hglmandel/article/04_Mandelbulb/YBoiler.hs
Yann Esposito (Yogsototh) d9259888a4 created a subdirectory
2015-07-19 16:12:51 +02:00

120 lines
3.9 KiB
Haskell

-- An OpenGL boilerplate
module YBoiler (GLfloat,yMainLoop,ColoredPoint,Color3) where
import Graphics.Rendering.OpenGL
import Graphics.UI.GLUT
import Data.IORef
type ColorRGB = (GLfloat,GLfloat,GLfloat)
type YAngle = (GLfloat,GLfloat,GLfloat)
type ColoredPoint = (GLfloat,GLfloat,GLfloat,ColorRGB)
yMainLoop :: String -> (Int -> [ColoredPoint]) -> IO ()
yMainLoop windowTitle triangles = do
-- GLUT need to be initialized
(progname,_) <- getArgsAndInitialize
-- We will use the double buffered mode (GL constraint)
-- We also Add the DepthBuffer (for 3D)
initialDisplayMode $=
[WithDepthBuffer,DoubleBuffered,RGBMode]
-- We create a window with some title
createWindow windowTitle
-- We add some directives
depthFunc $= Just Less
-- matrixMode $= Projection
windowSize $= Size 500 500
-- Some state variables (I know it feels BAD)
angle <- newIORef ((35,0,0)::YAngle)
zoom <- newIORef (2::GLfloat)
campos <- newIORef ((0.7,0)::(GLfloat,GLfloat))
-- Action to call when waiting
idleCallback $= Just idle
-- We will use the keyboard
keyboardMouseCallback $=
Just (keyboardMouse angle zoom campos)
-- Each time we will need to update the display
-- we will call the function 'display'
-- But this time, we add some parameters
displayCallback $= display angle zoom campos triangles
-- We enter the main loop
mainLoop
idle = postRedisplay Nothing
-- modify IORef cleanly
modVar :: IORef a -> (a -> a) -> IO ()
modVar v f = do
v' <- get v
v $= (f v')
-- modify IORef (a,b) using f:a->a
mapFst f (x,y) = (f x, y)
-- modify IORef (a,b) using f:b->b
mapSnd f (x,y) = ( x,f y)
mapFst3 f (x,y,z) = (f x, y, z)
mapSnd3 f (x,y,z) = (x, f y, z)
mapThi3 f (x,y,z) = (x, y, f z)
-- Get User Input
keyboardMouse angle zoom pos key state modifiers position =
kact angle zoom pos key state
where
-- reset view when hitting space
kact a z p (Char ' ') Down = do
a $= (0,0,0)
z $= 1
p $= (0,0)
-- use of hjkl to rotate
kact a _ _ (Char 'j') Down = modVar a (mapFst3 (+0.5))
kact a _ _ (Char 'l') Down = modVar a (mapFst3 (+(-0.5)))
kact a _ _ (Char 'i') Down = modVar a (mapSnd3 (+0.5))
kact a _ _ (Char 'k') Down = modVar a (mapSnd3 (+(-0.5)))
kact a _ _ (Char 'o') Down = modVar a (mapThi3 (+0.5))
kact a _ _ (Char 'u') Down = modVar a (mapThi3 (+(-0.5)))
-- use o and i to zoom
kact _ s _ (Char '+') Down = modVar s (*1.1)
kact _ s _ (Char '-') Down = modVar s (*0.9)
-- use sdfe to move the camera
kact _ _ p (Char 's') Down = modVar p (mapFst (+0.1))
kact _ _ p (Char 'f') Down = modVar p (mapFst (+(-0.1)))
kact _ _ p (Char 'd') Down = modVar p (mapSnd (+0.1))
kact _ _ p (Char 'e') Down = modVar p (mapSnd (+(-0.1)))
-- any other keys does nothing
kact _ _ _ _ _ = return ()
-- The function that will display datas
display angle zoom position triangles = do
-- set the background color (dark solarized theme)
clearColor $= Color4 0 0.1686 0.2117 1
clear [ColorBuffer,DepthBuffer]
-- Transformation to change the view
loadIdentity -- reset any transformation
-- tranlate
(x,y) <- get position
translate $ Vector3 x y 0
-- zoom
z <- get zoom
scale z z z
-- rotate
(xangle,yangle,zangle) <- get angle
rotate xangle $ Vector3 1.0 0.0 (0.0::GLfloat)
rotate yangle $ Vector3 0.0 1.0 (0.0::GLfloat)
rotate zangle $ Vector3 0.0 0.0 (1.0::GLfloat)
-- Now that all transformation were made
-- We create the object(s)
t <- get elapsedTime
preservingMatrix $ drawObject (triangles t)
swapBuffers -- refresh screen
red (r,_,_) = r
green (_,g,_) = g
blue (_,_,b) = b
drawObject triangles = do
-- We will print Points (not triangles for example)
renderPrimitive Triangles $ do
mapM_ drawColoredPoint triangles
where
drawColoredPoint (x,y,z,c) = do
color $ Color3 (red c) (green c) (blue c)
vertex $ Vertex3 x y z