1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
|
{- Vivant: Haskell OpenGL game.
Copyright (C) 2020 Yann Herklotz
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
-}
module Main where
import Control.Lens ((%~), (.~), (^.))
import Control.Monad
import qualified Data.ByteString as BS
import Data.Fixed (mod')
import Data.Function ((&))
import Data.Int (Int32)
import Data.Set (Set)
import qualified Data.Set as Set
import qualified Data.Vector.Storable as V
import Data.Word (Word32, Word8)
import Foreign.C.Types
import Foreign.Marshal.Alloc (free, malloc)
import Foreign.Ptr
import Foreign.Storable (poke, sizeOf)
import qualified Graphics.GL.Compatibility33 as GL
import Graphics.Rendering.OpenGL (($=))
import qualified Graphics.Rendering.OpenGL as GL
import qualified Graphics.Rendering.OpenGL.GL.Shaders.Uniform as GL (UniformLocation (..))
import Linear
import Paths_vivant (getDataDir)
import qualified SDL
import SDL.Raw.Enum as SDL
import SDL.Raw.Video as SDL (glSetAttribute)
import SDL.Time (ticks)
import SDL.Vect
import System.Exit (exitFailure)
import System.IO
import Vivant.Noise
import Vivant.Renderer
import Vivant.Shader (createProgram)
import Vivant.Terrain
screenWidth, screenHeight :: CInt
(screenWidth, screenHeight) = (640, 480)
data Camera = Camera
{ cameraPos :: V3 Float,
cameraUp :: V3 Float,
cameraFront :: V3 Float,
cameraSpeed :: Float,
cameraPitch :: Float,
cameraYaw :: Float
}
deriving (Show)
initialCamera :: Camera
initialCamera =
Camera
{ cameraPos = V3 0 (-10) 10,
cameraUp = normalize (V3 0 10 10),
cameraFront = normalize (V3 0 10 (-10)),
cameraSpeed = 0.05,
cameraPitch = 0,
cameraYaw = -90
}
data Game = Game
{ gameProgram :: Maybe GL.Program,
gameVao :: Maybe GL.VertexArrayObject,
gameModelP :: Ptr (M44 Float),
gameViewP :: Ptr (M44 Float),
gameProjectionP :: Ptr (M44 Float),
gameCamera :: Camera,
gameTerrain :: Maybe Terrain
}
deriving (Show)
initialGameState :: Game
initialGameState =
Game
{ gameProgram = Nothing,
gameVao = Nothing,
gameModelP = nullPtr,
gameViewP = nullPtr,
gameProjectionP = nullPtr,
gameCamera = initialCamera,
gameTerrain = Nothing
}
data MouseInputs = MouseInputs
{ mousePosition :: Point V2 Int32,
mouseRelative :: V2 Int32,
mousePositionOld :: Maybe (V2 Int32),
mousePressed :: Bool,
mouseWheel :: Int32
}
deriving (Show)
initialMouse :: MouseInputs
initialMouse =
MouseInputs
{ mousePosition = P (V2 400 300),
mouseRelative = V2 0 0,
mousePositionOld = Nothing,
mousePressed = False,
mouseWheel = 0
}
main :: IO ()
main = do
SDL.initialize [SDL.InitVideo]
SDL.HintRenderScaleQuality $= SDL.ScaleLinear
do
renderQuality <- SDL.get SDL.HintRenderScaleQuality
when (renderQuality /= SDL.ScaleLinear) $
putStrLn "Warning: Linear texture filtering not enabled!"
