finished episode 19. episode 18 was theory only

This commit is contained in:
nek0 2020-05-23 14:08:20 +02:00
parent 58db022a7b
commit 155be720b3
5 changed files with 58 additions and 8 deletions

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@ -30,6 +30,7 @@ executable renderer-tutorial
, random
, JuicyPixels
, JuicyPixels-extra
, StateVar
other-modules: BindableClass
, BufferClass
, VertexBuffer

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@ -5,8 +5,10 @@ layout(location = 1) in vec2 texCoord;
out vec2 v_texCoord;
uniform mat4 u_mvp;
void main()
{
gl_Position = vec4(position, 1);
gl_Position = u_mvp * vec4(position, 1);
v_texCoord = texCoord;
}

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@ -6,7 +6,7 @@ let
f = { mkDerivation, base, bytestring, JuicyPixels
, JuicyPixels-extra, linear, monad-loops, OpenGL, OpenGLRaw, random
, sdl2, stdenv, vector
, sdl2, StateVar, stdenv, vector
}:
mkDerivation {
pname = "renderer-tutorial";
@ -16,7 +16,7 @@ let
isExecutable = true;
executableHaskellDepends = [
base bytestring JuicyPixels JuicyPixels-extra linear monad-loops
OpenGL OpenGLRaw random sdl2 vector
OpenGL OpenGLRaw random sdl2 StateVar vector
];
license = stdenv.lib.licenses.gpl3;
};

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@ -29,6 +29,8 @@ import qualified Data.List as L
import System.Random (randomRIO)
import Linear
-- internal imports
import BindableClass
@ -85,10 +87,10 @@ main = do
-- with added in texture coordinates
let vertexPositions =
-- 3D positions | texture coordinates
[ (-0.5), (-0.5), 0, 0, 0 -- 0
, 0.5 , (-0.5), 0, 1, 0 -- 1
, 0.5 , 0.5 , 0, 1, 1 -- 2
, (-0.5), 0.5 , 0, 0, 1 -- 3
[ (-0.5), (-0.75), 0, 0, 0 -- 0
, 0.5 , (-0.75), 0, 1, 0 -- 1
, 0.5 , 0.75 , 0, 1, 1 -- 2
, (-0.5), 0.75 , 0, 0, 1 -- 3
] :: [GL.GLfloat]
-- create draw order indices
@ -110,6 +112,10 @@ main = do
addBuffer vao vbo layout
-- -- MATRICES
let proj = ortho (-2) 2 (-1.5) 1.5 (-1) 1 :: M44 GL.GLfloat
-- -- TEXTURE
-- generate and bind texture
@ -127,11 +133,13 @@ main = do
]
[ "u_color"
, "u_texture"
, "u_mvp"
]
-- -- tell the shader where to find the texture
bind sp
setUniform sp "u_texture" (texSlot tex)
setUniform sp "u_mvp" proj
-- -- UNIFORMS

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@ -1,13 +1,26 @@
{-# LANGUAGE TypeSynonymInstances #-}
{-# LANGUAGE FlexibleInstances #-}
module Shader where
import SDL (($=), get)
import qualified Graphics.Rendering.OpenGL as GL
import qualified Graphics.GL as GLRaw
import Data.List as L
import Data.StateVar
import qualified Data.ByteString as B
import Data.Maybe (fromJust)
import Linear
import Foreign.Marshal.Utils (with)
import Foreign.Ptr
-- internal imports
import BindableClass
@ -35,7 +48,33 @@ data ShaderUniform = ShaderUniform
, shaderUniformLocation :: GL.UniformLocation
}
-- cerate new data object of type Shader
-- orphan instance to make linear's M44 uniforms
instance GL.Uniform (M44 GL.GLfloat) where
uniform loc@(GL.UniformLocation ul) = makeStateVar getter setter
where
getter = error "cannot implement: get uniform M44 GLfloat"
-- GL.withNewMatrix GL.RowMajor $ getUniformWith GLRaw.glGetUniformfv loc
setter (V4
(V4 a b c d)
(V4 e f g h)
(V4 i j k l)
(V4 m n o p)) = do
mat <- GL.newMatrix GL.RowMajor [a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p] :: IO (GL.GLmatrix GL.GLfloat)
GL.withMatrix mat $ GLRaw.glUniformMatrix4fv ul 1 . isRowMajor
uniformv (GL.UniformLocation ul) count buf = error "can not implement uniformv for M44 GLfloat"
-- GLRaw.glUniformMatrix4fv ul count 0 (castPtr buf `asTypeOf` elemType buf)
-- where
-- elemType = undefined :: GL.MatrixComponent c => Ptr (GL.GLmatrix c) -> Ptr c
-- getUniformWith :: (GL.GLuint -> GL.GLint -> Ptr a -> IO ()) -> GL.UniformLocation -> Ptr a -> IO ()
-- getUniformWith getter (GL.UniformLocation ul) buf = do
-- program <- fmap (GL.programID . fromJust) $ get GL.currentProgram
-- getter program ul buf
isRowMajor :: GL.MatrixOrder -> GL.GLboolean
isRowMajor p = if (GL.RowMajor == p) then 1 else 0
-- create new data object of type Shader
newShader :: [ShaderSource] -> [String] -> IO Shader
newShader shaderSrc uniforms = do
-- create program Object