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GLBackend.hs
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GLBackend.hs
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{-# LANGUAGE OverloadedStrings, TupleSections #-}
module GLBackend where
import Control.Applicative
import Control.Monad
import Data.Bitmap
import Data.ByteString.Char8 (ByteString)
import Data.List
import Data.Maybe
import Data.Trie (Trie)
import Foreign
import qualified Data.ByteString.Char8 as SB
import qualified Data.Set as Set
import qualified Data.Trie as T
import qualified Data.Vector.Storable as V
import Graphics.Rendering.OpenGL.Raw.Core32
import GraphicsPipeline
-- compiled pipeline
data GLProgram
= GLProgram
{ glpObject :: GLuint
, glpShaders :: [GLuint]
, glpAttributes :: Trie (GLuint,AttributeType)
, glpUniforms :: Trie (GLint,UniformType)
, glpSamplers :: Trie (GLint,SamplerType,GLenum)
, glpAttributeCount :: GLuint
}
data GLAttribute
= GLAttribute
{ glaType :: AttributeType
, glaSize :: GLsizei -- ^ attribute vector length
, glaObject :: GLuint
}
data GLPrimitive
= GLPoints
| GLTriangleStrip
| GLTriangles
| GLTriangleStripI GLsizei GLuint -- ^ index buffer size, index buffer ID
| GLTrianglesI GLsizei GLuint
data GLMesh = GLMesh [(GLAttribute,ByteString)] GLPrimitive
class GLTexture2D t where
glTexture2DObject :: t -> GLuint
data GLDepthTexture2D = GLDepthTexture2D GLuint
data GLStencilTexture = GLStencilTexture
data GLColorTexture2D = GLColorTexture2D GLuint
data GLFramebuffer = GLFramebuffer GLuint GLint
instance GLTexture2D GLColorTexture2D where
glTexture2DObject (GLColorTexture2D to) = to
instance GLTexture2D GLDepthTexture2D where
glTexture2DObject (GLDepthTexture2D to) = to
{-
-- shader
uint CreateShader( enum type );
void ShaderSource( uint shader, sizei count, const char**string,const int*length);
void CompileShader( uint shader );
void DeleteShader( uint shader );
void GetShaderiv( uint shader, enum pname, int *params );
- pname:
SHADER_TYPE
VERTEX_SHADER
GEOMETRY_SHADER
FRAGMENT_SHADER
DELETE_STATUS
TRUE
FALSE
COMPILE_STATUS
TRUE
FALSE
INFO_LOG_LENGTH
SHADER_SOURCE_LENGTH
void GetShaderInfoLog( uint shader, sizei bufSize, sizei *length, char *infoLog );
-- program
uint CreateProgram( void );
void AttachShader( uint program, uint shader );
void DetachShader( uint program, uint shader );
void LinkProgram( uint program );
void GetProgramiv( uint program, enum pname, int *params );
- pname:
DELETE_STATUS
TRUE
FALSE
LINK_STATUS
TRUE
FALSE
VALIDATE_STATUS
TRUE
FALSE
INFO_LOG_LENGTH
ATTACHED_SHADERS
ACTIVE_ATTRIBUTES
ACTIVE_ATTRIBUTE_MAX_LENGTH
ACTIVE_UNIFORMS
ACTIVE_UNIFORM_MAX_LENGTH
TRANSFORM_FEEDBACK_BUFFER_MODE
SEPARATE_ATTRIBS
INTERLEAVED_ATTRIBS
TRANSFORM_FEEDBACK_VARYINGS
TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH
ACTIVE_UNIFORM_BLOCKS
ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH
GEOMETRY_VERTICES_OUT
GEOMETRY_INPUT_TYPE
POINTS
LINES
LINES_ADJACENCY
TRIANGLES
TRIANGLES_ADJACENCY
GEOMETRY_OUTPUT_TYPE
POINTS
LINE_STRIP
TRIANGLE_STRIP
void ValidateProgram( uint program );
void GetProgramInfoLog( uint program, sizei bufSize, sizei *length, char *infoLog );
void UseProgram( uint program );
void DeleteProgram( uint program );
-- vertex attributes
-- queries:
void GetActiveAttrib( uint program, uint index, sizei bufSize, sizei *length, int *size, enum *type, char *name );
int GetAttribLocation( uint program, const char *name );
-- setup:
void BindAttribLocation( uint program, uint index, const char *name );
-- uniform variables
int GetUniformLocation( uint program, const char *name );
uint GetUniformBlockIndex( uint program, const char *uniformBlockName );
void GetActiveUniformBlockName( uint program, uint uniformBlockIndex, sizei bufSize, sizei *length, char *uniformBlockName );
void GetActiveUniformBlockiv( uint program, uint uniformBlockIndex, enum pname, int *params );
- pname
UNIFORM_BLOCK_BINDING
