{-# OPTIONS_GHC -DFlt=Float -DVECT_Float #-} -- TODO: the pointer versions of these functions should be really implemented -- via the pointer versions of the original opengl functions... -- | OpenGL support, including 'Vertex', 'TexCoord', etc instances for 'Vec2', 'Vec3' and 'Vec4'. module Data.Vect.Flt.OpenGL where import Control.Monad import Data.Vect.Flt.Base import Data.Vect.Flt.Util.Projective import qualified Graphics.Rendering.OpenGL as GL import Foreign import Graphics.Rendering.OpenGL hiding ( Normal3 , rotate , translate , scale , matrix , currentMatrix , withMatrix , multMatrix ) -------------------------------------------------------------------------------- -- | There should be a big warning here about the different conventions, -- hidden transpositions, and all the confusion this will inevitably cause... -- -- As it stands, -- -- > glRotate t1 axis1 >> glRotate t2 axis2 >> glRotate t3 axis3 -- -- has the same result as -- -- > multMatrix (rotMatrixProj4 t3 axis3 .*. rotMatrixProj4 t2 axis2 .*. rotMatrixProj4 t1 axis1) -- -- because at the interface of OpenGL and this library there is a transposition -- to compensate for the different conventions. (This transposition is implicit -- in the code, because the way the matrices are stored in the memory is also -- different: OpenGL stores them column-major, and we store them row-major). class ToOpenGLMatrix m where makeGLMatrix :: m -> IO (GLmatrix Flt) class FromOpenGLMatrix m where peekGLMatrix :: GLmatrix Flt -> IO m setMatrix :: ToOpenGLMatrix m => Maybe MatrixMode -> m -> IO () setMatrix mode m = makeGLMatrix m >>= \x -> GL.matrix mode $= x getMatrix :: FromOpenGLMatrix m => Maybe MatrixMode -> IO m getMatrix mode = get (GL.matrix mode) >>= peekGLMatrix matrix :: (ToOpenGLMatrix m, FromOpenGLMatrix m) => Maybe MatrixMode -> StateVar m matrix mode = makeStateVar (getMatrix mode) (setMatrix mode) currentMatrix :: (ToOpenGLMatrix m, FromOpenGLMatrix m) => StateVar m currentMatrix = matrix Nothing multMatrix :: ToOpenGLMatrix m => m -> IO () multMatrix m = makeGLMatrix m >>= GL.multMatrix instance ToOpenGLMatrix Mat4 where makeGLMatrix m = GL.withNewMatrix GL.ColumnMajor (flip poke m . castPtr) instance FromOpenGLMatrix Mat4 where -- huh? GL.withMatrix is strange peekGLMatrix x = GL.withMatrix x $ \_ p -> peek (castPtr p) instance ToOpenGLMatrix Mat3 where makeGLMatrix m = makeGLMatrix (extendWith 1 m :: Mat4) instance ToOpenGLMatrix Mat2 where makeGLMatrix m = makeGLMatrix (extendWith 1 m :: Mat4) instance ToOpenGLMatrix Ortho4 where makeGLMatrix m = makeGLMatrix (fromOrtho m :: Mat4) instance ToOpenGLMatrix Ortho3 where makeGLMatrix m = makeGLMatrix (fromOrtho m :: Mat3) instance ToOpenGLMatrix Ortho2 where makeGLMatrix m = makeGLMatrix (fromOrtho m :: Mat2) instance ToOpenGLMatrix Proj4 where makeGLMatrix m = makeGLMatrix (fromProjective m :: Mat4) instance ToOpenGLMatrix Proj3 where makeGLMatrix m = makeGLMatrix (fromProjective m :: Mat3) -------------------------------------------------------------------------------- {-# SPECIALISE radianToDegrees :: Float -> Float #-} {-# SPECIALISE radianToDegrees :: Double -> Double #-} radianToDegrees :: RealFrac a => a -> a radianToDegrees x = x * 57.295779513082322 {-# SPECIALIZE degreesToRadian :: Float -> Float #-} {-# SPECIALIZE degreesToRadian :: Double -> Double #-} degreesToRadian :: Floating a => a -> a degreesToRadian x = x * 1.7453292519943295e-2 -- | The angle is in