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lesson08.hs
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--
-- This code was created by Jeff Molofee '99 (ported to Haskell GHC 2005)
--
module Main where
import qualified Graphics.UI.GLFW as GLFW
-- everything from here starts with gl or GL
import Graphics.Rendering.OpenGL.Raw
import Graphics.Rendering.GLU.Raw ( gluPerspective, gluBuild2DMipmaps )
import Data.Bits ( (.|.) )
import System.Exit ( exitWith, ExitCode(..) )
import Control.Monad ( forever )
import Data.IORef ( IORef, newIORef, readIORef, writeIORef )
import Foreign ( withForeignPtr, plusPtr
, ForeignPtr, newForeignPtr_ )
import Foreign.Storable ( Storable )
import Foreign.Marshal.Array ( newArray, allocaArray, peekArray )
import qualified Data.ByteString.Internal as BSI
import Util ( Image(..), bitmapLoad )
import Paths_nehe_tuts
newArray' :: Storable a => [a] -> IO (ForeignPtr a)
newArray' xs = (newArray xs) >>= newForeignPtr_
glLightfv' :: GLenum -> GLenum -> ForeignPtr GLfloat -> IO ()
glLightfv' l a fp =
withForeignPtr fp $ glLightfv l a
initGL :: GLFW.Window -> IO [GLuint]
initGL win = do
glEnable gl_TEXTURE_2D
glShadeModel gl_SMOOTH
glClearColor 0 0 0 0.5
glClearDepth 1
glEnable gl_DEPTH_TEST
glDepthFunc gl_LEQUAL
glHint gl_PERSPECTIVE_CORRECTION_HINT gl_NICEST
lightAmbient <- newArray' [0.5, 0.5, 0.5, 1.0]
lightDiffuse <- newArray' [1.0, 1.0, 1.0, 1.0]
lightPosition <- newArray' [0.0, 0.0, 2.0, 1.0]
glLightfv' gl_LIGHT1 gl_AMBIENT lightAmbient
glLightfv' gl_LIGHT1 gl_DIFFUSE lightDiffuse
glLightfv' gl_LIGHT1 gl_POSITION lightPosition
glEnable gl_LIGHT1
glBlendFunc gl_SRC_ALPHA gl_ONE
(w,h) <- GLFW.getFramebufferSize win
resizeScene win w h
loadGLTextures
loadGLTextures :: IO [GLuint]
loadGLTextures = do
fp <- getDataFileName "glass.bmp"
Just (Image w h pd) <- bitmapLoad fp
let numTextures = 3
texs <- allocaArray numTextures $ \p -> do
glGenTextures (fromIntegral numTextures) p
peekArray numTextures p
let (ptr, off, _) = BSI.toForeignPtr pd
_ <- withForeignPtr ptr $ \p -> do
let p' = p `plusPtr` off
glNearest = fromIntegral gl_NEAREST
glLinear = fromIntegral gl_LINEAR
-- create nearest filtered texture
glBindTexture gl_TEXTURE_2D (texs!!0)
glTexImage2D gl_TEXTURE_2D 0 3
(fromIntegral w) (fromIntegral h)
0 gl_RGB gl_UNSIGNED_BYTE p'
glTexParameteri gl_TEXTURE_2D gl_TEXTURE_MAG_FILTER glNearest
glTexParameteri gl_TEXTURE_2D gl_TEXTURE_MIN_FILTER glNearest
-- create linear filtered texture
glBindTexture gl_TEXTURE_2D (texs!!1)
glTexImage2D gl_TEXTURE_2D 0 3
(fromIntegral w) (fromIntegral h)
0 gl_RGB gl_UNSIGNED_BYTE p'
glTexParameteri gl_TEXTURE_2D gl_TEXTURE_MAG_FILTER glLinear
glTexParameteri gl_TEXTURE_2D gl_TEXTURE_MIN_FILTER glLinear
-- create mipmap filtered texture
glBindTexture gl_TEXTURE_2D (texs!!2)
glTexImage2D gl_TEXTURE_2D 0 3
(fromIntegral w) (fromIntegral h)
0 gl_RGB gl_UNSIGNED_BYTE p'
glTexParameteri gl_TEXTURE_2D gl_TEXTURE_MAG_FILTER glLinear
glTexParameteri gl_TEXTURE_2D gl_TEXTURE_MIN_FILTER
