258 lines
9.0 KiB
Haskell
258 lines
9.0 KiB
Haskell
{-# LANGUAGE QuasiQuotes #-}
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module Shader
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( makeShader
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, addTexture
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, addUniforms
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, pokeShaders
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, pokeShader
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, bindArrayBuffers
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, bindShaderBuffers
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, makeSourcedShader
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, setupVAO
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, floatSize
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, numDrawableElements
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, drawShader
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, drawShaders
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, setShaderUniforms
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, resetShaderUniforms
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, extractProgAndUnis
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, freeShaderPointers
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, module Shader.Data
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)
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where
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import Shader.Data
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import Foreign
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import Codec.Picture
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import qualified Data.Vector.Storable as V
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import Control.Monad (when, unless, forM, zipWithM_, forM_, foldM)
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import Control.Lens
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import Data.Maybe (fromMaybe)
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import qualified Control.Foldl as F
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import Graphics.Rendering.OpenGL hiding (Point (..),translate,scale,imageHeight,imageWidth)
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--import Text.RawString.QQ
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import qualified Data.ByteString as BS
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import Linear.Matrix
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import Linear.V4
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import Geometry
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extractProgAndUnis :: FullShader a -> (Program,[UniformLocation])
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extractProgAndUnis s = (_shaderProgram s, _shaderUniforms s)
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pokeShaders :: [FullShader a] -> F.FoldM IO a [Int]
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pokeShaders fss = traverse pokeShader fss
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pokeShader :: FullShader a -> F.FoldM IO a Int
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pokeShader fs = F.FoldM (pokeRender fls (zip ptrs nAtss)) (return 0) return
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where
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vao = _shaderVAO fs
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(_,ptrs,nAtss) = unzip3 $ _vaoBufferTargets vao
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fls = _shaderPokeStrategy fs
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pokeRender :: (a -> [[[Float]]])
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-> [(Ptr Float,Int)] -> Int -> a -> IO Int
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pokeRender toFs ptrs n rt = pokeList ptrs n (toFs rt)
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pokeList :: [(Ptr Float,Int)] -> Int -> [[[Float]]] -> IO Int
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pokeList ptrs n fsss = foldM (pokePtrs ptrs) n fsss
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pokePtrs :: [(Ptr Float,Int)] -> Int -> [[Float]] -> IO Int
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pokePtrs ptrIs n fss = do
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zipWithM_ f ptrIs fss
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return $ n + 1
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where f (ptr,i) fs = pokeArrayOff ptr (i*n) fs
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pokeArrayOff :: Storable a => Ptr a -> Int -> [a] -> IO ()
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pokeArrayOff ptr i xs =
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zipWithM_ (pokeElemOff ptr) [i..] xs
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bindArrayBuffers :: Int -> [(BufferObject,Ptr Float,Int)] -> IO ()
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{-# INLINE bindArrayBuffers #-}
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bindArrayBuffers numVs ps = do
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forM_ ps $ \(bo,ptr,i) -> do
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bindBuffer ArrayBuffer $= Just bo
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bufferData ArrayBuffer $= (fromIntegral $ floatSize * numVs * i, ptr, StreamDraw)
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bindShaderBuffers :: [FullShader a] -> [Int] -> IO ()
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bindShaderBuffers fss is =
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zipWithM_ f fss is
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where
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f fs i = bindArrayBuffers i $ _vaoBufferTargets $ _shaderVAO fs
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drawShaders :: [FullShader a] -> [Int] -> IO ()
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drawShaders fss is =
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zipWithM_ drawShader fss is
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drawShader :: FullShader a -> Int -> IO ()
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{-# INLINE drawShader #-}
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drawShader fs i = do
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currentProgram $= Just (_shaderProgram fs)
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bindVertexArrayObject $= (Just (_vao $ _shaderVAO fs))
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case _shaderTexture fs of
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Just (ShaderTexture {_textureObject = to})
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-> textureBinding Texture2D $= Just to
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_ -> return ()
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drawArrays (_shaderDrawPrimitive fs) 0 (fromIntegral i)
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-- I am not sure if this assumes that the shader is constructed directly before
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-- the texture is added...
