dynamic-graph-0.1.0.8: Graphics/DynamicGraph/FillLine.hs
{-# LANGUAGE ScopedTypeVariables #-}
{-| Draw and update filled in line graphs with OpenGL.
Example usage:
> import Control.Monad
> import Control.Monad.Trans.Either
> import Control.Concurrent
> import Control.Applicative
> import Pipes
> import qualified Pipes.Prelude as P
> import System.Random
> import Graphics.Rendering.OpenGL
>
> import Graphics.DynamicGraph.FillLine
> import Graphics.DynamicGraph.Window
>
> randomVect :: Producer [GLfloat] IO ()
> randomVect = P.repeatM $ do
> res <- replicateM 1000 randomIO
> threadDelay 10000
> return res
>
> main = eitherT putStrLn return $ do
> res <- lift setupGLFW
> unless res (left "Unable to initilize GLFW")
>
> lineGraph <- window 1024 480 $ pipeify <$> renderFilledLine 1000 jet_mod
>
> lift $ runEffect $ randomVect >-> lineGraph
-}
module Graphics.DynamicGraph.FillLine (
renderFilledLine,
module Graphics.DynamicGraph.ColorMaps
) where
import Graphics.Rendering.OpenGL
import Graphics.GLUtil
import Foreign.Storable
import Foreign.Marshal.Array
import Pipes
import Graphics.DynamicGraph.ColorMaps
import Paths_dynamic_graph
{-| Returns a function that renders a filled in line graph into the current OpenGL context.
All OpenGL based initialization of the rendering function (loading of shaders, etc) is performed before the function is returned.
This function must be called with an OpenGL context currently set.
-}
renderFilledLine :: IsPixelData a
=> Int -- ^ The number of samples in each buffer passed to the rendering function.
-> [GLfloat] -- ^ Color map for the vertical gradient of the fill.
-> IO (a -> IO ()) -- ^ The function that does the rendering. Takes an instance of `IsPixelData` containing the specified number of y values.
renderFilledLine samples colorMap = do
--Load the shaders
vertFN <- getDataFileName "shaders/fill_line.vert"
fragFN <- getDataFileName "shaders/fill_line.frag"
vs <- loadShader VertexShader vertFN
fs <- loadShader FragmentShader fragFN
p <- linkShaderProgram [vs, fs]
--Set stuff
currentProgram $= Just p
ab <- genObjectName
locc <- get $ attribLocation p "coord"
--The quad that covers the whole screen
let stride = fromIntegral $ sizeOf (undefined::GLfloat) * 2
vad = VertexArrayDescriptor 2 Float stride offset0
bindBuffer ArrayBuffer $= Just ab
vertexAttribArray locc $= Enabled
vertexAttribPointer locc $= (ToFloat, vad)
let xCoords :: [GLfloat]
xCoords = [-1, -1, 1, -1, 1, 1, -1, 1]
withArray xCoords $ \ptr ->
bufferData ArrayBuffer $= (fromIntegral $ sizeOf(undefined::GLfloat) * 8, ptr, StaticDraw)
--The y coordinates
let yCoords :: [GLfloat]
yCoords = replicate samples 0
activeTexture $= TextureUnit 0
texture Texture2D $= Enabled
to <- loadTexture (TexInfo (fromIntegral samples) 1 TexMono yCoords)
loc <- get $ uniformLocation p "texture"
asUniform (0 :: GLint) loc
textureFilter Texture2D $= ((Linear', Nothing), Linear')
textureWrapMode Texture2D S $= (Repeated, ClampToEdge)
textureWrapMode Texture2D T $= (Repeated, Repeat)
--The color map
activeTexture $= TextureUnit 1
texture Texture2D $= Enabled
loadTexture (TexInfo (fromIntegral $ length colorMap `quot` 3) 1 TexRGB colorMap)
textureFilter Texture2D $= ((Linear', Nothing), Linear')
textureWrapMode Texture2D S $= (Repeated, ClampToEdge)
textureWrapMode Texture2D T $= (Repeated, ClampToEdge)
loc <- get $ uniformLocation p "colorMap"
asUniform (1 :: GLint) loc
let lcm :: GLfloat
lcm = fromIntegral $ length colorMap `quot` 3
loc <- get $ uniformLocation p "scale"
asUniform ((lcm - 1) / lcm) loc
loc <- get $ uniformLocation p "offset"
asUniform (0.5 / lcm) loc
--No idea why this is needed
activeTexture $= TextureUnit 0
return $ \vbd -> do
currentProgram $= Just p
reloadTexture to (TexInfo (fromIntegral samples) 1 TexMono vbd)
bindBuffer ArrayBuffer $= Just ab
vertexAttribArray locc $= Enabled
vertexAttribPointer locc $= (ToFloat, vad)
drawArrays Quads 0 4