├── .gitignore
├── LICENSE
├── README.md
├── Setup.hs
├── app
└── Main.hs
├── blocks.png
├── fragment.glsl
├── hypercube.cabal
├── screenshots
├── hypercube-hourglass.png
├── hypercube-pit.png
└── hypercube-sinefield.png
├── shell.nix
├── src
└── Hypercube
│ ├── Chunk.hs
│ ├── Chunk
│ └── Faces.hs
│ ├── Config.hs
│ ├── Error.hs
│ ├── Game.hs
│ ├── Input.hs
│ ├── Shaders.hs
│ ├── Types.hs
│ └── Util.hs
└── vertex.glsl
/.gitignore:
--------------------------------------------------------------------------------
1 | dist
2 | dist-*
3 | cabal-dev
4 | *.o
5 | *.hi
6 | *.chi
7 | *.chs.h
8 | *.dyn_o
9 | *.dyn_hi
10 | .hpc
11 | .hsenv
12 | .cabal-sandbox/
13 | cabal.sandbox.config
14 | *.prof
15 | *.aux
16 | *.hp
17 | *.eventlog
18 | .stack-work/
19 | cabal.project.local
20 | *.exe
21 | *.swp
22 | *.swo
23 | *.bat
24 | *.prof.html
25 | *.prof
26 | *.pdf
27 | *.ps
28 | _darcs
29 |
--------------------------------------------------------------------------------
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552 | 13. Use with the GNU Affero General Public License.
553 |
554 | Notwithstanding any other provision of this License, you have
555 | permission to link or combine any covered work with a work licensed
556 | under version 3 of the GNU Affero General Public License into a single
557 | combined work, and to convey the resulting work. The terms of this
558 | License will continue to apply to the part which is the covered work,
559 | but the special requirements of the GNU Affero General Public License,
560 | section 13, concerning interaction through a network will apply to the
561 | combination as such.
562 |
563 | 14. Revised Versions of this License.
564 |
565 | The Free Software Foundation may publish revised and/or new versions of
566 | the GNU General Public License from time to time. Such new versions will
567 | be similar in spirit to the present version, but may differ in detail to
568 | address new problems or concerns.
569 |
570 | Each version is given a distinguishing version number. If the
571 | Program specifies that a certain numbered version of the GNU General
572 | Public License "or any later version" applies to it, you have the
573 | option of following the terms and conditions either of that numbered
574 | version or of any later version published by the Free Software
575 | Foundation. If the Program does not specify a version number of the
576 | GNU General Public License, you may choose any version ever published
577 | by the Free Software Foundation.
578 |
579 | If the Program specifies that a proxy can decide which future
580 | versions of the GNU General Public License can be used, that proxy's
581 | public statement of acceptance of a version permanently authorizes you
582 | to choose that version for the Program.
583 |
584 | Later license versions may give you additional or different
585 | permissions. However, no additional obligations are imposed on any
586 | author or copyright holder as a result of your choosing to follow a
587 | later version.
588 |
589 | 15. Disclaimer of Warranty.
590 |
591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
593 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
594 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
595 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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597 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
598 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
599 |
600 | 16. Limitation of Liability.
601 |
602 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
603 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
604 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
605 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
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607 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
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609 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
610 | SUCH DAMAGES.
611 |
612 | 17. Interpretation of Sections 15 and 16.
613 |
614 | If the disclaimer of warranty and limitation of liability provided
615 | above cannot be given local legal effect according to their terms,
616 | reviewing courts shall apply local law that most closely approximates
617 | an absolute waiver of all civil liability in connection with the
618 | Program, unless a warranty or assumption of liability accompanies a
619 | copy of the Program in return for a fee.
620 |
621 | END OF TERMS AND CONDITIONS
622 |
623 | How to Apply These Terms to Your New Programs
624 |
625 | If you develop a new program, and you want it to be of the greatest
626 | possible use to the public, the best way to achieve this is to make it
627 | free software which everyone can redistribute and change under these terms.
628 |
629 | To do so, attach the following notices to the program. It is safest
630 | to attach them to the start of each source file to most effectively
631 | state the exclusion of warranty; and each file should have at least
632 | the "copyright" line and a pointer to where the full notice is found.
633 |
634 | {one line to give the program's name and a brief idea of what it does.}
635 | Copyright (C) {year} {name of author}
636 |
637 | This program is free software: you can redistribute it and/or modify
638 | it under the terms of the GNU General Public License as published by
639 | the Free Software Foundation, either version 3 of the License, or
640 | (at your option) any later version.
641 |
642 | This program is distributed in the hope that it will be useful,
643 | but WITHOUT ANY WARRANTY; without even the implied warranty of
644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
645 | GNU General Public License for more details.
646 |
647 | You should have received a copy of the GNU General Public License
648 | along with this program. If not, see .
649 |
650 | Also add information on how to contact you by electronic and paper mail.
651 |
652 | If the program does terminal interaction, make it output a short
653 | notice like this when it starts in an interactive mode:
654 |
655 | {project} Copyright (C) {year} {fullname}
656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
657 | This is free software, and you are welcome to redistribute it
658 | under certain conditions; type `show c' for details.
659 |
660 | The hypothetical commands `show w' and `show c' should show the appropriate
661 | parts of the General Public License. Of course, your program's commands
662 | might be different; for a GUI interface, you would use an "about box".
663 |
664 | You should also get your employer (if you work as a programmer) or school,
665 | if any, to sign a "copyright disclaimer" for the program, if necessary.
666 | For more information on this, and how to apply and follow the GNU GPL, see
667 | .
668 |
669 | The GNU General Public License does not permit incorporating your program
670 | into proprietary programs. If your program is a subroutine library, you
671 | may consider it more useful to permit linking proprietary applications with
672 | the library. If this is what you want to do, use the GNU Lesser General
673 | Public License instead of this License. But first, please read
674 | .
