ombra-0.1.0.0: Graphics/Rendering/Ombra/Draw/Internal.hs
{-# LANGUAGE GADTs, DataKinds, FlexibleContexts, TypeSynonymInstances,
FlexibleInstances, MultiParamTypeClasses, KindSignatures #-}
module Graphics.Rendering.Ombra.Draw.Internal (
Draw,
DrawState,
drawState,
drawInit,
drawBegin,
drawLayer,
drawGroup,
drawObject,
drawEnd,
removeGeometry,
removeTexture,
removeProgram,
textureUniform,
textureSize,
setProgram,
resizeViewport,
runDraw,
execDraw,
evalDraw,
gl,
renderLayer,
layerToTexture,
drawGet
) where
import qualified Graphics.Rendering.Ombra.Blend as Blend
import Graphics.Rendering.Ombra.Geometry
import Graphics.Rendering.Ombra.Color
import Graphics.Rendering.Ombra.Shapes
import Graphics.Rendering.Ombra.Types
import Graphics.Rendering.Ombra.Texture
import Graphics.Rendering.Ombra.Backend (GLES)
import qualified Graphics.Rendering.Ombra.Backend as GL
import Graphics.Rendering.Ombra.Internal.GL hiding (Texture, Program, UniformLocation)
import qualified Graphics.Rendering.Ombra.Internal.GL as GL
import Graphics.Rendering.Ombra.Internal.Resource
import Graphics.Rendering.Ombra.Shader.CPU
import Graphics.Rendering.Ombra.Shader.GLSL
import Graphics.Rendering.Ombra.Shader.Program
import Graphics.Rendering.Ombra.Shader.ShaderVar
import Data.Bits ((.|.))
import Data.Hashable (Hashable)
import qualified Data.HashMap.Strict as H
import qualified Data.Vector as V
import Data.Typeable
import Data.Vect.Float
import Data.Word (Word, Word8)
import Control.Applicative
import Control.Monad (when)
import Control.Monad.IO.Class
import Control.Monad.Trans.Class
import Control.Monad.Trans.State
-- | Create a 'DrawState'.
drawState :: GLES
=> Int -- ^ Viewport width
-> Int -- ^ Viewport height
-> IO DrawState
drawState w h = do programs <- newGLResMap
gpuBuffers <- newGLResMap
gpuVAOs <- newDrawResMap
uniforms <- newGLResMap
textureImages <- newGLResMap
return DrawState { currentProgram = Nothing
, loadedProgram = Nothing
, programs = programs
, gpuBuffers = gpuBuffers
, gpuVAOs = gpuVAOs
, uniforms = uniforms
, textureImages = textureImages
, activeTextures =
V.replicate maxTexs Nothing
, viewportSize = (w, h)
, blendMode = Nothing
, depthTest = True }
where newGLResMap :: (Hashable i, Resource i r GL) => IO (ResMap i r)
newGLResMap = newResMap
newDrawResMap :: (Hashable i, Resource i r Draw)
=> IO (ResMap i r)
newDrawResMap = newResMap
drawInit :: GLES => Draw ()
drawInit = viewportSize <$> Draw get >>=
\(w, h) -> gl $ do clearColor 0.0 0.0 0.0 1.0
enable gl_DEPTH_TEST
depthFunc gl_LESS
viewport 0 0 (fromIntegral w) (fromIntegral h)
maxTexs :: (Integral a, GLES) => a
maxTexs = 32 -- fromIntegral gl_MAX_COMBINED_TEXTURE_IMAGE_UNITS -- XXX
-- | Run a 'Draw' action.
runDraw :: Draw a
-> DrawState
-> GL (a, DrawState)
runDraw (Draw a) = runStateT a
-- | Execute a 'Draw' action.
execDraw :: Draw a -- ^ Action.
-> DrawState -- ^ State.
-> GL DrawState
execDraw (Draw a) = execStateT a
-- | Evaluate a 'Draw' action.
evalDraw :: Draw a -- ^ Action.
-> DrawState -- ^ State.
-> GL a
evalDraw (Draw a) = evalStateT a
-- | Viewport.
resizeViewport :: GLES
=> Int -- ^ Width.
-> Int -- ^ Height.
