pioneers/src/Render/Render.hs

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{-# LANGUAGE BangPatterns #-}
module Render.Render where
import qualified Data.ByteString as B
import Foreign.Marshal.Array (withArray)
import Foreign.Storable (sizeOf)
import Graphics.Rendering.OpenGL.GL.BufferObjects
import Graphics.Rendering.OpenGL.GL.Framebuffer (clearColor)
import Graphics.Rendering.OpenGL.GL.ObjectName
import Graphics.Rendering.OpenGL.GL.Shaders
import Graphics.Rendering.OpenGL.GL.StateVar
import Graphics.Rendering.OpenGL.GL.VertexArrays (Capability (..),
vertexAttribArray)
import Graphics.Rendering.OpenGL.GL.VertexSpec
import Graphics.Rendering.OpenGL.Raw.Core31.Types (GLfloat)
import Render.Misc
vertexShaderFile :: String
vertexShaderFile = "shaders/vertex.shader"
fragmentShaderFile :: String
fragmentShaderFile = "shaders/fragment.shader"
initBuffer :: [GLfloat] -> IO BufferObject
initBuffer varray =
let
sizeOfVarray = length varray * sizeOfComponent
sizeOfComponent = sizeOf (head varray)
in do
bufferObject <- genObjectName
bindBuffer ArrayBuffer $= Just bufferObject
withArray varray $ \buffer ->
bufferData ArrayBuffer $= (fromIntegral sizeOfVarray, buffer, StaticDraw)
checkError "initBuffer"
return bufferObject
initShader :: IO (UniformLocation, AttribLocation, AttribLocation)
initShader = do
! vertexSource <- B.readFile vertexShaderFile
! fragmentSource <- B.readFile fragmentShaderFile
vertexShader <- compileShaderSource VertexShader vertexSource
fragmentShader <- compileShaderSource FragmentShader fragmentSource
program <- createProgramUsing [vertexShader, fragmentShader]
currentProgram $= Just program
projectionMatrixIndex <- get (uniformLocation program "fg_ProjectionMatrix")
colorIndex <- get (attribLocation program "fg_Color")
vertexAttribArray colorIndex $= Enabled
vertexIndex <- get (attribLocation program "fg_Vertex")
vertexAttribArray vertexIndex $= Enabled
checkError "initShader"
return (projectionMatrixIndex, colorIndex, vertexIndex)
initRendering :: IO ()
initRendering = do
clearColor $= Color4 0 0 0 0
checkError "initRendering"