-- | Rendering things. -- {-# LANGUAGE RecordWildCards, GeneralizedNewtypeDeriving #-} {-# LANGUAGE ViewPatterns, NoImplicitPrelude, DeriveDataTypeable #-} module Graphics.Caramia.Render ( -- * The drawing functions draw , runDraws -- * Draw command stream , Draw() , drawR , setPipeline , setTextureBindings , setBlending , setTargetFramebuffer , setFragmentPassTests , setPolygonOffset -- * Specifying what to draw , DrawCommand(..) , drawCommand , DrawParams(..) , defaultDrawParams , SourceData(..) , IndexType(..) , Primitive(..) , IndexTypeable(..) -- * Fragment pass tests , FragmentPassTests(..) , defaultFragmentPassTests , ComparisonFunc(..) , StencilOp(..) , Culling(..) ) where import Graphics.Caramia.Prelude import qualified Graphics.Caramia.VAO.Internal as VAO import qualified Graphics.Caramia.Shader.Internal as Shader import qualified Graphics.Caramia.Framebuffer as FBuf import qualified Graphics.Caramia.Framebuffer.Internal as FBuf import qualified Graphics.Caramia.Texture.Internal as Texture import qualified Data.IntMap.Strict as IM import Graphics.Caramia.Render.Internal hiding ( setFragmentPassTests ) import qualified Graphics.Caramia.Render.Internal as I import Graphics.Caramia.Blend import Graphics.Caramia.Blend.Internal import Graphics.Caramia.Texture import Graphics.Caramia.Texture.Internal ( withTextureBinding ) import Graphics.Caramia.Resource import Graphics.Caramia.Buffer.Internal import Graphics.Caramia.Internal.OpenGLCApi import Control.Monad.IO.Class import Control.Monad.Trans.State.Strict import Control.Exception import Foreign import Foreign.C.Types -- | The different types of primitives you can use for rendering. -- -- data Primitive = Triangles | TriangleStrip | TriangleFan | Points | Lines | LineStrip | LineLoop | LinesAdjacency | LineStripAdjacency | TriangleStripAdjacency | TrianglesAdjacency deriving ( Eq, Ord, Show, Read ) toConstant :: Primitive -> GLenum toConstant Triangles = gl_TRIANGLES toConstant TriangleStrip = gl_TRIANGLE_STRIP toConstant TriangleFan = gl_TRIANGLE_FAN toConstant Points = gl_POINTS toConstant Lines = gl_LINES toConstant LineStrip = gl_LINE_STRIP toConstant LineLoop = gl_LINE_LOOP toConstant LinesAdjacency = gl_LINES_ADJACENCY toConstant LineStripAdjacency = gl_LINE_STRIP_ADJACENCY toConstant TriangleStripAdjacency = gl_TRIANGLE_STRIP_ADJACENCY toConstant TrianglesAdjacency = gl_TRIANGLES_ADJACENCY -- | The type of indices in an index buffer. See `indexBuffer`. data IndexType = IWord32 | IWord16 | IWord8 deriving ( Eq, Ord, Show, Read ) toConstantIT :: IndexType -> GLenum toConstantIT IWord32 = gl_UNSIGNED_INT toConstantIT IWord16 = gl_UNSIGNED_SHORT toConstantIT IWord8 = gl_UNSIGNED_BYTE class IndexTypeable a where -- | Turns a Haskell type to `IndexType`. toIndexType :: a -- ^ Used to pass the type, not evaluated. -> IndexType instance IndexTypeable Word32 where toIndexType _ = IWord32 instance IndexTypeable Word16 where toIndexType _ = IWord16 instance IndexTypeable Word8 where toIndexType _ = IWord8 instance IndexTypeable CUInt where toIndexType _ = IWord32 instance IndexTypeable CUShort where toIndexType _ = IWord16 instance IndexTypeable CUChar where toIndexType _ = IWord8 -- | Contains drawing parameters. -- -- You can use `defaultDrawParams` to obtain default draw parameters. data DrawParams = DrawParams { pipeline :: Shader.Pipeline -- ^ Which shader pipeline to use. , fragmentPassTests :: !FragmentPassTests -- ^ What kind of fragment pass tests to use. , blending :: BlendSpec -- ^ Which blending to use. , targetFramebuffer :: FBuf.Framebuffer -- ^ Where do you want to render? , bindTextures :: IM.IntMap Texture -- ^ Which textures do you want to bind? The keys in this integer map are -- `TextureUnit`s and tell which texture units you want to bind given -- textures. , polygonOffset :: !