typograffiti-0.2.0.0: src/Typograffiti/GL.hs
{-# LANGUAGE FlexibleContexts #-}
{-# LANGUAGE FlexibleInstances #-}
{-# LANGUAGE LambdaCase #-}
module Typograffiti.GL where
import Control.Exception (assert)
import Control.Monad (forM_, replicateM, when)
import Control.Monad.Fail (MonadFail)
import Control.Monad.IO.Class (MonadIO (..))
import Data.ByteString (ByteString)
import qualified Data.ByteString.Char8 as B8
import qualified Data.Foldable as F
import qualified Data.Vector.Storable as SV
import Data.Vector.Unboxed (Unbox)
import qualified Data.Vector.Unboxed as UV
import Foreign.C.String (peekCAStringLen, withCString)
import Foreign.Marshal.Array
import Foreign.Marshal.Utils
import Foreign.Ptr
import Foreign.Storable
import GHC.TypeLits (KnownNat)
import Graphics.GL.Core32
import Graphics.GL.Types
import Linear
import Linear.V (Finite, Size, dim, toV)
-- | Allocates a new active texture (image data) in the GPU.
allocAndActivateTex :: (MonadIO m, MonadFail m) => GLenum -> m GLuint
allocAndActivateTex u = do
[t] <- liftIO $ allocaArray 1 $ \ptr -> do
glGenTextures 1 ptr
peekArray 1 ptr
glActiveTexture u
glBindTexture GL_TEXTURE_2D t
return t
-- | Report any exceptions encounted by OpenGL.
clearErrors :: MonadIO m => String -> m ()
clearErrors str = do
err' <- glGetError
when (err' /= 0) $ do
liftIO $ putStrLn $ unwords [str, show err']
assert False $ return ()
-- | Allocates a new, bound Vertex Array Object.
newBoundVAO :: (MonadIO m, MonadFail m) => m GLuint
newBoundVAO = do
[vao] <- liftIO $ allocaArray 1 $ \ptr -> do
glGenVertexArrays 1 ptr
peekArray 1 ptr
glBindVertexArray vao
return vao
-- | Runs the given callback giving a new temporarily-bound Vertex Array Object,
-- catching any errors.
withVAO :: MonadIO m => (GLuint -> IO b) -> m b
withVAO f = liftIO $ do
vao <- newBoundVAO
r <- f vao
clearErrors "withVAO"
glBindVertexArray 0
return r
-- | Allocates a new buffer on the GPU.
newBuffer
:: MonadIO m
=> m GLuint
newBuffer = liftIO $ do
[b] <- allocaArray 1 $ \ptr -> do
glGenBuffers 1 ptr
peekArray 1 ptr
return b
-- Allocates the given number of buffer objects to pass to the given callback.
withBuffers :: MonadIO m => Int -> ([GLuint] -> m b) -> m b
withBuffers n = (replicateM n newBuffer >>=)
-- | Buffer some geometry into an attribute.
-- The type variable 'f' should be V0, V1, V2, V3 or V4.
bufferGeometry
:: ( Foldable f
, Unbox (f Float)
, Storable (f Float)
, Finite f
, KnownNat (Size f)
, MonadIO m
)
=> GLuint
-- ^ The attribute location.
-> GLuint
-- ^ The buffer identifier.
-> UV.Vector (f Float)
-- ^ The geometry to buffer.
-> m ()
bufferGeometry loc buf as
| UV.null as = return ()
| otherwise = do
let v = UV.head as
asize = UV.length as * sizeOf v
n = fromIntegral $ dim $ toV v
glBindBuffer GL_ARRAY_BUFFER buf
liftIO $ SV.unsafeWith (convertVec as) $ \ptr ->
glBufferData GL_ARRAY_BUFFER (fromIntegral asize) (castPtr ptr) GL_STATIC_DRAW
glEnableVertexAttribArray loc
glVertexAttribPointer loc n GL_FLOAT GL_FALSE 0 nullPtr
clearErrors "bufferGeometry"
-- | Converts an unboxed vector to a storable vector suitable for storing in a GPU buffer.
convertVec
:: (Unbox (f Float), Foldable f) => UV.Vector (f Float) -> SV.Vector GLfloat
convertVec =
SV.convert . UV.map realToFrac . UV.concatMap (UV.fromList . F.toList)
-- | Binds the given textures to GL_TEXTURE0, GL_TEXTURE1, ... in ascending
-- order of the texture unit, runs the IO action and then unbinds the textures.
