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.);" , "}" ]