fwgl-0.1.2.1: FWGL/Shader/Language.hs
{-# LANGUAGE GADTs, MultiParamTypeClasses, DeriveDataTypeable, DataKinds,
FunctionalDependencies #-}
-- TODO FWGL.Shader.Language.Prefix and FWGL.Shader.Prefix (or Postfix)
module FWGL.Shader.Language (
ShaderType(..),
Expr(..),
Action(..),
ContextVarType(..),
Float(..),
Unknown(..),
Sampler2D(..),
V2(..),
V3(..),
V4(..),
M2(..),
M3(..),
M4(..),
fromRational,
fromInteger,
negate,
Mul,
(*),
(/),
Sum,
(+),
(-),
(^),
(&&),
(||),
(==),
(>=),
(<=),
(<),
(>),
ifThenElse,
loop,
true,
false,
store,
texture2D,
radians,
degrees,
sin,
cos,
tan,
asin,
acos,
atan,
atan2,
exp,
log,
exp2,
log2,
sqrt,
inversesqrt,
abs,
sign,
floor,
ceil,
fract,
mod,
min,
max,
clamp,
mix,
step,
smoothstep,
length,
distance,
dot,
cross,
normalize,
faceforward,
reflect,
refract,
matrixCompMult,
position,
fragColor
-- TODO: memoized versions of the functions
) where
import Control.Applicative
import Control.Monad
import Data.Hashable
import Data.IORef
import Data.Typeable
import Prelude (String, (.), ($), error, Maybe(..), const, fst, snd, Eq)
import qualified Prelude
import Text.Printf
import System.IO.Unsafe
-- | CPU integer.
type CInt = Prelude.Int
-- | An expression.
data Expr = Empty | Read String | Op1 String Expr | Op2 String Expr Expr
| Apply String [Expr] | X Expr | Y Expr | Z Expr | W Expr
| Literal String | Action Action | Dummy CInt
| ContextVar CInt ContextVarType
deriving Eq
-- | Expressions that have to be compiled to a statement.
data Action = Store String Expr | If Expr String Expr Expr
| For CInt String Expr (Expr -> Expr -> (Expr, Expr))
data ContextVarType = LoopIteration | LoopValue deriving Eq
-- | A GPU boolean.
newtype Bool = Bool Expr deriving Typeable
-- | A GPU float.
newtype Float = Float Expr deriving Typeable
-- | A GPU sampler (sampler2D in GLSL).
newtype Sampler2D = Sampler2D Expr deriving Typeable
-- | The type of a generic expression.
newtype Unknown = Unknown Expr
-- | A GPU 2D vector.
-- NB: This is a different type from FWGL.Vector.'FWGL.Vector.V2'.
data V2 = V2 Float Float deriving (Typeable)
-- | A GPU 3D vector.
data V3 = V3 Float Float Float deriving (Typeable)
-- | A GPU 4D vector.
data V4 = V4 Float Float Float Float deriving (Typeable)
-- | A GPU 2x2 matrix.
data M2 = M2 V2 V2 deriving (Typeable)
-- | A GPU 3x3 matrix.
data M3 = M3 V3 V3 V3 deriving (Typeable)
-- | A GPU 4x4 matrix.
data M4 = M4 V4 V4 V4 V4 deriving (Typeable)
-- | CPU equality.
infix 4 =!
(=!) :: Prelude.Eq a => a -> a -> Prelude.Bool
(=!) = (Prelude.==)
-- | CPU and.
infixr 3 &&!
(&&!) :: Prelude.Bool -> Prelude.Bool -> Prelude.Bool
(&&!) = (Prelude.&&)
-- | A type in the GPU.
class ShaderType t where
zero :: t
toExpr :: t -> Expr
fromExpr :: Expr -> t
typeName :: t -> String
size :: t -> CInt
instance ShaderType Unknown where
zero = error "zero: Unknown type."
toExpr (Unknown e) = e
fromExpr = Unknown
typeName = error "typeName: Unknown type."
size = error "size: Unknown type."