675 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | **This program is not very efficient yet, I've been sucked into voxel engine optimizations and I have yet to find the time to play around with different kind of implementations. Also I wrote this code quite a while ago and I wouldn't consider it very idiomatic, but it is a working example of how to use OpenGL in Haskell.**
2 |
3 | # hypercube
4 | Minecraft clone in haskell focussed on performance.
5 |
6 | ## downloading
7 | ```shell
8 | $ git clone https://github.com/noughtmare/hypercube.git
9 | $ cd hypercube
10 | ```
11 |
12 | ## building
13 |
14 | Make sure you have the right system dependencies, they are listed in
15 | `shell.nix`.
16 |
17 | Build with cabal:
18 |
19 | ```shell
20 | $ cabal build
21 | ```
22 |
23 | ## running
24 |
25 | ```shell
26 | $ cabal run
27 | ```
28 |
29 | ## controls
30 |
31 | ```
32 | W - move forward
33 | A - move to the left
34 | S - move backward
35 | D - move to the right
36 | SHIFT - move down
37 | SPACE - move up
38 | CTRL - speed up
39 | R - toggle mouse cursor
40 | ESC - quit game
41 | ```
42 |
43 | ## screenshots
44 |
45 | 
46 | 
47 | 
48 |
49 |
50 |
--------------------------------------------------------------------------------
/Setup.hs:
--------------------------------------------------------------------------------
1 | import Distribution.Simple
2 | main = defaultMain
3 |
--------------------------------------------------------------------------------
/app/Main.hs:
--------------------------------------------------------------------------------
1 | module Main where
2 |
3 | import Hypercube.Game
4 |
5 | main :: IO ()
6 | main = start
7 |
--------------------------------------------------------------------------------
/blocks.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/noughtmare/hypercube/aa9d23c482b3bb4e8cf098c071f4b4ffb49b5b35/blocks.png
--------------------------------------------------------------------------------
/fragment.glsl:
--------------------------------------------------------------------------------
1 | #version 330 core
2 |
3 | in vec4 pos;
4 |
5 | out vec4 color;
6 |
7 | uniform sampler2D tex;
8 |
9 | void main() {
10 | if (pos.w < 0)
11 | color = texture(tex, vec2((fract(pos.x) + pos.w) / 16.0, 1 - pos.z));
12 | else
13 | color = texture(tex, vec2((fract(pos.x + pos.z) + pos.w) / 16.0, 1 - pos.y));
14 | }
15 |
--------------------------------------------------------------------------------
/hypercube.cabal:
--------------------------------------------------------------------------------
1 | name: hypercube
2 | version: 0.1.0.0
3 | category: Game
4 | homepage: https://github.com/noughtmare/hypercube#readme
5 | author: Jaro Reinders
6 | maintainer: jaro.reinders@gmail.com
7 | copyright: 2017 Jaro Reinders
8 | license: GPL-3
9 | license-file: LICENSE
10 | build-type: Simple
11 | cabal-version: >= 1.10
12 |
13 | extra-source-files:
14 | README.md
15 |
16 | library
17 | hs-source-dirs:
18 | src
19 | ghc-options: -O2 -Wall
20 | build-depends:
21 | base >= 4.7 && < 5
22 | , transformers
23 | , lens
24 | , stm
25 | , OpenGL
26 | , OpenGLRaw
27 | , linear
28 | , vector
29 | , containers
30 | , deepseq
31 | , thyme
32 | , vector-space
33 | , GLFW-b >= 3.3
34 | , bytestring
35 | , GLUtil >= 0.10
36 | , MemoTrie
37 | , file-embed
38 | exposed-modules:
39 | Hypercube.Chunk
40 | Hypercube.Chunk.Faces
41 | Hypercube.Config
42 | Hypercube.Error
43 | Hypercube.Game
44 | Hypercube.Input
45 | Hypercube.Shaders
46 | Hypercube.Types
47 | Hypercube.Util
48 | other-modules:
49 | Paths_hypercube
50 | default-language: Haskell2010
51 |
52 | executable hypercube
53 | main-is: Main.hs
54 | hs-source-dirs:
55 | app
56 | ghc-options: -O2 -Wall -threaded -with-rtsopts=-N2 -with-rtsopts=--nonmoving-gc
57 | build-depends:
58 | base >= 4.7 && < 5
59 | , hypercube
60 | default-language: Haskell2010
61 |
--------------------------------------------------------------------------------
/screenshots/hypercube-hourglass.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/noughtmare/hypercube/aa9d23c482b3bb4e8cf098c071f4b4ffb49b5b35/screenshots/hypercube-hourglass.png
--------------------------------------------------------------------------------
/screenshots/hypercube-pit.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/noughtmare/hypercube/aa9d23c482b3bb4e8cf098c071f4b4ffb49b5b35/screenshots/hypercube-pit.png
--------------------------------------------------------------------------------
/screenshots/hypercube-sinefield.png:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/noughtmare/hypercube/aa9d23c482b3bb4e8cf098c071f4b4ffb49b5b35/screenshots/hypercube-sinefield.png
--------------------------------------------------------------------------------
/shell.nix:
--------------------------------------------------------------------------------
1 | { pkgs ? import {} }:
2 | pkgs.mkShell rec {
3 | buildInputs = with pkgs;
4 | [
5 | cabal-install
6 | haskell.compiler.ghc982
7 | pkg-config
8 | freeglut
9 | glfw
10 | libGLU
11 | libGL
12 | xorg.libX11
13 | xorg.libXi
14 | xorg.libXrandr
15 | xorg.libXxf86vm
16 | xorg.libXcursor
17 | xorg.libXinerama
18 | xorg.libXdmcp
19 | xorg.libXext
20 | xorg.libXfixes
21 | zlib.dev
22 | (pkgs.haskell-language-server.override { supportedGhcVersions = [ "982" ]; })
23 | ];
24 | LD_LIBRARY_PATH = pkgs.lib.makeLibraryPath buildInputs;
25 | }
26 |
--------------------------------------------------------------------------------
/src/Hypercube/Chunk.hs:
--------------------------------------------------------------------------------
1 | {-# OPTIONS_GHC -ddump-simpl -dsuppress-all -dno-suppress-type-signatures -ddump-to-file #-}
2 | {-# LANGUAGE LambdaCase #-}
3 | {-# LANGUAGE BangPatterns #-}
4 | -- {-# LANGUAGE Strict #-}
5 |
6 | {-|
7 | Module : Hypercube.Chunk
8 | Description : 3D Vectors
9 | Copyright : (c) Jaro Reinders, 2017
10 | License : GPL-3
11 | Maintainer : noughtmare@openmailbox.org
12 |
13 | This module contains all code involving Chunks in Hypercube (except for the type declaration).
