renderer-tutorial/src/Main.hs

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{-# LANGUAGE OverloadedStrings #-}
{-# LANGUAGE Strict #-}
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module Main where
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import SDL (($=), get)
import qualified SDL
import qualified SDL.Raw.Video as SDL (glSetAttribute)
import qualified SDL.Raw.Enum as SDL
import qualified Graphics.Rendering.OpenGL as GL
import qualified Graphics.GL as GLRaw
import Control.Concurrent.MVar
import Control.Monad
import Control.Monad.Loops
import Foreign hiding (void)
import Foreign.Ptr
import Foreign.Marshal.Array
import Foreign.Storable
import Data.Word
import qualified Data.ByteString as B
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import qualified Data.ByteString.Char8 as B8
import qualified Data.List as L
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import System.Random (randomRIO)
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-- internal imports
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import BindableClass
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import BufferClass
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import VertexArray
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import VertexBuffer
import IndexBuffer
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import Shader
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import Renderer
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main :: IO ()
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main = do
-- -- INITIALIZATION
-- Initialize all the things! (including wacky stuff like joysticks and so on)
SDL.initializeAll
-- create an actual window with OpenGL 3.3
window <- SDL.createWindow "renderer" (SDL.defaultWindow
{ SDL.windowGraphicsContext = SDL.OpenGLContext SDL.defaultOpenGL
{ SDL.glProfile = SDL.Core SDL.Normal 3 3
}
}
)
-- enable context sharing (this is not absolutely neccessary)
void $ SDL.glSetAttribute SDL.SDL_GL_SHARE_WITH_CURRENT_CONTEXT 1
-- create ancutal context
context <- SDL.glCreateContext window
-- window should be a window, not fullscreen or so
SDL.setWindowMode window SDL.Windowed
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-- synchronize buffer swapping with monitor's vsync
SDL.swapInterval $= SDL.SynchronizedUpdates
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-- show the window
SDL.showWindow window
-- print OpenGL version of active context
version <- peekArray0 (0 :: Word8) =<< GLRaw.glGetString GLRaw.GL_VERSION
print (B.pack version)
-- -- VERTICES
-- first, create and bind a vertex array object
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vao <- GL.genObjectName
GL.bindVertexArrayObject $= Just vao
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-- define vertices (positions of the triangle corners) as List of Floats
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let vertexPositions =
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[ (-0.5), (-0.5) -- 0
, 0.5 , (-0.5) -- 1
, 0.5 , 0.5 -- 2
, (-0.5), 0.5 -- 3
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] :: [GL.GLfloat]
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-- create draw order indices
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indices = [0, 1, 2, 2, 3, 0] :: [GL.GLuint]
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-- construct new VertexBuffer and fill it with data
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vao <- newVertexArray
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vbo <- newVertexBuffer vertexPositions
-- rebind the vertex buffer
bind vbo
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-- enable and specify data layout of the in-memory vertices
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layout <- newVertexBufferLayout
pushElements layout GL.Float 2
addBuffer vao vbo layout
-- GL.vertexAttribPointer (GL.AttribLocation 0) $=
-- ( GL.ToFloat
-- , GL.VertexArrayDescriptor
-- -- There are 2 components (Floats) to our attribute
-- 2
-- -- They are Floats
-- GL.Float
-- -- ???
-- 0
-- -- our attribute is directly at the beginning of each vertex
-- (plusPtr nullPtr 0)
-- )
-- GL.vertexAttribArray (GL.AttribLocation 0) $= GL.Enabled
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-- construct new IndexBuffer and fill it with data
ibo <- newIndexBuffer indices
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-- -- SHADERS
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sp <- newShader
[ ShaderSource GL.VertexShader "./res/shaders/vert.shader"
, ShaderSource GL.FragmentShader "./res/shaders/frag.shader"
]
[ "u_color"
]
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-- -- UNIFORMS
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-- create MVars for pulsating red channel
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red <- newMVar 0
increment <- newMVar 0.05
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err <- get GL.errors
print $ "pre-loop errors: " <> show err
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-- -- EVENTING AND DRAWING
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-- -- UNBINDING ALL BUFFERS AND VERTEX ARRAYS
GL.bindVertexArrayObject $= Nothing
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unbind vbo
unbind ibo
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unbind sp
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-- -- LOOPING
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-- initial poll for events
evs <- newMVar =<< SDL.pollEvents
-- Loop running until window closes
whileM_ (notElem (SDL.WindowClosedEvent (SDL.WindowClosedEventData window))
<$> map SDL.eventPayload <$> readMVar evs) $ do
-- poll again
void $ swapMVar evs =<< SDL.pollEvents
-- -- OBEY THE HYPNOTOAD!
-- clearcol <- GL.Color4
-- <$> (randomRIO (0, 1))
-- <*> (randomRIO (0, 1))
-- <*> (randomRIO (0, 1))
-- <*> pure 1
-- GL.clearColor $= clearcol
-- clear buffers before drawing
GL.clear [GL.ColorBuffer]
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-- -- rebind everything neccessary for draw call
-- bind vao
-- -- (note the missing bindings to the vertex buffer and the attrib pointer)
-- bind ibo
-- bind sp
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-- throw away previous errors
-- void $ get GL.errors
incrementValue <- takeMVar increment
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redValue <- takeMVar red
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let newRed = redValue + incrementValue
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-- write data to the uniform
setUniform sp "u_color" (GL.Color4 newRed 0.5 0 1 :: GL.Color4 GL.GLfloat)
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-- the actual drawing happens here
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draw vao ibo sp
-- GL.drawElements GL.Triangles 6 GL.UnsignedInt nullPtr
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err <- get GL.errors
when (not $ null err) (print $ "loop errors: " <> show err)
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-- update MVAr values
putMVar red newRed
-- cycle the increment for red if neccessary
if (newRed + incrementValue > 1 || newRed + incrementValue < 0)
then
putMVar increment (-incrementValue)
else
putMVar increment incrementValue
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-- make GL finish things up
-- GL.flush
-- draw context on screen
SDL.glSwapWindow window
-- -- CLEAN UP
-- wrapping things up
putStrLn "loop exited. shutting down."
-- delete context
SDL.glDeleteContext context
-- destroy window
SDL.destroyWindow window
-- quit SDL
SDL.quit
-- This is the end.
putStrLn "Bye!"