-- -- This code was created by Jeff Molofee '99 (ported to Haskell GHC 2005) -- module Main where import Graphics.UI.GLUT import System.Exit ( exitWith, ExitCode(..) ) import Control.Concurrent ( threadDelay ) initGL :: IO () initGL = do clearColor $= Color4 0 0 0 0 -- Clear the background color to black clearDepth $= 1 -- enables clearing of the depth buffer depthFunc $= Just Less -- type of depth test shadeModel $= Smooth -- enables smooth color shading matrixMode $= Projection loadIdentity -- reset projection matrix Size width height <- get windowSize perspective 45 (fromIntegral width/fromIntegral height) 0.1 100 -- calculate the aspect ratio of the window matrixMode $= Modelview 0 flush -- finally, we tell opengl to do it. resizeScene :: Size -> IO () resizeScene (Size w 0) = resizeScene (Size w 1) -- prevent divide by zero resizeScene s@(Size width height) = do viewport $= (Position 0 0, s) matrixMode $= Projection loadIdentity perspective 45 (fromIntegral width/fromIntegral height) 0.1 100 matrixMode $= Modelview 0 flush drawScene :: IO () drawScene = do clear [ColorBuffer, DepthBuffer] -- clear the screen and the depth bufer loadIdentity -- reset view -- since this is double buffered, swap the buffers to display what was just -- drawn swapBuffers flush keyPressed :: KeyboardMouseCallback -- 27 is ESCAPE keyPressed (Char '\27') Down _ _ = exitWith ExitSuccess keyPressed _ _ _ _ = do threadDelay 100 return () main :: IO () main = do -- Initialize GLUT state - glut will take any command line arguments -- that pertain to it or X windows -- look at its documentation at -- http://reality.sgi.com/mjk/spec3/spec3.html getArgsAndInitialize -- select type of display mode: -- Double buffer -- RGBA color -- Alpha components supported -- Depth buffer initialDisplayMode $= [ DoubleBuffered, RGBAMode, WithDepthBuffer, WithAlphaComponent ] -- get a 640 x 480 window initialWindowSize $= Size 640 480 -- window starts at upper left corner of the screen initialWindowPosition $= Position 0 0 -- open a window createWindow "Jeff Molofee's GL Code Tutorial ... NeHe '99" -- register the function to do all our OpenGL drawing displayCallback $= drawScene -- go fullscreen. This is as soon as possible. fullScreen -- register the funciton called when our window is resized reshapeCallback $= Just resizeScene -- register the function called when the keyboard is pressed. keyboardMouseCallback $= Just keyPressed -- initialize our window. initGL -- start event processing engine mainLoop