Created
July 12, 2014 11:09
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Example Haskell application using SDL2 and OpenGL bindinds. Implements main rendering loop with non-blocking event polling.
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module Main where | |
import Graphics.Rendering.OpenGL | |
import Graphics.UI.SDL as SDL | |
import System.Environment | |
import Foreign.C.String | |
import Foreign.Marshal.Alloc | |
import Foreign.Storable | |
import Data.Bits | |
data ApplicationEvent = QuitApplication | ContinueApplication | |
main = do | |
SDL.init initFlagVideo | |
progname <- getProgName | |
window <- withCString progname createAWindow | |
createGLContext window | |
mainLoop window | |
mainLoop :: Window -> IO (Bool) | |
mainLoop window = do | |
applicationEvent <- pollAnEvent | |
case applicationEvent of | |
QuitApplication -> return True | |
_ -> continue window | |
where continue window = do | |
drawGLScreen window | |
mainLoop window | |
pollAnEvent :: IO (ApplicationEvent) | |
pollAnEvent = alloca doPoll | |
where doPoll event = do | |
retVal <- pollEvent event | |
case retVal of | |
1 -> peek event >>= return . interpretEvent | |
_ -> return $ ContinueApplication | |
interpretEvent :: Event -> ApplicationEvent | |
interpretEvent event = | |
case event of | |
QuitEvent _ _ -> QuitApplication | |
_ -> ContinueApplication | |
createAWindow :: CString -> IO (Window) | |
createAWindow name = do | |
window <- createWindow name windowPosUndefined windowPosUndefined width height $ windowFlagOpenGL .|. windowFlagResizable | |
depthFunc $= Just Less | |
clearColor $= Color4 0 0 0 1 | |
let (w,h) = (fromIntegral width,fromIntegral height) | |
viewport $= (Position 0 0,Size w h) | |
matrixMode $= Projection | |
loadIdentity | |
perspective 45 (fromIntegral width / fromIntegral height) 0.1 100 | |
matrixMode $= Modelview 0 | |
return window | |
where width = 640 | |
height = 480 | |
createGLContext window = do | |
glCreateContext window | |
drawGLScreen window = do | |
clear [ColorBuffer,DepthBuffer] | |
loadIdentity | |
color $ Color3 0.8 0.4 (0.9 :: GLfloat) | |
scale 0.7 0.7 (0.7 :: GLfloat) | |
cube 0.3 | |
glSwapWindow window | |
cube :: GLfloat -> IO () | |
cube w = renderPrimitive Quads $ mapM_ vertex3f | |
[ ( w, w, w), ( w, w,-w), ( w,-w,-w), ( w,-w, w), | |
( w, w, w), ( w, w,-w), (-w, w,-w), (-w, w, w), | |
( w, w, w), ( w,-w, w), (-w,-w, w), (-w, w, w), | |
(-w, w, w), (-w, w,-w), (-w,-w,-w), (-w,-w, w), | |
( w,-w, w), ( w,-w,-w), (-w,-w,-w), (-w,-w, w), | |
( w, w,-w), ( w,-w,-w), (-w,-w,-w), (-w, w,-w) ] | |
vertex3f :: (GLfloat, GLfloat, GLfloat) -> IO () | |
vertex3f (x, y, z) = vertex $ Vertex3 x y z |
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Line 17, the createGLContext should be before any of the $= lines in createAWindow . Segmentation fault is the result for me otherwise.