UNIFORM_BLOCK_DATA_SIZE
UNIFORM_BLOCK_NAME_LENGTH
UNIFORM_BLOCK_ACTIVE_UNIFORMS
UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES
UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER
UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER
UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER
void GetUniformIndices( uint program, sizeiuniformCount,const char**uniformNames, uint *uniformIndices );
void GetActiveUniformName( uint program, uint uniformIndex, sizei bufSize, sizei *length, char *uniformName );
void GetActiveUniform( uint program, uint index, sizei bufSize, sizei *length, int *size, enum *type, char *name );
void GetActiveUniformsiv( uint program, sizeiuniformCount,const uint*uniformIndices, enum pname, int *params );
- pname
UNIFORM_TYPE
UNIFORM_SIZE
UNIFORM_NAME_LENGTH
UNIFORM_BLOCK_INDEX
UNIFORM_OFFSET
UNIFORM_ARRAY_STRIDE
UNIFORM_MATRIX_STRIDE
UNIFORM_IS_ROW_MAJOR
void Uniform{1234}{if}( int location, T value );
void Uniform{1234}{if}v( int location, sizei count, const T value );
void Uniform{1234}ui( int location, T value );
void Uniform{1234}uiv( int location, sizei count, const T value );
void UniformMatrix{234}fv( int location, sizei count, booleantranspose,const float*value);
void UniformMatrix{2x3,3x2,2x4,4x2,3x4,4x3}fv( int location, sizei count, boolean transpose, const float *value );
-- uniform blocks
void UniformBlockBinding( uint program, uint uniformBlockIndex, uint uniformBlockBinding );
-- transform feedback
void TransformFeedbackVaryings( uint program, sizeicount,const char**varyings,enumbufferMode);
void GetTransformFeedbackVarying( uint program, uint index, sizei bufSize, sizei *length, sizei *size, enum *type, char *name );
-}
printShaderLog :: GLuint -> IO ()
printShaderLog o = do
i <- glGetShaderiv1 gl_INFO_LOG_LENGTH o
allocaArray (fromIntegral i) $ \ps -> glGetShaderInfoLog o (fromIntegral i) nullPtr ps >> SB.packCString (castPtr ps) >>= SB.putStr
compileShader' :: GLuint -> [ByteString] -> IO ()
compileShader' o srcl = withMany SB.useAsCString srcl $ \l -> withArray l $ \p -> do
glShaderSource o (fromIntegral $ length srcl) (castPtr p) nullPtr
glCompileShader o
printShaderLog o
glGetShaderiv1 :: GLenum -> GLuint -> IO GLint
glGetShaderiv1 pname o = alloca $ \pi -> glGetShaderiv o pname pi >> peek pi
glGetProgramiv1 :: GLenum -> GLuint -> IO GLint
glGetProgramiv1 pname o = alloca $ \pi -> glGetProgramiv o pname pi >> peek pi
printProgramLog :: GLuint -> IO ()
printProgramLog o = do
i <- glGetProgramiv1 gl_INFO_LOG_LENGTH o
allocaArray (fromIntegral i) $ \ps -> glGetProgramInfoLog o (fromIntegral i) nullPtr ps >> SB.packCString (castPtr ps) >>= SB.putStr
finalizeProgram :: GLProgram -> IO ()
finalizeProgram (GLProgram po l _ _ _ _) = glDeleteProgram po >> mapM_ glDeleteShader l
compileProgram' :: Program -> IO (Maybe GLProgram)
compileProgram' p = do
po <- glCreateProgram
let createAndAttach f t
| null $ f p = return Nothing
| otherwise = do
o <- glCreateShader t
compileShader o $ f p
glAttachShader po o
return $ Just o
vs <- createAndAttach vertexShader gl_VERTEX_SHADER
gs <- createAndAttach geometryShader gl_GEOMETRY_SHADER
fs <- createAndAttach fragmentShader gl_FRAGMENT_SHADER
glLinkProgram po
printProgramLog po
validateAndCreateGLProgram p po $ catMaybes [vs,gs,fs]
validateAndCreateGLProgram :: Program -> GLuint -> [GLuint] -> IO (Maybe GLProgram)
validateAndCreateGLProgram p po ol = do
shstatus <- mapM (glGetShaderiv1 gl_COMPILE_STATUS) ol
pstatus <- glGetProgramiv1 gl_LINK_STATUS po
let failed = glDeleteProgram po >> mapM_ glDeleteShader ol >> return Nothing
if any (/= fromIntegral gl_TRUE) (pstatus:shstatus) then failed else do
(sl,ul) <- filterSamplers <$> getNameTypeSize po glGetActiveUniform glGetUniformLocation gl_ACTIVE_UNIFORMS gl_ACTIVE_UNIFORM_MAX_LENGTH
al <- getNameTypeSize po glGetActiveAttrib glGetAttribLocation gl_ACTIVE_ATTRIBUTES gl_ACTIVE_ATTRIBUTE_MAX_LENGTH