(Float, Float) -- ^ Modify the depth values that are being written. -- -- @ (factor, units) @. -- -- By default this is (0, 0) (that is, do nothing). See @ glPolygonOffset @ -- for the meaning of these values. } deriving ( Eq, Typeable ) -- | Default drawing parameters. -- -- `pipeline` is not set (that is, it's undefined). You must set it. -- -- No textures are bound. -- -- Blending mode is premultiplied alpha. -- -- `targetFramebuffer` is the screen framebuffer. defaultDrawParams :: DrawParams defaultDrawParams = DrawParams { pipeline = error "defaultDrawParams: pipeline is not set." , fragmentPassTests = defaultFragmentPassTests , blending = preMultipliedAlpha , bindTextures = IM.empty , targetFramebuffer = FBuf.screenFramebuffer , polygonOffset = (0, 0) } -- | Contains a specification of what to draw. -- -- It is recommended to use `drawCommand` instead of this constructor. data DrawCommand = DrawCommand { primitiveType :: Primitive , primitivesVAO :: VAO.VAO -- ^ This is the VAO from which attributes -- are retrieved in the shader pipeline. , numIndices :: Int -- ^ How many indices to render? , numInstances :: Int -- ^ How many instances to render. , sourceData :: SourceData -- ^ How to select the attribute data from `primitivesVAO`. } deriving ( Eq, Typeable ) -- | Returns a default draw command. -- -- Several fields are undefined so you must set them. These are -- -- * `primitiveType` -- * `primitivesVAO` -- * `numIndices` -- * `sourceData` -- -- `numInstances` is set to 1. In future (minor) versions if we add any new -- fields those fields will have a sane default value. drawCommand :: DrawCommand drawCommand = DrawCommand { primitiveType = error "drawCommand: primitiveType is not set." , primitivesVAO = error "drawCommand: primitivesVAO is not set." , numIndices = error "drawCommand: numIndices is not set." , sourceData = error "drawCommand: sourceData is not set." , numInstances = 1 } {-# INLINE drawCommand #-} -- | Values of this type tell how to select attribute data from -- `primitivesVAO`. -- -- Future minor versions will not add any new fields or remove any fields from -- these values. Instead, new constructors are introduced. data SourceData = -- | Simply start from some index and continue from there, 0, 1, 2, etc. -- -- OpenGL equivalent is @ glDrawArrays() @ or @ glDrawArraysInstanced() @. Primitives { firstIndex :: Int } -- | Use an index buffer. -- -- OpenGL equivalent is @ glDrawElements() @ or @ glDrawElementsInstanced() -- @. Index buffer contains indices that point to offsets in the vertex -- arrays. | PrimitivesWithIndices { indexBuffer :: Buffer , indexOffset :: Int , indexType :: IndexType } deriving ( Eq, Ord, Typeable ) -- | Draws according to a `DrawCommand`. -- -- There is a very large overhead in doing a single `draw` call. You probably -- want to use `runDraws` and `drawR` instead. draw :: DrawCommand -> DrawParams -> IO () draw cmd params = runDraws params (drawR cmd) -- | Same as `draw` but in a `Draw` command stream. drawR :: DrawCommand -> Draw () drawR (DrawCommand {..}) | numIndices == 0 = return () | otherwise = Draw $ do old_ebo <- boundEbo <$> get liftIO $ withResource (VAO.resource primitivesVAO) $ \(VAO.VAO_ vao_name) -> withBoundVAO vao_name $ case sourceData of Primitives {..} -> glDrawArraysInstanced (toConstant primitiveType) (safeFromIntegral firstIndex) (safeFromIntegral numIndices) (safeFromIntegral numInstances) PrimitivesWithIndices {..