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''This tutorial was copied with permission from [http://blog.mikael.johanssons.org/archive/2006/09/opengl-programming-in-haskell-a-tutorial-part-1/]''
+
''This tutorial [http://blog.mikael.johanssons.org/archive/2006/09/opengl-programming-in-haskell-a-tutorial-part-1/] was originally written by Mikael Vejdemo Johansson, and was copied here with permission.''
After having failed following the [http://www.tfh-berlin.de/~panitz/hopengl/skript.html googled tutorial in HOpenGL programming], I thought I’d write down the steps I actually can get to work in a tutorial-like fashion. It may be a good idea to read this in parallell to the tutorial linked, since Panitz actually brings a lot of good explanations, even though his syntax isn’t up to speed with the latest HOpenGL at all points.
+
  +
After having failed following the [http://www.cs.hs-rm.de/~panitz/hopengl/skript.html googled tutorial in HOpenGL programming], I thought I'd write down the steps I actually can get to work in a tutorial-like fashion. It may be a good idea to read this in paralell to the tutorial linked, since Panitz actually brings a lot of good explanations, even though his syntax isn't up to speed with the latest HOpenGL at all points.
  +
  +
Note: GHCI interactive shell has problems running these program on some platforms (such as Mac OS X). <strong>Compile these programs with ghc, and run the generated executables.
  +
</strong>
   
 
==Hello World==
 
==Hello World==
First of all, we’ll want to load the OpenGL libraries, throw up a window, and generally get to grips with what needs to be done to get a program running at all.
+
A minimal OpenGL program will need to load the OpenGL libraries and open a window. This is all you need to get an OpenGL program running.
<haskell>
+
This is the skeleton that we'll be building on for the rest of this tutorial.
import Graphics.Rendering.OpenGL
 
import Graphics.UI.GLUT
 
main = do
 
(progname, _) <- getArgsAndInitialize
 
createWindow "Hello World"
 
mainLoop
 
</haskell>
 
This code throws up a window, with a given title. Nothing more happens, though. This is the skeleton that we’ll be building on to. Save it to HelloWorld.hs and compile it by running <hask>ghc -package GLUT HelloWorld.hs -o HelloWorld</hask>.
 
Note: GHCI has problems running this simple program on some platforms.
 
   
However, as a skeleton, it is profoundly worthless. It doesn’t even redraw the window, so we should definitely make sure to have a function that takes care of that in there somewhere. Telling the OpenGL-system what to do is done by using state variables, and these, in turn are handled by the datatype Data.IORef. So we modify our code to the following:
 
 
<haskell>
 
<haskell>
 
import Graphics.Rendering.OpenGL
 
import Graphics.Rendering.OpenGL
 
import Graphics.UI.GLUT
 
import Graphics.UI.GLUT
  +
  +
main :: IO ()
 
main = do
 
main = do
 
(progname, _) <- getArgsAndInitialize
 
(progname, _) <- getArgsAndInitialize
 
createWindow "Hello World"
 
createWindow "Hello World"
displayCallback $= clear [ ColorBuffer ]
+
displayCallback $= display
 
mainLoop
 
mainLoop
  +
  +
display :: IO ()
  +
display = do
  +
clear [ ColorBuffer ]
  +
flush
  +
 
</haskell>
 
</haskell>
This sets the global state variable carrying the callback function responsible for drawing the window to be the function that clears the color state. Save this to the HelloWorld.hs, recompile, and rerun. This program no longer carries the original pixels along, but rather clears everything out.
 