let ul' = [(n,(i,t)) | (n,i,e,s) <- ul, Just t <- [fromGLUniformType (e,s)]]
al' = [(n,(fromIntegral i,t)) | (n,i,e,s) <- al, Just t <- [fromGLAttributeType (e,s)]]
sl' = [(n,(i,t,tex)) | ((n,i,e,s),tex) <- zip sl [0..], Just t <- [fromGLSamplerType (e,s)]]
lal = length al
lul = length ul
lsl = length sl
okL = Set.size sA' == lal && Set.size sU' == lul && Set.size sS' == lsl
sA = Set.fromList $ attributes p
sA' = Set.fromList [(n,t) | (n,(_,t)) <- al']
sU = Set.fromList $ uniforms p
sU' = Set.fromList [(n,t) | (n,(_,t)) <- ul']
sS = Set.fromList $ samplers p
sS' = Set.fromList [(n,t) | (n,(_,t,_)) <- sl']
if sA == sA' && sU == sU' && sS == sS' && okL then return $ Just $ GLProgram po ol (T.fromList al') (T.fromList ul') (T.fromList sl') (fromIntegral lal) else do
SB.putStrLn "[E] program validation failed:"
SB.putStr " * missing attributes: " >> print (sA' Set.\\ sA)
SB.putStr " * unbinded attributes: " >> print (sA Set.\\ sA')
SB.putStr " * missing uniforms: " >> print (sU' Set.\\ sU)
SB.putStr " * unbinded uniforms: " >> print (sU Set.\\ sU')
SB.putStr " * missing samplers: " >> print (sS' Set.\\ sS)
SB.putStr " * unbinded samplers: " >> print (sS Set.\\ sS')
failed
getNameTypeSize' :: GLuint -> (GLuint -> GLuint -> GLsizei -> Ptr GLsizei -> Ptr GLint -> Ptr GLenum -> Ptr GLchar -> IO ())
-> (GLuint -> Ptr GLchar -> IO GLint) -> GLenum -> GLenum -> IO [(ByteString,GLint,GLenum,GLint)]
getNameTypeSize' o f g enum enumLen = do
nameLen <- glGetProgramiv1 enumLen o
allocaArray (fromIntegral nameLen) $ \namep -> alloca $ \sizep -> alloca $ \typep -> do
n <- glGetProgramiv1 enum o
forM [0..n-1] $ \i -> f o (fromIntegral i) (fromIntegral nameLen) nullPtr sizep typep namep >>
(,,,) <$> SB.packCString (castPtr namep) <*> g o namep <*> peek typep <*> peek sizep
filterSamplers :: [(ByteString,GLint,GLenum,GLint)] -> ([(ByteString,GLint,GLenum,GLint)],[(ByteString,GLint,GLenum,GLint)])
filterSamplers l = partition (\(_,_,e,_) -> elem e samplerTypes) l
where
samplerTypes = [gl_SAMPLER_2D]
fromGLSamplerType :: (GLenum,GLint) -> Maybe SamplerType
fromGLSamplerType (t,1)
| t == gl_SAMPLER_2D = Just ST_Sampler2D
| otherwise = Nothing
fromGLSamplerType _ = Nothing
fromGLUniformType :: (GLenum,GLint) -> Maybe UniformType
fromGLUniformType (t,1)
| t == gl_FLOAT = Just UT_Float
| t == gl_FLOAT_VEC2 = Just UT_Vec2
| t == gl_FLOAT_VEC3 = Just UT_Vec3
| t == gl_FLOAT_VEC4 = Just UT_Vec4
| t == gl_FLOAT_MAT2 = Just UT_Mat2
| t == gl_FLOAT_MAT3 = Just UT_Mat3
| t == gl_FLOAT_MAT4 = Just UT_Mat4
| t == gl_INT = Just UT_Int
| t == gl_UNSIGNED_INT = Just UT_Word
| t == gl_BOOL = Just UT_Bool
| otherwise = Nothing
fromGLUniformType _ = Nothing
fromGLAttributeType :: (GLenum,GLint) -> Maybe AttributeType
fromGLAttributeType (t,1)
| t == gl_FLOAT = Just AT_Float
| t == gl_FLOAT_VEC2 = Just AT_Vec2
| t == gl_FLOAT_VEC3 = Just AT_Vec3
| t == gl_FLOAT_VEC4 = Just AT_Vec4
| t == gl_FLOAT_MAT2 = Just AT_Mat2
| t == gl_FLOAT_MAT3 = Just AT_Mat3
| t == gl_FLOAT_MAT4 = Just AT_Mat4
| t == gl_INT = Just AT_Int
| t == gl_UNSIGNED_INT = Just AT_Word
| otherwise = Nothing
fromGLAttributeType _ = Nothing
uploadVector' :: Storable a => GLenum -> V.Vector a -> IO GLuint
uploadVector' t v = withForeignPtr fp $ \p -> do
bo <- alloca $ \pbo -> glGenBuffers 1 pbo >> peek pbo
glBindBuffer t bo
glBufferData t (fromIntegral len) (plusPtr p offset) gl_STATIC_DRAW
glBindBuffer t 0
return bo
where
s = sizeOf $ v `V.unsafeIndex` 0
(fp,o,l) = V.unsafeToForeignPtr v
offset = o * s
len = l * s
uploadVectorArray' :: Storable a => V.Vector a -> IO GLuint
uploadVectorArray' v = uploadVector gl_ARRAY_BUFFER v
attrSize :: Storable a => V.Vector a -> GLsizei
attrSize = fromIntegral . V.length
compileAttribute' :: Attribute -> IO GLAttribute
compileAttribute' (A_Float v) = GLAttribute AT_Float (attrSize v) <$> uploadVectorArray v
compileAttribute' (A_Vec2 v) = GLAttribute AT_Vec2 (attrSize v) <$> uploadVectorArray v
