{-# LANGUAGE BangPatterns #-} module Render.Render where import qualified Data.ByteString as B import Foreign.Marshal.Array (withArray) import Foreign.Storable (sizeOf) import Graphics.Rendering.OpenGL.GL.BufferObjects import Graphics.Rendering.OpenGL.GL.Framebuffer (clearColor) import Graphics.Rendering.OpenGL.GL.ObjectName import Graphics.Rendering.OpenGL.GL.Shaders import Graphics.Rendering.OpenGL.GL.StateVar import Graphics.Rendering.OpenGL.GL.VertexArrays (Capability (..), vertexAttribArray) import Graphics.Rendering.OpenGL.GL.VertexSpec import Graphics.Rendering.OpenGL.Raw.Core31.Types (GLfloat) import Render.Misc vertexShaderFile :: String vertexShaderFile = "shaders/vertex.shader" fragmentShaderFile :: String fragmentShaderFile = "shaders/fragment.shader" initBuffer :: [GLfloat] -> IO BufferObject initBuffer varray = let sizeOfVarray = length varray * sizeOfComponent sizeOfComponent = sizeOf (head varray) in do bufferObject <- genObjectName bindBuffer ArrayBuffer $= Just bufferObject withArray varray $ \buffer -> bufferData ArrayBuffer $= (fromIntegral sizeOfVarray, buffer, StaticDraw) checkError "initBuffer" return bufferObject initShader :: IO (AttribLocation, UniformLocation) 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" vertexIndex <- get (attribLocation program "fg_VertexIn") vertexAttribArray vertexIndex $= Enabled checkError "vertexInd" checkError "initShader" return (vertexIndex, projectionMatrixIndex) initRendering :: IO () initRendering = do clearColor $= Color4 0 0 0 0 checkError "initRendering"