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addTexture :: String -> FullShader a -> IO (FullShader a)
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addTexture texturePath shad = do
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Right cmap <- readImage texturePath
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let tex = convertRGBA8 cmap
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textureOb <- genObjectName
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textureBinding Texture2D $= Just textureOb
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let texData = V.toList $ imageData tex
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wtex = fromIntegral $ imageWidth tex
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htex = fromIntegral $ imageHeight tex
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withArray texData $ \ptr -> do
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texImage2D Texture2D NoProxy 0 RGBA8 (TextureSize2D wtex htex) 0
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(PixelData RGBA UnsignedByte ptr)
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generateMipmap' Texture2D
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textureFilter Texture2D $= ((Linear',Just Linear') , Nearest)
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return $ shad & shaderTexture ?~ ShaderTexture {_textureObject = textureOb}
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makeShader :: String -> [ShaderType] -> [(GLuint,Int)] -> PrimitiveMode -> (a -> [[[Float]]]) -> IO (FullShader a)
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makeShader s shaderlist alocs pm renStrat = do
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(prog,unis) <- makeSourcedShader s shaderlist
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vao <- setupVAO alocs
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return $ FullShader { _shaderProgram = prog
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, _shaderUniforms = unis
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, _shaderVAO = vao
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, _shaderPokeStrategy = renStrat
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, _shaderDrawPrimitive = pm
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, _shaderTexture = Nothing
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, _shaderCustomUnis = Nothing
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}
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floatSize = sizeOf (0.5 :: GLfloat)
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{-# INLINE floatSize #-}
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bufferOffset :: Integral a => a -> Ptr b
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bufferOffset = plusPtr nullPtr . fromIntegral
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numDrawableElements :: Int
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{-# INLINE numDrawableElements #-}
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numDrawableElements = 50000
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setupVAO :: [(GLuint,Int)] -> IO VAO
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setupVAO ps = do
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theVAO <- genObjectName
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bindVertexArrayObject $= Just theVAO
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vbos <- forM ps setupArrayBuffer
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ptrs <- forM (zip vbos $ map snd ps) setupVBOPointers
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return $ VAO theVAO ptrs
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setupVBOPointers :: (BufferObject,Int) -> IO (BufferObject,Ptr Float,Int)
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setupVBOPointers (vbo,vsize) = do
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thePtr <- mallocArray (vsize * numDrawableElements)
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return (vbo,thePtr,vsize)
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setupArrayBuffer :: (GLuint,Int) -> IO BufferObject
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setupArrayBuffer (aloc,i) = do
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vbo <- genObjectName
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bindBuffer ArrayBuffer $= Just vbo
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vertexAttribPointer (AttribLocation aloc) $=
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( ToFloat
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, VertexArrayDescriptor (fromIntegral i)
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Float
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(fromIntegral $ floatSize * i)
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(bufferOffset 0)
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)
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vertexAttribArray (AttribLocation aloc) $= Enabled
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return vbo
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-- compile shader and get its uniform locations
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-- supposes the shader code is in the shader folder, with the string names
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-- followed by .vert/.geom/.frag
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makeSourcedShader :: String -> [ShaderType] -> IO (Program, [UniformLocation])
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makeSourcedShader s sts = do
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sources <- forM sts $ \st -> BS.readFile ("shader/" ++ s ++ shaderTypeExt st)
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prog <- makeShaderProgram s $ zip sts sources
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uniformLocations <- forM ["winSize","zoom","rotation","translation","worldMat"]
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$ \uniString -> uniformLocation prog uniString
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return (prog,uniformLocations)
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addUniforms :: [String] -> FullShader a -> IO (FullShader a)
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addUniforms uniStrings shad = do
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uniLocs <- mapM (uniformLocation $ _shaderProgram shad) uniStrings
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return $ shad & shaderCustomUnis %~ Just . (++ uniLocs) . fromMaybe []
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shaderTypeExt :: ShaderType -> String
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shaderTypeExt VertexShader = ".vert"
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shaderTypeExt GeometryShader = ".geom"
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shaderTypeExt FragmentShader = ".frag"
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makeShaderProgram :: String -> [(ShaderType,BS.ByteString)] -> IO Program
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makeShaderProgram str sources = do
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shaderProgram <- createProgram
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shaders <- mapM (compileAndCheckShader str) sources
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mapM_ (attachShader shaderProgram) shaders
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linkProgram shaderProgram
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linkingSuccess <- linkStatus shaderProgram
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unless linkingSuccess $ do
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infoLog <- get (programInfoLog shaderProgram)
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putStrLn $ str ++ ": Program Linking" ++ infoLog
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return shaderProgram
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compileAndCheckShader :: String -> (ShaderType,BS.ByteString) -> IO Shader
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compileAndCheckShader str (shaderType,sourceCode) = do
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theShader <- createShader shaderType
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shaderSourceBS theShader $= sourceCode
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compileShader theShader
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success <- compileStatus theShader
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unless success $ do
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infoLog <- get (shaderInfoLog theShader)
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putStrLn $ str ++ ": Shader compile: " ++ show shaderType ++ " : " ++ show infoLog
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return theShader
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resetShaderUniforms :: [(Program, [UniformLocation])] -> IO ()
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resetShaderUniforms = setShaderUniforms 0 1 (0,0) (2,2)
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{-# INLINE resetShaderUniforms #-}
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setShaderUniforms :: Float -> Float -> Point2 -> Point2 -> [(Program,[UniformLocation])] -> IO ()
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{-# INLINE setShaderUniforms #-}
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setShaderUniforms rot zoom (tranx,trany) (winx,winy) fss = do
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let scalMat = Linear.Matrix.transpose $
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V4 (V4 (2*zoom/winx) 0 0 (0::GLfloat))
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(V4 0 (2*zoom/winy) 0 0)
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(V4 0 0 1 0)
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(V4 0 0 0 1)
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let rotMat = Linear.Matrix.transpose $
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V4 (V4 (cos rot) (sin (-rot)) 0 0)
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(V4 (sin rot) (cos rot) 0 0)
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(V4 0 0 1 0)
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(V4 0 0 0 1)
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let tranMat = Linear.Matrix.transpose $
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V4 (V4 1 0 0 0)
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(V4 0 1 0 0)
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(V4 0 0 1 0)
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(V4 (-tranx) (-trany) 0 1)
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let wmat = scalMat !*! rotMat !*! tranMat
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vToL (V4 a b c d) = [a,b,c,d]
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wmata <- (newMatrix RowMajor $ concatMap vToL $ vToL wmat) :: IO (GLmatrix GLfloat)
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-- set common uniforms
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forM_ fss $ \shad -> do
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currentProgram $= Just (fst shad)
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uniform (snd shad !! 0) $= Vector2 winx winy
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uniform (snd shad !! 1) $= zoom
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uniform (snd shad !! 2) $= rot
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uniform (snd shad !! 3) $= Vector2 tranx trany
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uniform (snd shad !! 4) $= wmata
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freeShaderPointers :: FullShader a -> IO ()
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freeShaderPointers fs = do
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forM_ (_vaoBufferTargets $ _shaderVAO fs) $ \(_,ptr,_) ->
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free ptr
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