compileAttribute' (A_Vec3 v) = GLAttribute AT_Vec3 (attrSize v) <$> uploadVectorArray v
compileAttribute' (A_Vec4 v) = GLAttribute AT_Vec4 (attrSize v) <$> uploadVectorArray v
compileAttribute' (A_Mat2 v) = GLAttribute AT_Mat2 (attrSize v) <$> uploadVectorArray v
compileAttribute' (A_Mat3 v) = GLAttribute AT_Mat3 (attrSize v) <$> uploadVectorArray v
compileAttribute' (A_Mat4 v) = GLAttribute AT_Mat4 (attrSize v) <$> uploadVectorArray v
compileAttribute' (A_Int v) = GLAttribute AT_Int (attrSize v) <$> uploadVectorArray v
compileAttribute' (A_Word v) = GLAttribute AT_Word (attrSize v) <$> uploadVectorArray v
finalizeAttribute :: GLAttribute -> IO ()
finalizeAttribute a = with (glaObject a) (glDeleteBuffers 1)
uploadVectorElement' :: V.Vector Int -> IO GLuint
uploadVectorElement' v = uploadVector gl_ELEMENT_ARRAY_BUFFER $ V.map (fromIntegral :: Int -> Int32) v
compilePrimitive' :: Primitive -> IO GLPrimitive
compilePrimitive' Points = return GLPoints
compilePrimitive' TriangleStrip = return GLTriangleStrip
compilePrimitive' Triangles = return GLTriangles
compilePrimitive' (TriangleStripI v) = GLTriangleStripI (fromIntegral $ V.length v) <$> uploadVectorElement v
compilePrimitive' (TrianglesI v) = GLTrianglesI (fromIntegral $ V.length v) <$> uploadVectorElement v
{-
void Uniform{1234}{if}( int location, T value );
void Uniform{1234}{if}v( int location, sizei count, const T value );
void Uniform{1234}ui( int location, T value );
void Uniform{1234}uiv( int location, sizei count, const T value );
void UniformMatrix{234}fv( int location, sizei count, boolean transpose, const float *value);
void UniformMatrix{2x3,3x2,2x4,4x2,3x4,4x3}fv( int location, sizei count, boolean transpose, const float *value );
-}
setUniform' :: GLProgram -> ByteString -> Uniform -> IO Bool
setUniform' p name (U_Float d) = checkUniform name p UT_Float $ \i -> with d $ \p -> glUniform1fv i 1 $ castPtr p
setUniform' p name (U_Vec2 d) = checkUniform name p UT_Vec2 $ \i -> with d $ \p -> glUniform2fv i 1 $ castPtr p
setUniform' p name (U_Vec3 d) = checkUniform name p UT_Vec3 $ \i -> with d $ \p -> glUniform3fv i 1 $ castPtr p
setUniform' p name (U_Vec4 d) = checkUniform name p UT_Vec4 $ \i -> with d $ \p -> glUniform4fv i 1 $ castPtr p
setUniform' p name (U_Int d) = checkUniform name p UT_Int $ \i -> with d $ \p -> glUniform1iv i 1 $ castPtr p
setUniform' p name (U_Word d) = checkUniform name p UT_Word $ \i -> with d $ \p -> glUniform1uiv i 1 $ castPtr p
setUniform' p name (U_Bool d) = checkUniform name p UT_Bool $ \i -> glUniform1ui i (if d then 1 else 0)
setUniform' p name (U_Mat2 d) = checkUniform name p UT_Mat2 $ \i -> with d $ \p -> glUniformMatrix2fv i 1 (fromIntegral gl_TRUE) $ castPtr p
setUniform' p name (U_Mat3 d) = checkUniform name p UT_Mat3 $ \i -> with d $ \p -> glUniformMatrix3fv i 1 (fromIntegral gl_TRUE) $ castPtr p
setUniform' p name (U_Mat4 d) = checkUniform name p UT_Mat4 $ \i -> with d $ \p -> glUniformMatrix4fv i 1 (fromIntegral gl_TRUE) $ castPtr p
--setUniform _ _ _ = return False
checkUniform' :: ByteString -> GLProgram -> UniformType -> (GLint -> IO ()) -> IO Bool
checkUniform' name p t f = case T.lookup name $ glpUniforms p of
Nothing -> return False
Just (i,t') -> if t /= t' then return False else f (fromIntegral i) >> return True
setSampler' :: GLTexture2D t => GLProgram -> ByteString -> t -> IO Bool
setSampler' p name t = checkSampler name p ST_Sampler2D $ \i tc -> do
glUniform1i i (fromIntegral tc)
glActiveTexture $ gl_TEXTURE0 + tc
glBindTexture gl_TEXTURE_2D $ glTexture2DObject t
checkSampler' :: ByteString -> GLProgram -> SamplerType -> (GLint -> GLenum -> IO ()) -> IO Bool
checkSampler' name p t f = case T.lookup name $ glpSamplers p of
Nothing -> return False
Just (i,t',tc) -> if t /= t' then return False else f (fromIntegral i) tc >> return True
{-
-- buffer objects
void GenBuffers( sizei n, uint *buffers );