window <-
SDL.createWindow
"Vivant"
SDL.defaultWindow
{ SDL.windowInitialSize = V2 screenWidth screenHeight,
SDL.windowGraphicsContext = SDL.OpenGLContext SDL.defaultOpenGL
}
SDL.glSetAttribute SDL_GL_CONTEXT_PROFILE_MASK SDL_GL_CONTEXT_PROFILE_CORE
SDL.glSetAttribute SDL_GL_CONTEXT_MAJOR_VERSION 3
SDL.glSetAttribute SDL_GL_CONTEXT_MINOR_VERSION 2
SDL.glSetAttribute SDL_GL_DOUBLEBUFFER 1
SDL.glSetAttribute SDL_GL_DEPTH_SIZE 24
SDL.showWindow window
_ <- SDL.glCreateContext window
GL.depthFunc $= Just GL.Less
GL.viewport $= (GL.Position 0 0, GL.Size (fromIntegral screenWidth) (fromIntegral screenHeight))
game <- initResources
let loop game key mouse = do
(keys', mouse') <- parseEvents key mouse
let game' = updateMouse mouse' game
draw game'
SDL.glSwapWindow window
unless (Set.member escapeKey keys') (loop game' keys' mouse')
loop game Set.empty initialMouse
mapM_
free
[ gameModelP game,
gameViewP game,
gameProjectionP game
]
SDL.destroyWindow window
SDL.quit
noKeyModifier :: SDL.KeyModifier
noKeyModifier = SDL.KeyModifier False False False False False False False False False False False
escapeKey :: SDL.Keysym
escapeKey = SDL.Keysym SDL.ScancodeEscape SDL.KeycodeEscape noKeyModifier
parseEvents :: Set SDL.Keysym -> MouseInputs -> IO (Set SDL.Keysym, MouseInputs)
parseEvents keys mouse = do
events <- SDL.pollEvents
let events' = fmap SDL.eventPayload events
let (k, m) = foldr handleEvents (keys, mouse) events'
return
. changeIfIn events' mouseWheel (\(k, m) -> (k, m {mouseWheel = 0}))
$ changeIfIn events' mouseMoving (\(k, m) -> (k, m {mouseRelative = V2 0 0})) (k, m)
where
mouseMoving SDL.MouseMotionEvent {} = True
mouseMoving _ = False
mouseWheel SDL.MouseWheelEvent {} = True
mouseWheel _ = False
changeIfIn events event modification initial =
if any event events
then initial
else modification initial
handleEvents ::
SDL.EventPayload ->
(Set SDL.Keysym, MouseInputs) ->
(Set SDL.Keysym, MouseInputs)
handleEvents event (k, m) =
case event of
SDL.KeyboardEvent
SDL.KeyboardEventData
{ SDL.keyboardEventKeyMotion = e,
SDL.keyboardEventKeysym = k'
} ->
((if e == SDL.Released then Set.delete else Set.insert) k' k, m)
SDL.MouseMotionEvent
SDL.MouseMotionEventData
{ SDL.mouseMotionEventPos = pos,
SDL.mouseMotionEventRelMotion = vel
} ->
(k, MouseInputs pos vel (mousePositionOld m) (mousePressed m) (mouseWheel m))
SDL.MouseButtonEvent
SDL.MouseButtonEventData
{ SDL.mouseButtonEventMotion = SDL.Pressed
} ->
(k, m {mousePressed = True})
SDL.MouseButtonEvent
SDL.MouseButtonEventData
{ SDL.mouseButtonEventMotion = SDL.Released
} ->
(k, m {mousePressed = False})
SDL.MouseWheelEvent
SDL.MouseWheelEventData
{ SDL.mouseWheelEventPos = V2 x y
} ->
(k, m {mouseWheel = y})
SDL.QuitEvent {} ->
(Set.insert escapeKey k, m)
_ -> (k, m)
updateMouse :: MouseInputs -> Game -> Game
updateMouse mouse game =
game
{ gameCamera =
(gameCamera game)
{ cameraPos = newPos ^+^ (fromIntegral (mouseWheel mouse) *^ newFront),
cameraFront = newFront,
cameraUp = newUp
}
}
where
rotation v
| mousePressed mouse =
rotate
( axisAngle
(V3 0 0 1)
( (/ 2) . toRadians . fromIntegral $
- (mouseRelative mouse ^. _x)
)
)
v
| otherwise = v
newPos = rotation . cameraPos $ gameCamera game
newUp = rotation . cameraUp $ gameCamera game
newFront = normalize (V3 0 0 0 ^-^ newPos)
pixelRenderer :: Double -> Int -> Int -> Float
pixelRenderer n x y =