   
The displayCallback is a globally defined IORef, which can be accessed through a host of functions defined in Data.IORef. However, deep within the OpenGL code, there are a couple of definition providing the interface functions $= and get to fascilitate interactions with these. Thus we can do things like:
+
Save it to HelloWorld.hs and compile it by running <hask>ghc -package GLUT HelloWorld.hs -o HelloWorld</hask>.
  +
You will see a window open, with the title "Hello World", with an endless series of blank canvas (a solid blank image).
  +
  +
This code opens a window and sets the main display function.
  +
<hask>getArgsAndInitialize</hask> initializes the OpenGL systems.
  +
<hask>createWindow</hask> opens the window; its argument is the title of the window.
  +
<hask>displayCallback</hask> is the main display function for the window.
  +
  +
We use <hask>($=)</hask> to set it to our <hask>display</hask> function.
  +
<hask>mainLoop</hask> is where OpenGL takes over, using our <hask>displayCallback</hask> to draw the contents of the window.
  +
  +
This defines a function <hask>display</hask> that calls a few OpenGL functions.
  +
<hask>clear</hask> clears out the graphics color state (so we get a blank canvas).
  +
<hask>flush</hask> pushes our OpenGL commands down to the system graphics for actual display.
  +
  +
===<code>displayCallback $= display</code>===
  +
We don't call <hask>display</hask> directly.
  +
In fact, we don't call any graphics drawing functions directly.
  +
Instead we set a display callback, and then call <hask>mainLoop</hask>.
  +
In <hask>mainLoop</hask>, OpenGL takes over.
  +
It handles all the details of interacting with the OS, refreshing our window, and calling our <hask>displayCallback</hask> to draw graphics.
  +
  +
<hask>displayCallback</hask> is a Data.IORef (mutable state variable), which we set using a call to <hask>($=)</hask>.
  +
The displayCallback is a globally defined IORef, which can be accessed through a host of functions defined in Data.IORef.
  +
In [http://hackage.haskell.org/packages/archive/OpenGL/2.2.2.0/doc/html/Graphics-Rendering-OpenGL-GL-StateVar.html OpenGL StateVar module], there is a HasSetter type class and an IORef implementation providing functions <hask>($=)</hask> (assignment) and <hask>get</hask> to facilitate interactions with these state variables.
  +
  +
Some syntax examples for how to use IORefs:
 
<haskell>
 
<haskell>
 
height = newIORef 1.0
 
height = newIORef 1.0
Line 25: Line 31:
 
</haskell>
 
</haskell>
   
Using the drawing canvas
+
==Using the drawing canvas==
So, we have a window, we have a display callback that clears the canvas. Don’t we want more out of it? Sure we do. So let’s draw some things.
+
So, we have a window, we have a display callback that clears the canvas. Don't we want more out of it? Sure we do. So let's draw some things.
  +
<haskell>
 
import Graphics.Rendering.OpenGL
 
import Graphics.Rendering.OpenGL
 
import Graphics.UI.GLUT
 
import Graphics.UI.GLUT
Line 40: Line 46:
 
renderPrimitive Points $ mapM_ (\(x, y, z)->vertex$Vertex3 x y z) myPoints
 
renderPrimitive Points $ mapM_ (\(x, y, z)->vertex$Vertex3 x y z) myPoints
 
flush
 
flush
+
</haskell>
Now, the important thing to notice in this codeextract is that last line. It starts a rendering definition, gives the type to be rendered, and then a sequence of function calls, each of which adds a vertex to the rendering canvas. The statement is basically equivalent to something along the lines of
+
  +
Now, the important thing to notice in this code extract is that last line. It starts a rendering definition, gives the type to be rendered, and then a sequence of function calls, each of which adds a vertex to the rendering canvas. The statement is basically equivalent to something along the lines of
  +
<haskell>
 
renderPrimitive Points do
 
renderPrimitive Points do
vertex Vertex3
+
vertex Vertex3 ...
vertex Vertex3
+
vertex Vertex3 ...
+
</haskell>
 
for appropriate triples of coordinate values at the appropriate places. This results in the rendition here:
 
for appropriate triples of coordinate values at the appropriate places. This results in the rendition here:
   
We can replace Points with other primitives, leading to the rendering of:
+
[[image:OG-Points.png]]
Triangles
+
  +
We can replace <code>Points</code> with other primitives, leading to the rendering of:
  +
  +
===<code>Triangles</code>===
  +
[[image:OG-Triangles.png]]
   
 
Each three coordinates following each other define a triangle. The last n mod 3 coordinates are ignored.
 
Each three coordinates following each other define a triangle. The last n mod 3 coordinates are ignored.
Keyword Triangles
 
Triangle strips
 
   
Triangles are drawn according to a “moving window” of size three, so the two last coordinates in the previous triangle become the two first in the next triangle.
+
Keyword <code>Triangles</code>
Keyword TriangleStrip
 
Triangle fans
 
   
Triangle fans have the first given coordinate as a basepoint, and takes each pair of subsequent coordinates to define a triangle together with the first coordinate.
+
===Triangle strips===
Keyword TriangleFan
+
[[image:OG-Trianglestrip.png]]
Lines
+
  +
When using <code>TriangleStrip</code>, triangles are drawn according to a “moving window” of size three, so the two last coordinates in the previous triangle become the two first in the next triangle.
  +
  +
Keyword <code>TriangleStrip</code>
  +
  +
===Triangle fans===
  +
[[image:OG-Trianglesfan.png]]
  +
  +
When using a <code>TriangleFan</code>, the first given coordinate is used as a base point, and takes each pair of subsequent coordinates to define a triangle together with the first coordinate.
  +
  +
Keyword <code>TriangleFan</code>
  +
  +
===Lines===
  +
[[image:OG-Lines.png]]
   
 
Each pair of coordinates define a line.
 