void DeleteBuffers( sizei n, const uint *buffers );
void BindBuffer( enum target, uint buffer );
- target
ARRAY_BUFFER
COPY_READ_BUFFER
COPY_WRITE_BUFFER
ELEMENT_ARRAY_BUFFER
PIXEL_PACK_BUFFER
PIXEL_UNPACK_BUFFER
TEXTURE_BUFFER
TRANSFORM_FEEDBACK_BUFFER
UNIFORM_BUFFER
void BindBufferRange( enum target, uint index, uint buffer, intptr offset, sizeiptr size );
void BindBufferBase( enum target, uint index, uint buffer );
- target
TRANSFORM_FEEDBACK_BUFFER
UNIFORM_BUFFER
void BufferData( enum target, sizeiptr size, const void *data, enum usage );
- usage
STREAM_DRAW
STREAM_READ
STREAM_COPY
STATIC_DRAW
STATIC_READ
STATIC_COPY
DYNAMIC_DRAW
DYNAMIC_READ
DYNAMIC_COPY
void BufferSubData( enum target, intptr offset, sizeiptrsize,const void*data);
void *MapBufferRange( enum target, intptr offset, sizeiptr length, bitfield access );
- access
MAP_READ_BIT
MAP_WRITE_BIT
MAP_INVALIDATE_RANGE_BIT
void *MapBuffer( enum target, enum access );
void FlushMappedBufferRange( enum target, intptr offset, sizeiptr length );
boolean UnmapBuffer( enum target );
void *CopyBufferSubData( enum readtarget, enum writetarget, intptr readoffset, intptr writeoffset, sizeiptr size );
-- vertex array objects
void GenVertexArrays( sizei n, uint *arrays );
void DeleteVertexArrays( sizei n, const uint *arrays );
void BindVertexArray( uint array );
-}
{-
-- generic attributes
void VertexAttrib{1234}{sfd}( uint index, T values );
void VertexAttrib{123}{sfd}v( uint index, const T values );
void VertexAttrib4{bsifd ub us ui}v( uint index, const T values );
void VertexAttrib4Nub( uint index, T values );
void VertexAttrib4N{bsi ub us ui}v( uint index, const T values );
void VertexAttribI{1234}{i ui}( uint index, T values );
void VertexAttribI{1234}{i ui}v( uint index, const T values );
void VertexAttribI4{bs ubus}v( uint index, const T values );
void VertexAttribP{1234}ui(uint index,enum type,boolean normalized,uint value);
void VertexAttribP{1234}uiv(uint index,enum type,boolean normalized,const uint *value);
-- vertex arrays
void VertexAttribPointer( uint index, int size, enum type, boolean normalized, sizei stride, const void *pointer );
void VertexAttribIPointer( uint index, int size, enum type, sizei stride, const void *pointer);
void EnableVertexAttribArray( uint index );
void DisableVertexAttribArray( uint index );
void VertexAttribDivisor( uint index, uint divisor );
-}
setAttribute' :: GLProgram -> GLAttribute -> ByteString -> IO Bool
setAttribute' p (GLAttribute a _ bo) name
| a == AT_Float = setFloat 1
| a == AT_Vec2 = setFloat 2
| a == AT_Vec3 = setFloat 3
| a == AT_Vec4 = setFloat 4
| a == AT_Mat2 = setFloat 4
| a == AT_Mat3 = setFloat 9
| a == AT_Mat4 = setFloat 16
| a == AT_Int = setInt 1 gl_INT
| a == AT_Word = setInt 1 gl_UNSIGNED_INT
| otherwise = return False
where
setFloat n = check $ \i -> glVertexAttribPointer i n gl_FLOAT (fromIntegral gl_FALSE) 0 nullPtr
setInt n t = check $ \i -> glVertexAttribIPointer i n t 0 nullPtr
check f = case T.lookup name $ glpAttributes p of
Nothing -> return False
Just (i,t) -> if a /= t then return False else do
glBindBuffer gl_ARRAY_BUFFER bo
glEnableVertexAttribArray i
f i
glBindBuffer gl_ARRAY_BUFFER 0
return True
withGLProgram' :: GLProgram -> IO a -> IO a
withGLProgram' p f = do
glUseProgram (glpObject p)
a <- f
--glValidateProgram (glpObject p)
--printProgramLog (glpObject p)
glUseProgram 0
return a
withGLAttributes' :: GLProgram -> [(GLAttribute,ByteString)] -> IO () -> IO Bool
withGLAttributes' p al f = do
ok <- and <$> mapM (uncurry $ setAttribute p) al
when ok f
forM_ [0..glpAttributeCount p-1] glDisableVertexAttribArray
return ok
{-
helper: void DrawArraysOneInstance( enum mode, int first, sizei count, int instance );
void DrawArrays( enum mode, int first, sizei count );
void DrawArraysInstanced( enum mode, int first, sizei count, sizei primcount );
void MultiDrawArrays( enum mode, const int *first, const sizei *count, sizei primcount);
