gearbox (empty) → 1
raw patch · 4 files changed
+1027/−0 lines, 4 filesdep +GLUTdep +OpenGLRawdep +Vecsetup-changed
Dependencies added: GLUT, OpenGLRaw, Vec, Vec-OpenGLRaw, base
Files
- GearBox.hs +333/−0
- LICENSE +675/−0
- Setup.hs +2/−0
- gearbox.cabal +17/−0
+ GearBox.hs view
@@ -0,0 +1,333 @@+-- GearBox -- zooming rotating fractal gearbox demo+-- (GPL3+) 2012 Claude Heiland-Allen <claudiusmaximus@goto10.org>+-- usage: gearbox <quality>+-- default quality is 9, useful range 6-14+-- 'f' toggles full screen, any other key to quit+-- tested with: ghc-7.0.4, ghc-7.4-rc1++{-# LANGUAGE TypeOperators #-}+import Control.Monad (forM, forM_, replicateM)+import Data.Fixed (mod')+import Data.IORef (IORef, newIORef, readIORef, modifyIORef)+import Data.Vec hiding (last, map, scale, take)+import Data.Vec.OpenGLRaw ()+import Foreign (Ptr, Storable(..), alloca, allocaArray, castPtr, nullPtr, with, withArray)+import Foreign.C (withCString, peekCStringLen)+import Graphics.UI.GLUT+ ( Size(Size)+ , DisplayMode(RGBMode, DoubleBuffered)+ , Key(Char)+ , KeyState(Down)+ , KeyboardMouseCallback+ , ($=)+ , addTimerCallback+ , createWindow+ , displayCallback+ , getArgsAndInitialize+ , initialDisplayMode+ , initialWindowSize+ , keyboardMouseCallback+ , mainLoop+ , postRedisplay+ , reportErrors+ , reshapeCallback+ , swapBuffers+ , fullScreenToggle+ )+import Graphics.Rendering.OpenGL.Raw+import System.Exit (exitSuccess)++-- 4x4 matrix type+type R = GLdouble+type V = R :. R :. R :. R :. ()+type M = V :. V :. V :. V :. ()++-- length of animation loop in frames+looplength :: Int+looplength = 60 * 25++-- number of passes to iterate function system+passes :: Int+passes = 6++-- state for callbacks+data IFS = IFS+ -- immutable state+ { fbo :: GLuint+ , t_source, t_ping, t_pong :: GLuint+ , p_shift :: GLuint, p_shift_u_t, p_shift_u_k :: GLint+ , w_tsize, w_width, w_height :: Int+ -- mutable state+ , w_frame :: Int, w_phase :: GLdouble+ }++-- shader to generate a single blue gear wheel+gear_frag_src :: String+gear_frag_src = unlines+ [ "void main() {"+ , " vec2 p = (gl_TexCoord[0].xy - vec2(0.5)) * 2.0;"+ , " float r = length(p);"+ , " float a = atan(p.y, p.x);"+ , " float ro = 0.94 + 0.03 * sin(30.0 * a);"+ , " float ri = 0.82 - 0.01 * sin(90.0 * a);"+ , " if (r < ro) {"+ , " gl_FragColor = ri < r ? vec4(0.5,0.5,1.0,1.0) : vec4(0.25,0.25,0.5,1.0);"+ , " } else {"+ , " discard;"+ , " }"+ , "}"+ ]++-- shader to rotate colours in YUV space+shift_frag_src :: String+shift_frag_src = unlines+ [ "uniform sampler2D t;"+ , "uniform float k;"+ , ""+ , "void main() {"+ , " float c = cos(6.283185307179586 * k);"+ , " float s = sin(6.283185307179586 * k);"+ , " vec4 p = texture2D(t, gl_TexCoord[0].xy).rgba;"+ , " mat3 yuv2rgb = mat3(1.0, 0.0, 1.28033, 1.0, -0.21482, -0.38059, 1.0, 2.12798, 0.0);" -- rec.709+ , " mat3 rgb2yuv = mat3(0.2126, 0.7152, 