instance ShaderType Bool where
zero = Bool $ Literal "false"
toExpr (Bool e) = e
fromExpr = Bool
typeName _ = "bool"
size _ = 1
instance ShaderType Float where
zero = Float $ Literal "0.0"
toExpr (Float e) = e
fromExpr = Float
typeName _ = "float"
size _ = 1
instance ShaderType Sampler2D where
zero = Sampler2D $ Literal "0"
toExpr (Sampler2D e) = e
fromExpr = Sampler2D
typeName _ = "sampler2D"
size _ = 1
instance ShaderType V2 where
zero = V2 zero zero
toExpr (V2 (Float (X v)) (Float (Y v'))) | v =! v' = Apply "vec2" [v]
toExpr (V2 (Float x) (Float y)) = Apply "vec2" [x, y]
fromExpr v = V2 (Float (X v)) (Float (Y v))
typeName _ = "vec2"
size _ = 1
instance ShaderType V3 where
zero = V3 zero zero zero
toExpr (V3 (Float (X v)) (Float (Y v')) (Float (Z v'')))
| v =! v' &&! v' =! v'' = Apply "vec3" [v]
toExpr (V3 (Float x) (Float y) (Float z)) = Apply "vec3" [x, y, z]
fromExpr v = V3 (Float (X v)) (Float (Y v)) (Float (Z v))
typeName _ = "vec3"
size _ = 1
instance ShaderType V4 where
zero = V4 zero zero zero zero
toExpr (V4 (Float (X v)) (Float (Y v1)) (Float (Z v2)) (Float (W v3)))
| v =! v1 &&! v1 =! v2 &&! v2 =! v3 = Apply "vec4" [v]
toExpr (V4 (Float x) (Float y) (Float z) (Float w)) =
Apply "vec4" [x, y, z, w]
fromExpr v = V4 (Float (X v)) (Float (Y v)) (Float (Z v)) (Float (W v))
typeName _ = "vec4"
size _ = 1
instance ShaderType M2 where
zero = M2 zero zero
toExpr (M2 (V2 (Float (X (X m))) (Float (X (Y m1))))
(V2 (Float (Y (X m2))) (Float (Y (Y m3)))))
| m =! m1 &&! m1 =! m2 &&! m2 =! m3 = Apply "mat2" [m]
toExpr (M2 (V2 (Float xx) (Float xy))
(V2 (Float yx) (Float yy)))
= Apply "mat2" [xx, yx, xy, yy]
fromExpr m = M2 (V2 (Float (X (X m))) (Float (Y (X m))))
(V2 (Float (Y (X m))) (Float (Y (Y m))))
typeName _ = "mat2"
size _ = 2
instance ShaderType M3 where
zero = M3 zero zero zero
toExpr (M3 (V3 (Float (X (X m)))
(Float (X (Y m1)))
(Float (X (Z m2))))
(V3 (Float (Y (X m3)))
(Float (Y (Y m4)))
(Float (Y (Z m5))))
(V3 (Float (Z (X m6)))
(Float (Z (Y m7)))
(Float (Z (Z m8)))))
| m =! m1 &&! m1 =! m2 &&! m2 =! m3 &&! m3 =! m4 &&!
m4 =! m5 &&! m5 =! m6 &&! m6 =! m7 &&! m7 =! m8 =
Apply "mat3" [m]
toExpr (M3 (V3 (Float xx) (Float xy) (Float xz))
(V3 (Float yx) (Float yy) (Float yz))
(V3 (Float zx) (Float zy) (Float zz)))
= Apply "mat3" [xx, yx, zx, xy, yy, zy, xz, yz, zz]
fromExpr m = M3 (V3 (Float (X (X m)))
(Float (X (Y m)))
(Float (X (Z m))))
(V3 (Float (Y (X m)))
(Float (Y (Y m)))
(Float (Y (Z m))))
(V3 (Float (Z (X m)))
(Float (Z (Y m)))
(Float (Z (Z m))))
typeName _ = "mat3"
size _ = 3
instance ShaderType M4 where
zero = M4 zero zero zero zero
toExpr (M4 (V4 (Float (X (X m)))
(Float (X (Y m1)))
(Float (X (Z m2)))
(Float (X (W m3))))
(V4 (Float (Y (X m4)))
(Float (Y (Y m5)))
(Float (Y (Z m6)))
(Float (Y (W m7))))
(V4 (Float (Z (X m8)))
(Float (Z (Y m9)))
(Float (Z (Z m10)))
(Float (Z (W m11))))
(V4 (Float (W (X m12)))
(Float (W (Y m13)))
(Float (W (Z m14)))
(Float (W (W m15)))))
| m =! m1 &&! m1 =! m2 &&! m2 =! m3 &&! m3 =! m4 &&!