14 | -}
15 |
16 | module Hypercube.Chunk
17 | ( newChunk
18 | , renderChunk
19 | , startChunkManager
20 | ) where
21 |
22 | import Hypercube.Chunk.Faces
23 | import Hypercube.Config (chunkSize, generatingF)
24 | import Hypercube.Types
25 | import Hypercube.Util
26 |
27 | import qualified Data.Vector.Storable as VS
28 | import Graphics.Rendering.OpenGL hiding (get)
29 | import Linear
30 | import Control.Monad
31 | import Control.Concurrent
32 | import Control.Lens
33 | import Data.Int (Int8)
34 | import Control.Monad.Trans.State
35 | import Control.Concurrent.STM.TChan
36 | import Control.Concurrent.STM
37 | import Control.Applicative (liftA3)
38 | import Control.Monad.IO.Class (liftIO)
39 | import Data.IORef
40 | import Control.DeepSeq (deepseq)
41 |
42 | startChunkManager
43 | :: TChan (V3 Int)
44 | -> TChan ChunkResponse
45 | -> IO ()
46 | startChunkManager todo chan = void $ forkIO $ forever $ do
47 | pos <- atomically (readTChan todo)
48 | chunk <- newChunk pos
49 | let !cr = ChunkResponse pos chunk $ extractSurface pos $ chunk ^. chunkBlk
50 | atomically $ writeTChan chan cr
51 |
52 | toPos :: V3 Int -> Int
53 | toPos (V3 x y z) = x + chunkSize * y + chunkSize * chunkSize * z
54 |
55 | fromPos :: Int -> V3 Int
56 | fromPos n =
57 | let (n',x) = n `quotRem` chunkSize
58 | (z,y) = n' `quotRem` chunkSize
59 | in V3 x y z
60 |
61 | newChunk :: V3 Int -> IO Chunk
62 | {-# SCC newChunk #-}
63 | newChunk pos = do
64 | let blk = VS.generate (chunkSize ^ (3 :: Int)) (generatingF . (+ chunkSize *^ pos) . fromPos)
65 | return (Chunk blk undefined undefined 0 True)
66 |
67 | data Direction = North | East | South | West | Top | Bottom
68 | deriving (Show, Eq, Enum)
69 |
70 | dir :: Direction -> V3 Int -> V3 Int
71 | dir = \case
72 | East -> _x +~ 1
73 | West -> _x -~ 1
74 | Top -> _y +~ 1
75 | Bottom -> _y -~ 1
76 | North -> _z +~ 1
77 | South -> _z -~ 1
78 |
79 | face :: Direction -> [V4 Int8]
80 | face = \case
81 | East -> eastFace
82 | West -> westFace
83 | Top -> topFace
84 | Bottom -> bottomFace
85 | North -> northFace
86 | South -> southFace
87 |
88 | -- extractOne :: V3 Int -> VS.Vector Block -> (VS.Vector (V4 Int8), VS.Vector (V4 Int8))
89 | -- extractOne = _
90 |
91 | extractSurface :: V3 Int -> VS.Vector Block -> VS.Vector (V4 Int8)
92 | {-# SCC extractSurface #-}
93 | {-# NOINLINE extractSurface #-}
94 | extractSurface pos blk = VS.fromList $ do
95 | v <- liftA3 V3 [0..chunkSize - 1] [0..chunkSize - 1] [0..chunkSize - 1]
96 | d <- [North .. Bottom]
97 | let v' = dir d v
98 | guard (blk VS.! toPos v /= Air)
99 | guard $ (Air ==) $ if all (\x -> 0 <= x && x < chunkSize) v'
100 | then blk VS.! toPos v'
101 | else generatingF ((chunkSize *^ pos) + v')
102 | face d & traverse +~
103 | (0
104 | & _xyz .~ fmap fromIntegral v
105 | & _w .~ if d `elem` [Top,Bottom] then 0 else 1)
106 |
107 | renderChunk :: V3 Int -> UniformLocation -> StateT Chunk IO ()
108 | renderChunk pos modelLoc = do
109 | n <- use chunkElements
110 | when (n > 0) $ do
111 | use chunkVao >>= (bindVertexArrayObject $=) . Just
112 | liftIO $ do
113 | model <- toGLmatrix $ identity & translation +~
114 | (fromIntegral <$> chunkSize *^ pos)
115 | uniform modelLoc $= model
116 |
117 | drawArrays Triangles 0 $ fromIntegral n
118 |
119 |
--------------------------------------------------------------------------------
/src/Hypercube/Chunk/Faces.hs:
--------------------------------------------------------------------------------
1 | {-|
2 | Module : Hypercube.Chunk.Faces
3 | Description : Raw face data
4 | Copyright : (c) Jaro Reinders, 2017
5 | License : GPL-3
6 | Maintainer : noughtmare@openmailbox.org
7 |
8 | This module contains all the raw data for each of the faces of a block.
9 | -}
10 |
11 | module Hypercube.Chunk.Faces where
12 |
13 | import Linear
14 | import Data.Int (Int8)
15 |
16 | -- The format of a vertex is: V4 x y z w, where w is the block type. At the moment there's only the grass block type so this last variable is not really used, but in the future the w variable has to be set somewhere else.
