---El siguiente programa muestra algunas posibilidades de trabajo gráfico en 3D
---con Haskell; estas posibilidades son dignas de explorar en la creación de mundos
---virtuales, simulación, graficación de datos, y juegos.
---He puesto un vida de otro programa que seguiría un desarrollo más o menos natural
---al aquí presentado, brindando más experiencia tridimensional e interactiva en
-------https://youtu.be/Ab7eQdMHF-Q
{-
Light.hs (adapted from light.c which is (c) Silicon Graphics, Inc.)
Copyright (c) Sven Panne 2002-2005 <sven.panne@aedion.de>
This file is part of HOpenGL and distributed under a BSD-style license
See the file libraries/GLUT/LICENSE
This program demonstrates the use of the OpenGL lighting model. A sphere
is drawn using a grey material characteristic. A single light source
illuminates the object.
-}
---Compilado con
---> ghc -package GLUT Light.hs -o light
---en Fedora, con Haskell tomado de www.haskell.org
import System.Exit ( exitWith, ExitCode(ExitSuccess) )
import Graphics.UI.GLUT
windowWidth=500
windowHeight=500
blackBackground=Color4 0 0 0 0
whiteColor=Color4 1 1 1 1
degreeShininess=50
myInit :: IO ()
myInit = do
clearColor $= blackBackground
shadeModel $= Smooth
materialSpecular Front $= whiteColor
materialShininess Front $= degreeShininess
position (Light 0) $= Vertex4 1 1 1 0
position (Light 1) $= Vertex4 1 1 (-1) 0
lighting $= Enabled
light (Light 0) $= Enabled
light (Light 1) $= Enabled
depthFunc $= Just Less
-- Sphere(radius,subLat,subLon)
translatef = translate :: Vector3 GLfloat -> IO ()
rotatef = rotate :: GLfloat -> Vector3 GLfloat -> IO ()
rectf = rect :: Vertex2 GLfloat -> Vertex2 GLfloat -> IO ()
normal3f = normal :: Normal3 GLfloat -> IO ()
color3f = color :: Color3 GLfloat -> IO ()
display :: DisplayCallback
display = do
clear [ ColorBuffer, DepthBuffer ]
rotatef 30 (Vector3 1 0 0)
normal3f (Normal3 0 0 1)
color3f (Color3 1 0.1 1)
-- renderObject (
translatef (Vector3 0 0 (-2.0))
rectf (Vertex2 (-20) (-20)) (Vertex2 20 20)
translatef (Vector3 0 0 (2.0))
translatef (Vector3 0 0 (1.0))
renderObject Solid (Sphere' 0.3 20 16)
translatef (Vector3 0.5 0 0)
renderObject Solid (Sphere' 0.3 20 16)
translatef (Vector3 0 0.5 0)
renderObject Solid (Sphere' 0.3 20 16)
translatef (Vector3 0.5 0.5 0)
renderObject Solid (Cube 0.6)
flush
reshape :: ReshapeCallback
reshape size@(Size w h) = do
viewport $= (Position 0 0, size)
matrixMode $= Projection
loadIdentity
let wf = fromIntegral w
hf = fromIntegral h
if w <= h
then ortho (-1.5) 1.5 (-1.5 * hf/wf) (1.5 * hf/wf) (-10) 10
else ortho (-1.5 * wf/hf) (1.5 * wf/hf) (-1.5) 1.5 (-10) 10
matrixMode $= Modelview 0
loadIdentity
keyboard :: KeyboardMouseCallback
keyboard (Char '\27') Down _ _ = exitWith ExitSuccess
keyboard _ _ _ _ = return ()
main :: IO ()
main = do
(progName, _args) <- getArgsAndInitialize
initialDisplayMode $= [ SingleBuffered, RGBMode, WithDepthBuffer ]
initialWindowSize $= Size windowWidth windowHeight
initialWindowPosition $= Position 100 100
createWindow progName
myInit
displayCallback $= display
reshapeCallback $= Just reshape
keyboardMouseCallback $= Just keyboard
mainLoop
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