{-# LANGUAGE GADTs, RankNTypes #-} -------------------------------------------------------------- -- | -- Module : Graphics.DrawingCombinators -- Copyright : (c) Luke Palmer 2008 -- License : LGPL -- -- Maintainer : Luke Palmer -- Stability : experimental -- Portability : needs GADTs and rank n types -- -- Drawing combinators as a functional interface to OpenGL -- (for 2D drawings only... for now). -- -- This module is intended to be imported @qualified@, as in: -- -- > import Graphics.DrawingCombinators as Draw -- -- It is recommended that you use this module in combination -- with SDL; it has not been tested in any other environments. -- For some reason the selection stuff ("selectRegion", "click") -- crashes GHCi, but it works okay compiled. -------------------------------------------------------------- module Graphics.DrawingCombinators ( -- * Basic types Draw, runDrawing, draw, Vec2 -- * Selection , selectRegion, click -- * Combinators , over, overlay, empty -- * Initialization , init -- * Geometric Primitives , point, line, regularPoly, circle, convexPoly -- * Transformations , translate, rotate, scale -- * Colors , Color, color, colorFunc -- * Sprites (images from files) , Sprite, SpriteScaling(..), surfaceToSprite, imageToSprite, sprite -- * Text , Font, openFont, text ) where import Prelude hiding (init) import Data.Monoid import Control.Monad import Control.Monad.Reader import qualified Graphics.Rendering.OpenGL.GL as GL import qualified Graphics.Rendering.OpenGL.GLU as GLU import qualified Graphics.UI.SDL as SDL import qualified Graphics.UI.SDL.Image as Image import qualified Graphics.UI.SDL.TTF as TTF import System.Mem.Weak import Data.IORef import System.IO.Unsafe import qualified Data.Set as Set import Debug.Trace type Vec2 = (Double,Double) type Color = (Double,Double,Double,Double) type DrawM a = ReaderT DrawCxt IO a -- | @Draw a@ represents a drawing which returns a value of type -- a when selected. data Draw a where DrawGL :: DrawM () -> Draw () TransformGL :: (forall x. DrawM x -> DrawM x) -> Draw a -> Draw a Empty :: Draw a Over :: (a -> a -> a) -> Draw a -> Draw a -> Draw a FMap :: (a -> b) -> Draw a -> Draw b -- |Draw a Drawing on the screen in the current OpenGL coordinate -- system (which, in absense of information, is (-1,-1) in the -- lower left and (1,1) in the upper right). runDrawing :: Draw a -> IO () runDrawing d = runReaderT (run' d) initDrawCxt where run' :: Draw a -> DrawM () run' (DrawGL m) = m run' (TransformGL f m) = f (run' m) run' Empty = return () run' (Over f a b) = run' b >> run' a run' (FMap f d) = run' d -- |Like runDrawing, but clears the screen first. This is so -- you can use this module and pretend that OpenGL doesn't -- exist at all. draw :: Draw a -> IO () draw d = do GL.clear [GL.ColorBuffer] runDrawing d -- | Given a bounding box, lower left and upper right in the default coordinate -- system (-1,-1) to (1,1), return the topmost drawing's value (with respect to -- @`over`@) intersecting that bounding box. selectRegion :: Vec2 -> Vec2 -> Draw a -> IO (Maybe a) selectRegion ll ur drawing = do ((), recs) <- GL.getHitRecords 64 $ do -- XXX hard coded crap GL.preservingMatrix $ do GLU.ortho2D (convReal $ fst ll) (convReal $ fst ur) (convReal $ snd ll) (convReal $ snd ur) runReaderT (draw' 0 