Each pair of coordinates define a line.
Keyword Lines
 
Line loops
 
   
With line loops, each further coordinate defines a line together with the last coordinate used. Once all coordinates are used up, an additional line is drawn back to the beginning.
+
Keyword <code>Lines</code>
Keyword LineLoop
 
Line strips
 
   
Line strips are like line loops, only without the last link added.
+
===Line loops===
Keyword LineStrip
+
[[image:OG-Lineloop.png]]
Quadrangles
 
   
For the Quads keyword, each four coordinates given define a quadrangle.
+
With <code>LineLoop</code>, each further coordinate defines a line together with the last coordinate used. Once all coordinates are used up, an additional line is drawn back to the beginning.
Keyword Quads
 
Quadrangle strips
 
   
And a Quadstrip works as the trianglestrip, only the window is 4 coordinates wide and steps 2 steps each time, so each new pair of coordinates attaches a new quadrangle to the last edge of the last quadrangle.
+
Keyword <code>LineLoop</code>
Keyword QuadStrip
 
Polygon
 
   
A Polygon is a filled line loop. Simple as that!
+
===Line strips===
Keyword Polygon
+
[[image:OG-Linestrip.png]]
There are more things we can do on our canvas than just spreading out coordinates. Within the command list constructed after a renderPrimitive, we can give several different commands that control what things are supposed to look like, so for instance we could use the following
+
  +
A <code>LineStrip</code> is like a <code>LineLoop</code>, only without the last link added.
  +
  +
Keyword <code>LineStrip</code>
  +
  +
===Quadrangles===
  +
[[image:OG-Quad.png]]
  +
  +
For the <code>Quads</code> keyword, each four coordinates given define a quadrangle.
  +
  +
Keyword <code>Quads</code>
  +
  +
===Quadrangle strips===
  +
[[image:OG-Quadstrip.png]]
  +
  +
And a <code>QuadStrip</code> works as the <code>TriangleStrip</code>, only the window is 4 coordinates wide and steps 2 steps each time, so each new pair of coordinates attaches a new quadrangle to the last edge of the last quadrangle.
  +
  +
It is easier to understand what is going on when you see how the window is formed. Giving each coordinate a number, the QuadStrip is rendered as follows:
  +
Coordinates 1, 2 and 4 are rendered as a triangle followed by coordinates 1, 3 and 4.
  +
Next coordinates 3, 4 and 6 are rendered as a triangle followed by coordinates 3, 5 and 6.
  +
  +
Rendering continues for as many coordinates that can be formed by that pattern.
  +
  +
Keyword <code>QuadStrip</code>
  +
  +
===Polygon===
  +
[[image:OG-Polygon.png]]
  +
  +
A <code>Polygon</code> is a filled line loop. Simple as that!
  +
  +
Keyword <code>Polygon</code>
  +
  +
There are more things we can do on our canvas than just spreading out coordinates. Within the command list constructed after a renderPrimitive, we can give several different commands that control what things are supposed to look like, so for instance we could use the following:
  +
<haskell>
 
display = do
 
display = do
 
clear [ColorBuffer]
 
clear [ColorBuffer]
Line 101: Line 103:
 
vertex $ (Vertex3 ((-0.2::GLfloat)) 0 0)
 
vertex $ (Vertex3 ((-0.2::GLfloat)) 0 0)
 
flush
 
flush
+
</haskell>
in order to produce these four coloured squares
+
in order to produce these four coloured squares:
  +
  +
[[image:OG-Colorsquares.png]]
   
 
where each color command sets the color for the next item drawn, and the vertex commands give vertices for the four squares.
 
