52 lines
2.0 KiB
Haskell
52 lines
2.0 KiB
Haskell
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{-# LANGUAGE BangPatterns #-}
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module Render.Render where
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import Graphics.Rendering.OpenGL.GL.BufferObjects
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import Graphics.Rendering.OpenGL.GL.ObjectName
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import Graphics.Rendering.OpenGL.GL.StateVar
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import Render.Misc
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import Graphics.Rendering.OpenGL.Raw.Core31.Types (GLfloat)
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import Foreign.Storable (sizeOf)
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import Foreign.Marshal.Array (withArray)
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import Graphics.Rendering.OpenGL.GL.VertexSpec
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import Graphics.Rendering.OpenGL.GL.Shaders
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import Graphics.Rendering.OpenGL.GL.VertexArrays (Capability(..), vertexAttribArray)
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import qualified Data.ByteString as B
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vertexShaderFile :: String
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vertexShaderFile = "shaders/vertex.shader"
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fragmentShaderFile :: String
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fragmentShaderFile = "shaders/fragment.shader"
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initBuffer :: [GLfloat] -> IO BufferObject
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initBuffer varray =
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let
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sizeOfVarray = length varray * sizeOfComponent
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sizeOfComponent = sizeOf (head varray)
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in do
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bufferObject <- genObjectName
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bindBuffer ArrayBuffer $= Just bufferObject
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withArray varray $ \buffer ->
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bufferData ArrayBuffer $= (fromIntegral sizeOfVarray, buffer, StaticDraw)
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checkError "initBuffer"
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return bufferObject
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initShader :: IO (UniformLocation, AttribLocation, AttribLocation)
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initShader = do
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! vertexSource <- B.readFile vertexShaderFile
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! fragmentSource <- B.readFile fragmentShaderFile
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vertexShader <- compileShaderSource VertexShader vertexSource
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fragmentShader <- compileShaderSource FragmentShader fragmentSource
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program <- createProgramUsing [vertexShader, fragmentShader]
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currentProgram $= Just program
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projectionMatrixIndex <- get (uniformLocation program "fg_ProjectionMatrix")
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colorIndex <- get (attribLocation program "fg_Color")
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vertexAttribArray colorIndex $= Enabled
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vertexIndex <- get (attribLocation program "fg_Vertex")
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vertexAttribArray vertexIndex $= Enabled
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checkError "initShader"
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return (projectionMatrixIndex, colorIndex, vertexIndex)
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