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{-# LANGUAGE OverloadedStrings, PackageImports, MonadComprehensions #-}
module SampleIR where
import "GLFW-b" Graphics.UI.GLFW as GLFW
import Data.Monoid
import Control.Monad
import Control.Applicative
import Data.Vect
import qualified Data.Trie as T
import qualified Data.Vector.Storable as SV
import qualified Data.Vector as V
import Text.Show.Pretty
import Backend.GL as GL
import Backend.GL.Mesh
import IR as IR
import System.Environment
import Driver
-- Our vertices. Tree consecutive floats give a 3D vertex; Three consecutive vertices give a triangle.
-- A cube has 6 faces with 2 triangles each, so this makes 6*2=12 triangles, and 12*3 vertices
g_vertex_buffer_data =
[ ( 1.0, 1.0,-1.0)
, ( 1.0,-1.0,-1.0)
, (-1.0,-1.0,-1.0)
, ( 1.0, 1.0,-1.0)
, (-1.0,-1.0,-1.0)
, (-1.0, 1.0,-1.0)
, ( 1.0, 1.0,-1.0)
, ( 1.0, 1.0, 1.0)
, ( 1.0,-1.0, 1.0)
, ( 1.0, 1.0,-1.0)
, ( 1.0,-1.0, 1.0)
, ( 1.0,-1.0,-1.0)
, ( 1.0, 1.0, 1.0)
, (-1.0,-1.0, 1.0)
, ( 1.0,-1.0, 1.0)
, ( 1.0, 1.0, 1.0)
, (-1.0, 1.0, 1.0)
, (-1.0,-1.0, 1.0)
, (-1.0, 1.0, 1.0)
, (-1.0,-1.0,-1.0)
, (-1.0,-1.0, 1.0)
, (-1.0, 1.0, 1.0)
, (-1.0, 1.0,-1.0)
, (-1.0,-1.0,-1.0)
, ( 1.0, 1.0,-1.0)
, (-1.0, 1.0,-1.0)
, (-1.0, 1.0, 1.0)
, ( 1.0, 1.0,-1.0)
, (-1.0, 1.0, 1.0)
, ( 1.0, 1.0, 1.0)
, ( 1.0, 1.0,-1.0)
, ( 1.0, 1.0, 1.0)
, (-1.0, 1.0, 1.0)
, ( 1.0, 1.0,-1.0)
, (-1.0, 1.0, 1.0)
, (-1.0, 1.0,-1.0)
]
-- Two UV coordinatesfor each vertex. They were created with Blender.
g_uv_buffer_data =
[ (0.0, 0.0)
, (0.0, 1.0)
, (1.0, 1.0)
, (0.0, 0.0)
, (1.0, 1.0)
, (1.0, 0.0)
, (0.0, 0.0)
, (1.0, 0.0)
, (1.0, 1.0)
, (0.0, 0.0)
, (1.0, 1.0)
, (0.0, 1.0)
, (1.0, 0.0)
, (0.0, 1.0)
, (1.0, 1.0)
, (1.0, 0.0)
, (0.0, 0.0)
, (0.0, 1.0)
, (0.0, 0.0)
, (1.0, 1.0)
, (0.0, 1.0)
, (0.0, 0.0)
, (1.0, 0.0)
, (1.0, 1.0)
, (0.0, 0.0)
, (1.0, 0.0)
, (1.0, 1.0)
, (0.0, 0.0)
, (1.0, 1.0)
, (0.0, 1.0)
, (0.0, 0.0)
, (0.0, 1.0)
, (1.0, 1.0)
, (0.0, 0.0)
, (1.0, 1.0)
, (1.0, 0.0)
]
myCube :: Mesh
myCube = Mesh
{ mAttributes = T.fromList
[ ("position4", A_V4F $ SV.fromList [V4 x y z 1 | (x,y,z) <- g_vertex_buffer_data])
, ("vertexUV", A_V2F $ SV.fromList [V2 u v | (u,v) <- g_uv_buffer_data])
]
, mPrimitive = P_Triangles
, mGPUData = Nothing
}
main :: IO ()
main = do
win <- initWindow "LambdaCube 3D DSL Sample" 1024 768
let keyIsPressed k = fmap (==KeyState'Pressed) $ getKey win k
n <- getArgs
let srcName = case n of
[fn] -> fn
_ -> "gfx03"
let inputSchema =
PipelineSchema
{ GL.slots = T.fromList [("stream",SlotSchema Triangles $ T.fromList [("position",TV3F),("normal",TV3F),("UVTex",TV2F)])
,("stream4",SlotSchema Triangles $ T.fromList [("position4",TV4F),("vertexUV",TV2F)])
]
, uniforms = T.fromList [("MVP",M44F),("MVP2",M44F)]