where each color command sets the color for the next item drawn, and the vertex commands give vertices for the four squares.
Callbacks - how we react to changes
+
We have already seen one callback in action: displayCallBack. The Callbacks are state variables of the HOpenGL system, and are called in order to handle various things that may happen to the place the drawing canvas lives. For a first exercise, go resize the latest window you’ve used. Go on, do it now.
+
==Callbacks - how we react to changes==
I bet it looked ugly, didn’t it?
+
We have already seen one callback in action: <code>displayCallback</code>. The Callbacks are state variables of the HOpenGL system, and are called in order to handle various things that may happen to the place the drawing canvas lives. For a first exercise, go resize the latest window you've used. Go on, do it now.
This is because we have no code handling what to do if the window should suddenly change. Handling this is done in a callback, residing in the IORef reshapeCallback. Similarily, repainting is done in displayCallback, keyboard and mouse input is in keyboardMouseCallback, and so on. We can refer to the HOpenGL documentation for window callbacks and for global callbacks. Window callbacks are things like display, keyboard and mouse, and reshape. Global callbacks deal with timing issues (for those snazzy animations) and the menu interface systems.
+
In order for a callback to possibly not be defined, most are typed within the Maybe monad, so by setting the state variable to Nothing, a callback can be disabled. Thus, setting callbacks is done using the keyword Just. We’ll add a callback for reshaping the window to our neat code, changing the main function to
+
I bet it looked ugly, didn't it?
  +
  +
This is because we have no code handling what to do if the window should suddenly change. Handling this is done in a callback, residing in the <code>IORef reshapeCallback</code>. Similarly, repainting is done in <code>displayCallback</code>, keyboard and mouse input is in <code>keyboardMouseCallback</code>, and so on. We can refer to the HOpenGL documentation for [http://hackage.haskell.org/packages/archive/GLUT/latest/doc/html/Graphics-UI-GLUT-Callbacks-Window.html window callbacks] and for [http://hackage.haskell.org/packages/archive/GLUT/latest/doc/html/Graphics-UI-GLUT-Callbacks-Global.html global callbacks]. Window callbacks are things like display, keyboard and mouse, and reshape. Global callbacks deal with timing issues (for those snazzy animations) and the menu interface systems.
  +
  +
In order for a callback to possibly not be defined, most are typed within the <code>Maybe</code> monad, so by setting the state variable to <code>Nothing</code>, a callback can be disabled. Thus, setting callbacks is done using the keyword <code>Just</code>. We'll add a callback for reshaping the window to our neat code, changing the main function to:
  +
<haskell>
 
main = do
 
main = do
 
(progname, _) <- getArgsAndInitialize
 
(progname, _) <- getArgsAndInitialize
Line 119: Line 121:
 
viewport $= (Position 0 0, s)
 
viewport $= (Position 0 0, s)
 
postRedisplay Nothing
 
postRedisplay Nothing
+
</haskell>
  +
 
Here, the code for the reshape function resizes the viewport so that our drawing area contains the entire new window. After setting the new viewport, it also tells the windowing system that something has happened to the window, and that therefore, the display function should be called.
 
Here, the code for the reshape function resizes the viewport so that our drawing area contains the entire new window. After setting the new viewport, it also tells the windowing system that something has happened to the window, and that therefore, the display function should be called.
Summary
+
So, in conclusion, so far we can display a window, post basic callbacks to get the windowhandling to run smoothly, and draw in our window. Next installment of the tutorial will bring you 3d drawing, keyboard and mouse interactions, the incredible power of matrices and the ability to rotate 3d objects for your leisure. Possibly, we’ll even look into animations.
+
==Summary==
  +
So, in conclusion, so far we can display a window, post basic callbacks to get the window handling to run smoothly, and draw in our window. Next installment of the tutorial will bring you 3d drawing, keyboard and mouse interactions, the incredible power of matrices and the ability to rotate 3d objects for your leisure. Possibly, we'll even look into animations.
  +
  +
[[OpenGLTutorial2|Continue with part 2]]
  +
  +
[[Category:Graphics]]
  +
[[Category:How to]]
  +
[[Category:User interfaces]]
  +
[[Category:Libraries]]

Revision as of 05:19, 12 October 2012

This tutorial [1] was originally written by Mikael Vejdemo Johansson, and was copied here with permission.

After having failed following the googled tutorial in HOpenGL programming, I thought I'd write down the steps I actually can get to work in a tutorial-like fashion. It may be a good idea to read this in paralell to the tutorial linked, since Panitz actually brings a lot of good explanations, even though his syntax isn't up to speed with the latest HOpenGL at all points.

Note: GHCI interactive shell has problems running these program on some platforms (such as Mac OS X). Compile these programs with ghc, and run the generated executables.

