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|
{-# 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.LoadShaders
import Game.Types
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)
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
-- 4x MSAA
GLFW.windowHint $ GLFW.WindowHint'Samples $ Just 4
-- 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.setCursorPosCallback window $ Just (cursorPosHandler Nothing)
(objects, program) <- initResources window
-- 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
0.08 -- 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 (update 0) 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
]
--------------------------------------------------------------------------------
-- Shader creation and object initialisation
--------------------------------------------------------------------------------
-- | loads models, shaders
initResources :: GLFW.Window -> IO ([Object], GL.Program)
initResources window = do
-- create objects
testObject0 <- createObject (map (+(V3 (-1) (-1) (-1))) testVertices) 3 GL.TriangleStrip
testObject1 <- createObject (map (+(V3 (1) (1) (1))) testVertices) 3 GL.TriangleStrip
testObject2 <- createObject testVertices 3 GL.TriangleStrip
let objects = [testObject0, testObject1, testObject2]
-- load shaders
program <- loadShaders
[ ShaderInfo GL.VertexShader (StringSource vertShader)
, ShaderInfo GL.FragmentShader (StringSource fragShader)
]
GL.currentProgram $= Just program
return (objects, program)
-- 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" ++
"}"
-- | 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" ++
"}"
--------------------------------------------------------------------------------
-- 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)
=> [a GL.GLfloat]
-> GL.NumComponents
-> GL.AttribLocation
-> IO GL.BufferObject
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)
-- create attribute pointer to buffer
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)
=> [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 $ GL.AttribLocation 0
return
(Object
vao
(fromIntegral $ length array)
numComponents
primitiveMode
)
--------------------------------------------------------------------------------
-- Elm-like data structures
--------------------------------------------------------------------------------
-- | gameloop
loop
:: GLFW.Window -- ^ window to display on
-> (Model -> Model) -- ^ update function
-> (GLFW.Window -> Model -> IO ()) -- ^ view function
-> IORef Model -- ^ model
-> IO ()
loop window update view modelRef = do
-- start frame timer
Just frameStart <- GLFW.getTime
-- tick model
modifyIORef' modelRef $ update
model' <- readIORef modelRef
-- view new model
view window model'
putStrLn $ (++) "pitch" $ show model'.camera.camPitch
putStrLn $ (++) "yaw" $ show model'.camera.camYaw
-- end frame timer, wait the difference between expected and actual
Just frameEnd <- GLFW.getTime
let
dt = double2Float $ frameEnd - frameStart
target = 1 / 60 :: Float
when (dt < target) $ threadDelay $ floor $ (target - dt) * 1000000
Just frameEnd' <- GLFW.getTime
let
dt' = double2Float $ frameEnd' - frameStart
loop window (Game.update dt') view modelRef
-- | 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 = xn - xp
z = zn - zp
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
newPitch = model.camera.camPitch - model.camera.mouseSensitivity * dt * (double2Float $ snd model.cursorDeltaPos)
newPitch' = if newPitch >= (pi / 2) then (0.9999 * pi / 2) else newPitch
newPitch'' = if newPitch <= ((-1) * pi / 2) then ((-0.9999) * pi / 2) else newPitch
newYaw = model.camera.camYaw + model.camera.mouseSensitivity * dt * (double2Float $ fst model.cursorDeltaPos)
newYaw' = newYaw - (mod' newYaw pi)
in
model
{ cursorDeltaPos = (0, 0)
, camera = model.camera
{ camPitch = model.camera.camPitch + dt * (double2Float $ snd model.cursorDeltaPos)
, camYaw = model.camera.camYaw + dt * (double2Float $ fst model.cursorDeltaPos)
}
}
-- | 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 }
-- | 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) }
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 x y model =
model
{ cursorPos = (x, y)
, cursorDeltaPos = applyToTuples (-) model.cursorPos (x, y)
}
-- | 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]
-- apply transforms
let
yaw = (L.rotate (L.axisAngle model.wprop.up model.camera.camYaw) model.camera.camReference)
viewMatrix =
L.lookAt
model.camera.camPos
(model.camera.camPos + L.rotate (L.axisAngle (L.cross model.wprop.up yaw) model.camera.camPitch) yaw)
model.wprop.up
projectionMatrix = L.perspective 1.5 (fromIntegral w / fromIntegral h) 0.1 100
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
-- | draws objects
drawObjects :: [Object] -> IO ([Object])
drawObjects [] = return []
drawObjects
((Object vao numVertices _ primitiveMode):objects) = do
GL.bindVertexArrayObject $= Just vao
GL.drawArrays primitiveMode 0 numVertices
drawObjects objects
--------------------------------------------------------------------------------
-- interrupts
--------------------------------------------------------------------------------
-- | shuts down GLFW
shutdownWindow :: GLFW.WindowCloseCallback
shutdownWindow window = do
GLFW.destroyWindow window
GLFW.terminate
-- | resizes viewport with window
resizeWindow :: GLFW.WindowSizeCallback
resizeWindow _ _ _ = return ()
-- | handles key presses
keyPressed :: Maybe (IORef Model) -> GLFW.KeyCallback
keyPressed _ window GLFW.Key'Escape _ GLFW.KeyState'Pressed _ =
shutdownWindow window
keyPressed (Just modelRef) window key _ GLFW.KeyState'Pressed _ =
modifyIORef' modelRef $ updateKeyPressed key
keyPressed (Just modelRef) window key _ GLFW.KeyState'Released _ =
modifyIORef' modelRef $ updateKeyReleased key
keyPressed _ _ _ _ _ _ = return ()
-- | handles cursor position updates
cursorPosHandler :: Maybe (IORef Model) -> GLFW.CursorPosCallback
cursorPosHandler (Just modelRef) _ x y =
modifyIORef' modelRef $ updateCursorPos x y
cursorPosHandler Nothing _ _ _ = return ()
|