├── .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 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | GNU GENERAL PUBLIC LICENSE 2 | Version 3, 29 June 2007 3 | 4 | Copyright (C) 2007 Free Software Foundation, Inc. 5 | Everyone is permitted to copy and distribute verbatim copies 6 | of this license document, but changing it is not allowed. 7 | 8 | Preamble 9 | 10 | The GNU General Public License is a free, copyleft license for 11 | software and other kinds of works. 12 | 13 | The licenses for most software and other practical works are designed 14 | to take away your freedom to share and change the works. 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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 | ![hourglass](./screenshots/hypercube-hourglass.png) 46 | ![pit](./screenshots/hypercube-pit.png) 47 | ![sinefield](./screenshots/hypercube-sinefield.png) 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 | --------------------------------------------------------------------------------