m4 =! m5 &&! m5 =! m6 &&! m6 =! m7 &&! m7 =! m8 &&!
m8 =! m9 &&! m9 =! m10 &&! m10 =! m11 &&! m11 =! m12 &&!
m12 =! m13 &&! m13 =! m14 &&! m14 =! m15 = Apply "mat4" [m]
toExpr (M4 (V4 (Float xx) (Float xy) (Float xz) (Float xw))
(V4 (Float yx) (Float yy) (Float yz) (Float yw))
(V4 (Float zx) (Float zy) (Float zz) (Float zw))
(V4 (Float wx) (Float wy) (Float wz) (Float ww)))
= Apply "mat4" [ xx, yx, zx, wx
, xy, yy, zy, wy
, xz, yz, zz, wz
, xw, yw, zw, ww ]
fromExpr m = M4 (V4 (Float (X (X m)))
(Float (X (Y m)))
(Float (X (Z m)))
(Float (X (W m))))
(V4 (Float (Y (X m)))
(Float (Y (Y m)))
(Float (Y (Z m)))
(Float (Y (W m))))
(V4 (Float (Z (X m)))
(Float (Z (Y m)))
(Float (Z (Z m)))
(Float (Z (W m))))
(V4 (Float (W (X m)))
(Float (W (Y m)))
(Float (W (Z m)))
(Float (W (W m))))
typeName _ = "mat4"
size _ = 4
class ShaderType a => Vector a
instance Vector V2
instance Vector V3
instance Vector V4
class ShaderType a => Matrix a
instance Matrix M2
instance Matrix M3
instance Matrix M4
-- | Types that can be multiplied.
class Mul a b c | a b -> c
instance Mul Float Float Float
instance Mul V2 V2 V2
instance Mul V3 V3 V3
instance Mul V4 V4 V4
instance Mul V2 Float V2
instance Mul V3 Float V3
instance Mul V4 Float V4
instance Mul Float V2 V2
instance Mul Float V3 V3
instance Mul Float V4 V4
instance Mul M2 M2 M2
instance Mul M3 M3 M3
instance Mul M4 M4 M4
instance Mul M2 Float M2
instance Mul M3 Float M3
instance Mul M4 Float M4
instance Mul Float M2 M2
instance Mul Float M3 M3
instance Mul Float M4 M4
instance Mul M2 V2 V2
instance Mul M3 V3 V3
instance Mul M4 V4 V4
instance Mul V2 M2 V2
instance Mul V3 M3 V3
instance Mul V4 M4 V4
-- | Floats or vectors.
class ShaderType a => GenType a
instance GenType Float
instance GenType V2
instance GenType V3
instance GenType V4
infixl 7 *
(*) :: (Mul a b c, ShaderType a, ShaderType b, ShaderType c) => a -> b -> c
x * y = fromExpr $ Op2 "*" (toExpr x) (toExpr y)
infixl 7 /
(/) :: (Mul a b c, ShaderType a, ShaderType b, ShaderType c) => a -> b -> c
x / y = fromExpr $ Op2 "/" (toExpr x) (toExpr y)
-- | Types that can be added.
class Sum a
instance Sum Float
instance Sum V2
instance Sum V3
instance Sum V4
instance Sum M2
instance Sum M3
instance Sum M4
infixl 6 +
(+) :: (Sum a, ShaderType a) => a -> a -> a
x + y = fromExpr $ Op2 "+" (toExpr x) (toExpr y)
infixl 6 -
(-) :: (Sum a, ShaderType a) => a -> a -> a
x - y = fromExpr $ Op2 "-" (toExpr x) (toExpr y)
infixr 8 ^
-- TODO: type-unsafe?