withBoundTextures :: MonadIO m => [GLuint] -> m a -> m a
withBoundTextures ts f = do
liftIO $ mapM_ (uncurry bindTex) (zip ts [GL_TEXTURE0 ..])
a <- f
liftIO $ glBindTexture GL_TEXTURE_2D 0
return a
where bindTex tex u = glActiveTexture u >> glBindTexture GL_TEXTURE_2D tex
-- | Render the given slice of the given Vertex-Array Object with the given program
-- in the given mode, with exception handling.
drawVAO
:: MonadIO m
=> GLuint
-- ^ The program
-> GLuint
-- ^ The vao
-> GLenum
-- ^ The draw mode
-> GLsizei
-- ^ The number of vertices to draw
-> m ()
drawVAO program vao mode num = liftIO $ do
glUseProgram program
glBindVertexArray vao
clearErrors "drawBuffer:glBindVertex"
glDrawArrays mode 0 num
clearErrors "drawBuffer:glDrawArrays"
-- | Compiles GLSL code to GPU opcodes, or returns an error message.
compileOGLShader
:: MonadIO m
=> ByteString
-- ^ The shader source
-> GLenum
-- ^ The shader type (vertex, frag, etc)
-> m (Either String GLuint)
-- ^ Either an error message or the generated shader handle.
compileOGLShader src shType = do
shader <- liftIO $ glCreateShader shType
if shader == 0
then return $ Left "Could not create shader"
else do
success <- liftIO $ do
withCString (B8.unpack src) $ \ptr ->
with ptr $ \ptrptr -> glShaderSource shader 1 ptrptr nullPtr
glCompileShader shader
with (0 :: GLint) $ \ptr -> do
glGetShaderiv shader GL_COMPILE_STATUS ptr
peek ptr
if success == GL_FALSE
then do
err <- liftIO $ do
infoLog <- with (0 :: GLint) $ \ptr -> do
glGetShaderiv shader GL_INFO_LOG_LENGTH ptr
logsize <- peek ptr
allocaArray (fromIntegral logsize) $ \logptr -> do
glGetShaderInfoLog shader logsize nullPtr logptr
peekArray (fromIntegral logsize) logptr
return $ unlines [ "Could not compile shader:"
, B8.unpack src
, map (toEnum . fromEnum) infoLog
]
return $ Left err
else return $ Right shader
-- Combine multiple compiled GLSL shaders into a single program,
-- or returns an error message.
compileOGLProgram
:: MonadIO m
=> [(String, Integer)]
-> [GLuint]
-> m (Either String GLuint)
compileOGLProgram attribs shaders = do
(program, success) <- liftIO $ do
program <- glCreateProgram
forM_ shaders (glAttachShader program)
forM_ attribs
$ \(name, loc) ->
withCString name
$ glBindAttribLocation program
$ fromIntegral loc
glLinkProgram program
success <- with (0 :: GLint) $ \ptr -> do
glGetProgramiv program GL_LINK_STATUS ptr
peek ptr
return (program, success)
if success == GL_FALSE
then liftIO $ with (0 :: GLint) $ \ptr -> do
glGetProgramiv program GL_INFO_LOG_LENGTH ptr
logsize <- peek ptr
infoLog <- allocaArray (fromIntegral logsize) $ \logptr -> do
glGetProgramInfoLog program logsize nullPtr logptr
peekArray (fromIntegral logsize) logptr
return
$ Left
$ unlines
[ "Could not link program"
, map (toEnum . fromEnum) infoLog
]
else do
liftIO $ forM_ shaders glDeleteShader
return $ Right program
--------------------------------------------------------------------------------
-- Uniform marshaling functions
--------------------------------------------------------------------------------
-- | Lookup ID for a named uniform GLSL variable.
getUniformLocation :: MonadIO m => GLuint -> String -> m GLint
getUniformLocation program ident = liftIO
$ withCString ident
$ glGetUniformLocation program
-- | Data that can be uploaded to GLSL uniform variables.
class UniformValue a where
-- | Upload a value to a GLSL uniform variable.
updateUniform
:: MonadIO m
=> GLuint
-- ^ The program
-> GLint
-- ^ The uniform location
-> a
-- ^ The value.
