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authorCsaba Hruska <csaba.hruska@gmail.com>2016-07-10 23:11:20 +0200
committerCsaba Hruska <csaba.hruska@gmail.com>2016-07-10 23:11:20 +0200
commit286c756067b8261f307d12362d53f0b40c30bd7c (patch)
tree6dde8238967750d7a252281d0c58d560e04e2aa4
parent7019bdc27de0941996e56688a495f0524e1c37e6 (diff)
obj example: support diffuse color
-rw-r--r--examples/HelloOBJ.hs18
-rw-r--r--examples/hello_obj.json2
-rw-r--r--examples/hello_obj.lc4
3 files changed, 15 insertions, 9 deletions
diff --git a/examples/HelloOBJ.hs b/examples/HelloOBJ.hs
index 10bf248..8e409a5 100644
--- a/examples/HelloOBJ.hs
+++ b/examples/HelloOBJ.hs
@@ -63,7 +63,7 @@ loadOBJToGPU fname = loadOBJ fname >>= \case
63 gpuSubModels <- forM subModels $ \(mesh,mat) -> LambdaCubeGL.uploadMeshToGPU mesh >>= \a -> return (a,mat) 63 gpuSubModels <- forM subModels $ \(mesh,mat) -> LambdaCubeGL.uploadMeshToGPU mesh >>= \a -> return (a,mat)
64 return $ Right (gpuSubModels,mtlLib) 64 return $ Right (gpuSubModels,mtlLib)
65 65
66uploadMtlLib :: MtlLib -> IO (Map Text TextureData) 66uploadMtlLib :: MtlLib -> IO (Map Text (ObjMaterial,TextureData))
67uploadMtlLib mtlLib = do 67uploadMtlLib mtlLib = do
68 -- collect used textures 68 -- collect used textures
69 let usedTextures = nub . concatMap (maybeToList . mtl_map_Kd) $ Map.elems mtlLib 69 let usedTextures = nub . concatMap (maybeToList . mtl_map_Kd) $ Map.elems mtlLib
@@ -76,15 +76,16 @@ uploadMtlLib mtlLib = do
76 Right img -> LambdaCubeGL.uploadTexture2DToGPU img 76 Right img -> LambdaCubeGL.uploadTexture2DToGPU img
77 whiteTex <- LambdaCubeGL.uploadTexture2DToGPU whiteImage 77 whiteTex <- LambdaCubeGL.uploadTexture2DToGPU whiteImage
78 -- pair textures and materials 78 -- pair textures and materials
79 return $ maybe whiteTex (fromMaybe checkerTex . flip Map.lookup textureLib) . mtl_map_Kd <$> mtlLib 79 return $ (\a -> (a, maybe whiteTex (fromMaybe checkerTex . flip Map.lookup textureLib) . mtl_map_Kd $ a)) <$> mtlLib
80 80
81addOBJToObjectArray :: GLStorage -> String -> [(GPUMesh, Maybe Text)] -> Map Text TextureData -> IO [LambdaCubeGL.Object] 81addOBJToObjectArray :: GLStorage -> String -> [(GPUMesh, Maybe Text)] -> Map Text (ObjMaterial,TextureData) -> IO [LambdaCubeGL.Object]
82addOBJToObjectArray storage slotName objMesh mtlLib = forM objMesh $ \(mesh,mat) -> do 82addOBJToObjectArray storage slotName objMesh mtlLib = forM objMesh $ \(mesh,mat) -> do
83 obj <- LambdaCubeGL.addMeshToObjectArray storage slotName ["diffuseTexture"] mesh -- diffuseTexture value can change on each model 83 obj <- LambdaCubeGL.addMeshToObjectArray storage slotName ["diffuseTexture","diffuseColor"] mesh -- diffuseTexture and diffuseColor values can change on each model
84 case mat >>= flip Map.lookup mtlLib of 84 case mat >>= flip Map.lookup mtlLib of
85 Nothing -> return () 85 Nothing -> return ()
86 Just t -> LambdaCubeGL.updateObjectUniforms obj $ do 86 Just (ObjMaterial{..},t) -> LambdaCubeGL.updateObjectUniforms obj $ do
