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June 29, 2014 16:07
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GLFW-b example
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import Control.Applicative | |
import Control.Monad | |
import Graphics.Rendering.OpenGL.GL -- from package "OpenGL" | |
import Graphics.UI.GLFW as GLFW -- from package "GLFW-b" | |
windowWidth, windowHeight :: Int | |
(windowWidth, windowHeight) = (640, 480) | |
initialDots :: [Vector2 GLfloat] | |
initialDots = [ Vector2 0.5 0.5 | |
, Vector2 0.2 0.5 | |
, Vector2 (-0.4) 0 | |
, Vector2 (-0.3) (-0.5) | |
] | |
-- perform all operations pointwise | |
instance Num a => Num (Vector2 a) | |
where | |
(+) = liftA2 (+) | |
(*) = liftA2 (*) | |
(-) = liftA2 (-) | |
negate = liftA negate | |
abs = liftA abs | |
signum = liftA signum | |
fromInteger = pure . fromInteger | |
-- perform all operations pointwise | |
instance Fractional a => Fractional (Vector2 a) | |
where | |
(/) = liftA2 (/) | |
recip = liftA recip | |
fromRational = pure . fromRational | |
-- convert from window coordinates to OpenGL coordinates | |
mousePos :: Double -> Double -> Vector2 GLfloat | |
mousePos x y = Vector2 (-1) 1 + frac * Vector2 2 (-2) | |
where | |
frac = Vector2 (realToFrac x / fromIntegral windowWidth) | |
(realToFrac y / fromIntegral windowHeight) | |
main :: IO () | |
main = do | |
True <- GLFW.init | |
Just w <- createWindow windowWidth windowHeight "Gravity" Nothing Nothing | |
makeContextCurrent (Just w) | |
showWindow w | |
-- main loop | |
loop w initialDots | |
destroyWindow w | |
terminate | |
loop :: Window -> [Vector2 GLfloat] -> IO () | |
loop w dots = do | |
winClosed <- windowShouldClose w | |
escPressed <- getKey w Key'Escape | |
let shouldQuit = winClosed || escPressed == KeyState'Pressed | |
unless shouldQuit $ do | |
let dots' = updateDots dots | |
renderDots w dots' | |
waitEvents -- only update when you move the mouse | |
-- (otherwise it stabilizes too fast) | |
-- add a new dot on mouse-press | |
-- (click and drag to add lots of new dots) | |
mousePressed <- getMouseButton w MouseButton'1 | |
case mousePressed of | |
MouseButtonState'Pressed -> do | |
(winx, winy) <- getCursorPos w | |
loop w (mousePos winx winy : dots') | |
_ -> loop w dots' | |
updateDots :: [Vector2 GLfloat] -> [Vector2 GLfloat] | |
updateDots dots = map (elastic 0.3) dots | |
where | |
-- try to be exactly d units from every other dot | |
elastic :: GLfloat -> Vector2 GLfloat -> Vector2 GLfloat | |
elastic d dot = average | |
$ map (vectorRescale d) | |
$ map (dot -) | |
$ filter (/= dot) dots | |
average :: Fractional a => [a] -> a | |
average vs = sum vs / fromIntegral (length vs) | |
vectorRescale :: Floating a => a -> Vector2 a -> Vector2 a | |
vectorRescale d v = pure scaleFactor * v | |
where | |
scaleFactor = d / vectorNorm v | |
vectorNorm :: Floating a => Vector2 a -> a | |
vectorNorm (Vector2 x y) = sqrt (x*x + y*y) | |
renderDots :: Window -> [Vector2 GLfloat] -> IO () | |
renderDots w xys = do | |
clear [ColorBuffer] | |
renderPrimitive Points $ do | |
forM_ xys $ \(Vector2 x y) -> do | |
vertex (Vertex3 x y 0) | |
swapBuffers w |
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