17 | --
18 |
19 | northFace, southFace, eastFace, westFace, topFace, bottomFace :: [V4 Int8]
20 |
21 | northFace =
22 | [ V4 1 1 1 0 -- top right
23 | , V4 0 1 1 0 -- top left
24 | , V4 0 0 1 0 -- bottom left
25 | , V4 0 0 1 0 -- bottom left
26 | , V4 1 0 1 0 -- bottom right
27 | , V4 1 1 1 0 -- top right
28 | ]
29 |
30 | southFace =
31 | [ V4 0 0 0 0 -- bottom left
32 | , V4 0 1 0 0 -- top left
33 | , V4 1 1 0 0 -- top right
34 | , V4 1 1 0 0 -- top right
35 | , V4 1 0 0 0 -- bottom right
36 | , V4 0 0 0 0 -- bottom left
37 | ]
38 |
39 | eastFace =
40 | [ V4 1 1 0 0 -- top right
41 | , V4 1 1 1 0 -- top left
42 | , V4 1 0 1 0 -- bottom left
43 | , V4 1 0 1 0 -- bottom left
44 | , V4 1 0 0 0 -- bottom right
45 | , V4 1 1 0 0 -- top right
46 | ]
47 |
48 | westFace =
49 | [ V4 0 0 1 0 -- bottom left
50 | , V4 0 1 1 0 -- top left
51 | , V4 0 1 0 0 -- top right
52 | , V4 0 1 0 0 -- top right
53 | , V4 0 0 0 0 -- bottom right
54 | , V4 0 0 1 0 -- bottom left
55 | ]
56 |
57 | topFace =
58 | [ V4 0 1 0 (-16) -- bottom left
59 | , V4 0 1 1 (-16) -- top left
60 | , V4 1 1 1 (-16) -- top right
61 | , V4 1 1 1 (-16) -- top right
62 | , V4 1 1 0 (-16) -- bottom right
63 | , V4 0 1 0 (-16) -- bottom left
64 | ]
65 |
66 | bottomFace =
67 | [ V4 1 0 1 (-16) -- top right
68 | , V4 0 0 1 (-16) -- top left
69 | , V4 0 0 0 (-16) -- bottom left
70 | , V4 0 0 0 (-16) -- bottom left
71 | , V4 1 0 0 (-16) -- bottom right
72 | , V4 1 0 1 (-16) -- top right
73 | ]
74 |
75 |
--------------------------------------------------------------------------------
/src/Hypercube/Config.hs:
--------------------------------------------------------------------------------
1 | {-|
2 | Module : Hypercube.Config
3 | Description : Configuration data of hypercube
4 | Copyright : (c) Jaro Reinders, 2017
5 | License : GPL-3
6 | Maintainer : noughtmare@openmailbox.org
7 |
8 | This file contains all configuration variables like @chunkSize@ and @renderDistance@.
9 |
10 | TODO: Eventually we want this file to be dynamically loaded at startup.
11 | -}
12 |
13 | module Hypercube.Config where
14 |
15 | import Hypercube.Types
16 | import Linear
17 |
18 | -- The size of a chunk. For example a chunkSize of 16 means that each chunk is a 16x16x16 cube of blocks.
19 | chunkSize :: Int
20 | chunkSize = 16
21 |
22 | -- The number of chunks that gets loaded in any given direction.
23 | -- for example a render distance of 4 would render a 4x4x4 cube of chunks around the user.
24 | renderDistance :: Int
25 | renderDistance = 5
26 |
27 | -- The function that generates the landscape
28 | generatingF :: V3 Int -> Block
29 | {-# INLINE generatingF #-}
30 | generatingF = hourglass
31 |
32 | -- An empty hourglass shape
33 | hourglass :: V3 Int -> Block
34 | {-# INLINE hourglass #-}
35 | hourglass (V3 x y z) = if y*y >= x*x + z*z then Air else Stone
36 |
37 | -- A field of equally sized small hills and valleys made from the sine function
38 | sinefield :: V3 Int -> Block
39 | sinefield (V3 x y z)
40 | | fromIntegral y < (8 :: Double) * sin ((fromIntegral x / 16) * pi) * sin ((fromIntegral z / 16) * pi) = Stone
41 | | otherwise = Air
--------------------------------------------------------------------------------
/src/Hypercube/Error.hs:
--------------------------------------------------------------------------------
1 | {-# LANGUAGE LambdaCase #-}
2 | module Hypercube.Error (printErrors) where
3 |
4 | import Control.Monad
5 | import Graphics.GL
6 |
7 | getErrors :: IO [GLuint]
8 | getErrors = do
9 | err <- glGetError
10 | if err == GL_NO_ERROR
11 | then return []
12 | else (err:) <$> getErrors
13 |
14 | showError :: GLuint-> String
15 | showError = \case
16 | GL_INVALID_ENUM -> "GL_INVALID_ENUM"
17 | GL_INVALID_VALUE -> "GL_INVALID_VALUE"
18 | GL_INVALID_OPERATION -> "GL_INVALID_OPERATION"
19 | GL_INVALID_FRAMEBUFFER_OPERATION -> "GL_INVALID_FRAMEBUFFER_OPERATION"
20 | GL_OUT_OF_MEMORY -> "GL_OUT_OF_MEMORY"
21 | GL_STACK_UNDERFLOW -> "GL_STACK_UNDERFLOW"
22 | GL_STACK_OVERFLOW -> "GL_STACK_OVERFLOW"
23 | x -> "GL Error " ++ show x
24 |
25 | printErrors :: String -> IO ()
26 | printErrors prefix = do
27 | es <- map showError <$> getErrors
28 | unless (null es) $ error (prefix ++ ": " ++ show es)
29 |
--------------------------------------------------------------------------------
/src/Hypercube/Game.hs:
--------------------------------------------------------------------------------
1 | {-# LANGUAGE ScopedTypeVariables #-}
2 | {-# OPTIONS_GHC -Wno-incomplete-uni-patterns #-}
3 |
4 | {-|
5 | Module : Hypercube.Game
6 | Description : The main game loops and start function
7 | Copyright : (c) Jaro Reinders, 2017
8 | License : GPL-3
9 | Maintainer : noughtmare@openmailbox.org
10 |
11 | This module contains the @start@ function, the @mainLoop@ and the @draw@ function.
