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Shaders.lhs
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Shaders.lhs
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> module Shaders
> ( ShaderInfo(..)
> , loadShaders
> ) where
> import Control.Exception
> import System.IO
> import System.Exit (exitFailure)
> import qualified Control.Monad as M
> import qualified Data.ByteString as BS
> import qualified Graphics.Rendering.OpenGL as GL
> import Graphics.Rendering.OpenGL (($=))
----------------------------------------------------------------------
Encapsulate the necessary data for loading the shaders into a program.
> data ShaderInfo = ShaderInfo GL.ShaderType FilePath
> deriving ( Eq, Ord, Show )
----------------------------------------------------------------------
Create a new program with the specified shaders.
> loadShaders :: [ShaderInfo] -> IO GL.Program
> loadShaders info = do
Create a new program object
> program <- GL.createProgram
Load, compile, and attach the shaders
> loadCompileAttach program info
Link and check the program
> linkAndCheck program
> return program
----------------------------------------------------------------------
Link the program and check for errors.
> linkAndCheck :: GL.Program -> IO ()
> linkAndCheck program = do
Link the program
> GL.linkProgram program
Check link status for the program
> linkOK <- GL.get $ GL.linkStatus program
Validate the program
> GL.validateProgram program
> status <- GL.get $ GL.validateStatus program
> M.unless (linkOK && status) $ do
> hPutStrLn stderr "GL.linkProgram error"
> plog <- GL.get $ GL.programInfoLog program
> putStrLn plog
> GL.deleteObjectName program
> exitFailure
----------------------------------------------------------------------
Process the shaders and attach them to the program.
> loadCompileAttach :: GL.Program -> [ShaderInfo] -> IO ()
> loadCompileAttach _ [] = return ()
> loadCompileAttach program (ShaderInfo shaderType source : info) = do
Read the source file into memory
> src <- BS.readFile source
Create a new shader object
> shader <- GL.createShader shaderType
Set the source for the shader
> GL.shaderSourceBS shader $= src
Compile the shader
> GL.compileShader shader
Check if compilation was successful
> statusOK <- GL.get $ GL.compileStatus shader
> M.unless statusOK $ do
> let shaderType' = case shaderType of
> GL.VertexShader -> "vertex"
> GL.FragmentShader -> "fragment"
> _ -> "a"
> hPutStrLn stderr $ "Error in " ++ shaderType' ++ " shader\n"
> GL.deleteObjectName shader
> exitFailure
Attach the shader
> GL.attachShader program shader
Loop this function
> loadCompileAttach program info