fromRational . toRational $
( perlin3
permutation
( (fromIntegral x - 32) / 16,
(fromIntegral y - 32) / 16,
n
)
+ 1
)
createTerrain :: [[Float]]
createTerrain =
fmap (\y -> fmap (\x -> pixelRenderer 3 x y * 5) [0 .. 256]) [0 .. 256]
initResources :: IO Game
initResources = do
vao <- GL.genObjectName
GL.bindVertexArrayObject $= Just vao
vbo <- GL.genObjectName
GL.bindBuffer GL.ArrayBuffer $= Just vbo
V.unsafeWith square $ \ptr ->
GL.bufferData GL.ArrayBuffer $= (vectorSize square, castPtr ptr, GL.StaticDraw)
prog <- createProgram
setVertexAttribute prog "position" 3 0 0
modelP <- malloc
viewP <- malloc
projectionP <- malloc
terrain <- initTerrain createTerrain prog
return $
initialGameState
{ gameProgram = Just prog,
gameVao = Just vao,
gameModelP = modelP,
gameViewP = viewP,
gameProjectionP = projectionP,
gameTerrain = Just terrain
}
-- | Convert degrees to radians
toRadians :: Float -> Float
toRadians = (*) (pi / 180)
scaledMat :: Float -> M44 Float
scaledMat n = (n *!! identity) & _w . _w .~ 1
castV3 :: V3 a -> GL.Vector3 a
castV3 (V3 a b c) = GL.Vector3 a b c
draw :: Game -> IO ()
draw game@Game {gameProgram = Just p, gameVao = Just v, gameTerrain = Just t} = do
tick <- ticks
GL.clearColor $= GL.Color4 0.2 0.2 0.2 1
GL.clear [GL.ColorBuffer, GL.DepthBuffer]
GL.currentProgram $= gameProgram game
GL.bindVertexArrayObject $= rendererVao (terrainRenderer t)
model <- getUniformLocation <$> GL.uniformLocation p "model"
view <- getUniformLocation <$> GL.uniformLocation p "view"
projection <- getUniformLocation <$> GL.uniformLocation p "projection"
let camera = gameCamera game
cameraPosition = cameraPos camera
targetPosition = cameraPosition ^+^ cameraFront camera
viewMatrix = lookAt cameraPosition targetPosition (cameraUp camera)
projectionMatrix = perspective (toRadians 45) (640 / 480) 0.1 500
poke (gameViewP game) viewMatrix
poke (gameProjectionP game) projectionMatrix
GL.glUniformMatrix4fv view 1 1 (castPtr (gameViewP game))
GL.glUniformMatrix4fv projection 1 1 (castPtr (gameProjectionP game))
ourColorLoc <- GL.uniformLocation p "light_pos"
GL.uniform ourColorLoc
$= GL.Vector3 (0 :: Float) (128 * sin (fromIntegral tick / 2000)) (64 * abs (cos $ fromIntegral tick / 2000))
--castV3 (cameraPos (gameCamera game))
render $ terrainRenderer t
GL.bindVertexArrayObject $= Nothing
return ()
vectorSize :: (Num b, V.Storable a) => V.Vector a -> b
vectorSize array = fromIntegral $ V.length array * sizeOf (1.0 :: Float)
vertices :: V.Vector Float
vertices =
V.fromList
[ 0.5,
-0.5,
0,
-0.5,
-0.5,
0,
0.5,
0.5,
0,
-0.5,
0.5,
0,
-0.5,
-0.5,
0,
0.5,
0.5,
0
]
square :: V.Vector Float
square =
V.fromList
[ -0.5,
-0.5,
-0.5,
0.5,
-0.5,
-0.5,
0.5,
0.5,
-0.5,
0.5,
0.5,
-0.5,
-0.5,
0.5,
-0.5,
-0.5,
-0.5,
-0.5,
-0.5,
-0.5,
0.5,
0.5,
-0.5,
0.5,
0.5,
0.5,
0.5,
0.5,
0.5,
0.5,
-0.5,
0.5,
0.5,
-0.5,
-0.5,
0.5,
-0.5,
0.5,
0.5,
-0.5,
0.5,
-0.5,
-0.5,
-0.5,
-0.5,
-0.5,
-0.5,
-0.5,
-0.5,
-0.5,
0.5,
-0.5,
0.5,
0.5,
0.5,
0.5,
0.5,
0.5,
0.5,
-0.5,
0.5,
-0.5,
-0.5,
0.5,
-0.5,
-0.5,
0.5,
-0.5,
0.5,
0.5,
0.5,
0.5,
-0.5,
-0.5,
-0.5,
0.5,
-0.5,
-0.5,
0.5,
-0.5,
0.5,
0.5,
-0.5,
0.5,
-0.5,
-0.5,
0.5,
-0.5,
-0.5,
-0.5,
-0.5,
0.5,
-0.5,
0.5,
0.5,
-0.5,
0.5,
0.5,
0.5,
0.5,
0.5,
0.5,
-0.5,
0.5,
0.5,
-0.5,
0.5,
-0.5
]
locs :: [V3 Float]
locs =
[ V3 0 0 0
]
texCoords :: V.Vector Float
texCoords =
V.fromList
[ 0,
0,
1,
0,
0.5,
1
]
|