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{-  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.Monad
import Foreign.C.Types
import SDL.Vect
import qualified Data.ByteString as BS
import qualified Data.Vector.Storable as V
import           System.Exit (exitFailure)
import           System.IO

import SDL (($=))
import qualified SDL
import SDL.Time (ticks)
import qualified Graphics.Rendering.OpenGL as GL

import Paths_vivant (getDataDir)
import Vivant.Shader (initShaders)

screenWidth, screenHeight :: CInt
(screenWidth, screenHeight) = (640, 480)

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
        "SDL / OpenGL Example"
        SDL.defaultWindow {SDL.windowInitialSize = V2 screenWidth screenHeight,
                           SDL.windowGraphicsContext = SDL.OpenGLContext SDL.defaultOpenGL}
    SDL.showWindow window

    _ <- SDL.glCreateContext window
    (prog, attrib) <- initShaders

    let loop = do
          events <- SDL.pollEvents
          let quit = elem SDL.QuitEvent $ map SDL.eventPayload events

          GL.clear [GL.ColorBuffer]
          draw prog attrib
          SDL.glSwapWindow window

          unless quit loop

    loop

    SDL.destroyWindow window
    SDL.quit

draw :: GL.Program -> GL.AttribLocation -> IO ()
draw program attrib = do
    GL.clearColor $= GL.Color4 1 1 1 1
    GL.clear [GL.ColorBuffer]
    GL.viewport $= (GL.Position 0 0, GL.Size (fromIntegral screenWidth) (fromIntegral screenHeight))

    GL.currentProgram $= Just program

    ourColorLoc <- GL.uniformLocation program "ourColour"
    tick <- ticks
    GL.uniform ourColorLoc $= (GL.Vector4 (1::Float) (sin (fromIntegral tick / 500) / 2 + 0.5) 1 1)

    GL.vertexAttribArray attrib $= GL.Enabled
    V.unsafeWith vertices $ \ptr ->
        GL.vertexAttribPointer attrib $=
          (GL.ToFloat, GL.VertexArrayDescriptor 2 GL.Float 0 ptr)
    GL.drawArrays GL.Triangles 0 3 -- 3 is the number of vertices
    GL.vertexAttribArray attrib $= GL.Disabled

vertices :: V.Vector Float
vertices = V.fromList [  0.0,  0.8
                      , -0.8, -0.8
                      ,  0.8, -0.8
                      ]

texCoords :: V.Vector Float
texCoords = V.fromList [   0, 0
                       ,   1, 0
                       , 0.5, 1
                       ]