12 |
13 | TODO: find a better place for the @draw@ function.
14 | -}
15 |
16 | module Hypercube.Game where
17 |
18 | import Hypercube.Chunk
19 | import Hypercube.Types
20 | import Hypercube.Config
21 | import Hypercube.Util
22 | import Hypercube.Shaders
23 | import Hypercube.Input
24 | import Hypercube.Error
25 |
26 | --import qualified Debug.Trace as D
27 |
28 | import Control.Monad
29 | import Control.Monad.IO.Class
30 | import Control.Monad.Trans.State
31 | import Control.Lens
32 | import Data.Maybe
33 | import Foreign.Ptr
34 | import qualified Graphics.Rendering.OpenGL as GL
35 | import qualified Graphics.GLUtil as U
36 | import Graphics.UI.GLFW as GLFW
37 | import Linear
38 | import qualified Data.Vector.Storable as VS
39 | import qualified Data.Map.Strict as M
40 | import Control.Concurrent.STM.TChan
41 | import Control.Monad.STM
42 | import Control.Applicative
43 | import Data.Int (Int8)
44 | import System.Mem (performGC)
45 | import Data.List
46 | import Data.IORef
47 | import Foreign.Storable (sizeOf)
48 | import Foreign.C.Types (CPtrdiff (CPtrdiff))
49 | import Data.Function
50 | import Data.MemoTrie
51 | import Numeric (showFFloat)
52 | import System.IO (hFlush, stdout)
53 | import Data.Foldable (traverse_)
54 |
55 | start :: IO ()
56 | start = withWindow 1280 720 "Hypercube" $ \win -> do
57 | -- Disable the cursor
58 | GLFW.setCursorInputMode win GLFW.CursorInputMode'Disabled
59 |
60 | todo <- newTChanIO
61 | chan <- newTChanIO
62 | startChunkManager todo chan
63 |
64 |
65 | -- Generate a new game world
66 | game <- Game (Camera (V3 8 15 8) 0 0 5 0.2)
67 | <$> (realToFrac . fromJust <$> GLFW.getTime)
68 | <*> (fmap realToFrac . uncurry V2 <$> GLFW.getCursorPos win)
69 | <*> pure M.empty
70 |
71 | void $ flip runStateT game $ do
72 | -- vsync
73 | liftIO $ GLFW.swapInterval 1
74 |
75 | p <- liftIO shaders
76 |
77 | -- Get the shader uniforms
78 | [modelLoc,viewLoc,projLoc] <- liftIO $
79 | mapM (GL.get . GL.uniformLocation p) ["model","view","projection"]
80 |
81 | liftIO $ do
82 | -- Set shader
83 | GL.currentProgram GL.$= Just p
84 |
85 | do -- Load texture & generate mipmaps
86 | (Right texture) <- U.readTexture "blocks.png"
87 | GL.textureBinding GL.Texture2D GL.$= Just texture
88 | GL.textureFilter GL.Texture2D GL.$= ((GL.Nearest,Nothing),GL.Nearest)
89 |
90 | GL.generateMipmap' GL.Texture2D
91 |
92 | -- Set clear color
93 | GL.clearColor GL.$= GL.Color4 0.2 0.3 0.3 1
94 |
95 | GLFW.setKeyCallback win (Just keyCallback)
96 |
97 | GL.cullFace GL.$= Just GL.Back
98 | GL.depthFunc GL.$= Just GL.Less
99 |
100 | mainLoop win todo chan viewLoc projLoc modelLoc
101 |
102 | unitDodecahedron :: [(Int, V3 Float)]
103 | unitDodecahedron = zip [1..] $ [[x,y,z] | x <- [1,-1], y <- [1,-1], z <- [1,-1]]
104 | ++ ([[0,x * phi, y / phi] | x <- [1,-1], y <- [1,-1]]
105 | >>= cyclicPermutations)
106 | >>= \[x,y,z] -> return (normalize (V3 x y z))
107 |
108 | unitIcosahedron :: [(Int,V3 Float)]
109 | unitIcosahedron = zip [1..] $ [[0, x, y * phi] | x <- [1,-1], y <- [1,-1]]
110 | >>= cyclicPermutations
111 | >>= \[x,y,z] -> return (normalize (V3 x y z))
112 |
113 | -- golden ratio
114 | phi :: Float
115 | phi = (1 + sqrt 5) / 2
116 |
117 | cyclicPermutations :: [a] -> [[a]]
118 | cyclicPermutations xs = let l = length xs in take l $ map (take l) $ tails (cycle xs)
119 |
120 | visibleChunks :: Int -> Int -> V3 Float -> [V3 Int]
121 | visibleChunks height width gazeVec = memo3 f height width (fst (minimumBy (compare `on` distance gazeVec . snd) unitDodecahedron))
122 | where
123 | f :: Int -> Int -> Int -> [V3 Int]
124 | f h w n =
125 | let gazeDir = fromJust (lookup n unitDodecahedron)
126 | fov :: Float
127 | fov = pi / 4 + 0.5
128 | viewMat :: M44 Float
129 | viewMat = let p = (- (fromIntegral chunkSize * sqrt 3) / (2 * atan (fov / 2))) *^ gazeDir
130 | halfChunk = fromIntegral chunkSize / 2 *^ 1
131 | in lookAt (p + halfChunk) halfChunk (V3 0 1 0)
132 | proj :: M44 Float
133 | proj = perspective fov (fromIntegral w / fromIntegral h) 0.1 1000
134 | in sortOn (distance (0 :: V3 Double) . fmap fromIntegral) $ do
135 | let r = renderDistance
136 | v <- liftA3 V3 [-r..r] [-r..r] [-r..r]
137 | let projected = proj !*! viewMat !* model