helper: void DrawElementsOneInstance( enum mode, sizei count, enum type, const void *indices);
void DrawElements( enum mode, sizei count, enum type, const void*indices);
void DrawElementsInstanced( enum mode, sizei count, enum type, const void *indices, sizei primcount);
void MultiDrawElements( enum mode, const sizei *count, enum type, const void **indices, sizei primcount );
void DrawRangeElements( enum mode, uint start, uint end, sizei count, enum type, const void *indices );
void DrawElementsBaseVertex( enum mode, sizei count, enum type, const void *indices, int basevertex);
void DrawRangeElementsBaseVertex( enum mode, uint start, uint end, sizei count, enum type, const void *indices, int basevertex );
void DrawElementsInstancedBaseVertex( enum mode, sizei count, enum type, const void *indices, sizei primcount, int basevertex );
void MultiDrawElementsBaseVertex( enum mode, const sizei *count, enum type, const void **indices, sizei primcount, const int *basevertex);
-}
renderGLPrimitive' :: GLPrimitive -> GLsizei -> IO ()
renderGLPrimitive' GLPoints s = glDrawArrays gl_POINTS 0 s
renderGLPrimitive' GLTriangleStrip s = glDrawArrays gl_TRIANGLE_STRIP 0 s
renderGLPrimitive' GLTriangles s = glDrawArrays gl_TRIANGLES 0 s
renderGLPrimitive' (GLTriangleStripI s bo) _ = glBindBuffer gl_ELEMENT_ARRAY_BUFFER bo >> glDrawElements gl_TRIANGLE_STRIP s gl_UNSIGNED_INT nullPtr
renderGLPrimitive' (GLTrianglesI s bo) _ = glBindBuffer gl_ELEMENT_ARRAY_BUFFER bo >> glDrawElements gl_TRIANGLES s gl_UNSIGNED_INT nullPtr
-- mesh utility functions
compileMesh' :: Mesh -> IO GLMesh
compileMesh' (Mesh al p) = GLMesh <$> mapM (\(n,a) -> (,n) <$> compileAttribute a) al <*> compilePrimitive p
renderGLMeshD :: GLProgram -> GLMesh -> IO Bool
renderGLMeshD p m = renderGLMesh' p m $ return True
-- this is for setting up uniforms in action
renderGLMesh'D :: GLProgram -> GLMesh -> IO Bool -> IO Bool
renderGLMesh'D p (GLMesh al pr) setup = withGLProgram p $ do
ok <- setup
if not ok then return False else
withGLAttributes p [a | a@(_,name) <- al, hasAttr name] $ renderGLPrimitive pr s
where
s = glaSize $ fst $ head al
hasAttr n = T.member n (glpAttributes p)
clearGLFramebuffer :: IO ()
clearGLFramebuffer = do
glClearColor 0 0 0 1
glClear $ fromIntegral (gl_COLOR_BUFFER_BIT .|. gl_DEPTH_BUFFER_BIT)
-- texturing
{-
TEXTURE_1D
TEXTURE_2D
TEXTURE_3D
TEXTURE_1D_ARRAY
TEXTURE_2D_ARRAY
TEXTURE_RECTANGLE
TEXTURE_BUFFER
TEXTURE_CUBE_MAP
TEXTURE_2D_MULTISAMPLE
TEXTURE_2D_MULTISAMPLE_ARRAY
-}
{-
void SamplerParameter{if}v( uint sampler, enum pname, T param );
void SamplerParameterI{u ui}v( uint sampler, enum pname, T *params );
- pname:
TEXTURE_WRAP_S
TEXTURE_WRAP_T
TEXTURE_WRAP_R
TEXTURE_MIN_FILTER
TEXTURE_MAG_FILTER
TEXTURE_BORDER_COLOR
TEXTURE_MIN_LOD
TEXTURE_MAX_LOD
TEXTURE_LOD_BIAS
TEXTURE_COMPARE_MODE
TEXTURE_COMPARE_FUNC
-}
uploadTexture2D' :: Size -> GLenum -> GLenum -> Ptr a -> IO GLuint
uploadTexture2D' (w,h) intf f ptr = do
glBindBuffer gl_ARRAY_BUFFER 0
glBindBuffer gl_ELEMENT_ARRAY_BUFFER 0
to <- alloca $ \pto -> glGenTextures 1 pto >> peek pto
glBindTexture gl_TEXTURE_2D to
--glPixelStorei gl_UNPACK_ALIGNMENT padding
-- UNPACK_ROW_LENGTH and UNPACK_ALIGNMENT
glTexParameteri gl_TEXTURE_2D gl_TEXTURE_BASE_LEVEL 0
glTexParameteri gl_TEXTURE_2D gl_TEXTURE_MAX_LEVEL 0
glTexImage2D gl_TEXTURE_2D 0 (fromIntegral intf) (fromIntegral w) (fromIntegral h) 0 f gl_UNSIGNED_BYTE ptr
glBindTexture gl_TEXTURE_2D 0
return to
compileColorTexture2D' :: Bitmap Word8 -> IO GLColorTexture2D
compileColorTexture2D' b = withBitmap b $ \size 3 _padding ptr -> GLColorTexture2D <$> uploadTexture2D size gl_RGBA32F gl_RGB ptr
newGLDepthTexture2D' :: Size -> IO GLDepthTexture2D
newGLDepthTexture2D' size = GLDepthTexture2D <$> uploadTexture2D size gl_DEPTH_COMPONENT32F gl_DEPTH_COMPONENT nullPtr
{-
COLOR_ATTACHMENT0
DEPTH_ATTACHMENT.
STENCIL_ATTACHMENT.
