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