138 | model = (identity & translation .~ (fromIntegral <$> (chunkSize *^ v)))
139 | !* (1 & _xyz .~ fromIntegral chunkSize / 2)
140 | normalized = liftA2 (^/) id (^. _w) projected
141 | guard $ all ((<= 1) . abs) $ normalized ^. _xyz
142 | return v
143 |
144 |
145 | draw :: Int -> Int -> V3 Float -> GL.UniformLocation -> TChan (V3 Int) -> StateT Game IO ()
146 | draw height width gazeVec modelLoc todo = do
147 | let
148 | render :: V3 Int -> StateT Game IO [V3 Int]
149 | render pos = do
150 | m <- use world
151 | case M.lookup pos m of
152 | Nothing -> return [pos]
153 | Just c -> do
154 | _ <- liftIO (execStateT (renderChunk pos modelLoc) c)
155 | return []
156 |
157 | playerPos <- fmap ((`div` chunkSize) . floor) <$> use (cam . camPos)
158 | liftIO . traverse_ (atomically . writeTChan todo) . concat =<< mapM (render . (+ playerPos)) (visibleChunks height width gazeVec)
159 |
160 | mainLoop :: GLFW.Window -> TChan (V3 Int) -> TChan ChunkResponse
161 | -> GL.UniformLocation -> GL.UniformLocation -> GL.UniformLocation -> StateT Game IO ()
162 | mainLoop win todo chan viewLoc projLoc modelLoc = do
163 | shouldClose <- liftIO $ GLFW.windowShouldClose win
164 | unless shouldClose $ do
165 |
166 | liftIO GLFW.pollEvents
167 |
168 | deltaTime <- do
169 | currentFrame <- realToFrac . fromJust <$> liftIO GLFW.getTime
170 | deltaTime <- (currentFrame -) <$> use lastFrame
171 | lastFrame .= currentFrame
172 | return deltaTime
173 |
174 | liftIO $ putStr $ "\r" ++ showFFloat (Just 1) (1/deltaTime) ""
175 | liftIO $ hFlush stdout
176 |
177 | keyboard win deltaTime
178 | mouse win deltaTime
179 |
180 | -- Handle Window resize
181 | (width, height) <- liftIO $ GLFW.getFramebufferSize win
182 | liftIO $ GL.viewport GL.$=
183 | (GL.Position 0 0, GL.Size (fromIntegral width) (fromIntegral height))
184 |
185 | -- Clear buffers
186 | liftIO $ GL.clear [GL.ColorBuffer, GL.DepthBuffer]
187 |
188 | -- Change view matrix
189 | curCamPos <- use (cam . camPos)
190 | curGaze <- use (cam . gaze)
191 |
192 | viewMat <- liftIO $ toGLmatrix $ lookAt curCamPos (curCamPos + curGaze) (V3 0 1 0)
193 | GL.uniform viewLoc GL.$= viewMat
194 |
195 | -- Change projection matrix
196 | let proj = perspective (pi / 4) (fromIntegral width / fromIntegral height) 0.1 1000
197 | projMat <- liftIO $ toGLmatrix proj
198 | GL.uniform projLoc GL.$= projMat
199 |
200 | do
201 | let
202 | loadVbos = do
203 | liftIO (atomically (tryReadTChan chan)) >>= maybe (return ()) (\(ChunkResponse pos (Chunk blk _ _ _ _) v) -> do
204 | m <- use world
205 | if pos `M.member` m then
206 | loadVbos
207 | else do
208 | let len = VS.length v
209 | vao <- GL.genObjectName
210 | GL.bindVertexArrayObject GL.$= Just vao
211 |
212 | vbo <- GL.genObjectName
213 | liftIO $ when (len > 0) $ do
214 | GL.bindBuffer GL.ArrayBuffer GL.$= Just vbo
215 | VS.unsafeWith v $ \ptr ->
216 | GL.bufferData GL.ArrayBuffer GL.$=
217 | (CPtrdiff (fromIntegral (sizeOf (undefined :: V4 Int8) * len)), ptr, GL.StaticDraw)
218 |
219 | -- Associate the VAO with the data of the VBO.
220 | -- The VBO doesn't need to be bound later when using the VAO.
221 | GL.vertexAttribPointer (GL.AttribLocation 0) GL.$=
222 | (GL.KeepIntegral, GL.VertexArrayDescriptor 4 GL.Byte 0 (intPtrToPtr 0))
223 | GL.vertexAttribArray (GL.AttribLocation 0) GL.$= GL.Enabled
224 |
225 | GL.bindBuffer GL.ArrayBuffer GL.$= Nothing
226 |
227 | GL.bindVertexArrayObject GL.$= Nothing
228 |
229 | world %= M.insert pos (Chunk blk vbo vao len False))
230 | replicateM_ 100 loadVbos
231 |
232 | liftIO $ printErrors "At the start of the loop"
233 | draw height width curGaze modelLoc todo
234 | liftIO $ printErrors "At the end of the loop"
235 |
236 | liftIO $ GLFW.swapBuffers win
237 |
238 | -- liftIO performGC
239 |
240 | mainLoop win todo chan viewLoc projLoc modelLoc
241 |
242 |
--------------------------------------------------------------------------------
/src/Hypercube/Input.hs:
--------------------------------------------------------------------------------
1 | {-|
2 | Module : Hypercube.Input
3 | Description : Input handling
4 | Copyright : (c) Jaro Reinders, 2017
5 | License : GPL-3
6 | Maintainer : noughtmare@openmailbox.org
7 |
8 | This module contains all input handling code.