drawing) initDrawCxt return () let nameList = concatMap (\(GL.HitRecord _ _ ns) -> ns) (maybe [] id recs) let nameSet = Set.fromList $ map (\(GL.Name n) -> n) nameList return $ fst $ lookupName 0 nameSet drawing where draw' :: GL.GLuint -> Draw a -> DrawM GL.GLuint draw' n (DrawGL m) = do r <- ask lift $ GL.withName (GL.Name n) $ runReaderT m r return $! n+1 draw' n (TransformGL f m) = f (draw' n m) draw' n Empty = return n draw' n (Over f a b) = do n' <- draw' n b draw' n' a draw' n (FMap f d) = draw' n d lookupName :: GL.GLuint -> Set.Set GL.GLuint -> Draw a -> (Maybe a, GL.GLuint) lookupName n names (DrawGL m) | n `Set.member` names = (Just (), n + 1) | otherwise = (Nothing, n + 1) lookupName n names (TransformGL _ m) = lookupName n names m lookupName n names Empty = (Nothing, n) lookupName n names (Over f a b) = let (lb, n') = lookupName n names b (la, n'') = lookupName n' names a in (joinMaybes f la lb, n'') lookupName n names (FMap f d) = let (l, n') = lookupName n names d in (fmap f l, n') joinMaybes :: (a -> a -> a) -> Maybe a -> Maybe a -> Maybe a joinMaybes f Nothing x = x joinMaybes f x Nothing = x joinMaybes f (Just x) (Just y) = Just (f x y) click :: Vec2 -> Draw a -> IO (Maybe a) click (px,py) = selectRegion (px-e,py-e) (px+e,py+e) where e = 1/1024 data DrawCxt = DrawCxt { colorTrans :: Color -> Color } initDrawCxt = DrawCxt { colorTrans = id } over :: Draw a -> Draw a -> Draw a over = overlay const overlay :: (a -> a -> a) -> Draw a -> Draw a -> Draw a overlay = Over empty :: Draw a empty = Empty instance Functor Draw where fmap = FMap instance (Monoid a) => Monoid (Draw a) where mempty = empty mappend = overlay mappend {---------------- Initialization ----------------} -- |Perform initialization of the library. This can fail. init :: IO () init = do wasinit <- TTF.wasInit when (not wasinit) $ do success <- TTF.init when (not success) $ fail "SDL_ttf initialization failed" convReal :: Double -> GL.GLdouble convReal = realToFrac {---------------- Geometric Primitives -----------------} -- | Draw a single pixel at the specified point. point :: Vec2 -> Draw () point (ax,ay) = DrawGL $ lift $ GL.renderPrimitive GL.Points $ GL.vertex $ GL.Vertex2 (convReal ax) (convReal ay) -- | Draw a line connecting the two given points. line :: Vec2 -> Vec2 -> Draw () line (ax,ay) (bx,by) = DrawGL $ lift $ GL.renderPrimitive GL.Lines $ do GL.vertex $ GL.Vertex2 (convReal ax) (convReal ay) GL.vertex $ GL.Vertex2 (convReal bx) (convReal by) -- | Draw a regular polygon centered at the origin with n sides. regularPoly :: Int -> Draw () regularPoly n = DrawGL $ lift $ do let scaler = 2 * pi / fromIntegral n :: Double GL.renderPrimitive GL.TriangleFan $ do GL.vertex $ (GL.Vertex2 0 0 :: GL.Vertex2 GL.GLdouble) forM_ [0..n] $ \s -> do let theta = convReal (scaler * fromIntegral s) GL.vertex $ GL.Vertex2 (cos theta) (sin theta) -- | Draw a unit circle centered at the origin. This is equivalent -- to @regularPoly 24@. circle :: Draw () circle = regularPoly 24 -- | Draw a convex polygon given by the list of points. convexPoly :: [Vec2] -> Draw () convexPoly points = DrawGL $ lift $ do GL.renderPrimitive GL.Polygon $ do forM_ points $ \(x,y) -> do GL.vertex $ GL.Vertex2 (convReal x) (convReal y) {----------------- Transformations ------------------} -- | Translate the