{-# LANGUAGE FlexibleContexts #-} {-# LANGUAGE FlexibleInstances #-} {-# LANGUAGE LambdaCase #-} module Typograffiti.GL where import Control.Exception (assert) import Control.Monad (forM_, replicateM, when) import Control.Monad.Fail (MonadFail) import Control.Monad.IO.Class (MonadIO (..)) import Data.ByteString (ByteString) import qualified Data.ByteString.Char8 as B8 import qualified Data.Foldable as F import qualified Data.Vector.Storable as SV import Data.Vector.Unboxed (Unbox) import qualified Data.Vector.Unboxed as UV import Foreign.C.String (peekCAStringLen, withCString) import Foreign.Marshal.Array import Foreign.Marshal.Utils import Foreign.Ptr import Foreign.Storable import GHC.TypeLits (KnownNat) import Graphics.GL.Core32 import Graphics.GL.Types import Linear import Linear.V (Finite, Size, dim, toV) allocAndActivateTex :: (MonadIO m, MonadFail m) => GLenum -> m GLuint allocAndActivateTex u = do [t] <- liftIO $ allocaArray 1 $ \ptr -> do glGenTextures 1 ptr peekArray 1 ptr glActiveTexture u glBindTexture GL_TEXTURE_2D t return t clearErrors :: MonadIO m => String -> m () clearErrors str = do err' <- glGetError when (err' /= 0) $ do liftIO $ putStrLn $ unwords [str, show err'] assert False $ return () newBoundVAO :: (MonadIO m, MonadFail m) => m GLuint newBoundVAO = do [vao] <- liftIO $ allocaArray 1 $ \ptr -> do glGenVertexArrays 1 ptr peekArray 1 ptr glBindVertexArray vao return vao withVAO :: MonadIO m => (GLuint -> IO b) -> m b withVAO f = liftIO $ do vao <- newBoundVAO r <- f vao clearErrors "withVAO" glBindVertexArray 0 return r newBuffer :: MonadIO m => m GLuint newBuffer = liftIO $ do [b] <- allocaArray 1 $ \ptr -> do glGenBuffers 1 ptr peekArray 1 ptr return b withBuffers :: MonadIO m => Int -> ([GLuint] -> m b) -> m b withBuffers n = (replicateM n newBuffer >>=) -- | Buffer some geometry into an attribute. -- The type variable 'f' should be V0, V1, V2, V3 or V4. bufferGeometry :: ( Foldable f , Unbox (f Float) , Storable (f Float) , Finite f , KnownNat (Size f) , MonadIO m ) => GLuint -- ^ The attribute location. -> GLuint -- ^ The buffer identifier. -> UV.Vector (f Float) -- ^ The geometry to buffer. -> m () bufferGeometry loc buf as | UV.null as = return () | otherwise = do let v = UV.head as asize = UV.length as * sizeOf v n = fromIntegral $ dim $ toV v glBindBuffer GL_ARRAY_BUFFER buf liftIO $ SV.unsafeWith (convertVec as) $ \ptr -> glBufferData GL_ARRAY_BUFFER (fromIntegral asize) (castPtr ptr) GL_STATIC_DRAW glEnableVertexAttribArray loc glVertexAttribPointer loc n GL_FLOAT GL_FALSE 0 nullPtr clearErrors "bufferGeometry" convertVec :: (Unbox (f Float), Foldable f) => UV.Vector (f Float) -> SV.Vector GLfloat convertVec = SV.convert . UV.map realToFrac . UV.concatMap (UV.fromList . F.toList) -- | Binds the given textures to GL_TEXTURE0, GL_TEXTURE1, ... in ascending -- order of the texture unit, runs the IO action and then unbinds the textures. withBoundTextures :: MonadIO m => [GLuint] -> m a -> m a withBoundTextures ts f = do liftIO $ mapM_ (uncurry bindTex) (zip ts [GL_TEXTURE0 ..]) a <- f liftIO $ glBindTexture GL_TEXTURE_2D 0 return a where bindTex tex u = glActiveTexture u >> glBindTexture GL_TEXTURE_2D tex drawVAO :: MonadIO m => GLuint -- ^ The program -> GLuint -- ^ The vao -> GLenum -- ^ The draw mode -> GLsizei -- ^ The number of vertices to draw -> m () drawVAO program vao mode num = liftIO $ do glUseProgram program glBindVertexArray vao clearErrors "drawBuffer:glBindVertex" glDrawArrays mode 0 num clearErrors "drawBuffer:glDrawArrays" compileOGLShader :: MonadIO m => ByteString -- ^ The shader source -> GLenum -- ^ The shader type (vertex, frag, etc) -> m (Either String GLuint) -- ^ Either an error message or the generated shader handle. compileOGLShader src shType = do shader <- liftIO $ glCreateShader shType if shader == 0 then return $ Left "Could not create shader" else do success <- liftIO $ do withCString (B8.unpack src) $ \ptr -> with ptr $ \ptrptr -> glShaderSource shader 1 ptrptr nullPtr glCompileShader shader with (0 :: GLint) $ \ptr -> do glGetShaderiv shader GL_COMPILE_STATUS ptr peek ptr if success == GL_FALSE then do err <- liftIO $ do infoLog <- with (0 :: GLint) $ \ptr -> do glGetShaderiv shader GL_INFO_LOG_LENGTH ptr logsize <- peek ptr allocaArray (fromIntegral logsize) $ \logptr -> do glGetShaderInfoLog shader logsize nullPtr logptr peekArray (fromIntegral logsize) logptr return $ unlines [ "Could not compile shader:" , B8.unpack src , map (toEnum . fromEnum) infoLog ] return $ Left err else return $ Right shader compileOGLProgram :: MonadIO m => [(String, Integer)] -> [GLuint] -> m (Either String GLuint) compileOGLProgram attribs shaders = do (program, success) <- liftIO $ do program <- glCreateProgram forM_ shaders (glAttachShader program) forM_ attribs $ \(name, loc) -> withCString name $ glBindAttribLocation program $ fromIntegral loc glLinkProgram program success <- with (0 :: GLint) $ \ptr -> do glGetProgramiv program GL_LINK_STATUS ptr peek ptr return (program, success) if success == GL_FALSE then liftIO $ with (0 :: GLint) $ \ptr -> do glGetProgramiv program GL_INFO_LOG_LENGTH ptr logsize <- peek ptr infoLog <- allocaArray (fromIntegral logsize) $ \logptr -> do glGetProgramInfoLog program logsize nullPtr logptr peekArray (fromIntegral logsize) logptr return $ Left $ unlines [ "Could not link program" , map (toEnum . fromEnum) infoLog ] else do liftIO $ forM_ shaders glDeleteShader return $ Right program -------------------------------------------------------------------------------- -- Uniform marshaling functions -------------------------------------------------------------------------------- getUniformLocation :: MonadIO m => GLuint -> String -> m GLint getUniformLocation program ident = liftIO $ withCString ident $ glGetUniformLocation program class UniformValue a where updateUniform :: MonadIO m => GLuint -- ^ The program -> GLint -- ^ The uniform location -> a -- ^ The value. -> m () clearUniformUpdateError :: (MonadIO m, Show a) => GLuint -> GLint -> a -> m () clearUniformUpdateError prog loc val = glGetError >>= \case 0 -> return () e -> do let buf = replicate 256 ' ' ident <- liftIO $ withCString buf $ \strptr -> with 0 $ \szptr -> do glGetActiveUniformName prog (fromIntegral loc) 256 szptr strptr sz <- peek szptr peekCAStringLen (strptr, fromIntegral sz) liftIO $ putStrLn $ unwords [ "Could not update uniform" , ident , "with value" , show val , ", encountered error (" ++ show e ++ ")" , show (GL_INVALID_OPERATION :: Integer, "invalid operation" :: String) , show (GL_INVALID_VALUE :: Integer, "invalid value" :: String) ] assert False $ return () instance UniformValue Bool where updateUniform p loc bool = liftIO $ do glUniform1i loc $ if bool then 1 else 0 clearUniformUpdateError p loc bool instance UniformValue Int where updateUniform p loc enum = liftIO $ do glUniform1i loc $ fromIntegral $ fromEnum enum clearUniformUpdateError p loc enum instance UniformValue Float where updateUniform p loc float = liftIO $ do glUniform1f loc $ realToFrac float clearUniformUpdateError p loc float instance UniformValue Double where updateUniform p loc d = liftIO $ do glUniform1f loc $ realToFrac d clearUniformUpdateError p loc d instance UniformValue (V2 Float) where updateUniform p loc v = liftIO $ do let V2 x y = fmap realToFrac v glUniform2f loc x y clearUniformUpdateError p loc v instance UniformValue (V3 Float) where updateUniform p loc v = liftIO $ do let V3 x y z = fmap realToFrac v glUniform3f loc x y z clearUniformUpdateError p loc v instance UniformValue (V4 Float) where updateUniform p loc v = liftIO $ do let (V4 r g b a) = realToFrac <$> v glUniform4f loc r g b a clearUniformUpdateError p loc v instance UniformValue (M44 Float) where updateUniform p loc val = liftIO $ do with val $ glUniformMatrix4fv loc 1 GL_TRUE . castPtr clearUniformUpdateError p loc val instance UniformValue (V2 Int) where updateUniform p loc v = liftIO $ do let V2 x y = fmap fromIntegral v glUniform2i loc x y clearUniformUpdateError p loc v instance UniformValue (Int,Int) where updateUniform p loc = updateUniform p loc . uncurry V2 -------------------------------------------------------------------------------- -- Matrix helpers -------------------------------------------------------------------------------- mat4Translate :: Num a => V3 a -> M44 a mat4Translate = mkTransformationMat identity mat4Rotate :: (Num a, Epsilon a, Floating a) => a -> V3 a -> M44 a mat4Rotate phi v = mkTransformation (axisAngle v phi) (V3 0 0 0) mat4Scale :: Num a => V3 a -> M44 a mat4Scale (V3 x y z) = V4 (V4 x 0 0 0) (V4 0 y 0 0) (V4 0 0 z 0) (V4 0 0 0 1) orthoProjection :: Integral a => V2 a -- ^ The window width and height -> M44 Float orthoProjection (V2 ww wh) = let (hw,hh) = (fromIntegral ww, fromIntegral wh) in ortho 0 hw hh 0 0 1 boundingBox :: (Unbox a, Real a, Fractional a) => UV.Vector (V2 a) -> (V2 a, V2 a) boundingBox vs | UV.null vs = (0,0) | otherwise = UV.foldl' f (br,tl) vs where mn a = min a . realToFrac mx a = max a . realToFrac f (a, b) c = (mn <$> a <*> c, mx <$> b <*> c) inf = 1/0 ninf = (-1)/0 tl = V2 ninf ninf br = V2 inf inf