GPipe-Core-0.2.3.1: src/Graphics/GPipe/Internal/Uniform.hs
{-# LANGUAGE AllowAmbiguousTypes #-}
{-# LANGUAGE Arrows #-}
{-# LANGUAGE FlexibleContexts #-}
{-# LANGUAGE FlexibleInstances #-}
{-# LANGUAGE GADTs #-}
{-# LANGUAGE GeneralizedNewtypeDeriving #-}
{-# LANGUAGE MultiParamTypeClasses #-}
{-# LANGUAGE OverloadedStrings #-}
{-# LANGUAGE ScopedTypeVariables #-}
{-# LANGUAGE TypeFamilies #-}
{-# LANGUAGE TypeSynonymInstances #-}
module Graphics.GPipe.Internal.Uniform where
import Control.Arrow (Arrow (arr),
Kleisli (Kleisli), returnA,
(>>>))
import Control.Category (Category)
import Control.Monad.Trans.Class (lift)
import Control.Monad.Trans.Reader (Reader, ask, runReader)
import Control.Monad.Trans.Writer (WriterT (runWriterT), tell)
import qualified Data.IntMap as Map
import Data.IntMap.Lazy (insert)
import Data.Text.Lazy (Text)
import qualified Data.Text.Lazy as LT
import Data.Word (Word32)
import Graphics.GPipe.Internal.Buffer (B (..), B2 (..), B3 (..),
B4 (..), BInput (..),
Buffer (..), BufferFormat,
Uniform (..), makeBuffer)
import Graphics.GPipe.Internal.Compiler (Binding,
RenderIOState (uniformNameToRenderIO))
import Graphics.GPipe.Internal.Expr (ExprM, GlobDeclM, S (S),
SType (..), stypeName,
stypeSize, tellGlobal,
tellGlobalLn, tshow,
useUniform, vec2S'', vec3S'',
vec4S'')
import Graphics.GPipe.Internal.Shader (Shader (..), ShaderM,
askUniformAlignment,
getNewName, modifyRenderIO)
import Data.IORef (readIORef)
import Data.Int (Int32)
import Graphics.GL.Core45
import Linear.Plucker (Plucker (..))
import Linear.Quaternion (Quaternion (..))
import Linear.V0 (V0 (..))
import Linear.V1 (V1 (..))
import Linear.V2 (V2 (..))
import Linear.V3 (V3 (..))
import Linear.V4 (V4 (..))
-- | This class constraints which buffer types can be loaded as uniforms, and what type those values have.
class BufferFormat a => UniformInput a where
-- | The type the buffer value will be turned into once it becomes a vertex or fragment value (the @x@ parameter is either 'V' or 'F').
type UniformFormat a x
-- | An arrow action that turns a value from it's buffer representation to it's vertex or fragment representation. Use 'toUniform' from
-- the GPipe provided instances to operate in this arrow. Also note that this arrow needs to be able to return a value
-- lazily, so ensure you use
--
-- @proc ~pattern -> do ...@.
toUniform :: ToUniform x a (UniformFormat a x)
-- | Load a uniform value from a 'Buffer' into a 'Shader'. The argument function
-- is used to retrieve the buffer and the index into this buffer from the shader
-- environment. UBO are obviously used here and there is no way to use "classic"
-- uniform.
