{-# LANGUAGE RankNTypes, ScopedTypeVariables, DataKinds, KindSignatures, TypeFamilies, FlexibleContexts, UndecidableInstances, FlexibleInstances, DefaultSignatures, TypeOperators #-} {-| Module: Graphics.Rendering.Ombra.Shader License: BSD3 Maintainer: ziocroc@gmail.com Stability: experimental Portability: GHC only -} module Graphics.Rendering.Ombra.Shader ( module Graphics.Rendering.Ombra.Shader.Language, ShaderStage(..), Shader, VertexShader, FragmentShader, -- * Uniforms uniform, (~<), foldUniforms, -- * Optimized shaders UniformSetter, shader, sarr, shaderParam, pshader, ushader, pushader, uniform', (~<*), -- * Fragment shader functionalities Fragment(..), farr, fragment, -- * Loops forLoop, foldGArray, -- * Classes MultiShaderType(..), ShaderInput(..), FragmentShaderOutput(..), MapShader(..), Uniform(..) ) where import Control.Arrow import Control.Applicative import Control.Category import Data.Hashable import Data.MemoTrie import Data.Proxy import GHC.Generics import GHC.TypeLits import Graphics.Rendering.Ombra.Backend (GLES) import Graphics.Rendering.Ombra.Internal.GL (Sampler2D) import Graphics.Rendering.Ombra.Shader.Language import qualified Graphics.Rendering.Ombra.Shader.Language.Functions as Shader import Graphics.Rendering.Ombra.Shader.Language.Types import Graphics.Rendering.Ombra.Shader.CPU import Graphics.Rendering.Ombra.Shader.Types import Graphics.Rendering.Ombra.Texture (Texture) import Prelude hiding (id, (.)) newtype UniformSetter x = UniformSetter { unUniformSetter :: x } instance Functor UniformSetter where fmap f (UniformSetter x) = UniformSetter $ f x instance Applicative UniformSetter where pure = UniformSetter UniformSetter f <*> UniformSetter x = UniformSetter $ f x instance Monad UniformSetter where return = pure UniformSetter x >>= f = f x hashMST :: MultiShaderType a => a -> a hashMST = mapMST (fromExpr . HashDummy . hash . toExpr) -- | Create a shader function that can be reused efficiently. Ideally, every -- operation on G* and *Sampler types should be performed by a top level Shader -- created with this function, while arrow combinators and uniforms can appear -- anywhere. shader :: (MultiShaderType i, MultiShaderType o) => Shader s i o -> Shader s i o shader (Shader f hf) = Shader f (memoHash hf) -- BUG: shader modifies the hash of the shader -- | This variant of 'shader' can be used with shaders that have a mostly static -- parameter. It will create a different shader every time the parameter changes -- to a new value, therefore parameters should not be used for things like -- model matrices (for which uniforms are more appropriate). Unlike uniforms, -- parameters can be used anywhere, in particular they can be used to change the -- shader structure. 'Shader's themselves can be used as parameters. shaderParam :: (HasTrie p, MultiShaderType i, MultiShaderType o) => Shader s (p, i) o -> Shader s (p, i) o shaderParam (Shader f hf) = let hf' = memo (\p -> memoHash $ \(uid, i) -> hf (uid, (p, i))) in Shader f (\(uid, (p, i)) -> hf' p (uid, i)) -- | See 'shaderParam'. The result of partially applying this function is a -- function for which the same rules of 'shader' apply (that is, it should be -- reused rather than recreated at every frame). pshader :: (HasTrie p, MultiShaderType i, MultiShaderType o) => (p -> Shader s i o) -> (p -> Shader s i o) pshader shaderf = let shader' = shaderParam $ first shaderf ^>> app in \p -> const p &&& id ^>> shader' -- | 'shader' with an additional parameter that can be used to set the values of -- the uniforms. Like 'pshader', this should be used as a function of -- functions, not a function with two arguments. ushader :: (MultiShaderType i, MultiShaderType o) => (UniformSetter x -> Shader s i o) -> (UniformSetter x -> Shader s i o) ushader shaderf = let err = "ushader: not an uniform value" Shader _ hf = shaderf $ error err hf' = memoHash hf in \x -> let Shader f _ = shaderf x in Shader f hf' -- | Combination of 'pshader' and 'ushader'. pushader :: (HasTrie p, MultiShaderType i, MultiShaderType o) => (p -> UniformSetter x -> Shader s i o) -> (p -> UniformSetter x -> Shader s i o) pushader shaderf = let err = error "pushader: not an uniform value" hf' = memo $ \p -> let Shader _ hf = shaderf p err in memoHash hf in \p x -> let Shader f _ = shaderf p x in Shader f $ hf' p -- | @'shader' . 