-- -- 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 ) tincrement, qincrement :: GLfloat tincrement = 0.2 qincrement = -0.15 initGL :: GLFW.Window -> IO () initGL win = do glShadeModel gl_SMOOTH -- enables smooth color shading glClearColor 0 0 0 0 -- Clear the background color to black glClearDepth 1 -- enables clearing of the depth buffer glEnable gl_DEPTH_TEST glDepthFunc gl_LEQUAL -- type of depth test glHint gl_PERSPECTIVE_CORRECTION_HINT gl_NICEST (w,h) <- GLFW.getFramebufferSize win resizeScene win w h 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 :: IORef GLfloat -> IORef GLfloat -> GLFW.Window -> IO () drawScene rtri rquad _ = do -- clear the screen and the depth buffer glClear $ fromIntegral $ gl_COLOR_BUFFER_BIT .|. gl_DEPTH_BUFFER_BIT glLoadIdentity -- reset view glTranslatef (-1.5) 0 (-6.0) --Move left 1.5 Units and into the screen 6.0 rt <- readIORef rtri glRotatef rt 0 1 0 -- Rotate the triangle on the Y axis -- draw a triangle (in smooth coloring mode) glBegin gl_TRIANGLES -- start drawing a polygon -- first the front glColor3f 1 0 0 -- set The color to Red glVertex3f 0 1 0 -- top of triangle (front) glColor3f 0 1 0 -- set The color to Green glVertex3f (-1) (-1) 1 -- left of triangle (front) glColor3f 0 0 1 -- set The color to Blue glVertex3f 1 (-1) 1 -- right of triangle (front) -- now the right glColor3f 1 0 0 -- set The color to Red glVertex3f 0 1 0 -- top of triangle (right) glColor3f 0 0 1 -- set The color to Blue glVertex3f 1 (-1) 1 -- left of triangle (right) glColor3f 0 1 0 -- set The color to Green glVertex3f 1 (-1) (-1) -- right of triangle (front) -- now the back glColor3f 1 0 0 -- set The color to Red glVertex3f 0 1 0 -- top of triangle (back) glColor3f 0 1 0 -- set The color to Green glVertex3f 1 (-1) (-1) -- left of triangle (back) glColor3f 0 0 1 -- set The color to Blue glVertex3f (-1) (-1) (-1) -- right of triangle (back) -- now the left glColor3f 1 0 0 -- set The color to Red glVertex3f 0 1 0 -- top of triangle (left) glColor3f 0 0 1 -- set The color to Blue glVertex3f (-1) (-1) (-1) -- left of triangle (left) glColor3f 0 1 0 -- set The color to Green glVertex3f (-1) (-1) 1 -- right of triangle (left) glEnd glLoadIdentity glTranslatef 1.5 0 (-7) -- move right three units rq <- readIORef rquad glRotatef rq 1 1 1 -- rotate the quad on the x axis glBegin gl_QUADS -- start drawing a polygon (4 sided) -- first the top glColor3f 0 1 0 -- set color to green glVertex3f 1 1 (-1) -- top right of quad (Top) glVertex3f (-1) 1 (-1) -- top left of quad (Top) glVertex3f (-1) 1 1 -- bottom left of quad (Top) glVertex3f 1 1 1 -- bottom right of quad (Top) -- now the bottom glColor3f 1 0.5 0 -- set color to orage glVertex3f 1 (-1) 1 -- top right of quad (Bottom) glVertex3f (-1) (-1) 1 -- top left of quad (Bottom) glVertex3f (-1) (-1) (-1) -- bottom left of quad (Bottom) glVertex3f 1 (-1) (-1) -- bottom right of quad (Bottom) -- now the front glColor3f 1 0 0 -- set color to red glVertex3f 1 1 1 -- top right of quad (Bottom) glVertex3f (-1) 1 1 -- top left of quad (Bottom) glVertex3f (-1) (-1) 1 -- bottom left of quad (Bottom) glVertex3f 1 (-1) 1 -- bottom right of quad (Bottom) -- now the back glColor3f 1 1 0 -- set color to yellow glVertex3f 1 (-1) (-1) -- bottom left of quad (Back) glVertex3f (-1) (-1) (-1) -- bottom right of quad (Back) glVertex3f (-1) 1 (-1) -- top right of quad (Back) glVertex3f 1 1 (-1) -- top left of quad (Back) -- now the left glColor3f 0 0 1 -- set color to blue glVertex3f (-1) 1 1 -- top right of quad (Left) glVertex3f (-1) 1 (-1) -- top left of quad (Left) glVertex3f (-1) (-1) (-1) -- bottom left of quad (Left) glVertex3f (-1) (-1) 1 -- bottom right of quad (Left) -- now the right glColor3f 1 0 1 -- set color to violet glVertex3f 1 1 (-1) -- top right of quad (Right) glVertex3f 1 1 1 -- top left of quad (Right) glVertex3f 1 (-1) 1 -- bottom left of quad (Right) glVertex3f 1 (-1) (-1) -- bottom right of quad (Right) glEnd --increase the rotation angle for the triangle writeIORef rtri $! rt + tincrement --increase the rotation angle for the quad writeIORef rquad $! rq + qincrement 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 -- open a window Just win <- GLFW.createWindow 800 600 "Lesson 5" Nothing Nothing GLFW.makeContextCurrent (Just win) -- register the function to do all our OpenGL drawing rt <- newIORef 0 rq <- newIORef 0 GLFW.setWindowRefreshCallback win (Just (drawScene rt rq)) -- 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. initGL win -- start event processing engine forever $ do GLFW.pollEvents drawScene rt rq win GLFW.swapBuffers win