{-# LANGUAGE OverloadedStrings #-} {-# LANGUAGE Strict #-} module Main where 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 import qualified Data.ByteString.Char8 as B8 import qualified Data.List as L import System.Random (randomRIO) -- internal imports import BufferClass import VertexArray import VertexBuffer import IndexBuffer main :: IO () 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 -- synchronize buffer swapping with monitor's vsync SDL.swapInterval $= SDL.SynchronizedUpdates -- 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 vao <- GL.genObjectName GL.bindVertexArrayObject $= Just vao -- define vertices (positions of the triangle corners) as List of Floats let vertexPositions = [ (-0.5), (-0.5) -- 0 , 0.5 , (-0.5) -- 1 , 0.5 , 0.5 -- 2 , (-0.5), 0.5 -- 3 ] :: [GL.GLfloat] -- create draw order indices indices = [0, 1, 2, 2, 3, 0] :: [GL.GLuint] -- construct new VertexBuffer and fill it with data vao <- newVertexArray vbo <- newVertexBuffer vertexPositions -- rebind the vertex buffer bind vbo -- enable and specify data layout of the in-memory vertices 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 -- construct new IndexBuffer and fill it with data ibo <- newIndexBuffer indices -- -- SHADERS -- read in shaders from source file vertSrc <- B.readFile "./res/shaders/vert.shader" fragSrc <- B.readFile "./res/shaders/frag.shader" sp <- createShaderProgram vertSrc fragSrc GL.currentProgram $= Just sp -- -- UNIFORMS -- -- get the uniform's location out of the shader program -- uniLoc <- get $ GL.uniformLocation sp "u_color" -- -- write data to the uniform -- GL.uniform uniLoc $= (GL.Color4 1 0.5 0 1 :: GL.Color4 GL.GLfloat) -- create an MVar for pulsating red channel red <- newMVar 0 increment <- newMVar 0.05 err <- get GL.errors print $ "pre-loop errors: " <> show err -- -- EVENTING AND DRAWING -- -- UNBINDING ALL BUFFERS AND VERTEX ARRAYS GL.bindVertexArrayObject $= Nothing unbind vbo unbind ibo GL.currentProgram $= Nothing -- -- LOOPING -- initial poll for events evs <- newMVar =<< SDL.pollEvents -- Loop running until window closes whileM_ (notElem (SDL.WindowClosedEvent (SDL.WindowClosedEventData window)) <$> 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] -- rebind everything neccessary for draw call bind vao -- (note the missing bindings to the vertex buffer and the attrib pointer) bind ibo GL.currentProgram $= Just sp -- throw away previous errors -- void $ get GL.errors -- get the uniform's location out of the shader program uniLoc <- get $ GL.uniformLocation sp "u_color" -- write data to the uniform redValue <- takeMVar red incrementValue <- takeMVar increment let newRed = redValue + incrementValue GL.uniform uniLoc $= (GL.Color4 newRed 0.5 0 1 :: GL.Color4 GL.GLfloat) -- the actual drawing happens here GL.drawElements GL.Triangles 6 GL.UnsignedInt nullPtr err <- get GL.errors when (not $ null err) (print $ "loop errors: " <> show err) -- 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 -- 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!" ----------------------- Supplemantary functions ------------------------------- -- | create the actual Shader programs from source createShaderProgram :: B.ByteString -- ^ vertex shader source -> B.ByteString -- ^ fragment shader source -> IO GL.Program createShaderProgram vertSrc fragSrc = do -- create program Object program <- GL.createProgram -- create shaders from the source codes given vs <- compileShaderSource GL.VertexShader vertSrc fs <- compileShaderSource GL.FragmentShader fragSrc -- attach, link and validate the shader program GL.attachedShaders program $= [vs, fs] GL.linkProgram program GL.validateProgram program ok <- get (GL.validateStatus program) if ok then putStrLn "Shaderprogram linked successfully!" else do info <- get (GL.programInfoLog program) putStrLn "Shaderprogram linking failed!\nInfo log says:" putStrLn info GL.deleteObjectName program -- throw away the shaders, since they are linked into the shader program mapM_ (\s -> GL.deleteObjectName s) [fs, vs] return program -- | compile a shader from source compileShaderSource :: GL.ShaderType -- ^ what type of shader we are compiling -> B.ByteString -- ^ its source code -> IO GL.Shader compileShaderSource type_ source = do -- create shader object of specified type shaderObject <- GL.createShader type_ -- assign source code to shader object GL.shaderSourceBS shaderObject $= source -- actually compile the shader GL.compileShader shaderObject -- error handling ok <- GL.compileStatus shaderObject if ok then putStrLn (show type_ ++ ": compilation successful!") else do info <- get (GL.shaderInfoLog shaderObject) putStrLn (show type_ ++ ": compilation failed!\nInfo log says:") putStrLn info GL.deleteObjectName shaderObject return shaderObject