finished episode 24
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6 changed files with 136 additions and 114 deletions
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@ -24,6 +24,9 @@ to peruse it.
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### Keyboard
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* `1`, `2`: Switch input focus between the two displayed objects
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* `X`/`Shift`+`X`: Move the focused object right/left
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* `Y`/`Shift`+`Y`: Move the focused object up/down
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To switch to a scene, press one of the buttons below
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## `F1` - Colour changer
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Use the keys `1` through `4` to increase the values of R, G, B or A of the
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background colour. Press `Left Shift` and the number key to decrease it.
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@ -41,5 +41,7 @@ executable renderer-tutorial
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, Renderer
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, Texture
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, EventHandler
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, Scenes.SceneClass
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, Scenes.ClearColor
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hs-source-dirs: src
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default-language: Haskell2010
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@ -84,7 +84,6 @@ switchObject focus elems evs =
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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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153
src/Main.hs
153
src/Main.hs
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@ -4,6 +4,7 @@ module Main where
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import SDL (($=), get)
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import qualified SDL
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import qualified SDL.Internal.Numbered as SDL
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import qualified SDL.Raw.Video as SDL (glSetAttribute)
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import qualified SDL.Raw.Enum as SDL
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@ -43,6 +44,9 @@ import Renderer
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import Texture
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import EventHandler
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import Scenes.SceneClass
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import Scenes.ClearColor
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main :: IO ()
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main = do
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@ -78,93 +82,13 @@ main = do
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version <- peekArray0 (0 :: Word8) =<< GLRaw.glGetString GLRaw.GL_VERSION
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print (B.pack version)
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-- -- VERTICES
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-- first, create and bind a vertex array object
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vao <- GL.genObjectName
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GL.bindVertexArrayObject $= Just vao
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-- define vertices (positions of the rectangle corners) as List of Floats
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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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[ -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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indices = [0, 1, 2, 2, 3, 0] :: [GL.GLuint]
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-- construct new VertexBuffer and fill it with data
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vao <- newVertexArray
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vbo <- newVertexBuffer vertexPositions
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-- rebind the vertex buffer
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bind vbo
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-- enable and specify data layout of the in-memory vertices
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layout <- newVertexBufferLayout
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-- push vertex positions
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pushElements layout GL.Float 3
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-- pusht texture coordinates
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pushElements layout GL.Float 2
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addBuffer vao vbo layout
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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 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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model1 <- newMVar mmodel1
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model2 <- newMVar mmodel2
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-- -- TEXTURE
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-- generate and bind texture
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tex <- newTexture "res/textures/lynx.jpg" 0
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bind tex
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-- construct new IndexBuffer and fill it with data
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ibo <- newIndexBuffer indices
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-- -- SHADERS
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sp <- newShader
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[ ShaderSource GL.VertexShader "./res/shaders/vert.shader"
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, ShaderSource GL.FragmentShader "./res/shaders/frag.shader"
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]
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[ "u_color"
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, "u_texture"
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, "u_mvp"
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]
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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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-- -- UNIFORMS
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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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-- -- Constructing Scenes
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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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unbind vbo
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unbind ibo
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unbind sp
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-- Construct state machine for the Scenes
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curScene <- newEmptyMVar :: IO (MVar Scene)
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-- -- LOOPING
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@ -177,6 +101,8 @@ main = do
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-- poll again
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void $ swapMVar evs =<< SDL.pollEvents
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currentEvents <- readMVar evs
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-- -- OBEY THE HYPNOTOAD!
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-- clearcol <- GL.Color4
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-- <$> (randomRIO (0, 1))
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@ -185,35 +111,19 @@ main = do
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-- <*> pure 1
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-- GL.clearColor $= clearcol
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-- clear previous frame
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clear
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hasSelect <- not <$> isEmptyMVar curScene
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if hasSelect
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then do
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(Scene sceneObject) <- readMVar curScene
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onEvents sceneObject currentEvents
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update sceneObject 0
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render sceneObject
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else do
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GL.clear [GL.ColorBuffer]
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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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-- Switch to different scene on keyboard presses F1 thourgh F?
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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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-- -- 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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sceneSwitch curScene currentEvents
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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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@ -237,3 +147,26 @@ main = do
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-- This is the end.
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putStrLn "Bye!"
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sceneSwitch :: MVar Scene -> [SDL.Event] -> IO ()
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sceneSwitch curScene evs = mapM_ (switch . SDL.eventPayload) evs
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where
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switch (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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when (SDL.toNumber mod == 0) $
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case code of
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SDL.KeycodeF1 -> do
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void $ tryTakeMVar curScene
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putMVar curScene =<< scene1
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_ ->
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return ()
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switch _ = return ()
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-- initialize scenes
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scene1 = Scene <$> ClearColor <$> newMVar (V4 0 0.2 0.3 1)
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65
src/Scenes/ClearColor.hs
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src/Scenes/ClearColor.hs
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@ -0,0 +1,65 @@
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module Scenes.ClearColor where
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import SDL (($=), get)
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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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import Control.Monad
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import Control.Concurrent.MVar
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import Linear
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-- internal imports
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import Scenes.SceneClass
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data ClearColor = ClearColor
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{ ccColor :: MVar (V4 GL.GLfloat)
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}
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instance SceneClass ClearColor where
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update _ _ = return ()
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onEvents (ClearColor col) evs =
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modifyMVar_ col (\(V4 r g b a) -> do
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[nr, ng, nb, na] <- 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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)) -> do
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-- Scancode for key "1" 1 is 30
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let alter =
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map
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-- flip direction on pressed "Shift" key
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(if SDL.keyModifierLeftShift mod
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then ((-1) *)
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else id
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)
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-- alter colors only for key 1 to 4, ignore all others
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(case code of
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SDL.Keycode1 -> [1, 0, 0, 0]
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SDL.Keycode2 -> [0, 1, 0, 0]
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SDL.Keycode3 -> [0, 0, 1, 0]
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SDL.Keycode4 -> [0, 0, 0, 1]
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_ -> [0, 0, 0, 0]
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)
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return $ zipWith (+) acc (map (/ 256) alter)
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_ -> return acc
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)
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[r, g, b, a]
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evs
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return (V4 nr ng nb na)
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)
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render (ClearColor col) = do
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(V4 r g b a) <- readMVar col
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GL.clearColor $= GL.Color4 r g b a
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GL.clear [GL.ColorBuffer]
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src/Scenes/SceneClass.hs
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{-# LANGUAGE ExistentialQuantification #-}
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module Scenes.SceneClass where
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import qualified SDL
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class SceneClass a where
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-- | Run updates on the data given the time elapsed since last frame
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update :: a -> Float -> IO ()
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-- | Handle input events
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onEvents :: a -> [SDL.Event] -> IO ()
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-- | perform the drawing
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render :: a -> IO ()
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-- Existential type wrapper to make all Scenes implementing SceneClass
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-- homogenous.
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-- See more at https://wiki.haskell.org/Existential_type#Dynamic_dispatch_mechanism_of_OOP
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data Scene = forall a. SceneClass a => Scene a
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