canvas/app/Renderer.hs

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module Renderer where
import SDL (($=))
import qualified Graphics.Rendering.OpenGL as GL
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import qualified Data.ByteString as BS
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import Foreign
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-- internal imports
import Types
initSpriteRenderObjects = do
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quadVAO <- GL.genObjectName
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quadVBO <- GL.genObjectName
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GL.bindBuffer GL.ArrayBuffer $= Just quadVBO
withArray rawVertices $ \ptr ->
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GL.bufferData GL.ArrayBuffer $=
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( fromIntegral $ length rawVertices * sizeOf (0 :: Float)
, ptr
, GL.StaticDraw
)
GL.bindVertexArrayObject $= Just quadVAO
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GL.vertexAttribArray (GL.AttribLocation 0) $= GL.Enabled
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GL.vertexAttribPointer (GL.AttribLocation 0) $=
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( GL.ToFloat
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, GL.VertexArrayDescriptor 4 GL.Float 0 (plusPtr nullPtr 0)
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)
GL.bindBuffer GL.ArrayBuffer $= Nothing
GL.bindVertexArrayObject $= Nothing
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return (RenderObjects quadVAO quadVBO)
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where
rawVertices :: [Float]
rawVertices =
[ 0, 1, 0, 0
, 1, 0, 1, 0
, 0, 0, 0, 0
, 0, 1, 0, 1
, 1, 1, 1, 1
, 1, 0, 1, 0
]
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initSpriteShaderObjects = do
vertexShaderSrc <- BS.readFile "shader/vertex.sl"
fragmentShaderSrc <- BS.readFile "shader/fragment.sl"
vertexShader <- GL.createShader Gl.VertexShader
fragmentShader <- GL.createShader Gl.FragmentShader
GL.shaderSourceBS vertexShader $= vertexShaderSrc
GL.ShaderSourceBS fragmentShader $= fragmentShaderSrc
GL.compileShader vertexShader
GL.compileShader fragmentShader
shaderProgram <- GL.createProgram
GL.attachShader shaderProgram vertexShader
GL.attachShader shaderProgram fragmentShader
GL.linkProgram shaderProgram