MAX_COLOR_ATTACHMENTS
-}
glGetIntegerv1 :: GLenum -> IO GLint
glGetIntegerv1 e = alloca $ \pi -> glGetIntegerv e pi >> peek pi
newGLFramebuffer :: IO GLFramebuffer
newGLFramebuffer = GLFramebuffer <$> (alloca $ \pto -> glGenFramebuffers 1 pto >> peek pto) <*> glGetIntegerv1 gl_MAX_COLOR_ATTACHMENTS
withFramebuffer' :: GLFramebuffer -> Maybe GLDepthTexture2D -> Maybe GLStencilTexture -> [GLColorTexture2D] -> IO Bool -> IO Bool
withFramebuffer' (GLFramebuffer fbo maxcolor) mdt Nothing cl a = if length cl > fromIntegral maxcolor then return False else do
glBindFramebuffer gl_DRAW_FRAMEBUFFER fbo
forM_ (zip [0 :: Int ..] cl) $ \(i,(GLColorTexture2D to)) ->
glFramebufferTexture2D gl_DRAW_FRAMEBUFFER (gl_COLOR_ATTACHMENT0 + fromIntegral i) gl_TEXTURE_2D to 0
-- disable unused
forM_ [(fromIntegral $ length cl)..maxcolor-1] $ \i ->
glFramebufferTexture2D gl_DRAW_FRAMEBUFFER (gl_COLOR_ATTACHMENT0 + fromIntegral i) gl_TEXTURE_2D 0 0
let dto = case mdt of
Nothing -> 0
Just (GLDepthTexture2D to) -> to
glFramebufferTexture2D gl_DRAW_FRAMEBUFFER gl_DEPTH_STENCIL_ATTACHMENT gl_TEXTURE_2D 0 0
glFramebufferTexture2D gl_DRAW_FRAMEBUFFER gl_DEPTH_ATTACHMENT gl_TEXTURE_2D dto 0
glFramebufferTexture2D gl_DRAW_FRAMEBUFFER gl_STENCIL_ATTACHMENT gl_TEXTURE_2D 0 0
e <- glCheckFramebufferStatus gl_DRAW_FRAMEBUFFER
b <- if e == gl_FRAMEBUFFER_COMPLETE then a else case e of
0 -> checkGL >>= SB.putStrLn >> return False
_ -> SB.putStrLn "Framebuffer is not complete" >> return False
glBindFramebuffer gl_DRAW_FRAMEBUFFER 0
return b
withDepth' :: IO a -> IO a
withDepth' a = do glEnable gl_DEPTH_TEST ; r <- a ; glDisable gl_DEPTH_TEST ; return r
{-
-- constraints
MAX_3D_TEXTURE_SIZE
MAX_ARRAY_TEXTURE_LAYERS
MAX_COLOR_ATTACHMENTS
MAX_COLOR_TEXTURE_SAMPLES
MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS
MAX_COMBINED_TEXTURE_IMAGE_UNITS
MAX_COMBINED_UNIFORM_BLOCKS
MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS
MAX_CUBE_MAP_TEXTURE_SIZE
MAX_DEPTH_TEXTURE_SAMPLES
MAX_DRAW_BUFFERS
MAX_DUAL_SOURCE_DRAW_BUFFERS
MAX_ELEMENTS_INDICES
MAX_ELEMENTS_VERTICES
MAX_FRAGMENT_INPUT_COMPONENTS
MAX_FRAGMENT_UNIFORM_BLOCKS
MAX_FRAGMENT_UNIFORM_COMPONENTS
MAX_GEOMETRY_INPUT_COMPONENTS
MAX_GEOMETRY_OUTPUT_COMPONENTS
MAX_GEOMETRY_OUTPUT_VERTICES
MAX_GEOMETRY_TEXTURE_IMAGE_UNITS
MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS
MAX_GEOMETRY_UNIFORM_BLOCKS
MAX_GEOMETRY_UNIFORM_COMPONENTS
MAX_INTEGER_SAMPLES
MAX_PROGRAM_TEXEL_OFFSET
MAX_RECTANGLE_TEXTURE_SIZE
MAX_RENDERBUFFER_SIZE
MAX_SAMPLES
MAX_SAMPLE_MASK_WORDS
MAX_SERVER_WAIT_TIMEOUT
MAX_TEXTURE_BUFFER_SIZE
MAX_TEXTURE_IMAGE_UNITS
MAX_TEXTURE_LOD_BIAS
MAX_TEXTURE_SIZE
MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS
MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS
MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS
MAX_UNIFORM_BLOCK_SIZE
MAX_UNIFORM_BUFFER_BINDINGS
MAX_VARYING_COMPONENTS
MAX_VERTEX_ATTRIBS
MAX_VERTEX_OUTPUT_COMPONENTS
MAX_VERTEX_TEXTURE_IMAGE_UNITS
MAX_VERTEX_UNIFORM_BLOCKS
MAX_VERTEX_UNIFORM_COMPONENTS
MAX_VIEWPORT_DIMS
-}
glDebug :: IO ()
glDebug = do
putStr "gl_MAX_DRAW_BUFFERS: "
print =<< glGetIntegerv1 gl_MAX_DRAW_BUFFERS
-- putStr "gl_MAX_DUAL_SOURCE_DRAW_BUFFERS"
-- print =<< glGetIntegerv1 gl_MAX_DUAL_SOURCE_DRAW_BUFFERS
printGLVersion :: IO ()
printGLVersion = glDebug >> getString gl_VERSION >>= SB.putStrLn
getString :: GLenum -> IO ByteString
getString n = glGetString n >>= maybeNullPtr (return "") (SB.packCString . castPtr)
where
maybeNullPtr :: b -> (Ptr a -> b) -> Ptr a -> b
maybeNullPtr n f ptr | ptr == nullPtr = n
| otherwise = f ptr
-----------------
-- debug code
-----------------
checkGL :: IO ByteString
checkGL = do
let f e | e == gl_INVALID_ENUM = "INVALID_ENUM"
| e == gl_INVALID_VALUE = "INVALID_VALUE"
| e == gl_INVALID_OPERATION = "INVALID_OPERATION"
| e == gl_INVALID_FRAMEBUFFER_OPERATION = "INVALID_FRAMEBUFFER_OPERATION"
| e == gl_OUT_OF_MEMORY = "OUT_OF_MEMORY"
| e == gl_NO_ERROR = "OK"
| otherwise = "Unknown error"
e <- glGetError
return $ f e
st :: ByteString -> IO ()
st n = do
s <- checkGL
unless (s == "OK") $ do
SB.putStr n
SB.putStr " "
SB.putStrLn s
renderGLMesh' :: GLProgram -> GLMesh -> IO Bool -> IO Bool
renderGLMesh' p m a = do