-> Draw ()
resizeViewport w h = do gl $ viewport 0 0 (fromIntegral w) (fromIntegral h)
Draw . modify $ \s -> s { viewportSize = (w, h) }
-- | Clear the buffers.
drawBegin :: GLES => Draw ()
drawBegin = do freeActiveTextures -- ?
gl . clear $ gl_COLOR_BUFFER_BIT .|. gl_DEPTH_BUFFER_BIT
drawEnd :: GLES => Draw ()
drawEnd = return ()
-- | Manually delete a 'Geometry' from the GPU (this is automatically done when
-- the 'Geometry' becomes unreachable). Note that if you try to draw it, it will
-- be allocated again.
removeGeometry :: GLES => Geometry is -> Draw ()
removeGeometry gi = let g = castGeometry gi in
do removeDrawResource gl gpuBuffers g
removeDrawResource id gpuVAOs g
-- | Manually delete a 'Texture' from the GPU.
removeTexture :: GLES => Texture -> Draw ()
removeTexture (TextureImage i) = removeDrawResource gl textureImages i
removeTexture (TextureLoaded l) = gl $ unloadResource
(Nothing :: Maybe TextureImage) l
-- | Manually delete a 'Program' from the GPU.
removeProgram :: GLES => Program gs is -> Draw ()
removeProgram = removeDrawResource gl programs . castProgram
-- | Draw a 'Layer'.
drawLayer :: GLES => Layer -> Draw ()
drawLayer (Layer prg grp) = setProgram prg >> drawGroup grp
drawLayer (SubLayer rl) =
do (layers, textures) <- renderLayer rl
mapM_ drawLayer layers
mapM_ removeTexture textures
drawLayer (MultiLayer layers) = mapM_ drawLayer layers
-- | Draw a 'Group'.
drawGroup :: GLES => Group gs is -> Draw ()
drawGroup Empty = return ()
drawGroup (Object o) = drawObject o
drawGroup (Global (g := c) o) = c >>= uniform single (g undefined)
>> drawGroup o
drawGroup (Append g g') = drawGroup g >> drawGroup g'
drawGroup (Blend m g) = blendMode <$> Draw get >>=
\om -> setBlendMode m >> drawGroup g >> setBlendMode om
drawGroup (DepthTest d g) = do od <- depthTest <$> Draw get
setDepthTest d
drawGroup g
setDepthTest od
-- | Draw an 'Object'.
drawObject :: GLES => Object gs is -> Draw ()
drawObject NoMesh = return ()
drawObject (Mesh g) = withRes_ (getGPUVAOGeometry $ castGeometry g)
drawGPUVAOGeometry
drawObject ((g := c) :~> o) = c >>= uniform single (g undefined) >> drawObject o
uniform :: (GLES, ShaderVar g, Uniform s g)
=> proxy (s :: CPUSetterType *) -> g -> CPU s g -> Draw ()
uniform p g c = withUniforms p g c $
\n ug uc -> withRes_ (getUniform $ uniformName g n) $
\(UniformLocation l) -> gl $ setUniform l ug uc
-- | This helps you set the uniforms of type 'Graphics.Rendering.Ombra.Shader.Sampler2D'.
textureUniform :: GLES => Texture -> Draw ActiveTexture
textureUniform tex = withRes (getTexture tex) (return $ ActiveTexture 0)
$ \(LoadedTexture _ _ wtex) ->
do at <- makeActive tex
gl $ bindTexture gl_TEXTURE_2D wtex
return at
-- | Get the dimensions of a 'Texture'.
textureSize :: (GLES, Num a) => Texture -> Draw (a, a)
textureSize tex = withRes (getTexture tex) (return (0, 0))
$ \(LoadedTexture w h _) -> return ( fromIntegral w
, fromIntegral h)
-- | Set the program.
setProgram :: GLES => Program g i -> Draw ()
setProgram p = do current <- currentProgram <$> Draw get
when (current /= Just (castProgram p)) $
withRes_ (getProgram $ castProgram p) $
\lp@(LoadedProgram glp _ _) -> do
Draw . modify $ \s -> s {
currentProgram = Just $ castProgram p,
loadedProgram = Just lp
}
gl $ useProgram glp
withRes_ :: Draw (Either String a) -> (a -> Draw ()) -> Draw ()
withRes_ drs = withRes drs $ return ()
withRes :: Draw (Either String a) -> Draw b -> (a -> Draw b) -> Draw b
withRes drs u l = drs >>= \rs -> case rs of
Right r -> l r
_ -> u
getUniform :: GLES => String -> Draw (Either String UniformLocation)
getUniform name = do mprg <- loadedProgram <$> Draw get
case mprg of
Just prg -> getDrawResource gl uniforms (prg, name)
Nothing -> return $ Left "No loaded program."