9 | -}
10 |
11 | module Hypercube.Input where
12 |
13 | import Hypercube.Types
14 |
15 | import Control.Monad.Trans.State
16 | import Control.Monad.IO.Class
17 | import Control.Lens
18 | import Control.Monad
19 | import Linear
20 |
21 | import qualified Graphics.UI.GLFW as GLFW
22 |
23 | toggleCursor :: GLFW.Window -> IO ()
24 | toggleCursor win = do
25 | currentMode <- GLFW.getCursorInputMode win
26 | GLFW.setCursorInputMode win $ case currentMode of
27 | GLFW.CursorInputMode'Normal -> GLFW.CursorInputMode'Disabled
28 | _ -> GLFW.CursorInputMode'Normal
29 |
30 | keyCallback :: GLFW.Window -> GLFW.Key -> Int -> GLFW.KeyState -> GLFW.ModifierKeys -> IO ()
31 | keyCallback win GLFW.Key'R _ GLFW.KeyState'Pressed _ = toggleCursor win
32 | keyCallback _ _ _ _ _ = return ()
33 |
34 | keyboard :: GLFW.Window -> Float -> StateT Game IO ()
35 | keyboard win deltaTime = do
36 | let handle :: (GLFW.KeyState -> Bool) -> GLFW.Key -> StateT Game IO () -> StateT Game IO ()
37 | handle f key action = liftIO (GLFW.getKey win key) >>= (`when` action) . f
38 |
39 | isPressed GLFW.KeyState'Pressed = True
40 | isPressed _ = False
41 |
42 | moveAmount <- (deltaTime *) <$> use (cam . speed)
43 | curJaw <- use (cam . jaw)
44 |
45 | let
46 | forward = moveAmount *^ rotate (axisAngle (V3 0 1 0) curJaw) (V3 0 0 (-1))
47 | right = moveAmount *^ rotate (axisAngle (V3 0 1 0) curJaw) (V3 1 0 0)
48 | up = moveAmount *^ V3 0 1 0
49 |
50 | zipWithM_ (handle isPressed)
51 | [GLFW.Key'W, GLFW.Key'A, GLFW.Key'S, GLFW.Key'D, GLFW.Key'Space, GLFW.Key'LeftShift]
52 | (map (cam . camPos +=) [forward, -right, -forward, right, up, -up])
53 |
54 | handle isPressed GLFW.Key'LeftControl $ cam . speed .= 50
55 | handle (not . isPressed) GLFW.Key'LeftControl $ cam . speed .= 5
56 |
57 | handle isPressed GLFW.Key'Escape $ liftIO $ GLFW.setWindowShouldClose win True
58 |
59 | mouse :: GLFW.Window -> Float -> StateT Game IO ()
60 | mouse win deltaTime = do
61 | currentCursorPos <- fmap realToFrac . uncurry V2 <$> liftIO (GLFW.getCursorPos win)
62 | camSensitivity <- use (cam . sensitivity)
63 | prevCursorPos <- use cursorPos
64 | let cursorDelta = deltaTime * camSensitivity *^ (prevCursorPos - currentCursorPos)
65 |
66 | cursorPos .= currentCursorPos
67 | cam . jaw += cursorDelta ^. _x
68 | cam . pitch += cursorDelta ^. _y
69 |
--------------------------------------------------------------------------------
/src/Hypercube/Shaders.hs:
--------------------------------------------------------------------------------
1 | {-# LANGUAGE OverloadedStrings #-}
2 | {-# LANGUAGE TemplateHaskell #-}
3 | {-|
4 | Module : Hypercube.Shaders
5 | Description : The shaders
6 | Copyright : (c) Jaro Reinders, 2017
7 | License : GPL-3
8 | Maintainer : noughtmare@openmailbox.org
9 |
10 | This module contains the shaders as bytestrings and a function that produces an OpenGL @Program@ that uses those shaders.
11 |
12 | The shaders are embedded to make sure that they are present when running the game.
13 | -}
14 | module Hypercube.Shaders (shaders) where
15 | import qualified Graphics.Rendering.OpenGL as GL
16 | import qualified Data.ByteString as B
17 | import System.Exit
18 | import Control.Monad
19 | import Data.FileEmbed
20 |
21 | shaders :: IO GL.Program
22 | shaders = do
23 | v <- GL.createShader GL.VertexShader
24 | GL.shaderSourceBS v GL.$= vector
25 | GL.compileShader v
26 | vs <- GL.get (GL.compileStatus v)
27 | unless vs $ do
28 | print =<< GL.get (GL.shaderInfoLog v)
29 | exitFailure
30 |
31 | f <- GL.createShader GL.FragmentShader
32 | GL.shaderSourceBS f GL.$= fragment
33 | GL.compileShader f
34 | fs <- GL.get (GL.compileStatus f)
35 | unless fs $ do
36 | putStrLn =<< GL.get (GL.shaderInfoLog f)
37 | exitFailure
38 |
39 | p <- GL.createProgram
40 | GL.attachShader p v
41 | GL.attachShader p f
42 | GL.linkProgram p
43 | return p
44 |
45 | vector :: B.ByteString
46 | vector = $(embedFile "vertex.glsl")
47 |
48 | fragment :: B.ByteString
49 | fragment = $(embedFile "fragment.glsl")
50 |
--------------------------------------------------------------------------------
/src/Hypercube/Types.hs:
--------------------------------------------------------------------------------
1 | {-# LANGUAGE TemplateHaskell #-}
2 | {-# LANGUAGE InstanceSigs #-}
3 | {-# LANGUAGE TypeApplications #-}
4 | {-|
5 | Module : Hypercube.Types
6 | Description : Avoiding circular dependencies
7 | Copyright : (c) Jaro Reinders, 2017
8 | License : GPL-3
9 | Maintainer : noughtmare@openmailbox.org
10 |
11 | This module contains all the types in one place to avoid circular dependencies.
