frpball/src/Main.hs

166 lines
5.6 KiB
Haskell

{-# LANGUAGE OverloadedStrings #-}
{-# LANGUAGE FlexibleContexts #-}
{-# LANGUAGE ScopedTypeVariables #-}
{-# LANGUAGE RecursiveDo #-}
{-# LANGUAGE TypeFamilies #-}
{-# LANGUAGE AllowAmbiguousTypes #-}
module Main where
import qualified SDL
import qualified SDL.Raw.Video as SDL (glSetAttribute)
import qualified SDL.Raw.Enum as SDL
import SDL (($=))
import Control.Concurrent.STM
import Control.Concurrent.STM.TMVar
import Graphics.GPipe
import Linear
import Control.Monad
import Control.Monad.Trans
import Control.Concurrent
import Reactive.Banana.Frameworks as RBF
import Reactive.Banana as RB
-- internal imports
import Types
main :: IO ()
main = do
SDL.initializeAll
-- window <- SDL.createWindow "frpball" $ SDL.defaultWindow
-- { SDL.windowInitialSize = V2 800 600
-- , SDL.windowResizable = True
-- , SDL.windowOpenGL = Just SDL.defaultOpenGL
-- { SDL.glProfile = SDL.Core SDL.Normal 3 3
-- }
-- }
void $ SDL.glSetAttribute SDL.SDL_GL_SHARE_WITH_CURRENT_CONTEXT 1
-- context <- SDL.glCreateContext window
runContextT (FRPBallCtxConfig "frpball"
SDL.defaultWindow
{ SDL.windowInitialSize = V2 800 600
, SDL.windowResizable = True
, SDL.windowGraphicsContext = SDL.OpenGLContext SDL.defaultOpenGL
{ SDL.glProfile = SDL.Core SDL.Normal 3 3
}
}) $ do
win <- newWindow (WindowFormatColor RGB8) ("frpball", SDL.defaultWindow
{ SDL.windowInitialSize = V2 800 600
, SDL.windowResizable = True
, SDL.windowGraphicsContext = SDL.OpenGLContext SDL.defaultOpenGL
{ SDL.glProfile = SDL.Core SDL.Normal 3 3
}
}
)
vertexBuffer :: Buffer os AttrInput <- newBuffer 3
writeBuffer
vertexBuffer
0
[ (V4 (-1) 1 0 1, V3 1 0 0)
, (V4 0 (-1) 0 1, V3 0 1 0)
, (V4 1 1 0 1, V3 0 0 1)
]
uniformBuffer :: Buffer os (Uniform (B Float)) <- newBuffer 1
shader <- compileShader $ do
primitiveStream :: PrimitiveStream Triangles (V4 VFloat, V3 VFloat) <- toPrimitiveStream id :: Shader os (PrimitiveArray Triangles AttrInput) (PrimitiveStream Triangles (VertexFormat AttrInput))
uniform <- getUniform (const (uniformBuffer,0))
let primitiveStream2 = fmap (\(pos,clr) -> (pos - V4 1 1 0 0, clr / 10)) primitiveStream
primitiveStream3 = primitiveStream `mappend` primitiveStream2
rotationMatrix a = V4 (V4 (cos a) (-sin a) 0 0)
(V4 (sin a) (cos a) 0 0)
(V4 0 0 1 0)
(V4 0 0 0 1)
first fun (pos, col) = (fun pos, col)
primitiveStream4 = fmap (first (rotationMatrix (uniform) !*)) primitiveStream3
fragmentStream <- rasterize
(const
( FrontAndBack
, ViewPort (V2 0 0) (V2 800 600)
, DepthRange 0 1
)
)
primitiveStream4
drawWindowColor
(const
( win
, ContextColorOption NoBlending (V3 True True True)
)
)
fragmentStream
-- SDL.showWindow window
listen@(_, fire) <- liftIO $ newAddHandler
uniformBufferVar <- liftIO $ newTMVarIO uniformBuffer :: ContextT FRPBallCtx os IO (TMVar (Buffer os (Uniform (B Float))))
let writeUniform = writeBuffer uniformBuffer 0 :: [Float] -> ContextT FRPBallCtx os IO ()
writeUniform [0]
network <- liftIO $ compile (networkDescription listen writeUniform)
forever $ do
liftIO $ actuate network
render $ do
clearWindowColor win (V3 0 0 0)
vertexArray <- newVertexArray vertexBuffer
let primitiveArray = toPrimitiveArray TriangleList vertexArray
shader primitiveArray
swapWindowBuffers win
liftIO $ do
evs <- SDL.pollEvents
fire evs
-- networkDescription
-- :: (ContextHandler ctx ~ ContextHandler FRPBallCtx)
-- => (AddHandler [SDL.Event], x)
-- -> TMVar (Buffer os (Uniform (B Float)))
-- -> MomentIO ()
networkDescription (listenerah, listenerfire) uniformWrite = mdo
(mouseah, mousefire) <- liftIO $ newAddHandler
blistener <- fromChanges [] =<< registerListenerEvent listenerah mousefire
eventChanged <- changes blistener
emouse <- fromAddHandler =<< registerMouseEvent uniformWrite mouseah
let reaction = fmap print emouse
let -- eventChangedReaction :: RB.Event (Future (IO ()))
eventChangedReaction = fmap
(\(x :: Future [SDL.Event]) ->
fmap (\y -> if null y then return () else print y) x)
eventChanged
-- liftIO $ mousefire "Hello!"
reactimate reaction
-- reactimate' eventChanged
registerListenerEvent
:: (MonadIO m)
=> AddHandler ([SDL.Event])
-> ([SDL.Event] -> IO ())
-> m (AddHandler [SDL.Event])
registerListenerEvent listenerah mousefire = do
_ <- liftIO $ do
register listenerah $ \evs -> do
if null evs then return () else mousefire
(filter (\ev -> case SDL.eventPayload ev of
SDL.MouseMotionEvent _ -> True
_ -> False
) evs
)
return listenerah
-- registerMouseEvent
-- :: (MonadIO m, ContextHandler ctx ~ ContextHandler FRPBallCtx)
-- => Buffer os (Uniform (B Float))
-- -> AddHandler [SDL.Event]
-- -> m (AddHandler [SDL.Event])
registerMouseEvent uniformWrite mouseah = do
_ <- liftIO $ register mouseah ((\evs -> do
let input = [(\(V2 x y) -> fromIntegral x :: Float) $ SDL.mouseMotionEventRelMotion $ (\(SDL.MouseMotionEvent dat) -> dat) $ SDL.eventPayload $ head evs]
return $ (uniformWrite input)
return ()
) :: [SDL.Event] -> IO ()
)
return mouseah