import Common
import Control.Monad.IO.Class
import Graphics.Luminance.Batch
import Graphics.Luminance.Cmd
import Graphics.Luminance.Framebuffer
import Graphics.Luminance.Geometry
import Graphics.Luminance.RenderCmd
import Graphics.Luminance.Pixel as L
import Graphics.Luminance.RW
import Graphics.Luminance.Shader.Program
import Graphics.Luminance.Shader.Stage
import Graphics.Luminance.Texture
import Graphics.Luminance.Vertex
import Graphics.UI.GLFW
main :: IO ()
main = startup $ \window -> do
triangle <- createGeometry vertices Nothing Triangle
vs <- createVertexShader vsSource
fs <- createFragmentShader fsSource
fb :: Framebuffer RW RGBA32F () <- createFramebuffer windowW windowH 1
program <- createProgram_ [vs,fs]
untilM (liftIO $ windowShouldClose window) $ do
_ <- runCmd $ do
_ <- draw $ framebufferBatch fb
[anySPBatch $ shaderProgramBatch_ program [stdRenderCmd_ triangle]]
blit fb defaultFramebuffer 0 0 windowW windowH 0 0 windowW windowH BlitColor Linear
endFrame window
vertices :: [V 2 Float]
vertices =
[
V2 (-0.5) (-0.5)
, V2 0 0.5
, V2 0.5 (-0.5)
]
vsSource :: String
vsSource = unlines
[
"in vec2 co;"
, "void main() {"
, " gl_Position = vec4(co, 0., 1.);"
, "}"
]
fsSource :: String
fsSource = unlines
[
"out vec4 frag;"
, "void main() {"
, " frag = vec4(1., 0., 0., 1.);"
, "}"
]