getUniform :: forall os s b x. (UniformInput b) => (s -> (Buffer os (Uniform b), Int)) -> Shader os s (UniformFormat b x)
getUniform sf = Shader $ do
uniAl <- askUniformAlignment
blockId <- getNewName
let (u, offToStype) = shaderGen (useUniform (buildUDecl offToStype) blockId)
sampleBuffer = makeBuffer undefined undefined uniAl :: Buffer os (Uniform b)
shaderGen :: (Int -> ExprM Text) -> (UniformFormat b x, OffsetToSType) -- Int is name of uniform block
shaderGen = runReader $ runWriterT $ shaderGenF $ fromBUnifom $ bufBElement sampleBuffer $ BInput 0 0
doForUniform blockId $ \s bind ->
let (ub, i) = sf s
in if i < 0 || i >= bufferLength ub
then error "toUniformBlock, uniform buffer offset out of bounds"
else do
bname <- readIORef $ bufName ub
glBindBufferRange GL_UNIFORM_BUFFER (fromIntegral bind) bname (fromIntegral $ i * bufElementSize ub) (fromIntegral $ bufElementSize ub)
return u
where
ToUniform (Kleisli shaderGenF) = toUniform :: ToUniform x b (UniformFormat b x)
fromBUnifom (Uniform b) = b
doForUniform :: Int -> (s -> Binding -> IO()) -> ShaderM s ()
doForUniform n io = modifyRenderIO (\s -> s { uniformNameToRenderIO = insert n io (uniformNameToRenderIO s) } )
buildUDecl :: OffsetToSType -> GlobDeclM ()
buildUDecl = buildUDecl' 0 . Map.toAscList where
buildUDecl' p xxs@((off, stype):xs)
| off == p = do
tellGlobal $ stypeName stype
tellGlobal " u"
tellGlobalLn $ tshow off
buildUDecl' (p + stypeSize stype) xs
| off > p = do
tellGlobal "float pad"
tellGlobalLn $ tshow p
buildUDecl' (p + 4) xxs
| otherwise =
error "buildUDecl: Expected all offsets to be multiple of 4"
buildUDecl' _ [] = return ()
type OffsetToSType = Map.IntMap SType
-- | The arrow type for 'toUniform'.
newtype ToUniform x a b = ToUniform (Kleisli (WriterT OffsetToSType (Reader (Int -> ExprM Text))) a b) deriving (Category, Arrow)
makeUniform :: SType -> ToUniform x (B a) (S x b)
makeUniform styp = ToUniform $ Kleisli $ \bIn -> do
let offset = bOffset bIn
tell $ Map.singleton offset styp
useF <- lift ask
return $ S $ useF offset
instance UniformInput (B Float) where
type UniformFormat (B Float) x = (S x Float)
toUniform = makeUniform STypeFloat
instance UniformInput (B Int32) where
type UniformFormat (B Int32) x = (S x Int)
toUniform = makeUniform STypeInt
instance UniformInput (B Word32) where
type UniformFormat (B Word32) x = (S x Word)
toUniform = makeUniform STypeUInt
instance UniformInput (B2 Float) where
type UniformFormat (B2 Float) x = V2 (S x Float)
toUniform = arr unB2 >>> makeUniform (STypeVec 2) >>> arr vec2S''
instance UniformInput (B2 Int32) where
type UniformFormat (B2 Int32) x = V2 (S x Int)
toUniform = arr unB2 >>> makeUniform (STypeIVec 2) >>> arr vec2S''
instance UniformInput (B2 Word32) where
type UniformFormat (B2 Word32) x = V2 (S x Word)
toUniform = arr unB2 >>> makeUniform (STypeVec 2) >>> arr vec2S''
instance UniformInput (B3 Float) where
type UniformFormat (B3 Float) x = V3 (S x Float)
toUniform = arr unB3 >>> makeUniform (STypeVec 3) >>> arr vec3S''
instance UniformInput (B3 Int32) where
type UniformFormat (B3 Int32) x = V3 (S x Int)
toUniform = arr unB3 >>> makeUniform (STypeIVec 3) >>> arr vec3S''
instance UniformInput (B3 Word32) where
type UniformFormat (B3 Word32) x = V3 (S x Word)
toUniform = arr unB3 >>> makeUniform (STypeVec 3) >>> arr vec3S''
instance UniformInput (B4 Float) where
type UniformFormat (B4 Float) x = V4 (S x Float)
toUniform = arr unB4 >>> makeUniform (STypeVec 4) >>> arr vec4S''
instance UniformInput (B4 Int32) where
type UniformFormat (B4 Int32) x = V4 (S x Int)
toUniform = arr unB4 >>> makeUniform (STypeIVec 4) >>> arr vec4S''
instance UniformInput (B4 Word32) where
type UniformFormat (B4 Word32) x = V4 (S x Word)