(fromIntegral gl_LINEAR_MIPMAP_NEAREST)
gluBuild2DMipmaps gl_TEXTURE_2D 3 (fromIntegral w)
(fromIntegral h) gl_RGB gl_UNSIGNED_BYTE p'
return texs
resizeScene :: GLFW.WindowSizeCallback
resizeScene win w 0 = resizeScene win w 1 -- prevent divide by zero
resizeScene _ width height = do
glViewport 0 0 (fromIntegral width) (fromIntegral height)
glMatrixMode gl_PROJECTION
glLoadIdentity
gluPerspective 45 (fromIntegral width/fromIntegral height) 0.1 100
glMatrixMode gl_MODELVIEW
glLoadIdentity
glFlush
drawScene :: [GLuint] -> IORef GLfloat -> IORef GLfloat
-> IORef GLfloat -> IORef GLfloat -> IORef GLfloat
-> IORef Int -> GLFW.Window -> IO ()
drawScene texs xrot yrot xspeed yspeed zdepth filt _ = do
-- clear the screen and the depth buffer
glClear $ fromIntegral $ gl_COLOR_BUFFER_BIT
.|. gl_DEPTH_BUFFER_BIT
glLoadIdentity -- reset view
glTranslatef 0 0 (-5.0) --Move left 5 Units into the screen
zd <- readIORef zdepth
glTranslatef 0 0 zd --Move left 5 Units into the screen
xr <- readIORef xrot
yr <- readIORef yrot
glRotatef xr 1 0 0 -- Rotate the triangle on the Y axis
glRotatef yr 0 1 0 -- Rotate the triangle on the Y axis
f <- readIORef filt
glBindTexture gl_TEXTURE_2D (texs!!f)
glBegin gl_QUADS -- start drawing a polygon (4 sided)
-- first the front
glNormal3f 0 0 1
glTexCoord2f 0 0
glVertex3f (-1) (-1) 1 -- bottom left of quad (Front)
glTexCoord2f 1 0
glVertex3f 1 (-1) 1 -- bottom right of quad (Front)
glTexCoord2f 1 1
glVertex3f 1 1 1 -- top right of quad (Front)
glTexCoord2f 0 1
glVertex3f (-1) 1 1 -- top left of quad (Front)
-- now the back
glNormal3f 0 0 (-1)
glTexCoord2f 1 0
glVertex3f (-1) (-1) (-1) -- bottom right of quad (Back)
glTexCoord2f 1 1
glVertex3f (-1) 1 (-1) -- top right of quad (Back)
glTexCoord2f 0 1
glVertex3f 1 1 (-1) -- top left of quad (Back)
glTexCoord2f 0 0
glVertex3f 1 (-1) (-1) -- bottom left of quad (Back)
-- now the top
glNormal3f 0 1 0
glTexCoord2f 0 1
glVertex3f (-1) 1 (-1) -- top left of quad (Top)
glTexCoord2f 0 0
glVertex3f (-1) 1 1 -- bottom left of quad (Top)
glTexCoord2f 1 0
glVertex3f 1 1 1 -- bottom right of quad (Top)
glTexCoord2f 1 1
glVertex3f 1 1 (-1) -- top right of quad (Top)
-- now the bottom
glNormal3f 0 (-1) 0
glTexCoord2f 1 1
glVertex3f 1 (-1) 1 -- top right of quad (Bottom)
glTexCoord2f 0 1
glVertex3f (-1) (-1) 1 -- top left of quad (Bottom)
glTexCoord2f 0 0
glVertex3f (-1) (-1) (-1) -- bottom left of quad (Bottom)
glTexCoord2f 1 0
glVertex3f 1 (-1) (-1) -- bottom right of quad (Bottom)
-- now the right
glNormal3f 1 0 0
glTexCoord2f 1 0
glVertex3f 1 (-1) (-1) -- bottom right of quad (Right)
glTexCoord2f 1 1
glVertex3f 1 1 (-1) -- top right of quad (Right)
glTexCoord2f 0 1
glVertex3f 1 1 1 -- top left of quad (Right)
glTexCoord2f 0 0
glVertex3f 1 (-1) 1 -- bottom left of quad (Right)
-- now the left
glNormal3f (-1) 0 1
glTexCoord2f 0 0
glVertex3f (-1) (-1) (-1) -- bottom left of quad (Left)
glTexCoord2f 1 0
glVertex3f (-1) 1 (-1) -- top left of quad (Left)
glTexCoord2f 1 1
glVertex3f (-1) 1 1 -- top right of quad (Left)