st "BEGIN[renderGLMesh']"
r <- renderGLMesh'D p m a
st "END[renderGLMesh']"
return r
renderGLMesh :: GLProgram -> GLMesh -> IO Bool
renderGLMesh p m = do
st "BEGIN[renderGLMesh]"
r <- renderGLMeshD p m
st "END[renderGLMesh]"
return r
compileMesh :: Mesh -> IO GLMesh
compileMesh m = do
st "BEGIN[compileMesh]"
r <- compileMesh' m
st "END[compileMesh]"
return r
renderGLPrimitive :: GLPrimitive -> GLsizei -> IO ()
renderGLPrimitive p s = do
st "BEGIN[renderGLPrimitive]"
r <- renderGLPrimitive' p s
st "END[renderGLPrimitive]"
return r
withGLAttributes :: GLProgram -> [(GLAttribute,ByteString)] -> IO () -> IO Bool
withGLAttributes p l a = do
st "BEGIN[withGLAttributes]"
r <- withGLAttributes' p l a
st "END[withGLAttributes]"
return r
withGLProgram :: GLProgram -> IO a -> IO a
withGLProgram p a = do
st "BEGIN[withGLProgram]"
r <- withGLProgram' p a
st "END[withGLProgram]"
return r
setAttribute :: GLProgram -> GLAttribute -> ByteString -> IO Bool
setAttribute p l a = do
st "BEGIN[setAttribute]"
r <- setAttribute' p l a
st "END[setAttribute]"
return r
checkUniform :: ByteString -> GLProgram -> UniformType -> (GLint -> IO ()) -> IO Bool
checkUniform n p t a = do
st "BEGIN[checkUniform]"
r <- checkUniform' n p t a
st "END[checkUniform]"
return r
setUniform :: GLProgram -> ByteString -> Uniform -> IO Bool
setUniform p n u = do
st "BEGIN[setUniform]"
r <- setUniform' p n u
st "END[setUniform]"
return r
checkSampler :: ByteString -> GLProgram -> SamplerType -> (GLint -> GLenum -> IO ()) -> IO Bool
checkSampler n p t a = do
st "BEGIN[checkSampler]"
r <- checkSampler' n p t a
st "END[checkSampler]"
return r
setSampler :: GLTexture2D t => GLProgram -> ByteString -> t -> IO Bool
setSampler p n u = do
st "BEGIN[setSampler]"
r <- setSampler' p n u
st "END[setSampler]"
return r
compileColorTexture2D :: Bitmap Word8 -> IO GLColorTexture2D
compileColorTexture2D b = do
st "BEGIN[compileColorTexture2D]"
r <- compileColorTexture2D' b
st "END[compileColorTexture2D]"
return r
compilePrimitive :: Primitive -> IO GLPrimitive
compilePrimitive p = do
st "BEGIN[compilePrimitive]"
r <- compilePrimitive' p
st "END[compilePrimitive]"
return r
uploadVectorElement :: V.Vector Int -> IO GLuint
uploadVectorElement v = do
st "BEGIN[uploadVectorElement]"
r <- uploadVectorElement' v
st "END[uploadVectorElement]"
return r
compileAttribute :: Attribute -> IO GLAttribute
compileAttribute a = do
st "BEGIN[compileAttribute]"
r <- compileAttribute' a
st "END[compileAttribute]"
return r
uploadVectorArray :: Storable a => V.Vector a -> IO GLuint
uploadVectorArray v = do
st "BEGIN[uploadVectorArray]"
r <- uploadVectorArray' v
st "END[uploadVectorArray]"
return r
uploadVector :: Storable a => GLenum -> V.Vector a -> IO GLuint
uploadVector e v = do
st "BEGIN[uploadVector]"
r <- uploadVector' e v
st "END[uploadVector]"
return r
getNameTypeSize :: GLuint -> (GLuint -> GLuint -> GLsizei -> Ptr GLsizei -> Ptr GLint -> Ptr GLenum -> Ptr GLchar -> IO ())
-> (GLuint -> Ptr GLchar -> IO GLint) -> GLenum -> GLenum -> IO [(ByteString,GLint,GLenum,GLint)]
getNameTypeSize a b c d e = do
st "BEGIN[getNameTypeSize]"
r <- getNameTypeSize' a b c d e
st "END[getNameTypeSize]"
return r
compileProgram :: Program -> IO (Maybe GLProgram)
compileProgram p = do
st "BEGIN[compileProgram]"
r <- compileProgram' p
st "END[compileProgram]"
return r
compileShader :: GLuint -> [ByteString] -> IO ()
compileShader a b = do
st "BEGIN[compileShader]"
r <- compileShader' a b
st "END[compileShader]"
return r
withFramebuffer :: GLFramebuffer -> Maybe GLDepthTexture2D -> Maybe GLStencilTexture -> [GLColorTexture2D] -> IO Bool -> IO Bool
withFramebuffer a b c d e = do
st "BEGIN[withFramebuffer]"
r <- withFramebuffer' a b c d e
st "END[withFramebuffer]"
return r
uploadTexture2D :: Size -> GLenum -> GLenum -> Ptr a -> IO GLuint
uploadTexture2D a b c d = do
st "BEGIN[uploadTexture2D]"
r <- uploadTexture2D' a b c d
st "END[uploadTexture2D]"
return r
newGLDepthTexture2D :: Size -> IO GLDepthTexture2D
newGLDepthTexture2D a = do
st "BEGIN[newGLDepthTexture2D]"
r <- newGLDepthTexture2D' a
st "END[newGLDepthTexture2D]"
return r
withDepth :: IO a -> IO a
withDepth a = do
st "BEGIN[withDepth]"
r <- withDepth' a
st "END[withDepth]"
return r