{-# LANGUAGE TypeFamilies, FlexibleContexts, GADTs, TypeSynonymInstances, ScopedTypeVariables, FlexibleInstances, GeneralizedNewtypeDeriving, Arrows, MultiParamTypeClasses, AllowAmbiguousTypes #-} module Graphics.GPipe.Internal.Uniform where import Graphics.GPipe.Internal.Buffer import Graphics.GPipe.Internal.Shader import Graphics.GPipe.Internal.Compiler import Graphics.GPipe.Internal.Expr import Control.Arrow import Control.Monad.Trans.Writer import Control.Monad.Trans.Reader import Control.Monad.Trans.Class (lift) import Control.Category hiding ((.)) import qualified Data.IntMap as Map import Data.IntMap.Lazy (insert) import Data.Word import Graphics.GL.Core33 import Data.IORef import Data.Int import Linear.V4 import Linear.V3 import Linear.V2 import Linear.V1 import Linear.V0 import Linear.Plucker (Plucker(..)) import Linear.Quaternion (Quaternion(..)) -- | This class constraints which buffer types can be loaded as uniforms, and what type those values have. class BufferFormat a => UniformInput a where -- | The type the buffer value will be turned into once it becomes a vertex or fragment value (the @x@ parameter is either 'V' or 'F'). type UniformFormat a x -- | An arrow action that turns a value from it's buffer representation to it's vertex or fragment representation. Use 'toUniform' from -- the GPipe provided instances to operate in this arrow. Also note that this arrow needs to be able to return a value -- lazily, so ensure you use -- -- @proc ~pattern -> do ...@. toUniform :: ToUniform x a (UniformFormat a x) -- | Load a uniform value from a 'Buffer' into a 'Shader'. The argument function is used to retrieve the buffer and the index into this buffer from the shader environment. getUniform :: forall os f s b x. (UniformInput b) => (s -> (Buffer os (Uniform b), Int)) -> Shader os f s (UniformFormat b x) getUniform sf = Shader $ do uniAl <- askUniformAlignment blockId <- getName let (u, offToStype) = shaderGen (useUniform (buildUDecl offToStype) blockId) sampleBuffer = makeBuffer undefined undefined uniAl :: Buffer os (Uniform b) shaderGen :: (Int -> ExprM String) -> (UniformFormat b x, OffsetToSType) -- Int is name of uniform block shaderGen = runReader $ runWriterT $ shaderGenF $ fromBUnifom $ bufBElement sampleBuffer $ BInput 0 0 doForUniform blockId $ \s bind -> let (ub, i) = sf s in if i < 0 || i >= bufferLength ub then error "toUniformBlock, uniform buffer offset out of bounds" else do bname <- readIORef $ bufName ub glBindBufferRange GL_UNIFORM_BUFFER (fromIntegral bind) bname (fromIntegral $ i * bufElementSize ub) (fromIntegral $ bufElementSize ub) return u where ToUniform (Kleisli shaderGenF) = toUniform :: ToUniform x b (UniformFormat b x) fromBUnifom (Uniform b) = b doForUniform :: Int -> (s -> Binding -> IO()) -> ShaderM s () doForUniform n io = modifyRenderIO (\s -> s { uniformNameToRenderIO = insert n io (uniformNameToRenderIO s) } ) buildUDecl :: OffsetToSType -> GlobDeclM () buildUDecl = buildUDecl' 0 . Map.toAscList where buildUDecl' p xxs@((off, stype):xs) | off == p = do tellGlobal $ stypeName stype tellGlobal " u" tellGlobalLn $ show off buildUDecl' (p + stypeSize stype) xs | off > p = do tellGlobal "float pad" tellGlobalLn $ show p buildUDecl' (p + 4) xxs | otherwise = error "buildUDecl: Expected all offsets to be multiple of 4" buildUDecl' _ [] = return () type OffsetToSType = Map.IntMap SType -- | The arrow type for 'toUniform'. newtype ToUniform x a b = ToUniform (Kleisli (WriterT OffsetToSType (Reader (Int -> ExprM String))) a b) deriving (Category, Arrow) makeUniform :: SType -> ToUniform x (B a) (S x b) makeUniform styp = ToUniform $ Kleisli $ \bIn -> do let offset = bOffset bIn tell $ Map.singleton offset styp useF <- lift ask return $ S $ useF offset instance UniformInput (B Float) where type UniformFormat (B Float) x = (S x Float) toUniform = makeUniform STypeFloat instance UniformInput (B Int32) where type UniformFormat (B Int32) x = (S x Int) toUniform = makeUniform STypeInt instance UniformInput (B Word32) where type UniformFormat (B Word32) x = (S x Word) toUniform = makeUniform STypeUInt instance UniformInput (B2 Float) where type UniformFormat (B2 Float) x = V2 (S x Float) toUniform = arr unB2 >>> makeUniform (STypeVec 2) >>> arr vec2S'' instance UniformInput (B2 Int32) where type UniformFormat (B2 Int32) x = V2 (S x Int) toUniform = arr unB2 >>> makeUniform (STypeIVec 2) >>> arr vec2S'' instance UniformInput (B2 Word32) where type UniformFormat (B2 Word32) x = V2 (S x Word) toUniform = arr unB2 >>> makeUniform (STypeVec 2) >>> arr vec2S'' instance UniformInput (B3 Float) where type UniformFormat (B3 Float) x = V3 (S x Float) toUniform = arr unB3 >>> makeUniform (STypeVec 3) >>> arr vec3S'' instance UniformInput (B3 Int32) where