glTexCoord2f 0 1
glVertex3f (-1) (-1) 1 -- bottom right of quad (Left)
glEnd
xsp <- readIORef xspeed
ysp <- readIORef yspeed
writeIORef xrot $! xr + xsp
writeIORef yrot $! yr + ysp
glFlush
shutdown :: GLFW.WindowCloseCallback
shutdown win = do
GLFW.destroyWindow win
GLFW.terminate
_ <- exitWith ExitSuccess
return ()
keyPressed :: IORef Bool -> IORef Bool -> IORef Int -> IORef GLfloat
-> IORef GLfloat -> IORef GLfloat -> GLFW.KeyCallback
keyPressed _ _ _ _ _ _ win GLFW.Key'Escape _ GLFW.KeyState'Pressed _ = shutdown win
keyPressed l _ _ _ _ _ _ GLFW.Key'L _ GLFW.KeyState'Pressed _ = do
le <- readIORef l
if le == True
then glEnable gl_LIGHTING
else glDisable gl_LIGHTING
writeIORef l $! not le
keyPressed _ _ filt _ _ _ _ GLFW.Key'F _ GLFW.KeyState'Pressed _ = do
f <- readIORef filt
writeIORef filt $! (f + 1) `mod` 3
keyPressed _ b _ _ _ _ _ GLFW.Key'B _ GLFW.KeyState'Pressed _ = do
bp <- readIORef b
if bp == True
then glEnable gl_BLEND >> glDisable gl_DEPTH_TEST
else glDisable gl_BLEND >> glEnable gl_DEPTH_TEST
writeIORef b $! not bp
keyPressed _ _ _ zdepth _ _ _ GLFW.Key'PageUp _ GLFW.KeyState'Pressed _ = do
zd <- readIORef zdepth
writeIORef zdepth $! zd - 0.2
keyPressed _ _ _ zdepth _ _ _ GLFW.Key'PageDown _ GLFW.KeyState'Pressed _ = do
zd <- readIORef zdepth
writeIORef zdepth $! zd + 0.2
keyPressed _ _ _ _ xspeed _ _ GLFW.Key'Up _ GLFW.KeyState'Pressed _ = do
xs <- readIORef xspeed
writeIORef xspeed $! xs - 0.1
keyPressed _ _ _ _ xspeed _ _ GLFW.Key'Down _ GLFW.KeyState'Pressed _ = do
xs <- readIORef xspeed
writeIORef xspeed $! xs + 0.1
keyPressed _ _ _ _ _ yspeed _ GLFW.Key'Right _ GLFW.KeyState'Pressed _ = do
xs <- readIORef yspeed
writeIORef yspeed $! xs + 0.1
keyPressed _ _ _ _ _ yspeed _ GLFW.Key'Left _ GLFW.KeyState'Pressed _ = do
ys <- readIORef yspeed
writeIORef yspeed $! ys - 0.1
keyPressed _ _ _ _ _ _ _ _ _ _ _ = return ()
main :: IO ()
main = do
True <- GLFW.init
-- select type of display mode:
-- Double buffer
-- RGBA color
-- Alpha components supported
-- Depth buffer
GLFW.defaultWindowHints
-- open a window
Just win <- GLFW.createWindow 800 600 "Lesson 8" Nothing Nothing
GLFW.makeContextCurrent (Just win)
-- window starts at upper left corner of the screen
lighting <- newIORef True
blending <- newIORef True
xrot <- newIORef (0::GLfloat)
yrot <- newIORef (0::GLfloat)
xspeed <- newIORef (0::GLfloat)
yspeed <- newIORef (0::GLfloat)
zdepth <- newIORef (-5.0 :: GLfloat)
filt <- newIORef (0::Int)
-- initialize our window.
texs <- initGL win
GLFW.setWindowRefreshCallback win $
Just (drawScene texs xrot yrot xspeed yspeed zdepth filt)
-- register the funciton called when our window is resized
GLFW.setFramebufferSizeCallback win (Just resizeScene)
-- register the function called when the keyboard is pressed.
GLFW.setKeyCallback win $
Just (keyPressed lighting blending filt zdepth xspeed yspeed)
GLFW.setWindowCloseCallback win (Just shutdown)
forever $ do
GLFW.pollEvents
drawScene texs xrot yrot xspeed yspeed zdepth filt win
GLFW.swapBuffers win