radians. (WARNING: OpenGL uses degrees!) glRotate :: Flt -> Vec3 -> IO () glRotate angle (Vec3 x y z) = GL.rotate (radianToDegrees angle) (Vector3 x y z) glTranslate :: Vec3 -> IO () glTranslate (Vec3 x y z) = GL.translate (Vector3 x y z) glScale3 :: Vec3 -> IO () glScale3 (Vec3 x y z) = GL.scale x y z glScale :: Flt -> IO () glScale x = GL.scale x x x -------------------------------------------------------------------------------- -- | \"Orthogonal projecton\" matrix, a la OpenGL -- (the corresponding functionality is removed in OpenGL 3.1) orthoMatrix :: (Flt,Flt) -- ^ (left,right) -> (Flt,Flt) -- ^ (bottom,top) -> (Flt,Flt) -- ^ (near,far) -> Mat4 orthoMatrix (l,r) (b,t) (n,f) = Mat4 (Vec4 (2/(r-l)) 0 0 0) (Vec4 0 (2/(t-b)) 0 0) (Vec4 0 0 (-2/(f-n)) 0) (Vec4 (-(r+l)/(r-l)) (-(t+b)/(t-b)) (-(f+n)/(f-n)) 1) -- | The same as "orthoMatrix", but with a different parametrization. orthoMatrix2 {- ' CPP is sensitive to primes -} :: Vec3 -- ^ (left,top,near) -> Vec3 -- ^ (right,bottom,far) -> Mat4 orthoMatrix2 (Vec3 l t n) (Vec3 r b f) = orthoMatrix (l,r) (b,t) (n,f) -- | \"Perspective projecton\" matrix, a la OpenGL -- (the corresponding functionality is removed in OpenGL 3.1). frustumMatrix :: (Flt,Flt) -- ^ (left,right) -> (Flt,Flt) -- ^ (bottom,top) -> (Flt,Flt) -- ^ (near,far) -> Mat4 frustumMatrix (l,r) (b,t) (n,f) = Mat4 (Vec4 (2*n/(r-l)) 0 0 0) (Vec4 0 (2*n/(t-b)) 0 0) (Vec4 ((r+l)/(r-l)) ((t+b)/(t-b)) (-(f+n)/(f-n)) (-1)) (Vec4 0 0 (-2*f*n/(f-n)) 0) -- | The same as "frustumMatrix", but with a different parametrization. frustumMatrix2 {- ' CPP is sensitive to primes -} :: Vec3 -- ^ (left,top,near) -> Vec3 -- ^ (right,bottom,far) -> Mat4 frustumMatrix2 (Vec3 l t n) (Vec3 r b f) = frustumMatrix (l,r) (b,t) (n,f) -- | Inverse of "frustumMatrix". inverseFrustumMatrix :: (Flt,Flt) -- ^ (left,right) -> (Flt,Flt) -- ^ (bottom,top) -> (Flt,Flt) -- ^ (near,far) -> Mat4 inverseFrustumMatrix (l,r) (b,t) (n,f) = Mat4 (Vec4 (0.5*(r-l)/n) 0 0 0) (Vec4 0 (0.5*(t-b)/n) 0 0) (Vec4 0 0 0 (0.5*(n-f)/(f*n))) (Vec4 (0.5*(r+l)/n) (0.5*(t+b)/n) (-1) (0.5*(f+n)/(f*n))) -------------------------------------------------------------------------------- -- Vertex instances instance GL.Vertex Vec2 where vertex (Vec2 x y) = GL.vertex (GL.Vertex2 x y) vertexv p = peek p >>= vertex instance GL.Vertex Vec3 where vertex (Vec3 x y z) = GL.vertex (GL.Vertex3 x y z) vertexv p = peek p >>= vertex instance GL.Vertex Vec4 where vertex (Vec4 x y z w) = GL.vertex (GL.Vertex4 x y z w) vertexv p = peek p >>= vertex -------------------------------------------------------------------------------- -- the Normal instance -- note that there is no Normal2\/Normal4 in the OpenGL binding instance GL.Normal Normal3 where normal u = GL.normal (GL.Normal3 x y z) where Vec3 x y z = fromNormal u normalv p = peek p >>= normal instance GL.Normal Vec3 where normal (Vec3 x y z) = GL.normal (GL.Normal3 x y z) normalv p = peek p >>= normal -------------------------------------------------------------------------------- -- Color instances instance GL.Color Vec3 where color (Vec3 r g b) = GL.color (GL.Color3 r g b) colorv p = peek p >>= color instance GL.Color Vec4 where color (Vec4 r g b a) = GL.color (GL.Color4 r g b a) colorv p = peek p >>= color instance GL.SecondaryColor Vec3 where secondaryColor (Vec3 r g b) = GL.secondaryColor (GL.Color3 r g b) secondaryColorv p = peek p >>= secondaryColor {- -- there is no such thing? instance