finished episode 23
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3 changed files with 76 additions and 26 deletions
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@ -1,6 +1,6 @@
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module EventHandler where
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import Control.Monad (when)
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import Control.Monad
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import Control.Concurrent.MVar
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@ -9,16 +9,17 @@ import Control.Lens as Lens
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import Linear
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import qualified SDL
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import qualified SDL.Internal.Numbered as SDL
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import qualified Graphics.Rendering.OpenGL as GL
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moveQuad
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moveObj
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:: MVar (M44 GL.GLfloat)
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-> MVar (M44 GL.GLfloat)
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-> MVar (M44 GL.GLfloat)
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-> MVar [SDL.Event]
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-> IO ()
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moveQuad proj view model evs =
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moveObj proj view model evs =
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modifyMVar_ proj (\mproj -> do
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modifyMVar_ view (\mview -> do
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modifyMVar_ model (\mmodel -> do
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@ -34,7 +35,7 @@ moveQuad proj view model evs =
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let trans =
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mkTransformationMat
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(identity :: M33 GL.GLfloat)
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( ( if not (SDL.keyModifierLeftShift mod)
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( ( if SDL.keyModifierLeftShift mod
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then (-1)
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else 1
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)
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@ -43,7 +44,7 @@ moveQuad proj view model evs =
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SDL.KeycodeX ->
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V3 1 0 0
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SDL.KeycodeY ->
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V3 0 (-1) 0
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V3 0 1 0
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_ ->
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V3 0 0 0
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)
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@ -65,3 +66,37 @@ moveQuad proj view model evs =
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)
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return mproj
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)
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switchObject
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:: MVar (MVar (M44 GL.GLfloat))
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-> [MVar (M44 GL.GLfloat)]
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-> MVar [SDL.Event]
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-> IO ()
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switchObject focus elems evs =
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modifyMVar_ focus (\foc -> do
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foldM
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(\acc ev -> case SDL.eventPayload ev of
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(SDL.KeyboardEvent
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(SDL.KeyboardEventData
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_
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SDL.Pressed
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_
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(SDL.Keysym code _ mod)
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))
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-> do
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print code
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let selectIndex = fromIntegral (SDL.toNumber code) - 30
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if ((selectIndex < 10) && (selectIndex >= 0)) &&
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(SDL.toNumber mod == 0) &&
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(selectIndex < length elems) &&
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(acc /= (elems !! selectIndex))
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then do
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print ("selected element number: " <> show selectIndex)
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return $ elems !! selectIndex
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else
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return foc
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_ -> return acc
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)
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foc
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=<< readMVar evs
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)
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54
src/Main.hs
54
src/Main.hs
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@ -88,10 +88,10 @@ main = do
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-- with added in texture coordinates
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let vertexPositions =
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-- 3D positions | texture coordinates
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[ 100, 100, 0, 0, 0
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, 233, 100, 0, 1, 0
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, 233, 300, 0, 1, 1
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, 100, 300, 0, 0, 1
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[ -67, -100, 0, 0, 0
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, 67, -100, 0, 1, 0
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, 67, 100, 0, 1, 1
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, -67, 100, 0, 0, 1
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] :: [GL.GLfloat]
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-- create draw order indices
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@ -116,13 +116,15 @@ main = do
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-- -- MATRICES
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let mproj = ortho 0 800 0 600 (-1) 1 :: M44 GL.GLfloat
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mview = mkTransformationMat (identity :: M33 GL.GLfloat) (V3 (-100) 0 0)
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mmodel = mkTransformationMat (identity :: M33 GL.GLfloat) (V3 200 200 0)
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mview = mkTransformationMat (identity :: M33 GL.GLfloat) (V3 0 0 0)
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mmodel1 = mkTransformationMat (identity :: M33 GL.GLfloat) (V3 200 200 0)
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mmodel2 = mkTransformationMat (identity :: M33 GL.GLfloat) (V3 400 400 0)
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-- store the mtrices for later adjustments
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proj <- newMVar mproj
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view <- newMVar mview
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model <- newMVar mmodel
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model1 <- newMVar mmodel1
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model2 <- newMVar mmodel2
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-- -- TEXTURE
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@ -147,19 +149,16 @@ main = do
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-- -- tell the shader where to find the texture
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bind sp
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setUniform sp "u_texture" (texSlot tex)
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setUniform sp "u_mvp" (mproj !*! mview !*! mmodel)
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-- -- UNIFORMS
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-- create MVars for pulsating red channel
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red <- newMVar 0
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increment <- newMVar 0.05
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err <- get GL.errors
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print $ "pre-loop errors: " <> show err
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-- -- EVENTING AND DRAWING
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switch <- newMVar model1
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-- -- UNBINDING ALL BUFFERS AND VERTEX ARRAYS
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unbind vao
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@ -186,19 +185,36 @@ main = do
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-- <*> pure 1
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-- GL.clearColor $= clearcol
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-- -- rebind everything neccessary for draw call
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bind sp
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-- clear previous frame
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clear
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-- retrieve matrices from MVars and modify them on demand
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moveQuad proj view model evs
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-- retrieve matrices from MVars
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mproj <- readMVar proj
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mview <- readMVar view
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mmodel <- readMVar model
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setUniform sp "u_mvp" (mproj !*! mview !*! mmodel)
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-- modify the mvars based on keystrokes
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switchObject switch [model1, model2] evs
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focus <- readMVar switch
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moveObj proj view focus evs
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-- -- bind shader and provide mvp for object1 and draw it
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mmodel1 <- readMVar model1
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bind sp
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setUniform sp "u_mvp" (mproj !*! mview !*! mmodel1)
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-- the actual drawing happens here
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draw vao ibo sp
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-- GL.drawElements GL.Triangles 6 GL.UnsignedInt nullPtr
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-- -- bind shader and provide mvp for object2 and draw it
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mmodel2 <- readMVar model2
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bind sp
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setUniform sp "u_mvp" (mproj !*! mview !*! mmodel2)
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-- the actual drawing happens here
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draw vao ibo sp
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err <- get GL.errors
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when (not $ null err) (print $ "loop errors: " <> show err)
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@ -15,7 +15,6 @@ import Shader
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draw :: VertexArray -> (IndexBuffer a) -> Shader -> IO ()
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draw va ib sp = do
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clear
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bind sp
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bind va
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bind ib
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