getGPUVAOGeometry :: GLES => Geometry '[] -> Draw (Either String GPUVAOGeometry)
getGPUVAOGeometry = getDrawResource id gpuVAOs
getGPUBufferGeometry :: GLES => Geometry '[]
-> Draw (Either String GPUBufferGeometry)
getGPUBufferGeometry = getDrawResource gl gpuBuffers
getTexture :: GLES => Texture -> Draw (Either String LoadedTexture)
getTexture (TextureLoaded l) = return $ Right l
getTexture (TextureImage t) = getTextureImage t
getTextureImage :: GLES => TextureImage
-> Draw (Either String LoadedTexture)
getTextureImage = getDrawResource gl textureImages
getProgram :: GLES
=> Program '[] '[] -> Draw (Either String LoadedProgram)
getProgram = getDrawResource gl programs
freeActiveTextures :: GLES => Draw ()
freeActiveTextures = Draw . modify $ \ds ->
ds { activeTextures = V.replicate maxTexs Nothing }
-- XXX: inefficient
makeActive :: GLES => Texture -> Draw ActiveTexture
makeActive t = do ats <- activeTextures <$> Draw get
let at@(ActiveTexture atn) =
case V.elemIndex (Just t) ats of
Just n -> ActiveTexture $ fi n
Nothing ->
case V.elemIndex Nothing ats of
Just n -> ActiveTexture $ fi n
-- TODO: Draw () error reporting
Nothing -> ActiveTexture 0
gl . activeTexture $ gl_TEXTURE0 + fi atn
Draw . modify $ \ds ->
ds { activeTextures = ats V.// [(fi atn, Just t)] }
return at
where fi :: (Integral a, Integral b) => a -> b
fi = fromIntegral
-- | Realize a 'RenderLayer'. It returns the list of allocated 'Texture's so
-- that you can free them if you want.
renderLayer :: GLES => RenderLayer a -> Draw (a, [Texture])
renderLayer (RenderLayer drawBufs stypes w' h' rx ry rw rh
inspCol inspDepth layer f) =
do (ts, mcol, mdepth) <- layerToTexture drawBufs stypes w h layer
(mayInspect inspCol)
(mayInspect inspDepth)
return (f ts mcol mdepth, ts)
where w = fromIntegral w'
h = fromIntegral h'
mayInspect :: Bool
-> Either (Maybe [r])
([r] -> Draw (Maybe [r]), Int, Int, Int, Int)
mayInspect True = Right (return . Just, rx, ry, rw, rh)
mayInspect False = Left Nothing
-- | Draw a 'Layer' on some textures.
layerToTexture :: (GLES, Integral a)
=> Bool -- ^ Draw buffers
-> [LayerType] -- ^ Textures contents
-> a -- ^ Width
-> a -- ^ Height
-> Layer -- ^ Layer to draw
-> Either b ( [Color] -> Draw b
, Int, Int, Int, Int) -- ^ Color inspecting
-- function, start x,
-- start y, width,
-- height
-> Either c ( [Word8] -> Draw c
, Int, Int, Int, Int) -- ^ Depth inspecting,
-- function, etc.
-> Draw ([Texture], b ,c)
layerToTexture drawBufs stypes wp hp layer einspc einspd = do
(ts, (colRes, depthRes)) <- renderToTexture drawBufs (map arguments
stypes) w h $
do drawLayer layer
colRes <- inspect einspc gl_RGBA wordsToColors 4
depthRes <- inspect einspd gl_DEPTH_COMPONENT id 1
return (colRes, depthRes)
return (map (TextureLoaded . LoadedTexture w h) ts, colRes, depthRes)
where (w, h) = (fromIntegral wp, fromIntegral hp)
arguments stype =
case stype of
ColorLayer -> ( fromIntegral gl_RGBA
, gl_RGBA
, gl_UNSIGNED_BYTE
, gl_COLOR_ATTACHMENT0 )
DepthLayer -> ( fromIntegral gl_DEPTH_COMPONENT
, gl_DEPTH_COMPONENT
, gl_UNSIGNED_SHORT
, gl_DEPTH_ATTACHMENT )
BufferLayer n -> ( fromIntegral gl_RGBA32F
, gl_RGBA
, gl_FLOAT
, gl_COLOR_ATTACHMENT0 +
fromIntegral n )
inspect :: Either c (a -> Draw c, Int, Int, Int, Int) -> GLEnum
-> ([Word8] -> a) -> Int -> Draw c
inspect (Left r) _ _ s = return r
inspect (Right (insp, x, y, rw, rh)) format trans s =
do arr <- liftIO . newByteArray $
fromIntegral rw * fromIntegral rh * s
gl $ readPixels (fromIntegral x)
(fromIntegral y)
(fromIntegral rw)
(fromIntegral rh)
format gl_UNSIGNED_BYTE arr
liftIO (decodeBytes arr) >>= insp . trans
wordsToColors (r : g : b : a : xs) = Color r g b a :
