index 62ec2c4..4d25357 100644
--- a/src/Main.hs
+++ b/src/Main.hs
@@ -22,7 +22,7 @@ import Game.Internal.Types
import Graphics.Rendering.OpenGL (($=))
import qualified Graphics.Rendering.OpenGL as GL
import qualified Graphics.UI.GLFW as GLFW
-import Linear (V3 (..), V4 (..), (*^), _y)
+import Linear (V3 (..), V4 (..), (*^), _w, _xyz, _y)
import qualified Linear as L
-- | Main function runs game
@@ -36,6 +36,7 @@ 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
@@ -46,15 +47,22 @@ main = do
GLFW.setKeyCallback window $ Just (keyPressed Nothing)
GLFW.setCursorInputMode window GLFW.CursorInputMode'Hidden
GLFW.setCursorPosCallback window $ Just (cursorPosHandler Nothing)
- (objects, program) <-
+ (object, program) <-
initResources $
- [map (\v -> (V4 a 0 a 0) + (rotate4 0 3 (a * g90 / 6) v)) hCube | a <- take 100 [0, 2 ..]]
- ++ [map (+ V4 a 0 0 0) hCube | a <- take 100 [0, (-2) ..]]
+ 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 =
mkModel
( mkCamera
- (V3 0 0 3) -- camPos
+ (V4 0 0 3 0) -- camPos
0 -- pitch
0 -- yaw
(V3 0 0 (-1)) -- reference vector
@@ -63,7 +71,7 @@ main = do
16 -- strafe strength
12 -- jump strength
)
- objects
+ [object]
program
(mkWorldProperties 2 0.16 (V3 0 1 0))
modelRef <- newIORef model
@@ -173,10 +181,32 @@ hCube =
-- | update function
update :: Float -> Model -> Model
update dt model =
- updateVelocity dt $
- updateAcceleration dt $
- updateSpeed dt $
- updateCameraAngle 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
updateSpeed :: Float -> Model -> Model
updateSpeed dt model =
@@ -230,7 +260,7 @@ 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 + 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)
then
updateAcceleration dt $
@@ -261,7 +291,7 @@ updateAcceleration dt model =
model.camera
{ airTime = 0,
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
}
}
@@ -271,7 +301,7 @@ updateVelocity dt model =
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)
}
}
@@ -314,23 +344,37 @@ view window model = do
forward = V3 (cos pitch * sin yaw) (sin pitch) (cos pitch * cos yaw)
viewMatrix =
L.lookAt
- model.camera.camPos
- (model.camera.camPos - forward)
+ (model.camera.camPos ^. _xyz)
+ ((model.camera.camPos ^. _xyz) - 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.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.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