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)
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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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getCam :: (Double, Double) -- ^ Target in x/z-Plane
-> Double -- ^ Distance from Target
-> Double -- ^ Angle around X-Axis (angle down/up)
-> Double -- ^ Angle around Y-Axis (angle left/right)
-> M44 CFloat
getCam (x',z') dist' xa' ya' = lookAt (cpos ^+^ at') at' up
where
at' = V3 x 0 z
cpos = crot !* (V3 0 0 (-dist))
crot = (
(fromQuaternion $ axisAngle upmap (xa::CFloat))
!*!
(fromQuaternion $ axisAngle (V3 0 1 0) (ya::CFloat))
) ::M33 CFloat
upmap = ((fromQuaternion $ axisAngle (V3 0 1 0) (ya::CFloat)) :: M33 CFloat)
!* (V3 1 0 0)
x = realToFrac x'
z = realToFrac z'
dist = realToFrac dist'
xa = realToFrac xa'
ya = realToFrac ya'