12 | -}
13 |
14 | module Hypercube.Types where
15 |
16 | import Linear
17 | import Control.Lens
18 | import qualified Graphics.Rendering.OpenGL as GL
19 | import qualified Data.Map as M
20 | import Control.Arrow
21 | import Control.DeepSeq
22 | import qualified Data.Vector.Storable as VS
23 | import Data.Int
24 | import Data.Vector.Storable (Storable)
25 | import Foreign (Storable(..), castPtr)
26 | import Data.Word (Word8)
27 |
28 | data Camera
29 | = Camera
30 | { _camPos :: !(V3 Float)
31 | , _jaw :: !Float
32 | , _pitch :: !Float
33 | , _speed :: !Float
34 | , _sensitivity :: !Float
35 | } deriving (Show)
36 |
37 | makeLensesFor
38 | [ ("_camPos","camPos")
39 | , ("_jaw","jaw")
40 | , ("_speed","speed")
41 | , ("_sensitivity","sensitivity")
42 | ] ''Camera
43 |
44 | -- | "Advanced" lensing (we check bounds inside the setter)
45 | pitch :: Lens' Camera Float
46 | pitch = lens _pitch setter
47 | where
48 | setter cam x
49 | | abs x > pi/2 - epsilon = cam {_pitch = signum x * (pi / 2 - epsilon)}
50 | | otherwise = cam {_pitch = x}
51 | epsilon = 0.005
52 |
53 | gaze :: Getter Camera (V3 Float)
54 | gaze = to $ gaze' . (view jaw &&& view pitch)
55 | where
56 | gaze' (j,p)
57 | = rotate (axisAngle (V3 0 1 0) j)
58 | $ rotate (axisAngle (V3 1 0 0) p)
59 | $ V3 0 0 (-1)
60 |
61 | data Game
62 | = Game
63 | { _cam :: !Camera
64 | , _lastFrame :: !Float
65 | , _cursorPos :: !(V2 Float)
66 | , _world :: !(M.Map (V3 Int) Chunk)
67 | }
68 |
69 | data Block
70 | = Air
71 | | Stone
72 | deriving (Show, Eq, Enum)
73 |
74 | instance Storable Block where
75 | sizeOf _ = 1
76 | alignment _ = 1
77 | peek p = toEnum . fromIntegral <$> peek @Word8 (castPtr p)
78 | poke p = poke @Word8 (castPtr p) . fromIntegral . fromEnum
79 |
80 | instance NFData Block where
81 | rnf Air = ()
82 | rnf Stone = ()
83 |
84 | data Chunk
85 | = Chunk
86 | { _chunkBlk :: !(VS.Vector Block)
87 | , _chunkVbo :: GL.BufferObject -- ^ No need to keep it around.
88 | , _chunkVao :: GL.VertexArrayObject
89 | , _chunkElements :: !Int
90 | , _chunkChanged :: !Bool
91 | }
92 |
93 | makeLenses ''Chunk
94 | makeLenses ''Game
95 |
96 | data ChunkResponse = ChunkResponse !(V3 Int) !Chunk !(VS.Vector (V4 Int8))
--------------------------------------------------------------------------------
/src/Hypercube/Util.hs:
--------------------------------------------------------------------------------
1 | {-|
2 | Module : Hypercube.Util
3 | Description : Utility functions
4 | Copyright : (c) Jaro Reinders, 2017
5 | License : GPL-3
6 | Maintainer : noughtmare@openmailbox.org
7 |
8 | This module contains miscellaneous utility functions.
9 | -}
10 | module Hypercube.Util where
11 |
12 | import Graphics.Rendering.OpenGL
13 | import Data.Foldable
14 | import Linear
15 | import Control.Monad
16 | import qualified Graphics.UI.GLFW as GLFW
17 | import System.Exit (exitFailure)
18 |
19 | toGLmatrix :: M44 Float -> IO (GLmatrix Float)
20 | toGLmatrix = newMatrix RowMajor . (toList >=> toList)
21 |
22 | withWindow :: Int -> Int -> String -> (GLFW.Window -> IO ()) -> IO ()
23 | withWindow width height title f = do
24 | GLFW.setErrorCallback $ Just simpleErrorCallback
25 | r <- GLFW.init
26 | unless r $ putStrLn "Failed to initialize GLFW" *> GLFW.terminate *> exitFailure
27 | mapM_ GLFW.windowHint
28 | [ GLFW.WindowHint'Samples (Just 4) -- 4x antialiasing
29 | , GLFW.WindowHint'ContextVersionMajor 3
30 | , GLFW.WindowHint'ContextVersionMinor 3
31 | , GLFW.WindowHint'OpenGLProfile GLFW.OpenGLProfile'Core -- OpenGL 3.3 Core Profile (or better)
32 | ]
33 | m <- GLFW.createWindow width height title Nothing Nothing
34 | win <- maybe (putStrLn "Failed to open window" *> GLFW.terminate *> exitFailure) pure m
35 | GLFW.makeContextCurrent (Just win)
36 | f win
37 | GLFW.destroyWindow win
38 | GLFW.terminate
39 | where
40 | simpleErrorCallback e s = putStrLn $ unwords [show e, show s]
41 |
--------------------------------------------------------------------------------
/vertex.glsl:
--------------------------------------------------------------------------------
1 | #version 330 core
2 |
3 | layout (location = 0) in ivec4 position;
4 |
5 | uniform mat4 model;
6 | uniform mat4 view;
7 | uniform mat4 projection;
8 |
9 | out vec4 pos;
10 |
11 | void main() {
12 | gl_Position = projection * view * model
13 | * vec4(float(position.x),float(position.y),float(position.z), 1);
14 | pos = vec4(float(position.x),float(position.y),float(position.z),float(position.w));
15 | }
16 |
--------------------------------------------------------------------------------