} -> withResource (resource indexBuffer) $ \(Buffer_ buf_name) -> do when (buf_name /= old_ebo) $ setBoundElementBuffer buf_name glDrawElementsInstanced (toConstant primitiveType) (safeFromIntegral numIndices) (toConstantIT indexType) (intPtrToPtr $ fromIntegral indexOffset) (safeFromIntegral numInstances) -- inline `draw` because it's probably quite common to directly construct -- `DrawCommand` right there, so we can avoid all sorts of boxing and checking -- that happens. {-# INLINE draw #-} -- We use a state to keep track of what we have bound. Why? For garbage -- collection! If we don't keep references, it's possible things get garbage -- collected under our feet because `runDraws` might have bound resources in -- OpenGL with no Haskell values pointing to them. data DrawState = DrawState { boundPipeline :: !Shader.Pipeline , boundEbo :: !GLuint , boundTextures :: !(IM.IntMap Texture) , boundBlending :: !BlendSpec , boundFramebuffer :: !FBuf.Framebuffer , boundFragmentPassTests :: !FragmentPassTests , activeTexture :: !GLuint } newtype Draw a = Draw (StateT DrawState IO a) deriving ( Monad, Applicative, Functor, Typeable ) -- | Using `liftIO` is safe inside a `Draw` stream. It is possible to run -- nested `Draw` streams this way as well. -- -- One useful thing to do is to set uniforms to pipelines with `setUniform`. instance MonadIO Draw where liftIO = Draw . liftIO -- | Runs a drawing specification. -- -- You can think of this as running many `draw` commands with similar draw -- command specifications. This call is an optimization to `draw` which has a -- high overhead by itself. -- -- Another way to think of this is a place where the functional, \"no hidden -- state\" design of the Caramia API is relaxed inside the `Draw` stream. runDraws :: DrawParams -- ^ Initial drawing parameters. These can be -- changed in the `Draw` command stream. -> Draw a -- ^ Draw command stream. -> IO a runDraws params (Draw cmd_stream) = withParams params $ do (result, st) <- runStateT cmd_stream DrawState { boundPipeline = pipeline params , boundFragmentPassTests = fragmentPassTests params , boundEbo = 0 , boundBlending = blending params , boundFramebuffer = targetFramebuffer params , boundTextures = bindTextures params , activeTexture = 0 } st `seq` return result withParams :: DrawParams -> IO a -> IO a withParams (DrawParams {..}) action = FBuf.withBinding targetFramebuffer $ withPipeline pipeline $ withFragmentPassTests fragmentPassTests $ withBlendings blending $ withBoundTextures bindTextures $ withBoundElementBuffer 0 $ withPolygonOffset polygonOffset $ do old_active <- gi gl_ACTIVE_TEXTURE -- Framebuffer may not restore the viewport so we have to do it here. allocaArray 4 $ \viewport_ptr -> do glGetIntegerv gl_VIEWPORT viewport_ptr ox <- peekElemOff viewport_ptr 0 oy <- peekElemOff viewport_ptr 1 ow <- peekElemOff viewport_ptr 2 oh <- peekElemOff viewport_ptr 3 finally (glActiveTexture gl_TEXTURE0 *> action) (glActiveTexture old_active *> glViewport ox oy ow oh) withPolygonOffset :: (Float, Float) -> IO a -> IO a withPolygonOffset (factor, units) action = do old_factor <- gf gl_POLYGON_OFFSET_FACTOR old_units <- gf gl_POLYGON_OFFSET_UNITS finally (do glPolygonOffset (CFloat factor) (CFloat units) action) $ glPolygonOffset old_factor old_units -- | Sets the active texture (not public API! What would they use this for -- anyway?). setActiveTexture :: GLuint -> Draw () setActiveTexture unit = Draw $ do old_active <- activeTexture <$> get when (old_active /= unit) $ liftIO (glActiveTexture $ gl_TEXTURE0 + unit) *> modify (\old -> old { activeTexture = unit }) -- | Sets new texture bindings. setTextureBindings :: IM.IntMap Texture -> Draw () setTextureBindings texes = do old_texes <- Draw $ boundTextures <$> get -- Iterate over the old bindings. for_ (IM.assocs old_texes) $ \(index, tex) -> case IM.lookup index texes of -- A texture was bound previously, new bindings don't bind the -- texture at this unit. Nothing -> setActiveTexture (safeFromIntegral index) *> let (bind_target, _) = Texture.getTopologyBindPoints $ topology $ viewSpecification tex in liftIO $ glBindTexture bind_target 0 -- A texture was bound previously, new bindings also bind some -- texture here. Just new_tex -> do old_name <- liftIO $ withResource (Texture.resource tex) $ \(Texture.Texture_ old_name) -> return old_name name <- liftIO $ withResource (Texture.resource new_tex) $ \(Texture.Texture_ name) -> return name -- Only bind if the texture changed. when (name /= old_name) $ do setActiveTexture (safeFromIntegral index) let (bind_target, _) = Texture.getTopologyBindPoints $ topology $ viewSpecification new_tex in liftIO $ glBindTexture bind_target name -- Iterate over new bindings. We need to only check those that were not -- part of the old bindings. for_ (IM.assocs texes) $ \(index, tex) -> case IM.lookup index old_texes of Just _ -> pure () -- already handled in the above for_ Nothing -> do name <- liftIO $ withResource (Texture.resource tex) $ \(Texture.Texture_ name) -> return name setActiveTexture (safeFromIntegral index) let (bind_target, _) = Texture.getTopologyBindPoints $ topology $ viewSpecification tex in liftIO $ glBindTexture bind_target name Draw $ modify (\old -> old { boundTextures = texes }) -- | Changes the pipeline in a `Draw` command stream. setPipeline :: Shader.Pipeline -> Draw () setPipeline pl = Draw $ do old_pl <- boundPipeline <$> get when (old_pl /= pl) $ do liftIO $ withResource (Shader.resourcePL pl) $ \(Shader.Pipeline_ program) -> setBoundProgram program modify (\old -> old { boundPipeline = pl }) {-# INLINE setPipeline #-} -- | Changes the current blending mode. setBlending :: BlendSpec -> Draw () setBlending blends = Draw $ do old_blending <- boundBlending <$> get when (blends /= old_blending) $ do liftIO $ setBlendings blends modify (\old -> old { boundBlending = blends }) {-# INLINE setBlending #-} -- | Sets the new fragment pass tests. setFragmentPassTests :: FragmentPassTests -> Draw () setFragmentPassTests tests = Draw $ do old_tests <- boundFragmentPassTests <$> get when (old_tests /= tests) $ do liftIO $ I.setFragmentPassTests tests modify (\old -> old { boundFragmentPassTests = tests }) {-# INLINE setFragmentPassTests #-} -- | Sets polygon offset. setPolygonOffset :: Float -> Float -> Draw () setPolygonOffset factor units = Draw $ liftIO $ glPolygonOffset (CFloat factor) (CFloat units) -- | Sets the current framebuffer. setTargetFramebuffer :: FBuf.Framebuffer -> Draw () setTargetFramebuffer fbuf = Draw $ do old_fbuf <- boundFramebuffer <$> get when (old_fbuf /= fbuf) $ do liftIO $ FBuf.setBinding fbuf modify (\old -> old { boundFramebuffer = fbuf }) {-# INLINE setTargetFramebuffer #-} withBoundTextures :: IM.IntMap Texture -> IO a -> IO a withBoundTextures (IM.assocs -> bindings) action = rec bindings where rec [] = action rec ((unit, tex):rest) = withTextureBinding tex unit $ rec rest withPipeline :: Shader.Pipeline -> IO a -> IO a withPipeline pipeline action = withResource (Shader.resourcePL pipeline) $ \(Shader.Pipeline_ program) -> withBoundProgram program action {-# INLINE withPipeline #-}