Contents

1 Hello World

A minimal OpenGL program will need to load the OpenGL libraries and open a window. This is all you need to get an OpenGL program running. This is the skeleton that we'll be building on for the rest of this tutorial.

import Graphics.Rendering.OpenGL
import Graphics.UI.GLUT
 
main :: IO ()
main = do
  (progname, _) <- getArgsAndInitialize
  createWindow "Hello World"
  displayCallback $= display
  mainLoop
 
display :: IO ()
display = do
  clear [ ColorBuffer ]
  flush
Save it to HelloWorld.hs and compile it by running
ghc -package GLUT HelloWorld.hs -o HelloWorld
.

You will see a window open, with the title "Hello World", with an endless series of blank canvas (a solid blank image).

This code opens a window and sets the main display function.

getArgsAndInitialize
initializes the OpenGL systems.
createWindow
opens the window; its argument is the title of the window.
displayCallback
is the main display function for the window. We use
($=)
to set it to our
display
function.
mainLoop
is where OpenGL takes over, using our
displayCallback
to draw the contents of the window. This defines a function
display
that calls a few OpenGL functions.
clear
clears out the graphics color state (so we get a blank canvas).
flush
pushes our OpenGL commands down to the system graphics for actual display.

1.1 displayCallback $= display

We don't call
display
directly.

In fact, we don't call any graphics drawing functions directly.

Instead we set a display callback, and then call
mainLoop
. In
mainLoop
, OpenGL takes over. It handles all the details of interacting with the OS, refreshing our window, and calling our
displayCallback
to draw graphics.
displayCallback
is a Data.IORef (mutable state variable), which we set using a call to
($=)
.

The displayCallback is a globally defined IORef, which can be accessed through a host of functions defined in Data.IORef.

In OpenGL StateVar module, there is a HasSetter type class and an IORef implementation providing functions
($=)
(assignment) and
get
to facilitate interactions with these state variables.

Some syntax examples for how to use IORefs:

height = newIORef 1.0
currentheight <- get height
height $= 1.5

2 Using the drawing canvas

So, we have a window, we have a display callback that clears the canvas. Don't we want more out of it? Sure we do. So let's draw some things.

import Graphics.Rendering.OpenGL
import Graphics.UI.GLUT
myPoints :: [(GLfloat,GLfloat,GLfloat)]
myPoints = map (\k -> (sin(2*pi*k/12),cos(2*pi*k/12),0.0)) [1..12]
main = do 
  (progname, _) <- getArgsAndInitialize
  createWindow "Hello World"
  displayCallback $= display
  mainLoop
display = do 
  clear [ColorBuffer]
  renderPrimitive Points $ mapM_ (\(x, y, z)->vertex$Vertex3 x y z) myPoints
  flush

Now, the important thing to notice in this code extract is that last line. It starts a rendering definition, gives the type to be rendered, and then a sequence of function calls, each of which adds a vertex to the rendering canvas. The statement is basically equivalent to something along the lines of

renderPrimitive Points do
 vertex Vertex3 ...
 vertex Vertex3 ...

for appropriate triples of coordinate values at the appropriate places. This results in the rendition here:

OG-Points.png

We can replace Points with other primitives, leading to the rendering of:

2.1 Triangles

OG-Triangles.png

Each three coordinates following each other define a triangle. The last n mod 3 coordinates are ignored.

Keyword Triangles

2.2 Triangle strips

OG-Trianglestrip.png

When using TriangleStrip, triangles are drawn according to a “moving window” of size three, so the two last coordinates in the previous triangle become the two first in the next triangle.

Keyword TriangleStrip

2.3 Triangle fans

OG-Trianglesfan.png

When using a TriangleFan, the first given coordinate is used as a base point, and takes each pair of subsequent coordinates to define a triangle together with the first coordinate.

Keyword TriangleFan

2.4 Lines

OG-Lines.png

Each pair of coordinates define a line.

Keyword Lines

2.5 Line loops

OG-Lineloop.png

With LineLoop, each further coordinate defines a line together with the last coordinate used. Once all coordinates are used up, an additional line is drawn back to the beginning.

Keyword LineLoop

2.6 Line strips

OG-Linestrip.png

A LineStrip is like a LineLoop, only without the last link added.

Keyword LineStrip

2.7 Quadrangles

OG-Quad.png

For the Quads keyword, each four coordinates given define a quadrangle.