wordsToColors xs
wordsToColors _ = []
renderToTexture :: GLES
=> Bool -> [(GLInt, GLEnum, GLEnum, GLEnum)]
-> GLSize -> GLSize -> Draw a -> Draw ([GL.Texture], a)
renderToTexture drawBufs infos w h act = do
fb <- gl createFramebuffer
gl $ bindFramebuffer gl_FRAMEBUFFER fb
(ts, as) <- fmap unzip . gl . flip mapM infos $
\(internalFormat, format, pixelType, attachment) ->
do t <- emptyTexture
arr <- liftIO $ noUInt8Array
bindTexture gl_TEXTURE_2D t
texImage2D gl_TEXTURE_2D 0 internalFormat w
h 0 format pixelType arr
framebufferTexture2D gl_FRAMEBUFFER attachment
gl_TEXTURE_2D t 0
return (t, fromIntegral attachment)
let buffers = filter (/= fromIntegral gl_DEPTH_ATTACHMENT) as
when drawBufs $ liftIO (encodeInts buffers) >>= gl . drawBuffers
(sw, sh) <- viewportSize <$> Draw get
resizeViewport (fromIntegral w) (fromIntegral h)
drawBegin
ret <- act
drawEnd
resizeViewport sw sh
gl $ deleteFramebuffer fb
return (ts, ret)
setBlendMode :: GLES => Maybe Blend.Mode -> Draw ()
setBlendMode Nothing = do m <- blendMode <$> Draw get
case m of
Just _ -> gl $ disable gl_BLEND
Nothing -> return ()
Draw . modify $ \s -> s { blendMode = Nothing }
setBlendMode (Just newMode) =
do mOldMode <- blendMode <$> Draw get
case mOldMode of
Nothing -> do gl $ enable gl_BLEND
changeColor >> changeEquation >> changeFunction
Just oldMode ->
do when (Blend.constantColor oldMode /= constantColor)
changeColor
when (Blend.equation oldMode /= equation)
changeEquation
when (Blend.function oldMode /= function)
changeFunction
Draw . modify $ \s -> s { blendMode = Just newMode }
where constantColor = Blend.constantColor newMode
equation@(rgbEq, alphaEq) = Blend.equation newMode
function@(rgbs, rgbd, alphas, alphad) = Blend.function newMode
changeColor = case constantColor of
Just (Vec4 r g b a) -> gl $ blendColor r g b a
Nothing -> return ()
changeEquation = gl $ blendEquationSeparate rgbEq alphaEq
changeFunction = gl $ blendFuncSeparate rgbs rgbd
alphas alphad
setDepthTest :: GLES => Bool -> Draw ()
setDepthTest new = do old <- depthTest <$> Draw get
case (old, new) of
(False, True) -> gl $ enable gl_DEPTH_TEST
(True, False) -> gl $ disable gl_DEPTH_TEST
_ -> return ()
Draw . modify $ \s -> s { depthTest = new }
getDrawResource :: (Resource i r m, Hashable i)
=> (m (Either String r) -> Draw (Either String r))
-> (DrawState -> ResMap i r)
-> i
-> Draw (Either String r)
getDrawResource lft mg i = do
map <- mg <$> Draw get
lft $ getResource i map
removeDrawResource :: (Resource i r m, Hashable i)
=> (m () -> Draw ())
-> (DrawState -> ResMap i r)
-> i
-> Draw ()
removeDrawResource lft mg i = do
s <- mg <$> Draw get
lft $ removeResource i s
drawGPUVAOGeometry :: GLES => GPUVAOGeometry -> Draw ()
drawGPUVAOGeometry (GPUVAOGeometry _ ec vao) = currentProgram <$> Draw get >>=
\mcp -> case mcp of
Just _ -> gl $ do bindVertexArray vao
drawElements gl_TRIANGLES
(fromIntegral ec)
gl_UNSIGNED_SHORT
nullGLPtr
bindVertexArray noVAO
Nothing -> return ()
instance GLES => Resource (LoadedProgram, String) UniformLocation GL where
loadResource (LoadedProgram prg _ _, g) =
do loc <- getUniformLocation prg $ toGLString g
return . Right $ UniformLocation loc
unloadResource _ _ = return ()
instance GLES => Resource (Geometry '[]) GPUVAOGeometry Draw where
loadResource g =
do ge <- getGPUBufferGeometry g
case ge of
Left err -> return $ Left err
Right buf -> gl $ loadResource buf
unloadResource _ =
gl . unloadResource (Nothing :: Maybe GPUBufferGeometry)
-- | Perform a 'GL' action in the 'Draw' monad.
gl :: GL a -> Draw a
gl = Draw . lift
-- | Get the 'DrawState'.
drawGet :: Draw DrawState
drawGet = Draw get