pioneers/src/Render/Misc.hs

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module Render.Misc where
import Control.Monad
import qualified Data.ByteString as B (ByteString)
import Graphics.Rendering.OpenGL.GL.Shaders
import Graphics.Rendering.OpenGL.GL.StateVar
import Graphics.Rendering.OpenGL.GL.StringQueries
import Graphics.Rendering.OpenGL.GLU.Errors
import System.IO (hPutStrLn, stderr)
import Graphics.Rendering.OpenGL.Raw.Core31
import Foreign.Marshal.Array (allocaArray, pokeArray)
up :: (Double, Double, Double)
up = (0.0, 1.0, 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
lookAtUniformMatrix4fv :: (Double, Double, Double) --origin
-> (Double, Double, Double) --camera-pos
-> (Double, Double, Double) --up
-> GLint -> GLsizei -> IO () --rest of GL-call
lookAtUniformMatrix4fv o c u num size = allocaArray 16 $ \projMat ->
do
pokeArray projMat $ lookAt o c u
glUniformMatrix4fv num size 1 projMat
-- generats 4x4-Projection-Matrix
lookAt :: (Double, Double, Double) -> (Double, Double, Double) -> (Double, Double, Double) -> [GLfloat]
lookAt origin 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
z@(zx,zy,zz) = normal (origin .- 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