type UniformFormat (B3 Int32) x = V3 (S x Int) toUniform = arr unB3 >>> makeUniform (STypeIVec 3) >>> arr vec3S'' instance UniformInput (B3 Word32) where type UniformFormat (B3 Word32) x = V3 (S x Word) toUniform = arr unB3 >>> makeUniform (STypeVec 3) >>> arr vec3S'' instance UniformInput (B4 Float) where type UniformFormat (B4 Float) x = V4 (S x Float) toUniform = arr unB4 >>> makeUniform (STypeVec 4) >>> arr vec4S'' instance UniformInput (B4 Int32) where type UniformFormat (B4 Int32) x = V4 (S x Int) toUniform = arr unB4 >>> makeUniform (STypeIVec 4) >>> arr vec4S'' instance UniformInput (B4 Word32) where type UniformFormat (B4 Word32) x = V4 (S x Word) toUniform = arr unB4 >>> makeUniform (STypeVec 4) >>> arr vec4S'' instance UniformInput a => UniformInput (V0 a) where type UniformFormat (V0 a) x = V0 (UniformFormat a x) toUniform = arr (const V0) instance UniformInput a => UniformInput (V1 a) where type UniformFormat (V1 a) x = V1 (UniformFormat a x) toUniform = proc ~(V1 a) -> do a' <- toUniform -< a returnA -< V1 a' instance UniformInput a => UniformInput (V2 a) where type UniformFormat (V2 a) x = V2 (UniformFormat a x) toUniform = proc ~(V2 a b) -> do a' <- toUniform -< a b' <- toUniform -< b returnA -< V2 a' b' instance UniformInput a => UniformInput (V3 a) where type UniformFormat (V3 a) x = V3 (UniformFormat a x) toUniform = proc ~(V3 a b c) -> do a' <- toUniform -< a b' <- toUniform -< b c' <- toUniform -< c returnA -< V3 a' b' c' instance UniformInput a => UniformInput (V4 a) where type UniformFormat (V4 a) x = V4 (UniformFormat a x) toUniform = proc ~(V4 a b c d) -> do a' <- toUniform -< a b' <- toUniform -< b c' <- toUniform -< c d' <- toUniform -< d returnA -< V4 a' b' c' d' instance UniformInput () where type UniformFormat () x = () toUniform = arr (const ()) instance (UniformInput a, UniformInput b) => UniformInput (a,b) where type UniformFormat (a,b) x = (UniformFormat a x, UniformFormat b x) toUniform = proc ~(a,b) -> do a' <- toUniform -< a b' <- toUniform -< b returnA -< (a', b') instance (UniformInput a, UniformInput b, UniformInput c) => UniformInput (a,b,c) where type UniformFormat (a,b,c) x = (UniformFormat a x, UniformFormat b x, UniformFormat c x) toUniform = proc ~(a,b,c) -> do a' <- toUniform -< a b' <- toUniform -< b c' <- toUniform -< c returnA -< (a', b', c') instance (UniformInput a, UniformInput b, UniformInput c, UniformInput d) => UniformInput (a,b,c,d) where type UniformFormat (a,b,c,d) x = (UniformFormat a x, UniformFormat b x, UniformFormat c x, UniformFormat d x) toUniform = proc ~(a,b,c,d) -> do a' <- toUniform -< a b' <- toUniform -< b c' <- toUniform -< c d' <- toUniform -< d returnA -< (a', b', c', d') instance (UniformInput a, UniformInput b, UniformInput c, UniformInput d, UniformInput e) => UniformInput (a,b,c,d,e) where type UniformFormat (a,b,c,d,e) x = (UniformFormat a x, UniformFormat b x, UniformFormat c x, UniformFormat d x, UniformFormat e x) toUniform = proc ~(a,b,c,d,e) -> do a' <- toUniform -< a b' <- toUniform -< b c' <- toUniform -< c d' <- toUniform -< d e' <- toUniform -< e returnA -< (a', b', c', d', e') instance (UniformInput a, UniformInput b, UniformInput c, UniformInput d, UniformInput e, UniformInput f) => UniformInput (a,b,c,d,e,f) where type UniformFormat (a,b,c,d,e,f) x = (UniformFormat a x, UniformFormat b x, UniformFormat c x, UniformFormat d x, UniformFormat e x, UniformFormat f x) toUniform = proc ~(a,b,c,d,e,f) -> do a' <- toUniform -< a b' <- toUniform -< b c' <- toUniform -< c d' <- toUniform -< d e' <- toUniform -< e f' <- toUniform -< f returnA -< (a', b', c', d', e', f') instance (UniformInput a, UniformInput b, UniformInput c, UniformInput d, UniformInput e, UniformInput f, UniformInput g) => UniformInput (a,b,c,d,e,f,g) where type UniformFormat (a,b,c,d,e,f,g) x = (UniformFormat a x, UniformFormat b x, UniformFormat c x, UniformFormat d x, UniformFormat e x, UniformFormat f x, UniformFormat g x) toUniform = proc ~(a,b,c,d,e,f,g) -> do a' <- toUniform -< a b' <- toUniform -< b c' <- toUniform -< c d' <- toUniform -< d e' <- toUniform -< e f' <- toUniform -< f g' <- toUniform -< g returnA -< (a', b', c', d', e', f', g') instance UniformInput a => UniformInput (Quaternion a) where type UniformFormat (Quaternion a) x = Quaternion (UniformFormat a x) toUniform = proc ~(Quaternion a v) -> do a' <- toUniform -< a v' <- toUniform -< v returnA -< Quaternion a' v' instance UniformInput a => UniformInput (Plucker a) where type UniformFormat (Plucker a) x = Plucker (UniformFormat a x) toUniform = proc ~(Plucker a b c d e f) -> do a' <- toUniform -< a b' <- toUniform -< b c' <- toUniform -< c d' <- toUniform -< d e' <- toUniform -< e f' <- toUniform -< f returnA -< Plucker a' b' c' d' e' f'