{-# LANGUAGE ScopedTypeVariables #-} {-| Draw and update waterfall plots with OpenGL. Useful for spectrograms. 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.Waterfall > > randomVect :: Producer [GLfloat] IO () > randomVect = P.repeatM $ do > res <- replicateM 1000 randomIO > threadDelay 10000 > return res > > main = eitherT putStrLn return $ do > setupGLFW > waterfall <- waterfallWindow 1024 480 1000 1000 jet_mod > > lift $ runEffect $ randomVect >-> waterfall -} module Graphics.DynamicGraph.Waterfall ( waterfallWindow, renderWaterfall, setupGLFW, module Graphics.DynamicGraph.ColorMaps ) where import Control.Monad import Control.Concurrent hiding (yield) import Control.Concurrent.MVar 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 Data.IORef import Pipes import Graphics.DynamicGraph.Util import Graphics.DynamicGraph.ColorMaps import Paths_dynamic_graph {-| @(waterfallWindow windowWidth windowHeight width height colormap)@ creates a window of width @windowWidth@ and height @windowHeight@ for displaying a waterfall plot. A Consumer is returned for updating the waterfall plot. Feeding an instance of IsPixelData of length @width@ shifts all rows of the waterfall down and updates the top row with the data. The waterfall is @height@ rows of data high. @colorMap@ is used to map values to display color. -} waterfallWindow :: IsPixelData a => Int -> Int -> Int -> Int -> [GLfloat] -> EitherT String IO (Consumer a IO ()) waterfallWindow windowWidth windowHeight width height colorMap = do mv :: MVar a <- lift $ newEmptyMVar completion <- lift $ newEmptyMVar closed <- lift $ newIORef False lift $ forkOS $ void $ do res <- runEitherT $ do res' <- lift $ createWindow windowWidth windowHeight "" 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) renderPipe <- lift $ renderWaterfall width height colorMap let thePipe = forever $ do lift $ pollEvents dat <- lift $ takeMVar mv lift $ makeContextCurrent (Just win) lift $ pollEvents yield dat lift $ swapBuffers win return $ runEffect $ thePipe >-> renderPipe 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 {-| @(renderWaterfallLine width height colorMap)@ returns a Consumer that renders a waterfall plot into the current OpenGL context. The Consumer takes data that is an instance of IsPixelData and of length @width@. The waterfall is @height@ rows of data high. 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 pipe is returned. -} renderWaterfall :: IsPixelData a => Int -> Int -> [GLfloat] -> IO (Consumer a IO ()) renderWaterfall width height colorMap = do --Load the shaders vertFN <- getDataFileName "shaders/waterfall.vert" fragFN <- getDataFileName "shaders/waterfall.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" 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) let yCoords :: [GLfloat] yCoords = take (width * height) $ repeat 0 activeTexture $= TextureUnit 0 texture Texture2D $= Enabled to0 <- loadTexture (TexInfo (fromIntegral width) (fromIntegral height) 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) activeTexture $= TextureUnit 1 texture Texture2D $= Enabled to1 <- 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 loc <- get $ uniformLocation p "voffset" let pipe yoffset = do dat <- await lift $ do currentProgram $= Just p let textureOffset = (yoffset + height - 1) `mod` height withPixels dat $ \ptr -> texSubImage2D Texture2D 0 (TexturePosition2D 0 (fromIntegral textureOffset)) (TextureSize2D (fromIntegral width) 1) (PixelData Red Float ptr) asUniform (fromIntegral yoffset / fromIntegral height :: GLfloat) loc bindBuffer ArrayBuffer $= Just ab vertexAttribArray locc $= Enabled vertexAttribPointer locc $= (ToFloat, vad) activeTexture $= TextureUnit 0 textureBinding Texture2D $= Just to0 activeTexture $= TextureUnit 1 textureBinding Texture2D $= Just to1 --No idea why this is needed activeTexture $= TextureUnit 0 drawArrays Quads 0 4 pipe $ if yoffset + 1 >= height then 0 else yoffset + 1 return $ pipe 0