87 "diffuseTexture" @= return t -- set model's diffuse texture 87 "diffuseTexture" @= return t -- set model's diffuse texture
88 "diffuseColor" @= let (r,g,b) = mtl_Kd in return (V4 r g b mtl_Tr)
88 return obj 89 return obj
89 90
90main :: IO () 91main :: IO ()
@@ -102,10 +103,13 @@ main = do
102 defUniforms $ do 103 defUniforms $ do
103 "time" @: Float 104 "time" @: Float
104 "diffuseTexture" @: FTexture2D 105 "diffuseTexture" @: FTexture2D
106 "diffuseColor" @: V4F
105 107
106 storage <- LambdaCubeGL.allocStorage inputSchema 108 storage <- LambdaCubeGL.allocStorage inputSchema
107 109
108 objName <- head . (++ ["cube.obj"]) <$> getArgs 110 objName <- getArgs >>= \case
111 [] -> fail "missing .obj argument"
112 a -> return $ head a
109 -- load OBJ geometry and material descriptions 113 -- load OBJ geometry and material descriptions
110 Right (objMesh,mtlLib) <- loadOBJToGPU objName 114 Right (objMesh,mtlLib) <- loadOBJToGPU objName
111 -- load materials textures 115 -- load materials textures
diff --git a/examples/hello_obj.json b/examples/hello_obj.json
index 9c3e98f..3c4cd3d 100644
--- a/examples/hello_obj.json
+++ b/examples/hello_obj.json
@@ -1 +1 @@
{"textures":[],"commands":[{"tag":"SetRenderTarget","arg0":0},{"tag":"ClearRenderTarget","arg0":[{"tag":"ClearImage","clearValue":{"tag":"VFloat","arg0":1},"imageSemantic":{"tag":"Depth"}},{"tag":"ClearImage","clearValue":{"tag":"VV4F","arg0":{"w":1,"z":0.4,"x":0.0,"y":0.0}},"imageSemantic":{"tag":"Color"}}]},{"tag":"SetProgram","arg0":0},{"tag":"SetSamplerUniform","arg0":"diffuseTexture","arg1":0},{"tag":"SetRasterContext","arg0":{"arg3":{"tag":"LastVertex"},"tag":"TriangleCtx","arg0":{"tag":"CullBack","arg0":{"tag":"CCW"}},"arg1":{"tag":"PolygonFill"},"arg2":{"tag":"NoOffset"}}},{"tag":"SetAccumulationContext","arg0":{"accViewportName":null,"tag":"AccumulationContext","accOperations":[{"tag":"DepthOp","arg0":{"tag":"Less"},"arg1":true},{"tag":"ColorOp","arg0":{"tag":"NoBlending"},"arg1":{"tag":"VV4B","arg0":{"w":true,"z":true,"x":true,"y":true}}}]}},{"tag":"RenderSlot","arg0":0}],"slots":[{"tag":"Slot","slotPrimitive":{"tag":"Triangles"},"slotStreams":{"normal":{"tag":"V3F"},"uvw":{"tag":"V3F"},"position":{"tag":"V4F"}},"slotName":"objects","slotUniforms":{"time":{"tag":"Float"},"diffuseTexture":{"tag":"FTexture2D"}},"slotPrograms":[0]}],"programs":[{"programInTextures":{"diffuseTexture":{"tag":"FTexture2D"}},"tag":"Program","programOutput":[{"tag":"Parameter","ty":{"tag":"V4F"},"name":"f0"}],"programStreams":{"vi3":{"tag":"Parameter","ty":{"tag":"V3F"},"name":"uvw"},"vi2":{"tag":"Parameter","ty":{"tag":"V3F"},"name":"normal"},"vi1":{"tag":"Parameter","ty":{"tag":"V4F"},"name":"position"}},"fragmentShader":"#version 330 core\nvec4 texture2D(sampler2D s,vec2 uv) {\n return texture(s,uv);\n}\nuniform sampler2D diffuseTexture;\nsmooth in vec2 vo1;\nout vec4 f0;\nvoid main() {\n f0 = texture2D (diffuseTexture,vo1);\n}","vertexShader":"#version 330 core\nvec4 texture2D(sampler2D s,vec2 uv) {\n return texture(s,uv);\n}\nuniform float time;\nin vec4 vi1;\nin vec3 vi2;\nin vec3 vi3;\nsmooth out