toUniform = arr unB4 >>> makeUniform (STypeVec 4) >>> arr vec4S''
instance UniformInput a => UniformInput (V0 a) where
type UniformFormat (V0 a) x = V0 (UniformFormat a x)
toUniform = arr (const V0)
instance UniformInput a => UniformInput (V1 a) where
type UniformFormat (V1 a) x = V1 (UniformFormat a x)
toUniform = proc ~(V1 a) -> do
a' <- toUniform -< a
returnA -< V1 a'
instance UniformInput a => UniformInput (V2 a) where
type UniformFormat (V2 a) x = V2 (UniformFormat a x)
toUniform = proc ~(V2 a b) -> do
a' <- toUniform -< a
b' <- toUniform -< b
returnA -< V2 a' b'
instance UniformInput a => UniformInput (V3 a) where
type UniformFormat (V3 a) x = V3 (UniformFormat a x)
toUniform = proc ~(V3 a b c) -> do
V2 a' b' <- toUniform -< V2 a b
c' <- toUniform -< c
returnA -< V3 a' b' c'
instance UniformInput a => UniformInput (V4 a) where
type UniformFormat (V4 a) x = V4 (UniformFormat a x)
toUniform = proc ~(V4 a b c d) -> do
V3 a' b' c' <- toUniform -< V3 a b c
d' <- toUniform -< d
returnA -< V4 a' b' c' d'
instance UniformInput () where
type UniformFormat () x = ()
toUniform = arr (const ())
instance (UniformInput a, UniformInput b) => UniformInput (a,b) where
type UniformFormat (a,b) x = (UniformFormat a x, UniformFormat b x)
toUniform = proc ~(a,b) -> do
a' <- toUniform -< a
b' <- toUniform -< b
returnA -< (a', b')
instance (UniformInput a, UniformInput b, UniformInput c) => UniformInput (a,b,c) where
type UniformFormat (a,b,c) x = (UniformFormat a x, UniformFormat b x, UniformFormat c x)
toUniform = proc ~(a,b,c) -> do
(a', b') <- toUniform -< (a, b)
c' <- toUniform -< c
returnA -< (a', b', c')
instance (UniformInput a, UniformInput b, UniformInput c, UniformInput d) => UniformInput (a,b,c,d) where
type UniformFormat (a,b,c,d) x = (UniformFormat a x, UniformFormat b x, UniformFormat c x, UniformFormat d x)
toUniform = proc ~(a,b,c,d) -> do
(a', b', c') <- toUniform -< (a, b, c)
d' <- toUniform -< d
returnA -< (a', b', c', d')
instance (UniformInput a, UniformInput b, UniformInput c, UniformInput d, UniformInput e) => UniformInput (a,b,c,d,e) where
type UniformFormat (a,b,c,d,e) x = (UniformFormat a x, UniformFormat b x, UniformFormat c x, UniformFormat d x, UniformFormat e x)
toUniform = proc ~(a,b,c,d,e) -> do
(a',b',c',d') <- toUniform -< (a,b,c,d)
e' <- toUniform -< e
returnA -< (a', b', c', d', e')
instance (UniformInput a, UniformInput b, UniformInput c, UniformInput d, UniformInput e, UniformInput f) => UniformInput (a,b,c,d,e,f) where
type UniformFormat (a,b,c,d,e,f) x = (UniformFormat a x, UniformFormat b x, UniformFormat c x, UniformFormat d x, UniformFormat e x, UniformFormat f x)
toUniform = proc ~(a,b,c,d,e,f) -> do
(a',b',c',d',e') <- toUniform -< (a,b,c,d,e)
f' <- toUniform -< f
returnA -< (a', b', c', d', e', f')
instance (UniformInput a, UniformInput b, UniformInput c, UniformInput d, UniformInput e, UniformInput f, UniformInput g) => UniformInput (a,b,c,d,e,f,g) where
type UniformFormat (a,b,c,d,e,f,g) x = (UniformFormat a x, UniformFormat b x, UniformFormat c x, UniformFormat d x, UniformFormat e x, UniformFormat f x, UniformFormat g x)
toUniform = proc ~(a,b,c,d,e,f,g) -> do
(a',b',c',d',e',f') <- toUniform -< (a,b,c,d,e,f)
g' <- toUniform -< g
returnA -< (a', b', c', d', e', f', g')
instance UniformInput a => UniformInput (Quaternion a) where
type UniformFormat (Quaternion a) x = Quaternion (UniformFormat a x)
toUniform = proc ~(Quaternion a v) -> do
(a',v') <- toUniform -< (a,v)
returnA -< Quaternion a' v'
instance UniformInput a => UniformInput (Plucker a) where
type UniformFormat (Plucker a) x = Plucker (UniformFormat a x)
toUniform = proc ~(Plucker a b c d e f) -> do
(a',b',c',d',e',f') <- toUniform -< (a,b,c,d,e,f)
returnA -< Plucker a' b' c' d' e' f'