Keyword Quads

2.8 Quadrangle strips

OG-Quadstrip.png

And a QuadStrip works as the TriangleStrip, only the window is 4 coordinates wide and steps 2 steps each time, so each new pair of coordinates attaches a new quadrangle to the last edge of the last quadrangle.

It is easier to understand what is going on when you see how the window is formed. Giving each coordinate a number, the QuadStrip is rendered as follows: Coordinates 1, 2 and 4 are rendered as a triangle followed by coordinates 1, 3 and 4. Next coordinates 3, 4 and 6 are rendered as a triangle followed by coordinates 3, 5 and 6.

Rendering continues for as many coordinates that can be formed by that pattern.

Keyword QuadStrip

2.9 Polygon

OG-Polygon.png

A Polygon is a filled line loop. Simple as that!

Keyword Polygon

There are more things we can do on our canvas than just spreading out coordinates. Within the command list constructed after a renderPrimitive, we can give several different commands that control what things are supposed to look like, so for instance we could use the following:

display = do 
  clear [ColorBuffer]
  renderPrimitive Quads $ do
    color $ (Color3 (1.0::GLfloat) 0 0)
    vertex $ (Vertex3 (0::GLfloat) 0 0)
    vertex $ (Vertex3 (0::GLfloat) 0.2 0)
    vertex $ (Vertex3 (0.2::GLfloat) 0.2 0)
    vertex $ (Vertex3 (0.2::GLfloat) 0 0)
    color $ (Color3 (0::GLfloat) 1 0)
    vertex $ (Vertex3 (0::GLfloat) 0 0)
    vertex $ (Vertex3 (0::GLfloat) (-0.2) 0)
    vertex $ (Vertex3 (0.2::GLfloat) (-0.2) 0)
    vertex $ (Vertex3 (0.2::GLfloat) 0 0)
    color $ (Color3 (0::GLfloat) 0 1)
    vertex $ (Vertex3 (0::GLfloat) 0 0)
    vertex $ (Vertex3 (0::GLfloat) (-0.2) 0)
    vertex $ (Vertex3 ((-0.2)::GLfloat) (-0.2) 0)
    vertex $ (Vertex3 ((-0.2)::GLfloat) 0 0)
    color $ (Color3 (1::GLfloat) 0 1)
    vertex $ (Vertex3 (0::GLfloat) 0 0)
    vertex $ (Vertex3 (0::GLfloat) 0.2 0)
    vertex $ (Vertex3 ((-0.2::GLfloat)) 0.2 0)
    vertex $ (Vertex3 ((-0.2::GLfloat)) 0 0)
  flush

in order to produce these four coloured squares:

OG-Colorsquares.png

where each color command sets the color for the next item drawn, and the vertex commands give vertices for the four squares.

3 Callbacks - how we react to changes

We have already seen one callback in action: displayCallback. The Callbacks are state variables of the HOpenGL system, and are called in order to handle various things that may happen to the place the drawing canvas lives. For a first exercise, go resize the latest window you've used. Go on, do it now.

I bet it looked ugly, didn't it?

This is because we have no code handling what to do if the window should suddenly change. Handling this is done in a callback, residing in the IORef reshapeCallback. Similarly, repainting is done in displayCallback, keyboard and mouse input is in keyboardMouseCallback, and so on. We can refer to the HOpenGL documentation for window callbacks and for global callbacks. Window callbacks are things like display, keyboard and mouse, and reshape. Global callbacks deal with timing issues (for those snazzy animations) and the menu interface systems.

In order for a callback to possibly not be defined, most are typed within the Maybe monad, so by setting the state variable to Nothing, a callback can be disabled. Thus, setting callbacks is done using the keyword Just. We'll add a callback for reshaping the window to our neat code, changing the main function to:

main = do 
  (progname, _) <- getArgsAndInitialize
  createWindow "Hello World"
  displayCallback $= display
  reshapeCallback $= Just reshape
  mainLoop
reshape s@(Size w h) = do
  viewport $= (Position 0 0, s)
  postRedisplay Nothing

Here, the code for the reshape function resizes the viewport so that our drawing area contains the entire new window. After setting the new viewport, it also tells the windowing system that something has happened to the window, and that therefore, the display function should be called.

4 Summary

So, in conclusion, so far we can display a window, post basic callbacks to get the window handling to run smoothly, and draw in our window. Next installment of the tutorial will bring you 3d drawing, keyboard and mouse interactions, the incredible power of matrices and the ability to rotate 3d objects for your leisure. Possibly, we'll even look into animations.

Continue with part 2