Difference between revisions of "OpenGL"

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{{Stub}}
 
{{Stub}}
This is a stub page for Haskell's OpenGL and GLUT bindings.
 
 
   
 
== References ==
 
== References ==
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* use the [http://hackage.haskell.org/package/nehe-tuts Haskell port] (Hackage package) of the [http://nehe.gamedev.net/tutorial/lessons_01__05/22004/ NeHe Tutorials]
 
* use the [http://hackage.haskell.org/package/nehe-tuts Haskell port] (Hackage package) of the [http://nehe.gamedev.net/tutorial/lessons_01__05/22004/ NeHe Tutorials]
 
* assuming you know Haskell, any OpenGL tutorial of your choice should get you going (browsing the [http://www.opengl.org OpenGL] site is also a good idea)
 
* assuming you know Haskell, any OpenGL tutorial of your choice should get you going (browsing the [http://www.opengl.org OpenGL] site is also a good idea)
* use the [http://www.opengl.org/documentation/red_book/ Red Book], and its example code translations, to understand the small differences between OpenGL and HOpenGL
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* use the [http://www.opengl.org/documentation/books/#the_opengl_programming_guide_the_official_guide_to_learning_opengl_version Red Book], and its example code translations, to understand the small differences between OpenGL and HOpenGL
 
* use the [http://www.opengl.org/documentation/specs/ OpenGL and GLUT specs] to find your way around the [http://hackage.haskell.org/packages/archive/OpenGL/latest/doc/html/ HOpenGL Haddock documentation]
 
* use the [http://www.opengl.org/documentation/specs/ OpenGL and GLUT specs] to find your way around the [http://hackage.haskell.org/packages/archive/OpenGL/latest/doc/html/ HOpenGL Haddock documentation]
 
* use the [http://www.haskell.org/mailman/listinfo/hopengl HopenGL list] for questions and success stories
 
* use the [http://www.haskell.org/mailman/listinfo/hopengl HopenGL list] for questions and success stories
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* [http://hackage.haskell.org/package/GLURaw GLURaw]: A raw binding for the OpenGL graphics system. GLURaw is a raw Haskell binding for the GLU 1.3 OpenGL utility library. It is basically a 1:1 mapping of GLU's C API, intended as a basis for a nicer interface
 
* [http://hackage.haskell.org/package/GLURaw GLURaw]: A raw binding for the OpenGL graphics system. GLURaw is a raw Haskell binding for the GLU 1.3 OpenGL utility library. It is basically a 1:1 mapping of GLU's C API, intended as a basis for a nicer interface
 
* [[FTGL]]: Portable TrueType font rendering for OpenGL using the Freetype2 library
 
* [[FTGL]]: Portable TrueType font rendering for OpenGL using the Freetype2 library
* [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/GLFW GLFW]: A binding for GLFW, An OpenGL Framework
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* [[GLFW]]: A binding for GLFW, An OpenGL Framework
 
* [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/GLUT GLUT]: A binding for the OpenGL Utility Toolkit
 
* [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/GLUT GLUT]: A binding for the OpenGL Utility Toolkit
 
* [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/graphics-drawingcombinators graphics-drawingcombinators]: A functional interface to 2D drawing in OpenGL
 
* [http://hackage.haskell.org/cgi-bin/hackage-scripts/package/graphics-drawingcombinators graphics-drawingcombinators]: A functional interface to 2D drawing in OpenGL
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Experiments with raw bindings to GLFW/OpenGL produced with [[HSFFIG]]
 
Experiments with raw bindings to GLFW/OpenGL produced with [[HSFFIG]]
 
* [http://code.google.com/p/hs-ogl-misc/ hs-ogl-misc]
 
* [http://code.google.com/p/hs-ogl-misc/ hs-ogl-misc]
 
   
 
== Troubleshooting ==
 
== Troubleshooting ==
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createWindow "My Window"
 
createWindow "My Window"
 
</haskell>
 
</haskell>
You will also need to call [http://hackage.haskell.org/packages/archive/GLUT/latest/doc/html/Graphics-UI-GLUT-Window.html#v%3AswapBuffers <haskell>swapBuffers</haskell>] at the end of your draw function.
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You will also need to call <haskell> swapBuffers </haskell> at the end of your draw function [http://hackage.haskell.org/packages/archive/GLUT/latest/doc/html/Graphics-UI-GLUT-Window.html#v%3AswapBuffers (Read more about swapBuffers)].
 