GL.SecondaryColor Vec4 where secondaryColor (Vec4 r g b a) = GL.secondaryColor (GL.Color4 r g b a) secondaryColorv p = peek p >>= secondaryColor -} -------------------------------------------------------------------------------- -- TexCoord instances instance GL.TexCoord Vec2 where texCoord (Vec2 u v) = GL.texCoord (GL.TexCoord2 u v) texCoordv p = peek p >>= texCoord multiTexCoord unit (Vec2 u v) = GL.multiTexCoord unit (GL.TexCoord2 u v) multiTexCoordv unit p = peek p >>= multiTexCoord unit instance GL.TexCoord Vec3 where texCoord (Vec3 u v w) = GL.texCoord (GL.TexCoord3 u v w) texCoordv p = peek p >>= texCoord multiTexCoord unit (Vec3 u v w) = GL.multiTexCoord unit (GL.TexCoord3 u v w) multiTexCoordv unit p = peek p >>= multiTexCoord unit instance GL.TexCoord Vec4 where texCoord (Vec4 u v w z) = GL.texCoord (GL.TexCoord4 u v w z) texCoordv p = peek p >>= texCoord multiTexCoord unit (Vec4 u v w z) = GL.multiTexCoord unit (GL.TexCoord4 u v w z) multiTexCoordv unit p = peek p >>= multiTexCoord unit -------------------------------------------------------------------------------- -- Vertex Attributes (experimental) class VertexAttrib' a where vertexAttrib :: GL.AttribLocation -> a -> IO () instance VertexAttrib' {- ' CPP is sensitive to primes -} Flt where vertexAttrib loc x = GL.vertexAttrib1 loc x instance VertexAttrib' Vec2 where vertexAttrib loc (Vec2 x y) = GL.vertexAttrib2 loc x y instance VertexAttrib' Vec3 where vertexAttrib loc (Vec3 x y z) = GL.vertexAttrib3 loc x y z instance VertexAttrib' Vec4 where vertexAttrib loc (Vec4 x y z w) = GL.vertexAttrib4 loc x y z w instance VertexAttrib' Normal2 where vertexAttrib loc u = GL.vertexAttrib2 loc x y where Vec2 x y = fromNormal u instance VertexAttrib' Normal3 where vertexAttrib loc u = GL.vertexAttrib3 loc x y z where Vec3 x y z = fromNormal u instance VertexAttrib' Normal4 where vertexAttrib loc u = GL.vertexAttrib4 loc x y z w where Vec4 x y z w = fromNormal u -------------------------------------------------------------------------------- -- Uniform (again, experimental) -- (note that the uniform location code in the OpenGL 2.2.1.1 is broken; -- a work-around is to put a zero character at the end of uniform names) {- toFloat :: Flt -> Float toFloat = realToFrac fromFloat :: Float -> Flt fromFloat = realToFrac -} -- Uniforms are always floats... #ifdef VECT_Float instance GL.Uniform Flt where uniform loc = GL.makeStateVar getter setter where getter = liftM (\(GL.Index1 x) -> x) $ get (uniform loc) setter x = ($=) (uniform loc) (Index1 x) uniformv loc cnt ptr = uniformv loc cnt (castPtr ptr :: Ptr (Index1 Flt)) instance GL.Uniform Vec2 where uniform loc = GL.makeStateVar getter setter where getter = liftM (\(GL.Vertex2 x y) -> Vec2 x y) $ get (uniform loc) setter (Vec2 x y) = ($=) (uniform loc) (Vertex2 x y) uniformv loc cnt ptr = uniformv loc (2*cnt) (castPtr ptr :: Ptr Flt) instance GL.Uniform Vec3 where uniform loc = GL.makeStateVar getter setter where getter = liftM (\(GL.Vertex3 x y z) -> Vec3 x y z) $ get (uniform loc) setter (Vec3 x y z) = ($=) (uniform loc) (Vertex3 x y z) uniformv loc cnt ptr = uniformv loc (3*cnt) (castPtr ptr :: Ptr Flt) instance GL.Uniform Vec4 where uniform loc = GL.makeStateVar getter setter where getter = liftM (\(GL.Vertex4 x y z w) -> Vec4 x y z w) $ get (uniform loc) setter (Vec4 x y z w) = ($=) (uniform loc) (Vertex4 x y z w) uniformv loc cnt ptr = uniformv loc (4*cnt) (castPtr ptr :: Ptr Flt) #endif