given drawing by the given amount. translate :: Vec2 -> Draw a -> Draw a translate (byx,byy) = TransformGL $ \d -> do r <- ask lift $ GL.preservingMatrix $ do GL.translate (GL.Vector3 (convReal byx) (convReal byy) 0) runReaderT d r -- | Rotate the given drawing counterclockwise by the -- given number of radians. rotate :: Double -> Draw a -> Draw a rotate rad = TransformGL $ \d -> do r <- ask lift $ GL.preservingMatrix $ do GL.rotate (180 * convReal rad / pi) (GL.Vector3 0 0 1) runReaderT d r -- | @scale x y d@ scales @d@ by a factor of @x@ in the -- horizontal direction and @y@ in the vertical direction. scale :: Double -> Double -> Draw a -> Draw a scale x y = TransformGL $ \d -> do r <- ask lift $ GL.preservingMatrix $ do GL.scale (convReal x) (convReal y) 1 runReaderT d r {------------ Colors -------------} -- | @colorFunc f d@ modifies all colors appearing in @d@ with -- the function @f@. For example: -- -- > colorFunc (\(r,g,b,a) -> (r,g,b,a/2)) d -- -- Will draw d at greater transparency, regardless of the calls -- to color within. colorFunc :: (Color -> Color) -> Draw a -> Draw a colorFunc cf = TransformGL $ \d -> do r <- ask let trans = colorTrans r newtrans = trans . cf oldcolor = trans (1,1,1,1) newcolor = newtrans (1,1,1,1) setColor newcolor result <- local (const (r { colorTrans = newtrans })) d setColor oldcolor return result where setColor (r,g,b,a) = lift $ GL.color $ GL.Color4 (convReal r) (convReal g) (convReal b) (convReal a) -- | @color c d@ sets the color of the drawing to exactly @c@. color :: Color -> Draw a -> Draw a color c = colorFunc (const c) {------------------------- Sprites (bitmap images) -------------------------} -- | A sprite represents a bitmap image. data Sprite = Sprite { spriteObject :: GL.TextureObject , spriteWidthRat :: Double , spriteHeightRat :: Double , spriteWidth :: Double , spriteHeight :: Double } -- FUUUUUUUUUCKKK Why doesn't glGenTextures work!!?? -- Anyway here is me hacking around it... textureHack :: IORef [GL.GLuint] textureHack = unsafePerformIO $ newIORef [1..] allocateTexture :: IO GL.TextureObject allocateTexture = do {- -- This is how it *should* be done. wtf is going on!? [obj] <- GL.genObjectNames 1 good <- GL.isObjectName obj unless good $ fail "Failed to generate valid object wtf!" return obj -} b <- atomicModifyIORef textureHack (\(x:xs) -> (xs,x)) return $ GL.TextureObject b freeTexture :: GL.TextureObject -> IO () freeTexture (GL.TextureObject b) = do GL.deleteObjectNames [GL.TextureObject b] modifyIORef textureHack (b:) -- | Indicate how a nonrectangular image is to be mapped to a sprite. data SpriteScaling -- | ScaleMax will set the maximum of the height and width of the image to 1. = ScaleMax -- | ScaleWidth will set the width of the image to 1, and scale the height appropriately. | ScaleWidth -- | ScaleHeight will set the height of the image to 1, and scale the width appropriately. | ScaleHeight -- | Convert an SDL.Surface to a Sprite. surfaceToSprite :: SpriteScaling -> SDL.Surface -> IO Sprite surfaceToSprite scaling surf = do surf' <- padSurface surf obj <- allocateTexture oldtex <- GL.get (GL.textureBinding GL.Texture2D) GL.textureBinding GL.Texture2D GL.$= Just obj pixels <- SDL.surfaceGetPixels surf' bytesPerPixel <- SDL.pixelFormatGetBytesPerPixel (SDL.surfaceGetPixelFormat surf') let pixelFormat = case bytesPerPixel of 3 -> GL.RGB 4 -> GL.RGBA GL.textureFunction GL.