-- -- This code was created by Jeff Molofee '99 (ported to Haskell GHC 2005) -- module Main where import qualified Graphics.UI.GLFW as GLFW -- everything from here starts with gl or GL import Graphics.Rendering.OpenGL.Raw import Graphics.Rendering.GLU.Raw ( gluPerspective ) import Data.Bits ( (.|.) ) import System.Exit ( exitWith, ExitCode(..) ) import Control.Monad ( forever ) import Data.IORef ( IORef, newIORef, readIORef, writeIORef ) import Foreign ( withForeignPtr, plusPtr, peek, alloca ) import qualified Data.ByteString.Internal as BSI import Util ( Image(..), bitmapLoad ) import Paths_nehe_tuts initGL :: GLFW.Window -> IO GLuint initGL win = do glEnable gl_TEXTURE_2D glShadeModel gl_SMOOTH glClearColor 0 0 0 0 glClearDepth 1 glEnable gl_DEPTH_TEST glDepthFunc gl_LEQUAL glHint gl_PERSPECTIVE_CORRECTION_HINT gl_NICEST (w,h) <- GLFW.getFramebufferSize win resizeScene win w h loadGLTextures loadGLTextures :: IO GLuint loadGLTextures = do fp <- getDataFileName "NeHe.bmp" putStrLn $ "loading texture: " ++ fp Just (Image w h pd) <- bitmapLoad fp putStrLn $ "Image width = " ++ show w putStrLn $ "Image height = " ++ show h tex <- alloca $ \p -> do glGenTextures 1 p peek p let (ptr, off, _) = BSI.toForeignPtr pd withForeignPtr ptr $ \p -> do let p' = p `plusPtr` off glBindTexture gl_TEXTURE_2D tex glTexImage2D gl_TEXTURE_2D 0 3 (fromIntegral w) (fromIntegral h) 0 gl_RGB gl_UNSIGNED_BYTE p' let glLinear = fromIntegral gl_LINEAR glTexParameteri gl_TEXTURE_2D gl_TEXTURE_MIN_FILTER glLinear glTexParameteri gl_TEXTURE_2D gl_TEXTURE_MAG_FILTER glLinear return tex resizeScene :: GLFW.WindowSizeCallback resizeScene win w 0 = resizeScene win w 1 -- prevent divide by zero resizeScene _ width height = do glViewport 0 0 (fromIntegral width) (fromIntegral height) glMatrixMode gl_PROJECTION glLoadIdentity gluPerspective 45 (fromIntegral width/fromIntegral height) 0.1 100 glMatrixMode gl_MODELVIEW glLoadIdentity glFlush drawScene :: GLuint -> IORef GLfloat -> IORef GLfloat -> IORef GLfloat -> GLFW.Window -> IO () drawScene tex xrot yrot zrot _ = do -- clear the screen and the depth buffer glClear $ fromIntegral $ gl_COLOR_BUFFER_BIT .|. gl_DEPTH_BUFFER_BIT glLoadIdentity -- reset view glTranslatef 0 0 (-5.0) --Move left 5 Units into the screen xr <- readIORef xrot yr <- readIORef yrot zr <- readIORef zrot glRotatef xr 1 0 0 -- Rotate the triangle on the Y axis glRotatef yr 0 1 0 -- Rotate the triangle on the Y axis glRotatef zr 0 0 1 -- Rotate the triangle on the Y axis glBindTexture gl_TEXTURE_2D tex glBegin gl_QUADS -- start drawing a polygon (4 sided) -- first the front glTexCoord2f 0 0 glVertex3f (-1) (-1) 1 -- bottom left of quad (Front) glTexCoord2f 1 0 glVertex3f 1 (-1) 1 -- bottom right of quad (Front) glTexCoord2f 1 1 glVertex3f 1 1 1 -- top right of quad (Front) glTexCoord2f 0 1 glVertex3f (-1) 1 1 -- top left of quad (Front) -- now the back glTexCoord2f 1 0 glVertex3f (-1) (-1) (-1) -- bottom right of quad (Back) glTexCoord2f 1 1 glVertex3f (-1) 1 (-1) -- top right of quad (Back) glTexCoord2f 0 1 glVertex3f 1 1 (-1) -- top left of quad (Back) glTexCoord2f 0 0 glVertex3f 1 (-1) (-1) -- bottom left of quad (Back) -- now the top glTexCoord2f 0 1 glVertex3f (-1) 1 (-1) -- top left of quad (Top) glTexCoord2f 0 0 glVertex3f (-1) 1 1 -- bottom left of quad (Top) glTexCoord2f 1 0 glVertex3f 1 1 1 -- bottom right of quad (Top) glTexCoord2f 1 1 glVertex3f 1 1 (-1) -- top right of quad (Top) -- now the bottom glTexCoord2f 1 1 glVertex3f 1 (-1) 1 -- top right of quad (Bottom) glTexCoord2f 0 1 glVertex3f (-1) (-1) 1 -- top left of quad (Bottom) glTexCoord2f 0 0 glVertex3f (-1) (-1) (-1) -- bottom left of quad (Bottom) glTexCoord2f 1 0 glVertex3f 1 (-1) (-1) -- bottom right of quad (Bottom) -- now the right glTexCoord2f 1 0 glVertex3f 1 (-1) (-1) -- bottom right of quad (Right) glTexCoord2f 1 1 glVertex3f 1 1 (-1) -- top right of quad (Right) glTexCoord2f 0 1 glVertex3f 1 1 1 -- top left of quad (Right) glTexCoord2f 0 0 glVertex3f 1 (-1) 1 -- bottom left of quad (Right) -- now the left glTexCoord2f 0 0 glVertex3f (-1) (-1) (-1) -- bottom left of quad (Left) glTexCoord2f 1 0 glVertex3f (-1) 1 (-1) -- top left of quad (Left) glTexCoord2f 1 1 glVertex3f (-1) 1 1 -- top right of quad (Left) glTexCoord2f 0 1 glVertex3f (-1) (-1) 1 -- bottom right of quad (Left) glEnd writeIORef xrot $! xr + 0.3 writeIORef yrot $! yr + 0.2 writeIORef zrot $! zr + 0.4 glFlush shutdown :: GLFW.WindowCloseCallback shutdown win = do GLFW.destroyWindow win GLFW.terminate _ <- exitWith ExitSuccess return () keyPressed :: GLFW.KeyCallback keyPressed win GLFW.Key'Escape _ GLFW.KeyState'Pressed _ = shutdown win keyPressed _ _ _ _ _ = return () main :: IO () main = do True <- GLFW.init -- select type of display mode: -- Double buffer -- RGBA color -- Alpha components supported -- Depth buffer GLFW.defaultWindowHints -- open a window Just win <- GLFW.createWindow 800 600 "Lesson 6" Nothing Nothing GLFW.makeContextCurrent (Just win) -- register the function to do all our OpenGL drawing xrot <- newIORef 0 yrot <- newIORef 0 zrot <- newIORef 0 tex <- initGL win GLFW.setWindowRefreshCallback win (Just (drawScene tex xrot yrot zrot)) -- register the funciton called when our window is resized GLFW.setFramebufferSizeCallback win (Just resizeScene) -- register the function called when the keyboard is pressed. GLFW.setKeyCallback win (Just keyPressed) GLFW.setWindowCloseCallback win (Just shutdown) -- initialize our window. -- start event processing engine forever $ do GLFW.pollEvents drawScene tex xrot yrot zrot win GLFW.swapBuffers win