   
 
=== The depth buffer doesn't work (things that are closer to the camera are occluded by things that are farther from the camera) ===
 
=== The depth buffer doesn't work (things that are closer to the camera are occluded by things that are farther from the camera) ===

Revision as of 20:36, 18 July 2013

This article is a stub. You can help by expanding it.

References

In particular, note that the examples/ directory in the GLUT repo contains lots of examples, including translations of the red book examples.

(Note: at least some of these resources appear to be missing from /packages, but there are copies at /ghc-6.8/packages.)

Both the API documentation and the examples are best studied with the original specs and the original red book examples at hand. An index of examples can be found at the OpenGL wiki page Code Resources.


Projects using the OpenGL bindings

  • Endless Cavern, a 2D procedurally-generated exploration game.
  • Frag, a 3D first-person shooter game.
  • Monadius, a 2D scrolling arcade game.
  • Roguestar, a roguelike adventure game using 3D graphics.
  • Shu-thing, a 2D scrolling arcade game.
  • Topkata, a jumping ball puzzle game.
  • PolyFunViz, a toolkit for scientific visualization (e.g. surfaces, flows, contours, volumes)
  • Raincat, a 2d puzzle game
  • Gloss, hides the pain of drawing simple vector graphics behind a nice data type and a few display functions


HOpenGL Resources


OpenGL Resources


Getting Started


Additional software

  • OpenGLRaw: A 1:1 mapping of OpenGL's C API, intended as a basis for a nicer interface. (Example code)
  • StateVar: This package contains state variables, which are references in the IO monad, like IORefs or parts of the OpenGL state
  • ObjectName: Explicitly handled object names. This tiny package contains the class ObjectName, which corresponds to the general notion of explicitly handled identifiers for API objects, e.g. a texture object name in OpenGL or a buffer object name in OpenAL
  • GLURaw: A raw binding for the OpenGL graphics system. GLURaw is a raw Haskell binding for the GLU 1.3 OpenGL utility library. It is basically a 1:1 mapping of GLU's C API, intended as a basis for a nicer interface
  • FTGL: Portable TrueType font rendering for OpenGL using the Freetype2 library
  • GLFW: A binding for GLFW, An OpenGL Framework
  • GLUT: A binding for the OpenGL Utility Toolkit
  • graphics-drawingcombinators: A functional interface to 2D drawing in OpenGL
  • Tensor: This package contains tensor data types and their instances for some basic type classes.
  • GPipe: A functional graphics API for programmable GPUs
  • The freetype2 package; bindings to FreeType, a software font engine

Somewhat related is SDL, which is based on OpenGL:

To add sound to OpenGL applications:

  • OpenAL: A binding to the OpenAL cross-platform 3D audio API
  • ALUT: A binding for the OpenAL Utility Toolkit

A fork of HOpenGL:

Experiments with raw bindings to GLFW/OpenGL produced with HSFFIG

Troubleshooting

I can't display text with renderString

It's probably because the text is displayed too big. Setting a much smaller scale factor before calling renderString should solve the problem.

scale 0.001 0.001 (0.001GLfloat)
renderString Roman "Test string"


Animations flicker

If you're not using DoubleBuffered display mode, turn that on. Also, you must set the display mode before creating the window you're going to be drawing in. To check if you've enabled double buffering use something like:

db <- get doubleBuffered

and set DoubleBuffered mode (before creating your windows!) like this:

initialDisplayMode $= [DoubleBuffered]
createWindow "My Window"
You will also need to call
 swapBuffers
at the end of your draw function (Read more about swapBuffers).

The depth buffer doesn't work (things that are closer to the camera are occluded by things that are farther from the camera)

Make sure that depthFunc is set:

depthFunc $= Just Less

Furthermore, if you're using GLFW, the following var has to be greater than zero:

get (windowParam DepthBits)

If DepthBits is 0, you probably forgot to initialize the window, like so:

openWindow size [DisplayDepthBits 16] Window

Once you enable the depth buffer, you will need to clear it before each cycle of your drawing method:

clear [ColorBuffer, DepthBuffer]

See also: The OpenGL FAQ: 12.010 How do I make depth buffering work?


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