vec2 vo1;\nvec4 ext0_Float_3(vec3 z0) {\n return vec4 ((z0).x,(z0).y,(z0).z,0.0);\n}\nvec3 neg_VecSFloat3(vec3 z0) {\n return - (z0);\n}\nmat4 translateBefore4(vec3 z0) {\n return mat4 (vec4 (1.0,0.0,0.0,0.0)\n ,vec4 (0.0,1.0,0.0,0.0)\n ,vec4 (0.0,0.0,1.0,0.0)\n ,vec4 ((z0).x,(z0).y,(z0).z,1.0));\n}\nmat4 lookat(vec3 z0,vec3 z1,vec3 z2) {\n return (transpose (mat4 (ext0_Float_3 (normalize (cross (z2\n ,normalize ((z0) - (z1)))))\n ,ext0_Float_3 (cross (normalize ((z0) - (z1))\n ,normalize (cross (z2,normalize ((z0) - (z1))))))\n ,ext0_Float_3 (normalize ((z0) - (z1)))\n ,vec4 (0.0,0.0,0.0,1.0)))) * (translateBefore4 (neg_VecSFloat3 (z0)));\n}\nmat4 perspective(float z0,float z1,float z2,float z3) {\n return mat4 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan\n ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan ((z2) / (2.0)))))))\n ,0.0\n ,0.0\n ,0.0)\n ,vec4 (0.0\n ,((2.0) * (z0)) / (((z0) * (tan ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan\n ((z2) / (2.0))))))\n ,0.0\n ,0.0)\n ,vec4 ((((z3) * ((z0) * (tan ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan\n ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan\n ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan ((z2) / (2.0)))))))\n ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan\n ((z2) / (2.0)))))) / (((z0) * (tan ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan\n ((z2) / (2.0))))))\n ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))\n ,-1.0)\n ,vec4 (0.0,0.0,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))),0.0));\n}\nmat4 rotMatrixX(float z0) {\n return mat4 (vec4 (1.0,0.0,0.0,0.0)\n ,vec4 (0.0,cos (z0),sin (z0),0.0)\n ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0)\n ,vec4 (0.0,0.0,0.0,1.0));\n}\nmat4 rotMatrixZ(float z0) {\n return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0)\n ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0)\n ,vec4 (0.0,0.0,1.0,0.0)\n ,vec4 (0.0,0.0,0.0,1.0));\n}\nvoid main() {\n gl_Position = (perspective (0.1,100.0,45.0,1.0)) * ((lookat (vec3 (0.0,0.0,5.0)\n ,vec3 (0.0,0.0,0.0)\n ,vec3 (0.0,1.0,0.0))) * ((rotMatrixX (time)) * ((rotMatrixZ (time)) * (vi1))));\n vo1 = vec2 ((vi3).x,(1.0) - ((vi3).y));\n}","geometryShader":null,"programUniforms":{"time":{"tag":"Float"},"diffuseTexture":{"tag":"FTexture2D"}}}],"samplers":[],"tag":"Pipeline","backend":{"tag":"OpenGL33"},"streams":[],"targets":[{"tag":"RenderTarget","renderTargets":[{"tag":"TargetItem","targetSemantic":{"tag":"Depth"},"targetRef":{"tag":"Framebuffer","arg0":{"tag":"Depth"}}},{"tag":"TargetItem","targetSemantic":{"tag":"Color"},"targetRef":{"tag":"Framebuffer","arg0":{"tag":"Color"}}}]}],"info":"generated by lambdacube-compiler 0.6.0.0"} \ No newline at end of file {"textures":[],"commands":[{"tag":"SetRenderTarget","arg0":0},{"tag":"ClearRenderTarget","arg0":[{"tag":"ClearImage","clearValue":{"tag":"VFloat","arg0":1},"imageSemantic":{"tag":"Depth"}},{"tag":"ClearImage","clearValue":{"tag":"VV4F","arg0":{"w":1,"z":0.4,"x":0.0,"y":0.0}},"imageSemantic":{"tag":"Color"}}]},{"tag":"SetProgram","arg0":0},{"tag":"SetSamplerUniform","arg0":"diffuseTexture","arg1":1},{"tag":"SetRasterContext","arg0":{"arg3":{"tag":"LastVertex"},"tag":"TriangleCtx","arg0":{"tag":"CullBack","arg0":{"tag":"CCW"}},"arg1":{"tag":"PolygonFill"},"arg2":{"tag":"NoOffset"}}},{"tag":"SetAccumulationContext","arg0":{"accViewportName":null,"tag":"AccumulationContext","accOperations":[{"tag":"DepthOp","arg0":{"tag":"Less"},"arg1":true},{"tag":"ColorOp","arg0":{"tag":"NoBlending"},"arg1":{"tag":"VV4B","arg0":{"w":true,"z":true,"x":true,"y":true}}}]}},{"tag":"RenderSlot","arg0":0}],"slots":[{"tag":"Slot","slotPrimitive":{"tag":"Triangles"},"slotStreams":{"normal":{"tag":"V3F"},"uvw":{"tag":"V3F"},"position":{"tag":"V4F"}},"slotName":"objects","slotUniforms":{"time":{"tag":"Float"},"diffuseColor":{"tag":"V4F"},"diffuseTexture":{"tag":"FTexture2D"}},"slotPrograms":[0]}],"programs":[{"programInTextures":{"diffuseTexture":{"tag":"FTexture2D"}},"tag":"Program","programOutput":[{"tag":"Parameter","ty":{"tag":"V4F"},"name":"f0"}],"programStreams":{"vi3":{"tag":"Parameter","ty":{"tag":"V3F"},"name":"uvw"},"vi2":{"tag":"Parameter","ty":{"tag":"V3F"},"name":"normal"},"vi1":{"tag":"Parameter","ty":{"tag":"V4F"},"name":"position"}},"fragmentShader":"#version 330 core\nvec4 texture2D(sampler2D s,vec2 uv) {\n return texture(s,uv);\n}\nuniform vec4 diffuseColor;\nuniform sampler2D diffuseTexture;\nsmooth in vec2 vo1;\nout vec4 f0;\nvoid main() {\n f0 = (diffuseColor) * (texture2D (diffuseTexture,vo1));\n}","vertexShader":"#version 330 core\nvec4 texture2D(sampler2D s,vec2 uv) {\n return texture(s,uv);\n}\nuniform float time;\nin vec4 vi1;\nin vec3 vi2;\nin vec3 vi3;\nsmooth out vec2 vo1;\nvec4 ext0_Float_3(vec3 z0) {\n return vec4 ((z0).x,(z0).y,(z0).z,0.0);\n}\nvec3 neg_VecSFloat3(vec3 z0) {\n return - (z0);\n}\nmat4 translateBefore4(vec3 z0) {\n return mat4 (vec4 (1.0,0.0,0.0,0.0)\n ,vec4 (0.0,1.0,0.0,0.0)\n ,vec4 (0.0,0.0,1.0,0.0)\n ,vec4 ((z0).x,(z0).y,(z0).z,1.0));\n}\nmat4 lookat(vec3 z0,vec3 z1,vec3 z2) {\n return (transpose (mat4 (ext0_Float_3 (normalize (cross (z2\n ,normalize ((z0) - (z1)))))\n ,ext0_Float_3 (cross (normalize ((z0) - (z1))\n ,normalize (cross (z2,normalize ((z0) - (z1))))))\n ,ext0_Float_3 (normalize ((z0) - (z1)))\n ,vec4 (0.0,0.0,0.0,1.0)))) * (translateBefore4 (neg_VecSFloat3 (z0)));\n}\nmat4 perspective(float z0,float z1,float z2,float z3) {\n return mat4 (vec4 (((2.0) * (z0)) / (((z3) * ((z0) * (tan\n ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan ((z2) / (2.0)))))))\n ,0.0\n ,0.0\n ,0.0)\n ,vec4 (0.0\n ,((2.0) * (z0)) / (((z0) * (tan ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan\n ((z2) / (2.0))))))\n ,0.0\n ,0.0)\n ,vec4 ((((z3) * ((z0) * (tan ((z2) / (2.0))))) + ((0.0) - ((z3) * ((z0) * (tan\n ((z2) / (2.0))))))) / (((z3) * ((z0) * (tan\n ((z2) / (2.0))))) - ((0.0) - ((z3) * ((z0) * (tan ((z2) / (2.0)))))))\n ,(((z0) * (tan ((z2) / (2.0)))) + ((0.0) - ((z0) * (tan\n ((z2) / (2.0)))))) / (((z0) * (tan ((z2) / (2.0)))) - ((0.0) - ((z0) * (tan\n ((z2) / (2.0))))))\n ,(0.0) - (((z1) + (z0)) / ((z1) - (z0)))\n ,-1.0)\n ,vec4 (0.0,0.0,(0.0) - ((((2.0) * (z1)) * (z0)) / ((z1) - (z0))),0.0));\n}\nmat4 rotMatrixX(float z0) {\n return mat4 (vec4 (1.0,0.0,0.0,0.0)\n ,vec4 (0.0,cos (z0),sin (z0),0.0)\n ,vec4 (0.0,(0.0) - (sin (z0)),cos (z0),0.0)\n ,vec4 (0.0,0.0,0.0,1.0));\n}\nmat4 rotMatrixZ(float z0) {\n return mat4 (vec4 (cos (z0),sin (z0),0.0,0.0)\n ,vec4 ((0.0) - (sin (z0)),cos (z0),0.0,0.0)\n ,vec4 (0.0,0.0,1.0,0.0)\n ,vec4 (0.0,0.0,0.0,1.0));\n}\nvoid main() {\n gl_Position = (perspective (0.1,100.0,45.0,1.0)) * ((lookat (vec3 (0.0,0.0,5.0)\n ,vec3 (0.0,0.0,0.0)\n ,vec3 (0.0,1.0,0.0))) * ((rotMatrixX (time)) * ((rotMatrixZ (time)) * (vi1))));\n vo1 = vec2 ((vi3).x,(1.0) - ((vi3).y));\n}","geometryShader":null,"programUniforms":{"time":{"tag":"Float"},"diffuseColor":{"tag":"V4F"},"diffuseTexture":{"tag":"FTexture2D"}}}],"samplers":[],"tag":"Pipeline","backend":{"tag":"OpenGL33"},"streams":[],"targets":[{"tag":"RenderTarget","renderTargets":[{"tag":"TargetItem","targetSemantic":{"tag":"Depth"},"targetRef":{"tag":"Framebuffer","arg0":{"tag":"Depth"}}},{"tag":"TargetItem","targetSemantic":{"tag":"Color"},"targetRef":{"tag":"Framebuffer","arg0":{"tag":"Color"}}}]}],"info":"generated by lambdacube-compiler 0.6.0.0"} \ No newline at end of file
diff --git a/examples/hello_obj.lc b/examples/hello_obj.lc
index e2d7caa..3edb6eb 100644
--- a/examples/hello_obj.lc
+++ b/examples/hello_obj.lc
@@ -1,4 +1,5 @@
1makeFrame (time :: Float) 1makeFrame (time :: Float)
2 (color :: Vec 4 Float)
2 (texture :: Texture) 3 (texture :: Texture)
3 (prims :: PrimitiveStream Triangle (Vec 4 Float, Vec 3 Float, Vec 3 Float)) 4 (prims :: PrimitiveStream Triangle (Vec 4 Float, Vec 3 Float, Vec 3 Float))
4 5
@@ -7,10 +8,11 @@ makeFrame (time :: Float)
7 prims 8 prims
8 & mapPrimitives (\(p,n,uvw) -> (perspective 0.1 100 45 1 *. lookat (V3 0 0 5) (V3 0 0 0) (V3 0 1 0) *. rotMatrixX time *. rotMatrixZ time *. p, V2 uvw%x (1 - uvw%y) )) 9 & mapPrimitives (\(p,n,uvw) -> (perspective 0.1 100 45 1 *. lookat (V3 0 0 5) (V3 0 0 0) (V3 0 1 0) *. rotMatrixX time *. rotMatrixZ time *. p, V2 uvw%x (1 - uvw%y) ))
9 & rasterizePrimitives (TriangleCtx CullBack PolygonFill NoOffset LastVertex) ((Smooth)) 10 & rasterizePrimitives (TriangleCtx CullBack PolygonFill NoOffset LastVertex) ((Smooth))
10 & mapFragments (\((uv)) -> ((texture2D (Sampler PointFilter MirroredRepeat texture) uv ))) 11 & mapFragments (\((uv)) -> ((color * texture2D (Sampler PointFilter MirroredRepeat texture) uv )))
11 & accumulateWith (DepthOp Less True, ColorOp NoBlending (V4 True True True True)) 12 & accumulateWith (DepthOp Less True, ColorOp NoBlending (V4 True True True True))
12 13
13main = renderFrame $ 14main = renderFrame $
14 makeFrame (Uniform "time") 15 makeFrame (Uniform "time")
16 (Uniform "diffuseColor")
15 (Texture2DSlot "diffuseTexture") 17 (Texture2DSlot "diffuseTexture")
16 (fetch "objects" (Attribute "position", Attribute "normal", Attribute "uvw")) 18 (fetch "objects" (Attribute "position", Attribute "normal", Attribute "uvw"))