(^) :: (ShaderType a, ShaderType b) => a -> b -> a
x ^ y = fromExpr $ Apply "pow" [toExpr x, toExpr y]
infixr 3 &&
(&&) :: Bool -> Bool -> Bool
x && y = fromExpr $ Op2 "&&" (toExpr x) (toExpr y)
infixr 2 ||
(||) :: Bool -> Bool -> Bool
x || y = fromExpr $ Op2 "||" (toExpr x) (toExpr y)
infix 4 ==
(==) :: ShaderType a => a -> a -> Bool
x == y = fromExpr $ Op2 "==" (toExpr x) (toExpr y)
infix 4 /=
(/=) :: ShaderType a => a -> a -> Bool
x /= y = fromExpr $ Op2 "!=" (toExpr x) (toExpr y)
infix 4 >=
(>=) :: ShaderType a => a -> a -> Bool
x >= y = fromExpr $ Op2 ">=" (toExpr x) (toExpr y)
infix 4 <=
(<=) :: ShaderType a => a -> a -> Bool
x <= y = fromExpr $ Op2 "<=" (toExpr x) (toExpr y)
infix 4 <
(<) :: ShaderType a => a -> a -> Bool
x < y = fromExpr $ Op2 "<" (toExpr x) (toExpr y)
infix 4 >
(>) :: ShaderType a => a -> a -> Bool
x > y = fromExpr $ Op2 ">" (toExpr x) (toExpr y)
-- TODO: not
negate :: Float -> Float
negate (Float e) = Float $ Op1 "-" e
fromInteger :: Prelude.Integer -> Float -- Integer
fromInteger = fromRational . Prelude.fromIntegral
fromRational :: Prelude.Rational -> Float
fromRational = Float . Literal
. (printf "%f" :: Prelude.Float -> String)
. Prelude.fromRational
radians :: GenType a => a -> a
radians x = fromExpr $ Apply "radians" [toExpr x]
degrees :: GenType a => a -> a
degrees x = fromExpr $ Apply "degrees" [toExpr x]
sin :: GenType a => a -> a
sin x = fromExpr $ Apply "sin" [toExpr x]
cos :: GenType a => a -> a
cos x = fromExpr $ Apply "cos" [toExpr x]
tan :: GenType a => a -> a
tan x = fromExpr $ Apply "tan" [toExpr x]
asin :: GenType a => a -> a
asin x = fromExpr $ Apply "asin" [toExpr x]
acos :: GenType a => a -> a
acos x = fromExpr $ Apply "acos" [toExpr x]
atan :: GenType a => a -> a
atan x = fromExpr $ Apply "atan" [toExpr x]
atan2 :: GenType a => a -> a -> a
atan2 x y = fromExpr $ Apply "atan" [toExpr x, toExpr y]
exp :: GenType a => a -> a
exp x = fromExpr $ Apply "exp" [toExpr x]
log :: GenType a => a -> a
log x = fromExpr $ Apply "log" [toExpr x]
exp2 :: GenType a => a -> a
exp2 x = fromExpr $ Apply "exp2" [toExpr x]
log2 :: GenType a => a -> a
log2 x = fromExpr $ Apply "log2" [toExpr x]
sqrt :: GenType a => a -> a
sqrt x = fromExpr $ Apply "sqrt" [toExpr x]
inversesqrt :: GenType a => a -> a
inversesqrt x = fromExpr $ Apply "inversesqrt" [toExpr x]
abs :: GenType a => a -> a
abs x = fromExpr $ Apply "abs" [toExpr x]
sign :: GenType a => a -> a
sign x = fromExpr $ Apply "sign" [toExpr x]
floor :: GenType a => a -> a
floor x = fromExpr $ Apply "floor" [toExpr x]
ceil :: GenType a => a -> a
ceil x = fromExpr $ Apply "ceil" [toExpr x]
fract :: GenType a => a -> a
fract x = fromExpr $ Apply "fract" [toExpr x]
mod :: (GenType a, GenType b) => a -> b -> a
mod x y = fromExpr $ Apply "mod" [toExpr x, toExpr y]
min :: GenType a => a -> a -> a
min x y = fromExpr $ Apply "min" [toExpr x, toExpr y]
max :: GenType a => a -> a -> a
max x y = fromExpr $ Apply "max" [toExpr x, toExpr y]
clamp :: (GenType a, GenType b) => a -> b -> b -> a
clamp x y z = fromExpr $ Apply "clamp" [toExpr x, toExpr y, toExpr z]
mix :: (GenType a, GenType b) => a -> a -> b -> a
mix x y z = fromExpr $ Apply "mix" [toExpr x, toExpr y, toExpr z]
step :: GenType a => a -> a -> a
step x y = fromExpr $ Apply "step" [toExpr x, toExpr y]
smoothstep :: (GenType a, GenType b) => b -> b -> a -> a