0.0722, -0.09991, -0.33609, 0.43600, 0.615, -0.5586, -0.05639);"+ , " p.rgb = clamp(p.rgb * rgb2yuv * mat3(1, 0, 0, 0, c, s, 0, -s, c) * yuv2rgb, 0.0, 1.0);"+ , " gl_FragColor = p;"+ , "}"+ ]++-- draw a textured quad+unitQuad :: IO ()+unitQuad = do+ glBegin gl_QUADS+ glTexCoord2f 0 0+ glVertex2f (-1) (-1)+ glTexCoord2f 1 0+ glVertex2f 1 (-1)+ glTexCoord2f 1 1+ glVertex2f 1 1+ glTexCoord2f 0 1+ glVertex2f (-1) 1+ glEnd++-- load a matrix into GL+loadMatrix :: M -> IO ()+loadMatrix ((a:.b:.c:.d:.()):.(e:.f:.g:.h:.()):.(i:.j:.k:.l:.()):.(m:.n:.o:.p:.()):.()) =+ withArray [a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p] $ glLoadMatrixd++-- helper for ping-pong technique+swap :: (a, b) -> (b, a)+swap ~(a,b) = (b,a)++-- simple transformations+scale :: R -> M+scale s = diagonal (s :. s :. s :. 1 :. ())+mirror :: M+mirror = diagonal (1 :. (-1) :. 1 :. 1 :. ())+rotateXY :: R -> M+rotateXY t = (c:.s:.0:.0:.()):.((-s):.c:.0:.0:.()):.(0:.0:.1:.0:.()):.(0:.0:.0:.1:.()):.()+ where c = cos t ; s = sin t+translateX :: R -> M+translateX d = (1:.0:.0:.0:.()):.(0:.1:.0:.0:.()):.(0:.0:.1:.0:.()):.(d:.0:.0:.1:.()):.()+(<>) :: M -> M -> M+(<>) = multmm++-- display callback+display :: IORef IFS -> IO ()+display ifsR = do+ ifs <- readIORef ifsR+ -- compute transforms for iterated function system fractal+ let p0 = w_phase ifs+ f0 = w_frame ifs+ q = f0 `mod` looplength+ k = q < (looplength `div` 2)+ p = if k then p0 else -p0+ s = 0.28+ d = 0.54+ transforms =+ [ identity+ , mirror <> scale s <> rotateXY ( 4 * p)+ ] ++ + [ mirror <> scale s <> rotateXY (-3 * p) <> translateX d <>+ rotateXY (2 * pi * fromIntegral (if k then i else -i) / 5 + p)+ | i <- [0 .. 4 :: Int]+ ]+ -- iterated function system from gear to gears+ glViewport 0 0 (fromIntegral $ w_tsize ifs) (fromIntegral $ w_tsize ifs)+ glMatrixMode gl_PROJECTION+ glLoadIdentity+ glOrtho (-1) 1 (-1) 1 (-1) 1+ glMatrixMode gl_MODELVIEW+ glLoadIdentity+ glBindFramebuffer gl_FRAMEBUFFER (fbo ifs)+ glUseProgramObject (fromIntegral $ p_shift ifs)+ glUniform1i (p_shift_u_t ifs) 0+ to <- fmap last $ forM (take passes . ((True, (t_source ifs, t_ping ifs)) :) .+ zip (repeat False) $ (iterate swap (t_ping ifs, t_pong ifs))) $+ \(pass1, (ping, pong)) -> do+ glBindTexture gl_TEXTURE_2D ping+ glGenerateMipmap gl_TEXTURE_2D+ glFramebufferTexture2D gl_FRAMEBUFFER gl_COLOR_ATTACHMENT0 gl_TEXTURE_2D pong 0+ glClear (fromIntegral gl_COLOR_BUFFER_BIT)+ forM_ ([0 .. 6 :: Int] `zip` transforms) $ \(w, m) -> do+ let sk = case w of+ 0 -> 0+ 1 -> 0+ _ -> fromIntegral (4 * w - 7) / 10+ glUniform1f (p_shift_u_k ifs) sk+ loadMatrix $ (if pass1 && not k then rotateXY (pi / 30) else identity) <> m+ unitQuad+ glBindTexture gl_TEXTURE_2D 0+ glFramebufferTexture2D gl_FRAMEBUFFER gl_COLOR_ATTACHMENT0 gl_TEXTURE_2D 0 0+ return pong+ glUseProgramObject 0+ glBindFramebuffer gl_FRAMEBUFFER 0+ -- display the output