ixshader: A shallow embedding of the OpenGL Shading Language in Haskell.

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ixshader is a shallow embedding of the OpenGL Shading Language in Haskell. It aims to look as close to actual glsl shader code as possible, while providing better compile-time safety. Currently writing shader code in ixshader's IxShader monad will catch variable assignment mismatches, multiplication mismatches and some other common errors. It also builds a description of your shader at the type level to use downstream during buffering and uniform updates. Lastly, it abstracts over shader code written for opengl and webgl.


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Versions [RSS] 0.0.1.0
Dependencies base (>=4.7 && <5), ghc-prim (>=0.5), indexed (>=0.1.3), language-glsl (>=0.2), parsec (>=3.1), prettyclass (>=1.0), singletons (>=2.2), template-haskell (>=2.11.1.0), text (>=1.2) [details]
License BSD-3-Clause
Copyright Copyright: (c) 2017 Schell Scivally
Author Schell Scivally
Maintainer schell@takt.com
Category Game
Home page https://github.com/schell/ixshader#readme
Source repo head: git clone https://github.com/schell/ixshader
Uploaded by SchellScivally at 2017-10-07T19:51:40Z
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Reverse Dependencies 1 direct, 0 indirect [details]
Downloads 952 total (6 in the last 30 days)
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Status Docs available [build log]
Last success reported on 2017-10-07 [all 1 reports]

Readme for ixshader-0.0.1.0

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ixshader

ixshader is a shallow embedding of the OpenGL Shading Language in Haskell. It aims to look as close to actual glsl shader code as possible, while providing better compile-time safety. Currently writing shader code in ixshader's IxShader monad will catch variable assignment mismatches, multiplication mismatches and some other common errors. It also builds a description of your shader at the type level to use downstream during buffering and uniform updates. Lastly, it abstracts over shader code written for opengl and webgl.

Since this is a work in progress the entire language is not yet supported, though you can easy use the nxt and acc functions to push your own glsl into the pipeline, typechecking only what you want.

The resulting source is pretty and human readable, even debuggable without sourcemapping.

You should create a separate file for your shaders as ixshader relies on the RebindableSyntax language extension and re-defines key functions such as >>=, >>, return, fail, void, fromInteger and fromRational.

example

{-# LANGUAGE AllowAmbiguousTypes   #-}
{-# LANGUAGE DataKinds             #-}
{-# LANGUAGE FlexibleContexts      #-}
{-# LANGUAGE FlexibleInstances     #-}
{-# LANGUAGE GADTs                 #-}
{-# LANGUAGE LambdaCase            #-}
{-# LANGUAGE MultiParamTypeClasses #-}
{-# LANGUAGE PolyKinds             #-}
{-# LANGUAGE RankNTypes            #-}
{-# LANGUAGE RebindableSyntax      #-}
{-# LANGUAGE ScopedTypeVariables   #-}
{-# LANGUAGE TypeFamilies          #-}
{-# LANGUAGE TypeInType            #-}
{-# LANGUAGE TypeOperators         #-}
{-# LANGUAGE UndecidableInstances  #-}

module MyShaders where

import Graphics.IxShader

myvertex
  :: forall (ctx :: GLContext). HasContext ctx
  => IxShader ctx '[] '[ In      Xvec2 "position"
                       , In      Xvec4 "color"
                       , Uniform Xmat4 "projection"
                       , Uniform Xmat4 "modelview"
                       , Out     Xvec4 "fcolor"
                       , Out     Xvec4 "gl_Position"
                       , Main
                       ] ()
myvertex = do
  pos    <- in_
  color  <- in_
  proj   <- uniform_
  modl   <- uniform_
  fcolor <- out_
  glPos  <- gl_Position
  main_ $ do
    fcolor .= color
    glPos  .= proj .* modl .* (pos .: 0.0 .: 1.0)

myfragment
  :: forall (ctx :: GLContext). IsGLContext ctx
  => IxShader ctx '[] '[ In  Xvec4 "fcolor"
                       , Out Xvec4 (GLFragName ctx)
                       , Main
                       ] ()
myfragment = do
  fcolor <- in_
  glFrag <- gl_FragColor
  main_ $ glFrag .= fcolor


main = do
  putStrLn "First OpenGL:"
  putSrcLn $ vertex @'OpenGLContext
  putStrLn "\nThen WebGL:"
  putSrcLn $ vertex @'WebGLContext
{-
First OpenGL:
in vec2 position;
in vec4 color;
uniform mat4 projection;
uniform mat4 modelview;
out vec4 fcolor;
void main ()
{ fcolor = color;
  gl_Position = projection * modelview * vec4 (position.x, position.y, 0.0, 1.0);
}

Then WebGL:
attribute vec2 position;
attribute vec4 color;
uniform mat4 projection;
uniform mat4 modelview;
varying vec4 fcolor;
void main ()
{ fcolor = color;
  gl_Position = projection * modelview * vec4 (position.x, position.y, 0.0, 1.0);
}
-}