$= GL.Modulate GL.textureFilter GL.Texture2D GL.$= ((GL.Linear', Nothing), GL.Linear') GL.textureWrapMode GL.Texture2D GL.S GL.$= (GL.Mirrored, GL.Repeat) GL.textureWrapMode GL.Texture2D GL.T GL.$= (GL.Mirrored, GL.Repeat) GL.texImage2D Nothing GL.NoProxy 0 (GL.RGBA') -- ? proxy level internalformat (GL.TextureSize2D (fromIntegral $ SDL.surfaceGetWidth surf') (fromIntegral $ SDL.surfaceGetHeight surf')) 0 -- border (GL.PixelData pixelFormat GL.UnsignedByte pixels) GL.textureBinding GL.Texture2D GL.$= oldtex let (w,w') = (SDL.surfaceGetWidth surf, SDL.surfaceGetWidth surf') (h,h') = (SDL.surfaceGetHeight surf, SDL.surfaceGetHeight surf') let (scalew, scaleh) = scaleFunc w h let sprite = Sprite { spriteObject = obj , spriteWidthRat = fromIntegral w / fromIntegral w' , spriteHeightRat = fromIntegral h / fromIntegral h' , spriteWidth = scalew , spriteHeight = scaleh } addFinalizer sprite $ do freeTexture obj return sprite where scaleFunc w h = case scaling of ScaleMax -> ( fromIntegral w / fromIntegral (max w h) , fromIntegral h / fromIntegral (max w h) ) ScaleWidth -> ( 1, fromIntegral h / fromIntegral w ) ScaleHeight -> ( fromIntegral w / fromIntegral h, 1 ) nextPowerOf2 x = head $ dropWhile (< x) $ iterate (*2) 1 isPowerOf2 x = x == nextPowerOf2 x padSurface :: SDL.Surface -> IO SDL.Surface padSurface surf | newWidth == oldWidth && newHeight == oldHeight = return surf | otherwise = do surf' <- SDL.createRGBSurfaceEndian [] newWidth newHeight 32 SDL.setAlpha surf [] 0xff SDL.blitSurface surf Nothing surf' Nothing return surf' where oldWidth = SDL.surfaceGetWidth surf oldHeight = SDL.surfaceGetHeight surf newWidth = nextPowerOf2 oldWidth newHeight = nextPowerOf2 oldHeight -- | Load an image from a file and create a sprite out of it. imageToSprite :: SpriteScaling -> FilePath -> IO Sprite imageToSprite scaling path = Image.load path >>= surfaceToSprite scaling -- | Draw a sprite at the origin. sprite :: Sprite -> Draw () sprite spr = DrawGL $ liftIO $ do oldtex <- GL.get (GL.textureBinding GL.Texture2D) GL.textureBinding GL.Texture2D GL.$= (Just $ spriteObject spr) GL.renderPrimitive GL.Quads $ do let (xofs, yofs) = (convReal $ 0.5 * spriteWidth spr, convReal $ 0.5 * spriteHeight spr) (xrat, yrat) = (convReal $ spriteWidthRat spr, convReal $ spriteHeightRat spr) GL.texCoord $ GL.TexCoord2 0 (0 :: GL.GLdouble) GL.vertex $ GL.Vertex2 (-xofs) yofs GL.texCoord $ GL.TexCoord2 xrat 0 GL.vertex $ GL.Vertex2 xofs yofs GL.texCoord $ GL.TexCoord2 xrat yrat GL.vertex $ GL.Vertex2 xofs (-yofs) GL.texCoord $ GL.TexCoord2 0 yrat GL.vertex $ GL.Vertex2 (-xofs) (-yofs) GL.textureBinding GL.Texture2D GL.$= oldtex {--------- Text ---------} data Font = Font { getFont :: TTF.Font } -- | Load a TTF font from a file. openFont :: String -> Int -> IO Font openFont path res = do font <- TTF.openFont path res let font' = Font font return font' textSprite :: Font -> String -> IO Sprite textSprite font str = do surf <- TTF.renderTextBlended (getFont font) str (SDL.Color 255 255 255) surfaceToSprite ScaleHeight surf -- | Draw a string using a font. The resulting string will have height 1. text :: Font -> String -> Draw () text font str = sprite $ unsafePerformIO $ textSprite font str