-> m ()
-- | Report exceptions setting GLSL uniform variables.
clearUniformUpdateError :: (MonadIO m, Show a) => GLuint -> GLint -> a -> m ()
clearUniformUpdateError prog loc val = glGetError >>= \case
0 -> return ()
e -> do
let buf = replicate 256 ' '
ident <- liftIO $ withCString buf
$ \strptr -> with 0
$ \szptr -> do
glGetActiveUniformName prog (fromIntegral loc) 256 szptr strptr
sz <- peek szptr
peekCAStringLen (strptr, fromIntegral sz)
liftIO
$ putStrLn
$ unwords
[ "Could not update uniform"
, ident
, "with value"
, show val
, ", encountered error (" ++ show e ++ ")"
, show (GL_INVALID_OPERATION :: Integer, "invalid operation" :: String)
, show (GL_INVALID_VALUE :: Integer, "invalid value" :: String)
]
assert False $ return ()
instance UniformValue Bool where
updateUniform p loc bool = liftIO $ do
glUniform1i loc $ if bool then 1 else 0
clearUniformUpdateError p loc bool
instance UniformValue Int where
updateUniform p loc enum = liftIO $ do
glUniform1i loc $ fromIntegral $ fromEnum enum
clearUniformUpdateError p loc enum
instance UniformValue Float where
updateUniform p loc float = liftIO $ do
glUniform1f loc $ realToFrac float
clearUniformUpdateError p loc float
instance UniformValue Double where
updateUniform p loc d = liftIO $ do
glUniform1f loc $ realToFrac d
clearUniformUpdateError p loc d
instance UniformValue (V2 Float) where
updateUniform p loc v = liftIO $ do
let V2 x y = fmap realToFrac v
glUniform2f loc x y
clearUniformUpdateError p loc v
instance UniformValue (V3 Float) where
updateUniform p loc v = liftIO $ do
let V3 x y z = fmap realToFrac v
glUniform3f loc x y z
clearUniformUpdateError p loc v
instance UniformValue (V4 Float) where
updateUniform p loc v = liftIO $ do
let (V4 r g b a) = realToFrac <$> v
glUniform4f loc r g b a
clearUniformUpdateError p loc v
instance UniformValue (M44 Float) where
updateUniform p loc val = liftIO $ do
with val $ glUniformMatrix4fv loc 1 GL_TRUE . castPtr
clearUniformUpdateError p loc val
instance UniformValue (V2 Int) where
updateUniform p loc v = liftIO $ do
let V2 x y = fmap fromIntegral v
glUniform2i loc x y
clearUniformUpdateError p loc v
instance UniformValue (Int,Int) where
updateUniform p loc = updateUniform p loc . uncurry V2
--------------------------------------------------------------------------------
-- Matrix helpers
--------------------------------------------------------------------------------
-- | Constructs a matrix that shifts a vector horizontally or vertically.
mat4Translate :: Num a => V3 a -> M44 a
mat4Translate = mkTransformationMat identity
-- | Constructs a matrix that rotates a vector.
mat4Rotate :: (Num a, Epsilon a, Floating a) => a -> V3 a -> M44 a
mat4Rotate phi v = mkTransformation (axisAngle v phi) (V3 0 0 0)
-- | Constructs a matrix that resizes a vector.
mat4Scale :: Num a => V3 a -> M44 a
mat4Scale (V3 x y z) =
V4 (V4 x 0 0 0)
(V4 0 y 0 0)
(V4 0 0 z 0)
(V4 0 0 0 1)
mat4SkewXbyY :: Num a => a -> M44 a
mat4SkewXbyY a =
V4 (V4 1 a 0 0)
(V4 0 1 0 0)
(V4 0 0 1 0)
(V4 0 0 0 1)
-- | Constructs a matrix that converts screen coordinates to range 1,-1; with perspective.
orthoProjection
:: Integral a
=> V2 a
-- ^ The window width and height
-> M44 Float
orthoProjection (V2 ww wh) =
let (hw,hh) = (fromIntegral ww, fromIntegral wh)
in ortho 0 hw hh 0 0 1
-- | Computes the boundingbox for an array of points.
boundingBox :: (Unbox a, Real a, Fractional a) => UV.Vector (V2 a) -> (V2 a, V2 a)
boundingBox vs
| UV.null vs = (0,0)
| otherwise = UV.foldl' f (br,tl) vs
where mn a = min a . realToFrac
mx a = max a . realToFrac
f (a, b) c = (mn <$> a <*> c, mx <$> b <*> c)
inf = 1/0
ninf = (-1)/0
tl = V2 ninf ninf
br = V2 inf inf