'arr'@ sarr :: (MultiShaderType i, MultiShaderType o) => (i -> o) -> Shader s i o sarr = shader . arr memoHash :: (MultiShaderType i, MultiShaderType o) => ((UniformID, i) -> (UniformID, o)) -> ((UniformID, i) -> (UniformID, o)) memoHash hf = let mf = memo $ second hashMST . hf . second fromExprMST in mf . second toExprMST -- | Add a shader variable that can be set with a CPU value. uniform :: forall u s. Uniform u => Shader s (CPUUniform u) u uniform = Shader (\(ShaderState uid umap tmap, multiValue) -> let (uniExpr, uid') = buildMST' (\t -> fromExpr . Uniform t) uid acc value@(UniformValue _ _) (uid, umap, tmap) = (uid - 1, (uid, value) : umap, tmap) acc value@(UniformTexture tex) (uid, umap, tmap) = (uid - 1, (uid, value) : umap, tex : tmap) (_, umap', tmap') = foldrUniform (Proxy :: Proxy u) acc (uid' - 1, umap, tmap) multiValue in (ShaderState uid' umap' tmap', uniExpr) ) (\(uid, _) -> let (uniExpr, uid') = buildMST' (\t -> fromExpr . Uniform t) uid in (uid', uniExpr) ) -- | Like 'uniform' but uses a 'UniformSetter'. uniform' :: Uniform u => Shader s (UniformSetter (CPUUniform u)) u uniform' = unUniformSetter ^>> uniform -- | Add a uniform and directly set it with the second operand. infixl 9 ~< (~<) :: Uniform u => Shader s (u, i) o -> CPUUniform u -> Shader s i o shader ~< u = (const u ^>> uniform) &&& id >>> shader -- | Add a uniform and directly set it with a 'UniformSetter'. infixl 9 ~<* (~<*) :: Uniform u => Shader s (u, i) o -> UniformSetter (CPUUniform u) -> Shader s i o shader ~<* u = (const u ^>> uniform') &&& id >>> shader -- | This works like 'sarr' but provides a 'Fragment'. farr :: (MultiShaderType i, MultiShaderType o) => (Fragment -> i -> o) -> FragmentShader i o farr f = shader $ arr (f frag) fragment :: FragmentShader a Fragment fragment = arr $ const frag frag :: Fragment frag = Fragment { fragCoord = Shader.fragCoord , fragFrontFacing = Shader.fragFrontFacing , dFdx = Shader.dFdx , dFdy = Shader.dFdy , fwidth = Shader.fwidth } -- | Repeatedly apply a function to a shader value. This is compiled to an -- actual for loop, therefore it won't duplicate the function code (doing that -- could slow down compilation or cause an out of memory error). The same -- applies to derived functions like 'foldGArray' and 'foldUniforms'. forLoop :: ShaderInput a => Int -- ^ Maximum number of iterations (should be as low as possible) -> a -- ^ Initial value -> (GInt -> a -> (a, GBool)) -- ^ Iteration -> Old value -> (Next, Stop) -> a forLoop iters iacc f = buildFromExprList $ Shader.unsafeLoop (fromExpr . Literal "int" $ show iters) (foldrMST (\x -> ((typeName x, toExpr x) :)) [] iacc) (\i es -> let acc = buildFromExprList es (acc', stop) = f i acc es' = foldrMST (\x -> (toExpr x :)) [] acc' in (es', stop)) -- XXX where buildFromExprList es = fst $ buildMST (\i -> fromExpr $ es !! i) 0 foldGArray :: forall t n a. (ShaderType t, KnownNat n, ShaderInput a) => (a -> t -> a) -> a -> GArray n t -> a foldGArray f iacc arr = forLoop (fromIntegral $ natVal (Proxy :: Proxy n)) iacc (\i acc -> (f acc $ arr ! i, false)) -- | Create an array uniform and then fold over it with the given function and -- initial value. foldUniforms :: forall a u s. (ShaderInput a, ArrayUniform u, GLES) => Shader s (((a -> u -> a), a), [CPUBase u]) a foldUniforms = (\((f, i), us) -> case someNatVal . fromIntegral $ length us of Just (SomeNat p) -> (foldArray p f i, us) ) ^>> app where foldArray :: forall n. KnownNat n => Proxy n -> (a -> u -> a) -> a -> Shader s [CPUBase u] a foldArray p f i = baseUniformGArray p (Proxy :: Proxy u) $ uniform >>^ \(arr :: GArray n u) -> foldGArray f i arr