wrote some render-functions and shaders
- rudimentary vertex and fragment-shader in shaders/.. - created new Render-Module (unfinished and untested)
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673a0f786a
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@ -20,9 +20,12 @@ executable Pioneers
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stm >=2.4.2 && <2.5,
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transformers >=0.3.0 && <0.4,
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List >=0.5.1 && <0.6,
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OpenGLRaw >=1.4.0 && <1.5
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OpenGLRaw >=1.4.0 && <1.5,
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bytestring >=0.10.0 && <0.11
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ghc-options: -Wall
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other-modules:
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Map.Coordinates,
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Map.Map
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Map.Map,
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Render.Render,
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Render.Misc
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12
shaders/fragment.shader
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12
shaders/fragment.shader
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@ -0,0 +1,12 @@
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#version 140
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#color from earlier stages
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smooth in vec4 fg_SmoothColor;
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#color of pixel
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out vec4 fg_FragColor;
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void main(void)
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{
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fg_FragColor = fg_SmoothColor; #copy-shader
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)
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18
shaders/vertex.shader
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18
shaders/vertex.shader
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@ -0,0 +1,18 @@
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#version 140
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#constant projection matrix
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uniform mat4 fg_ProjectionMatrix;
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#vertex-data
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in vec4 fg_Color;
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in vec4 fg_Vertex;
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in vec4 fg_Normal;
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#output-data for later stages
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smooth out vec4 fg_SmoothColor;
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void main()
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{
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fg_SmoothColor = fg_Color;
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gl_Position = fg_ProjectionMatrix * fg_Vertex;
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}
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@ -81,6 +81,7 @@ lookupVertex map' x y =
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(cr, cg, cb) = colorLookup map' (x,y)
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(vx, vy, vz) = coordLookup (x,y) $ heightLookup map' (x,y)
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(nx, ny, nz) = (0.0, 1.0, 0.0) :: (GLfloat, GLfloat, GLfloat)
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--TODO: calculate normals correctly!
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in
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[
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(vx, cr, nx),
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53
src/Render/Misc.hs
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53
src/Render/Misc.hs
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@ -0,0 +1,53 @@
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module Render.Misc where
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import Graphics.Rendering.OpenGL.GL.StringQueries
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import Graphics.Rendering.OpenGL.GL.StateVar
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import Graphics.Rendering.OpenGL.GLU.Errors
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import System.IO (hPutStrLn, stderr)
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import Control.Monad
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import Graphics.Rendering.OpenGL.GL.Shaders
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import qualified Data.ByteString as B (ByteString)
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checkError :: String -> IO ()
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checkError functionName = get errors >>= mapM_ reportError
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where reportError e =
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hPutStrLn stderr (showError e ++ " detected in " ++ functionName)
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showError (Error category message) =
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"GL error " ++ show category ++ " (" ++ message ++ ")"
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dumpInfo :: IO ()
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dumpInfo = do
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let dump message var = putStrLn . ((message ++ ": ") ++) =<< get var
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dump "Vendor" vendor
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dump "Renderer" renderer
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dump "Version" glVersion
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dump "GLSL" shadingLanguageVersion
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checkError "dumpInfo"
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checked :: (t -> IO ()) -> (t -> GettableStateVar Bool) -> (t -> GettableStateVar String) -> String -> t -> IO ()
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checked action getStatus getInfoLog message object = do
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action object
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status <- get (getStatus object)
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unless status $
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hPutStrLn stderr . ((message ++ " log: ") ++) =<< get (getInfoLog object)
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compileAndCheck :: Shader -> IO ()
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compileAndCheck = checked compileShader compileStatus shaderInfoLog "compile"
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compileShaderSource :: ShaderType -> B.ByteString -> IO Shader
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compileShaderSource st source = do
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shader <- createShader st
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shaderSourceBS shader $= source
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compileAndCheck shader
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return shader
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linkAndCheck :: Program -> IO ()
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linkAndCheck = checked linkProgram linkStatus programInfoLog "link"
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createProgramUsing :: [Shader] -> IO Program
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createProgramUsing shaders = do
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program <- createProgram
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attachedShaders program $= shaders
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linkAndCheck program
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return program
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52
src/Render/Render.hs
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52
src/Render/Render.hs
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{-# LANGUAGE BangPatterns #-}
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module Render.Render where
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import Graphics.Rendering.OpenGL.GL.BufferObjects
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import Graphics.Rendering.OpenGL.GL.ObjectName
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import Graphics.Rendering.OpenGL.GL.StateVar
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import Render.Misc
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import Graphics.Rendering.OpenGL.Raw.Core31.Types (GLfloat)
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import Foreign.Storable (sizeOf)
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import Foreign.Marshal.Array (withArray)
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import Graphics.Rendering.OpenGL.GL.VertexSpec
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import Graphics.Rendering.OpenGL.GL.Shaders
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import Graphics.Rendering.OpenGL.GL.VertexArrays (Capability(..), vertexAttribArray)
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import qualified Data.ByteString as B
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vertexShaderFile :: String
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vertexShaderFile = "shaders/vertex.shader"
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fragmentShaderFile :: String
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fragmentShaderFile = "shaders/fragment.shader"
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initBuffer :: [GLfloat] -> IO BufferObject
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initBuffer varray =
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let
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sizeOfVarray = length varray * sizeOfComponent
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sizeOfComponent = sizeOf (head varray)
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in do
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bufferObject <- genObjectName
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bindBuffer ArrayBuffer $= Just bufferObject
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withArray varray $ \buffer ->
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bufferData ArrayBuffer $= (fromIntegral sizeOfVarray, buffer, StaticDraw)
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checkError "initBuffer"
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return bufferObject
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initShader :: IO (UniformLocation, AttribLocation, AttribLocation)
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initShader = do
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! vertexSource <- B.readFile vertexShaderFile
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! fragmentSource <- B.readFile fragmentShaderFile
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vertexShader <- compileShaderSource VertexShader vertexSource
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fragmentShader <- compileShaderSource FragmentShader fragmentSource
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program <- createProgramUsing [vertexShader, fragmentShader]
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currentProgram $= Just program
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projectionMatrixIndex <- get (uniformLocation program "fg_ProjectionMatrix")
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colorIndex <- get (attribLocation program "fg_Color")
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vertexAttribArray colorIndex $= Enabled
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vertexIndex <- get (attribLocation program "fg_Vertex")
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vertexAttribArray vertexIndex $= Enabled
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checkError "initShader"
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return (projectionMatrixIndex, colorIndex, vertexIndex)
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