scaled to the window+ let w = fromIntegral $ w_width ifs+ h = fromIntegral $ w_height ifs+ glViewport 0 0 w h+ glClear (fromIntegral gl_COLOR_BUFFER_BIT)+ glMatrixMode gl_PROJECTION+ glLoadIdentity+ let (ax, ay)+ | w >= h = (1, fromIntegral h / fromIntegral w)+ | otherwise = (fromIntegral w / fromIntegral h, 1)+ glOrtho (-ax) ax (-ay) ay (-1) 1+ glMatrixMode gl_MODELVIEW+ glLoadIdentity+ glBindTexture gl_TEXTURE_2D to+ glGenerateMipmap gl_TEXTURE_2D+ loadMatrix $ scale 1.5 <>+ scale (s ** negate ((p0 / (2 * pi)) `mod'` 1)) <> rotateXY (- 2 * p)+ unitQuad+ glBindTexture gl_TEXTURE_2D 0+ -- animate+ modifyIORef ifsR $ \ifs' -> + let w_frame' = w_frame ifs' + 1+ in ifs'+ { w_frame = w_frame'+ , w_phase = fromIntegral w_frame' * 4 * pi / fromIntegral looplength+ }+ swapBuffers+ reportErrors++-- timer callback (25fps)+timer :: IORef IFS -> IO ()+timer ifsR = do+ addTimerCallback 40 (timer ifsR)+ postRedisplay Nothing++-- window reshape callback+reshape :: IORef IFS -> Size -> IO ()+reshape ifsR (Size w h) = modifyIORef ifsR $ \ifs -> ifs+ { w_width = fromIntegral w, w_height = fromIntegral h }++-- compile a shader+shader :: String -> IO (Either String GLuint)+shader frag = do+ p <- glCreateProgramObject+ f <- glCreateShaderObject gl_FRAGMENT_SHADER+ withCString frag $ \s -> with s $ \src -> do+ glShaderSource (fromIntegral f) 1 (castPtr src) nullPtr+ glCompileShader (fromIntegral f)+ glAttachObject p f+ glLinkProgram (fromIntegral p)+ alloca $ \sp -> do+ glGetObjectParameteriv (fromIntegral p) gl_OBJECT_LINK_STATUS sp+ success <- peek sp+ if (success == 0)+ then+ alloca $ \lp -> do+ glGetProgramiv (fromIntegral p) gl_INFO_LOG_LENGTH lp+ l <- peek lp+ poke lp 0+ allocaArray (fromIntegral l) $ \lg -> do+ glGetProgramInfoLog (fromIntegral p) (fromIntegral l) (castPtr lp) lg+ l' <- peek lp+ ss <- peekCStringLen (castPtr lg, fromIntegral l')+ return (Left ss)+ else return (Right (fromIntegral p))++-- generate a texture+newTexture :: Int -> IO GLuint+newTexture size = alloca $ \pt -> do+ glGenTextures 1 pt+ t <- peek pt+ glBindTexture gl_TEXTURE_2D t+ let s = fromIntegral size+ glTexImage2D gl_TEXTURE_2D 0 (fromIntegral gl_RGBA) s s 0+ gl_RGBA gl_UNSIGNED_BYTE (nullPtr :: Ptr GLubyte)+ glTexParameteri gl_TEXTURE_2D gl_TEXTURE_MIN_FILTER (fromIntegral gl_LINEAR_MIPMAP_LINEAR)+ glTexParameteri gl_TEXTURE_2D gl_TEXTURE_MAG_FILTER (fromIntegral gl_LINEAR)+ glTexParameteri gl_TEXTURE_2D gl_TEXTURE_WRAP_S (fromIntegral gl_CLAMP_TO_EDGE)+ glTexParameteri gl_TEXTURE_2D gl_TEXTURE_WRAP_T (fromIntegral gl_CLAMP_TO_EDGE)+ glBindTexture gl_TEXTURE_2D 0+ return t++-- keyboard callback+keyboard :: IORef IFS -> KeyboardMouseCallback+keyboard _ (Char 'f') Down _ _ = fullScreenToggle+keyboard _ (Char _) Down _ _ = exitSuccess+keyboard _ _ _ _ _ = return ()++-- main program+main :: IO ()+main = do+ let w = 512+ h = 288+ initialWindowSize $= Size (fromIntegral w) (fromIntegral h)+ initialDisplayMode $= [ RGBMode, DoubleBuffered ]+ (_, args) <- getArgsAndInitialize+ quality <- case map reads args of+ [[(q,"")]] | 5 < q && q < 15-> return q+ _ -> return (9 :: Int)+ let tsize' = 2 ^ quality+ _ <- createWindow "GearBox"+ -- compile shaders (FIXME: print log to stderr on failure and exit)+ Right p_shift' <- shader shift_frag_src+ p_shift_u_t' <- withCString "t" $ glGetUniformLocation p_shift' . castPtr+ p_shift_u_k' <- withCString "k" $ glGetUniformLocation p_shift' . castPtr+ Right p_gear' <- shader gear_frag_src+ -- misc setup+ glHint gl_GENERATE_MIPMAP_HINT gl_NICEST+ glEnable gl_TEXTURE_2D+ glEnable gl_BLEND+ glBlendFunc gl_SRC_ALPHA gl_ONE_MINUS_SRC_ALPHA+ glClearColor 0.25 0.25 0.5 0+ -- allocate textures+ [t_source', t_ping', t_pong'] <- replicateM 3 (newTexture tsize')+ -- allocate frame buffer+ fbo' <- alloca $ \p -> do+ glGenFramebuffers 1 p+ peek p+ -- initialize state+ ifsR <- newIORef IFS+ { fbo = fbo', t_source = t_source', t_ping = t_ping', t_pong = t_pong'+ , p_shift = p_shift', p_shift_u_t = p_shift_u_t', p_shift_u_k = p_shift_u_k'+ , w_width = w, w_height = h, w_tsize = tsize'+ , w_frame = 0, w_phase = 0+ }+ -- render the gear texture+ glViewport 0 0 (fromIntegral tsize') (fromIntegral tsize')+ glMatrixMode gl_PROJECTION+ glLoadIdentity+ glOrtho (-1) 1 (-1) 1 (-1) 1+ glMatrixMode gl_MODELVIEW+ glLoadIdentity+ glBindFramebuffer gl_FRAMEBUFFER fbo'+ glFramebufferTexture2D gl_FRAMEBUFFER gl_COLOR_ATTACHMENT0 gl_TEXTURE_2D t_source' 0+ glClear (fromIntegral gl_COLOR_BUFFER_BIT)+ glUseProgramObject (fromIntegral p_gear')+ unitQuad+ glUseProgramObject 0+ glFramebufferTexture2D gl_FRAMEBUFFER gl_COLOR_ATTACHMENT0 gl_TEXTURE_2D 0 0+ glBindFramebuffer gl_FRAMEBUFFER 0+ glBindTexture gl_TEXTURE_2D t_source'+ glGenerateMipmap gl_TEXTURE_2D+ glBindTexture gl_TEXTURE_2D 0+ -- set callbacks+ reshapeCallback $= Just (reshape ifsR)+ displayCallback $= display ifsR+ addTimerCallback 40 (timer ifsR)+ keyboardMouseCallback $= Just (keyboard ifsR)+ reportErrors+ mainLoop
+ LICENSE view
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+ Setup.hs view
@@ -0,0 +1,2 @@+import Distribution.Simple+main = defaultMain
+ gearbox.cabal view
@@ -0,0 +1,17 @@+Name: gearbox+Version: 1+Synopsis: zooming rotating fractal gears graphics demo+Description: OpenGL gearbox iterated function system. Usage:+ @gearbox quality@ where quality is an integer between+ 6 and 14 (default 9). Shaders generate a gear shape+ and hue rotate succesive copies via texture feedback.+License: GPL-3+License-file: LICENSE+Author: Claude Heiland-Allen+Maintainer: claudiusmaximus@goto10.org+Category: Demo+Build-type: Simple+Cabal-version: >=1.6+Executable gearbox+ Main-is: GearBox.hs+ Build-depends: base < 5, GLUT == 2.2.*, OpenGLRaw == 1.1.*, Vec == 0.9.*, Vec-OpenGLRaw == 0.2.*