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
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import Graphics.Rendering.OpenGL.GL.PerFragment
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
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import Graphics.Rendering.OpenGL.Raw.Core31
import Render.Misc
vertexShaderFile :: String
vertexShaderFile = "shaders/vertex.shader"
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tessControlShaderFile :: String
tessControlShaderFile = "shaders/tessControl.shader"
tessEvalShaderFile :: String
tessEvalShaderFile = "shaders/tessEval.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
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initShader :: IO (
AttribLocation -- ^ color
, AttribLocation -- ^ normal
, AttribLocation -- ^ vertex
, UniformLocation -- ^ ProjectionMat
, UniformLocation -- ^ ViewMat
, UniformLocation -- ^ ModelMat
, UniformLocation -- ^ NormalMat
)
initShader = do
! vertexSource <- B.readFile vertexShaderFile
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! tessControlSource <- B.readFile tessControlShaderFile
! tessEvalSource <- B.readFile tessEvalShaderFile
! fragmentSource <- B.readFile fragmentShaderFile
vertexShader <- compileShaderSource VertexShader vertexSource
checkError "compile Vertex"
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tessControlShader <- compileShaderSource TessControlShader tessControlSource
checkError "compile Vertex"
tessEvalShader <- compileShaderSource TessEvaluationShader tessEvalSource
checkError "compile Vertex"
fragmentShader <- compileShaderSource FragmentShader fragmentSource
checkError "compile Frag"
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program <- createProgramUsing [vertexShader, tessControlShader, tessEvalShader, fragmentShader]
checkError "compile Program"
currentProgram $= Just program
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projectionMatrixIndex <- get (uniformLocation program "ProjectionMatrix")
checkError "projMat"
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viewMatrixIndex <- get (uniformLocation program "ViewMatrix")
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checkError "viewMat"
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modelMatrixIndex <- get (uniformLocation program "ModelMatrix")
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checkError "modelMat"
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normalMatrixIndex <- get (uniformLocation program "NormalMatrix")
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checkError "normalMat"
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vertexIndex <- get (attribLocation program "Position")
vertexAttribArray vertexIndex $= Enabled
checkError "vertexInd"
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normalIndex <- get (attribLocation program "Normal")
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vertexAttribArray normalIndex $= Enabled
checkError "normalInd"
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colorIndex <- get (attribLocation program "Color")
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vertexAttribArray colorIndex $= Enabled
checkError "colorInd"
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att <- get (activeAttribs program)
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putStrLn $ unlines $ "Attributes: ":map show att
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putStrLn $ unlines $ ["Indices: ", show (colorIndex, normalIndex, vertexIndex)]
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checkError "initShader"
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return (colorIndex, normalIndex, vertexIndex, projectionMatrixIndex, viewMatrixIndex, modelMatrixIndex, normalMatrixIndex)
initRendering :: IO ()
initRendering = do
clearColor $= Color4 0 0 0 0
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depthFunc $= Just Less
glCullFace gl_BACK
checkError "initRendering"