smoothstep x y z = fromExpr $ Apply "smoothstep" [toExpr x, toExpr y, toExpr z]
length :: GenType a => a -> Float
length x = fromExpr $ Apply "length" [toExpr x]
distance :: GenType a => a -> a -> Float
distance x y = fromExpr $ Apply "distance" [toExpr x, toExpr y]
dot :: GenType a => a -> a -> Float
dot x y = fromExpr $ Apply "dot" [toExpr x, toExpr y]
cross :: V3 -> V3 -> V3
cross x y = fromExpr $ Apply "cross" [toExpr x, toExpr y]
normalize :: GenType a => a -> a
normalize x = fromExpr $ Apply "normalize" [toExpr x]
faceforward :: GenType a => a -> a -> a -> a
faceforward x y z = fromExpr $ Apply "faceforward" [toExpr x, toExpr y, toExpr z]
reflect :: GenType a => a -> a -> a
reflect x y = fromExpr $ Apply "reflect" [toExpr x, toExpr y]
refract :: GenType a => a -> a -> Float -> a
refract x y z = fromExpr $ Apply "refract" [toExpr x, toExpr y, toExpr z]
-- TODO: unsafe
matrixCompMult :: (Matrix a, Matrix b, Matrix c) => a -> b -> c
matrixCompMult x y = fromExpr $ Apply "matrixCompMult" [toExpr x, toExpr y]
-- TODO: add functions, ifThenElse, etc.
-- | Avoid executing this expression more than one time. Conditionals and loops
-- imply it.
store :: ShaderType a => a -> a
store x = fromExpr . Action $ Store (typeName x) (toExpr x)
true :: Bool
true = Bool $ Literal "true"
false :: Bool
false = Bool $ Literal "false"
-- | Rebinded if.
ifThenElse :: ShaderType a => Bool -> a -> a -> a
ifThenElse b t f = fromExpr . Action $ If (toExpr b) (typeName t)
(toExpr t) (toExpr f)
loop :: ShaderType a
=> Float -- ^ Maximum number of iterations (should be as low as possible, must be an integer literal)
-> a -- ^ Initial value
-> (Float -> a -> (a, Bool)) -- ^ Iteration -> Old value -> (Next, Stop)
-> a
loop (Float (Literal iters)) iv f =
fromExpr . Action $
For (Prelude.floor (Prelude.read iters :: Prelude.Float))
(typeName iv)
(toExpr iv)
(\ie ve -> let (next, stop) = f (fromExpr ie) (fromExpr ve)
in (toExpr next, toExpr stop))
loop _ _ _ = error "loop: iteration number is not a literal."
texture2D :: Sampler2D -> V2 -> V4
texture2D (Sampler2D s) v = fromExpr $ Apply "texture2D" [s, toExpr v]
-- | The position of the vertex (only works in the vertex shader).
position :: V4
position = fromExpr $ Read "gl_Position"
-- | The color of the fragment (only works in the fragment shader).
fragColor :: V4
fragColor = fromExpr $ Read "gl_FragColor"
instance Hashable Expr where
hashWithSalt s e = case e of
Empty -> hash2 s 0 (0 :: CInt)
Read str -> hash2 s 1 str
Op1 str exp -> hash2 s 2 (str, exp)
Op2 str exp exp' -> hash2 3 s (str, exp, exp')
Apply str exps -> hash2 4 s exps
X exp -> hash2 5 s exp
Y exp -> hash2 6 s exp
Z exp -> hash2 7 s exp
W exp -> hash2 8 s exp
Literal str -> hash2 s 9 str
Action hash -> hash2 s 10 hash
Dummy i -> hash2 s 11 i
ContextVar i LoopIteration -> hash2 s 12 i
ContextVar i LoopValue -> hash2 s 13 i
instance Hashable Action where
hashWithSalt s (Store t e) = hash2 s 0 (t, e)
hashWithSalt s (If eb tt et ef) = hash2 s 1 (eb, tt, et, ef)
hashWithSalt s (For iters tv iv eFun) =
let baseHash = hash (iters, tv, iv, eFun (Dummy 0) (Dummy 1))
in hash2 s 2 ( baseHash
, eFun (Dummy baseHash)
(Dummy $ baseHash Prelude.+ 1))
instance Prelude.Eq Action where
a == a' = hash a =! hash a'
hash2 :: Hashable a => CInt -> CInt -> a -> CInt
hash2 s i x = s `hashWithSalt` i `hashWithSalt` x