pioneers/src/Render/Misc.hs

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module Render.Misc where
import Control.Monad
import qualified Data.ByteString as B (ByteString)
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import Foreign.Marshal.Array (allocaArray,
pokeArray)
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import Foreign.C (CFloat)
import Graphics.Rendering.OpenGL.GL.Shaders
import Graphics.Rendering.OpenGL.GL.StateVar
import Graphics.Rendering.OpenGL.GL.StringQueries
import Graphics.Rendering.OpenGL.GLU.Errors
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import Graphics.Rendering.OpenGL.Raw.Core31
import System.IO (hPutStrLn, stderr)
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import Linear
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up :: V3 CFloat
up = V3 0 1 0
checkError :: String -> IO ()
checkError functionName = get errors >>= mapM_ reportError
where reportError e =
hPutStrLn stderr (showError e ++ " detected in " ++ functionName)
showError (Error category message) =
"GL error " ++ show category ++ " (" ++ message ++ ")"
dumpInfo :: IO ()
dumpInfo = do
let dump message var = putStrLn . ((message ++ ": ") ++) =<< get var
dump "Vendor" vendor
dump "Renderer" renderer
dump "Version" glVersion
dump "GLSL" shadingLanguageVersion
checkError "dumpInfo"
checked :: (t -> IO ()) -> (t -> GettableStateVar Bool) -> (t -> GettableStateVar String) -> String -> t -> IO ()
checked action getStatus getInfoLog message object = do
action object
status <- get (getStatus object)
unless status $
hPutStrLn stderr . ((message ++ " log: ") ++) =<< get (getInfoLog object)
compileAndCheck :: Shader -> IO ()
compileAndCheck = checked compileShader compileStatus shaderInfoLog "compile"
compileShaderSource :: ShaderType -> B.ByteString -> IO Shader
compileShaderSource st source = do
shader <- createShader st
shaderSourceBS shader $= source
compileAndCheck shader
return shader
linkAndCheck :: Program -> IO ()
linkAndCheck = checked linkProgram linkStatus programInfoLog "link"
createProgramUsing :: [Shader] -> IO Program
createProgramUsing shaders = do
program <- createProgram
attachedShaders program $= shaders
linkAndCheck program
return program
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createFrustum :: Float -> Float -> Float -> Float -> M44 CFloat
createFrustum fov n' f' rat =
let
f = realToFrac f'
n = realToFrac n'
s = realToFrac $ recip (tan $ fov*0.5 * pi / 180)
(ratw,rath) = if rat > 1 then
(1,1/realToFrac rat)
else
(realToFrac rat,1)
in
V4 (V4 (s/ratw) 0 0 0)
(V4 0 (s/rath) 0 0)
(V4 0 0 (-((f+n)/(f-n))) (-((2*f*n)/(f-n))))
(V4 0 0 (-1) 0)
lookAtUniformMatrix4fv :: (Double, Double, Double) --origin
-> (Double, Double, Double) --camera-pos
-> (Double, Double, Double) --up
-> [GLfloat] --frustum
-> GLint -> GLsizei -> IO () --rest of GL-call
lookAtUniformMatrix4fv o c u frust num size = allocaArray 16 $ \projMat ->
do
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pokeArray projMat $
[0.1, 0, 0, 0,
0, 0, 0.1, 0,
0, 0.1, 0, 0,
0, 0, 0, 1
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]
--(lookAt o c u) >< frust
glUniformMatrix4fv num size 1 projMat
infixl 5 ><
(><) :: [GLfloat] -> [GLfloat] -> [GLfloat]
[ aa, ab, ac, ad,
ba, bb, bc, bd,
ca, cb, cc, cd,
da, db, dc, dd
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] ><
[
xx, xy, xz, xw,
yx, yy, yz, yw,
zx, zy, zz, zw,
wx, wy, wz, ww
] = [
--first row
aa*xx + ab*yx + ac*zx + ad * wx,
aa*xy + ab*yy + ac*zy + ad * wy,
aa*xz + ab*yz + ac*zz + ad * wz,
aa*xw + ab*yw + ac*zw + ad * ww,
--second row
ba*xx + bb*yx + bc*zx + bd * wx,
ba*xy + bb*yy + bc*zy + bd * wy,
ba*xz + bb*yz + bc*zz + bd * wz,
ba*xw + bb*yw + bc*zw + bd * ww,
--third row
ca*xx + cb*yx + cc*zx + cd * wx,
ca*xy + cb*yy + cc*zy + cd * wy,
ca*xz + cb*yz + cc*zz + cd * wz,
ca*xw + cb*yw + cc*zw + cd * ww,
--fourth row
da*xx + db*yx + dc*zx + dd * wx,
da*xy + db*yy + dc*zy + dd * wy,
da*xz + db*yz + dc*zz + dd * wz,
da*xw + db*yw + dc*zw + dd * ww
]
_ >< _ = error "non-conformat matrix-multiplication"
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-- from vmath.h
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lookAt :: V3 CFloat -> V3 CFloat -> V3 CFloat -> M44 CFloat
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lookAt eye@(V3 ex ey ez) center up =
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V4
(V4 xx xy xz (-dot x eye))
(V4 yx yy yz (-dot y eye))
(V4 zx zy zz (-dot z eye))
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(V4 0 0 0 1)
where
z@(V3 zx zy zz) = normalize (eye ^-^ center)
x@(V3 xx xy xz) = normalize (cross up z)
y@(V3 yx yy yz) = normalize (cross z x)
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-- generates 4x4-Projection-Matrix
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lookAt_ :: (Double, Double, Double) -> (Double, Double, Double) -> (Double, Double, Double) -> [GLfloat]
lookAt_ at eye up =
map (fromRational . toRational) [
xx, yx, zx, 0,
xy, yy, zy, 0,
xz, yz, zz, 0,
-(x *. eye), -(y *. eye), -(z *. eye), 1
]
where
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z@(zx,zy,zz) = normal (at .- eye)
x@(xx,xy,xz) = normal (up *.* z)
y@(yx,yy,yz) = z *.* x
normal :: (Double, Double, Double) -> (Double, Double, Double)
normal x = (1.0 / (sqrt (x *. x))) .* x
infixl 5 .*
--scaling
(.*) :: Double -> (Double, Double, Double) -> (Double, Double, Double)
a .* (x,y,z) = (a*x, a*y, a*z)
infixl 5 .-
--subtraction
(.-) :: (Double, Double, Double) -> (Double, Double, Double) -> (Double, Double, Double)
(a,b,c) .- (x,y,z) = (a-x, b-y, c-z)
infixl 5 *.*
--cross-product for left-hand-system
(*.*) :: (Double, Double, Double) -> (Double, Double, Double) -> (Double, Double, Double)
(a,b,c) *.* (x,y,z) = ( c*y - b*z
, a*z - c*x
, b*x - a*y
)
infixl 5 *.
--dot-product
(*.) :: (Double, Double, Double) -> (Double, Double, Double) -> Double
(a,b,c) *. (x,y,z) = a*x + b*y + c*z