-
Notifications
You must be signed in to change notification settings - Fork 6
/
Copy pathlesson09.hs
217 lines (199 loc) · 7.17 KB
/
lesson09.hs
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
--
-- 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 )
import Data.Bits ( (.|.) )
import System.Exit ( exitWith, ExitCode(..) )
import Control.Monad ( forever, when, forM, forM_ )
import Data.IORef ( IORef, newIORef, readIORef, writeIORef )
import Foreign ( withForeignPtr, plusPtr
, ForeignPtr, newForeignPtr_
, alloca, peek )
import Foreign.Storable ( Storable )
import Foreign.Marshal.Array ( newArray )
import qualified Data.ByteString.Internal as BSI
import Util ( Image(..), bitmapLoad )
import System.Random ( getStdRandom, randomR )
import Paths_nehe_tuts
data Star = Star { starColor :: !(GLubyte, GLubyte, GLubyte)
, starDist :: !GLfloat
, starAngle :: !GLfloat
}
deriving Show
numStars :: Num a => a
numStars = 50
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
glHint gl_PERSPECTIVE_CORRECTION_HINT gl_NICEST
glBlendFunc gl_SRC_ALPHA gl_ONE
glEnable gl_BLEND
(w,h) <- GLFW.getFramebufferSize win
resizeScene win w h
loadGLTextures
generateStars :: IO [IORef Star]
generateStars = forM [0 .. numStars -1] $ \i -> do
r <- getStdRandom (randomR (0, 255)) :: IO Int
g <- getStdRandom (randomR (0, 255)) :: IO Int
b <- getStdRandom (randomR (0, 255)) :: IO Int
newIORef (Star { starAngle = 0
, starColor = (fromIntegral r,fromIntegral g,fromIntegral b)
, starDist = (i/numStars)*5})
loadGLTextures :: IO GLuint
loadGLTextures = do
fp <- getDataFileName "Star.bmp"
Just (Image w h pd) <- bitmapLoad fp
tex <- alloca $ \p -> do
glGenTextures 1 p
peek p
let (ptr, off, _) = BSI.toForeignPtr pd
_ <- withForeignPtr ptr $ \p -> do
let p' = p `plusPtr` off
glLinear = fromIntegral gl_LINEAR
-- create linear filtered texture
glBindTexture gl_TEXTURE_2D tex
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
return tex
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
glColor4ub' :: (GLubyte, GLubyte, GLubyte) -> GLubyte -> IO ()
glColor4ub' (r,g,b) a = glColor4ub r g b a
drawScene :: GLuint -> IORef GLfloat -> IORef GLfloat
-> IORef Bool -> IORef GLfloat -> [IORef Star]
-> GLFW.Window -> IO ()
drawScene tex zoom tilt twinkle spin stars _ = do
-- clear the screen and the depth buffer
glClear $ fromIntegral $ gl_COLOR_BUFFER_BIT
.|. gl_DEPTH_BUFFER_BIT
glBindTexture gl_TEXTURE_2D tex
let starTuples = zip3 stars
(reverse stars)
[0 .. numStars -1]
forM_ starTuples $ \(st1, st2, i) -> do
glLoadIdentity
s1 <- readIORef st1
s2 <- readIORef st2
sp <- readIORef spin
zo <- readIORef zoom
ti <- readIORef tilt
tw <- readIORef twinkle
glTranslatef 0 0 zo
glRotatef ti 1 0 0
glRotatef (starAngle s1) 0 1 0
glTranslatef (starDist s1) 0 0
glRotatef (-(starAngle s1)) 0 1 0
glRotatef (-ti) 1 0 0
when tw $ do
glColor4ub' (starColor s2) 255
glBegin gl_QUADS
glTexCoord2f 0 0 >> glVertex3f (-1) (-1) 0
glTexCoord2f 1 0 >> glVertex3f 1 (-1) 0
glTexCoord2f 1 1 >> glVertex3f 1 1 0
glTexCoord2f 0 1 >> glVertex3f (-1) 1 0
glEnd
glRotatef sp 0 0 1
glColor4ub' (starColor s1) 255
glBegin gl_QUADS
glTexCoord2f 0 0 >> glVertex3f (-1) (-1) 0
glTexCoord2f 1 0 >> glVertex3f 1 (-1) 0
glTexCoord2f 1 1 >> glVertex3f 1 1 0
glTexCoord2f 0 1 >> glVertex3f (-1) 1 0
glEnd
writeIORef spin $! sp + 0.01
if starDist s1 < 0
then do
let d = starDist s1 + 5
r <- getStdRandom (randomR (0, 255)) :: IO Int
g <- getStdRandom (randomR (0, 255)) :: IO Int
b <- getStdRandom (randomR (0, 255)) :: IO Int
writeIORef st1 $! Star
{ starAngle = starAngle s1 + i/numStars
, starColor = (fromIntegral r,fromIntegral g, fromIntegral b)
, starDist = d
}
else do
writeIORef st1 $! Star
{ starAngle = starAngle s1 + i/numStars
, starColor = starColor s1
, starDist = (starDist s1)-0.01 }
glFlush
shutdown :: GLFW.WindowCloseCallback
shutdown win = do
GLFW.destroyWindow win
GLFW.terminate
_ <- exitWith ExitSuccess
return ()
keyPressed :: IORef Bool -> IORef GLfloat -> IORef GLfloat
-> GLFW.KeyCallback
keyPressed _ _ _ win GLFW.Key'Escape _ GLFW.KeyState'Pressed _ = shutdown win
keyPressed t _ _ _ GLFW.Key'T _ GLFW.KeyState'Pressed _ = do
twinkle <- readIORef t
writeIORef t $! not twinkle
keyPressed _ zoom _ _ GLFW.Key'PageUp _ GLFW.KeyState'Pressed _ = do
zd <- readIORef zoom
writeIORef zoom $! zd - 0.2
keyPressed _ zoom _ _ GLFW.Key'PageDown _ GLFW.KeyState'Pressed _ = do
zd <- readIORef zoom
writeIORef zoom $! zd + 0.2
keyPressed _ _ tilt _ GLFW.Key'Up _ GLFW.KeyState'Pressed _ = do
xs <- readIORef tilt
writeIORef tilt $! xs - 0.5
keyPressed _ _ tilt _ GLFW.Key'Down _ GLFW.KeyState'Pressed _ = do
xs <- readIORef tilt
writeIORef tilt $! xs + 0.5
keyPressed _ _ _ _ _ _ _ _ = return ()
main :: IO ()
main = do
True <- GLFW.init
-- select type of display mode:
-- Double buffer
-- RGBA color
-- Alpha components supported
-- Depth buffer
-- open a window
GLFW.defaultWindowHints
Just win <- GLFW.createWindow 800 600 "Lesson 9" Nothing Nothing
GLFW.makeContextCurrent (Just win)
twinkle <- newIORef False
spin <- newIORef 0
stars <- generateStars
zoom <- newIORef (-15)
tilt <- newIORef 90
-- initialize our window.
tex <- initGL win
GLFW.setWindowRefreshCallback win $
Just (drawScene tex zoom tilt twinkle spin stars)
-- 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 twinkle zoom tilt)
GLFW.setWindowCloseCallback win (Just shutdown)
forever $ do
GLFW.pollEvents
drawScene tex zoom tilt twinkle spin stars win
GLFW.swapBuffers win