shaders now compile and link correctly

- map still invisible
- frustum defined
- shaders fixed
- attrib-link to shaders fixed
- lookat now generates a frustum-projected look-at matrix
- smaller test-map for debug
This commit is contained in:
Stefan Dresselhaus
2014-01-03 17:46:41 +01:00
parent e5193fc7c5
commit 7d201cf216
6 changed files with 110 additions and 27 deletions

View File

@ -57,16 +57,69 @@ createProgramUsing shaders = do
linkAndCheck program
return program
createFrustum :: Float -> Float -> Float -> Float -> [GLfloat]
createFrustum fov n f rat =
let s = recip (tan $ fov*0.5 * pi / 180) in
map (fromRational . toRational) [
rat*s,0,0,0,
0,rat*s,0,0,
0,0,-(f/(f-n)), -1,
0,0,-((f*n)/(f-n)), 1
]
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 num size = allocaArray 16 $ \projMat ->
lookAtUniformMatrix4fv o c u frust num size = allocaArray 16 $ \projMat ->
do
pokeArray projMat $ lookAt o c u
pokeArray projMat $ (lookAt o c u) >< frust
glUniformMatrix4fv num size 1 projMat
-- generats 4x4-Projection-Matrix
infixl 5 ><
(><) :: [GLfloat] -> [GLfloat] -> [GLfloat]
[ aa, ab, ac, ad,
ba, bb, bc, bd,
ca, cb, cc, cd,
da, db, dc, dd
] ><
[
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"
-- generates 4x4-Projection-Matrix
lookAt :: (Double, Double, Double) -> (Double, Double, Double) -> (Double, Double, Double) -> [GLfloat]
lookAt origin eye up =
map (fromRational . toRational) [

View File

@ -38,21 +38,28 @@ initShader = do
! vertexSource <- B.readFile vertexShaderFile
! fragmentSource <- B.readFile fragmentShaderFile
vertexShader <- compileShaderSource VertexShader vertexSource
checkError "compile Vertex"
fragmentShader <- compileShaderSource FragmentShader fragmentSource
checkError "compile Frag"
program <- createProgramUsing [vertexShader, fragmentShader]
checkError "compile Program"
currentProgram $= Just program
projectionMatrixIndex <- get (uniformLocation program "fg_ProjectionMatrix")
checkError "projMat"
colorIndex <- get (attribLocation program "fg_Color")
vertexAttribArray colorIndex $= Enabled
vertexIndex <- get (attribLocation program "fg_Vertex")
vertexAttribArray vertexIndex $= Enabled
checkError "colorInd"
normalIndex <- get (attribLocation program "fg_Normal")
vertexAttribArray normalIndex $= Enabled
checkError "normalInd"
vertexIndex <- get (attribLocation program "fg_VertexIn")
vertexAttribArray vertexIndex $= Enabled
checkError "vertexInd"
checkError "initShader"
return (colorIndex, normalIndex, vertexIndex, projectionMatrixIndex)