GPipe-1.3.1: src/InputAssembler.hs
{-# LANGUAGE RankNTypes, TypeOperators, FlexibleInstances, GeneralizedNewtypeDeriving, ScopedTypeVariables #-}
-----------------------------------------------------------------------------
--
-- Module : InputAssembler
-- Copyright : Tobias Bexelius
-- License : BSD3
--
-- Maintainer : Tobias Bexelius
-- Stability : Experimental
-- Portability : Portable
--
-- |
--
-----------------------------------------------------------------------------
module InputAssembler (
InputAssembler(),
VertexInput(..),
toGPUStream,
toIndexedGPUStream,
) where
import Control.Monad.Trans.State.Lazy
import GPUStream
import Shader
import Data.Vec ((:.)(..), Vec2, Vec3, Vec4)
-- | A monad in which CPU data gets converted to vertex data.
-- Use 'toVertex' in the existing instances of 'VertexInput' to operate in this monad.
newtype InputAssembler a = InputAssembler {fromInputAssembler :: State [Float] a} deriving Monad
-- | The context of types that can be converted into vertices in 'PrimitiveStream's.
-- Create your own instances in terms of the existing ones, e.g. convert your vertex data to 'Float's,
-- turn them into 'Vertex' 'Float's with 'toVertex' and then convert them to your vertex data representation.
class GPU a => VertexInput a where
-- | Turns an ordinary value into a vertex value in the 'InputAssembler' monad. The following rule must be satisfied:
--
-- > toVertex undefined >> a = a
--
-- This ensures that its definition always use the same series of 'toVertex' calls to convert values of the same type.
-- This unfortunatly rules out ordinary lists (but instances for fixed length lists from the Vec package are however provided).
toVertex :: CPU a -> InputAssembler a
instance VertexInput (Vertex Float) where
toVertex a = InputAssembler $ do x <- gets length
modify (a:)
return $ inputVertex x
instance VertexInput () where
toVertex ~() = return ()
instance (VertexInput a,VertexInput b) => VertexInput (a,b) where
toVertex ~(a, b) = do a' <- toVertex a
b' <- toVertex b
return (a', b')
instance (VertexInput a,VertexInput b,VertexInput c) => VertexInput (a,b,c) where
toVertex ~(a, b, c) = do a' <- toVertex a
b' <- toVertex b
c' <- toVertex c
return (a', b', c')
instance (VertexInput a,VertexInput b,VertexInput c,VertexInput d) => VertexInput (a,b,c,d) where
toVertex ~(a, b, c, d) = do a' <- toVertex a
b' <- toVertex b
c' <- toVertex c
d' <- toVertex d
return (a', b', c', d')
instance (VertexInput a, VertexInput b) => VertexInput (a:.b) where
toVertex ~(a:.b) = do a' <- toVertex a
b' <- toVertex b
return $ a':.b'
-- | Converts a list of values to a 'PrimitiveStream', using a specified 'Primitive' type.
-- This function is lazy in the aspect that if parts of the values aren't used on the GPU, they won't
-- get evaluated and transferred there either.
toGPUStream :: (VertexInput a, Primitive p)
=> p -- ^ The primitive type.
-> [CPU a] -- ^ A list of vertices, with the layout specified by the primitive type.
-> PrimitiveStream p a -- ^ The resulting 'PrimitiveStream'.
toGPUStream _ [] = PrimitiveStreamNoShader [] undefined
toGPUStream p xs = let (a, fs) = getVertexInput xs
in PrimitiveStreamNoShader [(getPrimitiveMode p, VertexSetup fs)] a
-- | Converts a list of values to a 'PrimitiveStream', using a specified 'Primitive' type and an index list.
-- This will use index buffer objects on the GPU, and is recommended if several primitives share vertices.
-- This function is lazy in the aspect that if parts of the values aren't used on the GPU, they won't
-- get evaluated and transferred there either.
toIndexedGPUStream :: (VertexInput a, Primitive p)
=> p -- ^ The primitive type.
-> [CPU a] -- ^ A list of vertices.
-> [Int] -- ^ A list of indexes into the vertex list, with the layout specified by the primitive type.
-> PrimitiveStream p a -- ^ The resulting 'PrimitiveStream'.
toIndexedGPUStream _ [] _ = PrimitiveStreamNoShader [] undefined
toIndexedGPUStream p xs i = let (a, fs) = getVertexInput xs
in PrimitiveStreamNoShader [(getPrimitiveMode p, IndexedVertexSetup fs i)] a
--------------------------------------
-- Private
--
getVertexInput :: forall a. VertexInput a => [CPU a] -> (a, [[Float]])
getVertexInput xs = let readInput :: CPU a -> (a, [Float])
readInput = flip runState [] . fromInputAssembler . toVertex
e = "The method toVertex of an instance of Graphics.GPipe.Stream.Primitive.VertexInput is strict in it's input. Remember that 'toVertex undefined >> a' must be equal to 'a'. Contact the GPipe author for more information."
in (fst $ readInput (error e :: CPU a), map (reverse . snd . readInput) xs)