{-# LANGUAGE ScopedTypeVariables #-} {-| Draw and update filled in line graphs with OpenGL. Example usage: > import Control.Monad > import Control.Monad.Trans.Either > import Control.Concurrent > import Pipes > import qualified Pipes.Prelude as P > import System.Random > import Graphics.Rendering.OpenGL > > import Graphics.DynamicGraph.FillLine > > randomVect :: Producer [GLfloat] IO () > randomVect = P.repeatM $ do > res <- replicateM 1000 randomIO > threadDelay 10000 > return res > > main = eitherT putStrLn return $ do > setupGLFW > lineGraph <- filledLineWindow 1024 480 1000 jet_mod > > lift $ runEffect $ randomVect >-> lineGraph -} module Graphics.DynamicGraph.FillLine ( filledLineWindow, renderFilledLine, setupGLFW, module Graphics.DynamicGraph.ColorMaps ) where import Control.Monad import Graphics.UI.GLFW as G import Graphics.Rendering.OpenGL import Graphics.GLUtil import Control.Monad.Trans.Class import Control.Monad.Trans.Either import Foreign.Storable import Foreign.Marshal.Array import Control.Concurrent import Control.Concurrent.MVar import Data.IORef import Pipes import Graphics.DynamicGraph.Util import Graphics.DynamicGraph.ColorMaps import Paths_dynamic_graph {-| @(filledLineWindow windowWidth windowHeight samples colorMap)@ creates a window of width @windowWidth@ and height @windowHeight@ for displaying a line graph. A function is returned for dynamically updating the line graph. It takes an instance of IsPixelData of length @samples@ as the y values. The fill is drawn with a vertical gradient defined by @colorMap@. -} filledLineWindow :: IsPixelData a => Int -> Int -> Int -> [GLfloat] -> EitherT String IO (Consumer a IO ()) filledLineWindow width height samples colorMap = do mv :: MVar a <- lift $ newEmptyMVar completion <- lift $ newEmptyMVar closed <- lift $ newIORef False lift $ forkOS $ void $ do res <- runEitherT $ do res' <- lift $ createWindow width height "" Nothing Nothing win <- maybe (left "error creating window") return res' lift $ setWindowSizeCallback win $ Just $ \win x y -> do viewport $= (Position 0 0, Size (fromIntegral x) (fromIntegral y)) lift $ setWindowCloseCallback win $ Just $ \win -> writeIORef closed True lift $ makeContextCurrent (Just win) lift $ clearColor $= Color4 0 0 0 0 renderFunc <- lift $ renderFilledLine samples colorMap return $ forever $ do pollEvents dat <- takeMVar mv makeContextCurrent (Just win) clear [ColorBuffer] renderFunc dat swapBuffers win case res of Left err -> replaceMVar completion $ left err Right renderLoop -> do replaceMVar completion $ right () renderLoop join $ lift $ takeMVar completion return $ let pipe = do c <- lift $ readIORef closed when (not c) $ do x <- await lift $ replaceMVar mv x pipe in pipe {-| @(renderFilledLine samples colorMap)@ returns a function that renders a filled in line graph into the current OpenGL context. The function takes an instance of IsPixelData of length @samples@. The fill is drawn with a vertical gradient defined by @colorMap@. All OpenGL based initialization of the rendering function (loading of shaders, etc) is performed before the function is returned. -} renderFilledLine :: IsPixelData a => Int -> [GLfloat] -> IO (a -> IO ()) renderFilledLine samples colorMap = do --Load the shaders vertFN <- getDataFileName "shaders/fill_line.vert" fragFN <- getDataFileName "shaders/fill_line.frag" vs <- loadShader VertexShader vertFN fs <- loadShader FragmentShader fragFN p <- linkShaderProgram [vs, fs] --Set stuff currentProgram $= Just p ab <- genObjectName locc <- get $ attribLocation p "coord" --The quad that covers the whole screen let stride = fromIntegral $ sizeOf (undefined::GLfloat) * 2 vad = VertexArrayDescriptor 2 Float stride offset0 bindBuffer ArrayBuffer $= Just ab vertexAttribArray locc $= Enabled vertexAttribPointer locc $= (ToFloat, vad) let xCoords :: [GLfloat] xCoords = [-1, -1, 1, -1, 1, 1, -1, 1] withArray xCoords $ \ptr -> bufferData ArrayBuffer $= (fromIntegral $ sizeOf(undefined::GLfloat) * 8, ptr, StaticDraw) --The y coordinates let yCoords :: [GLfloat] yCoords = take samples $ repeat 0 activeTexture $= TextureUnit 0 texture Texture2D $= Enabled to <- loadTexture (TexInfo (fromIntegral samples) 1 TexMono yCoords) loc <- get $ uniformLocation p "texture" asUniform (0 :: GLint) loc textureFilter Texture2D $= ((Linear', Nothing), Linear') textureWrapMode Texture2D S $= (Repeated, ClampToEdge) textureWrapMode Texture2D T $= (Repeated, Repeat) --The color map activeTexture $= TextureUnit 1 texture Texture2D $= Enabled loadTexture (TexInfo (fromIntegral $ length colorMap `quot` 3) 1 TexRGB colorMap) textureFilter Texture2D $= ((Linear', Nothing), Linear') textureWrapMode Texture2D S $= (Repeated, ClampToEdge) textureWrapMode Texture2D T $= (Repeated, ClampToEdge) loc <- get $ uniformLocation p "colorMap" asUniform (1 :: GLint) loc let lcm :: GLfloat lcm = fromIntegral $ length colorMap `quot` 3 loc <- get $ uniformLocation p "scale" asUniform ((lcm - 1) / lcm) loc loc <- get $ uniformLocation p "offset" asUniform (0.5 / lcm) loc --No idea why this is needed activeTexture $= TextureUnit 0 return $ \vbd -> do currentProgram $= Just p reloadTexture to (TexInfo (fromIntegral samples) 1 TexMono vbd) bindBuffer ArrayBuffer $= Just ab vertexAttribArray locc $= Enabled vertexAttribPointer locc $= (ToFloat, vad) drawArrays Quads 0 4