}
pplInput <- mkGLPipelineInput inputSchema
gpuCube <- compileMesh myCube
gpuMonkey <- loadMesh "Monkey.lcmesh"
addMesh pplInput "stream4" gpuCube []
addMesh pplInput "stream" gpuMonkey []
let setup = do
let sn = ExpN srcName
pplRes <- compileMain "../lambdacube-dsl/tests/accept" sn
case pplRes of
Left err -> putStrLn ("error: " ++ err) >> return Nothing
Right ppl -> do
putStrLn $ ppShow ppl
renderer <- allocPipeline ppl
setPipelineInput renderer (Just pplInput)
sortSlotObjects pplInput
putStrLn "reloaded"
return $ Just renderer
let cm' = fromProjective (lookat (Vec3 4 0.5 (-0.6)) (Vec3 0 0 0) (Vec3 0 1 0))
cm = fromProjective (lookat (Vec3 3 1.3 0.3) (Vec3 0 0 0) (Vec3 0 1 0))
loop renderer = do
(w,h) <- getWindowSize win
let uniformMap = uniformSetter pplInput
texture = uniformFTexture2D "myTextureSampler" uniformMap
mvp = uniformM44F "MVP" uniformMap
mvp' = uniformM44F "MVP2" uniformMap
pm = perspective 0.1 100 (pi/4) (fromIntegral w / fromIntegral h)
setScreenSize pplInput (fromIntegral w) (fromIntegral h)
Just t <- getTime
let angle = pi / 24 * realToFrac t
mm = fromProjective $ rotationEuler $ Vec3 angle 0 0
mvp $! mat4ToM44F $! mm .*. cm .*. pm
mvp' $! mat4ToM44F $! mm .*. cm' .*. pm
renderPipeline renderer
swapBuffers win >> pollEvents
k <- keyIsPressed Key'Escape
reload <- keyIsPressed Key'R
rend' <- if not reload then return renderer else do
r <- setup
case r of
Nothing -> return renderer
Just a -> do
disposePipeline renderer
return a
when k $ disposePipeline rend'
unless k $ loop rend'
r <- setup
case r of
Just a -> loop a
Nothing -> return ()
destroyWindow win
terminate
vec4ToV4F :: Vec4 -> V4F
vec4ToV4F (Vec4 x y z w) = V4 x y z w
mat4ToM44F :: Mat4 -> M44F
mat4ToM44F (Mat4 a b c d) = V4 (vec4ToV4F a) (vec4ToV4F b) (vec4ToV4F c) (vec4ToV4F d)
initWindow :: String -> Int -> Int -> IO Window
initWindow title width height = do
GLFW.init
defaultWindowHints
mapM_ windowHint
[ WindowHint'ContextVersionMajor 3
, WindowHint'ContextVersionMinor 3
, WindowHint'OpenGLProfile OpenGLProfile'Core
, WindowHint'OpenGLForwardCompat True
]
Just win <- createWindow width height title Nothing Nothing
makeContextCurrent $ Just win
return win
-- | Perspective transformation matrix in row major order.
perspective :: Float -- ^ Near plane clipping distance (always positive).
-> Float -- ^ Far plane clipping distance (always positive).
-> Float -- ^ Field of view of the y axis, in radians.
-> Float -- ^ Aspect ratio, i.e. screen's width\/height.
-> Mat4
perspective n f fovy aspect = transpose $
Mat4 (Vec4 (2*n/(r-l)) 0 (-(r+l)/(r-l)) 0)
(Vec4 0 (2*n/(t-b)) ((t+b)/(t-b)) 0)
(Vec4 0 0 (-(f+n)/(f-n)) (-2*f*n/(f-n)))
(Vec4 0 0 (-1) 0)
where
t = n*tan(fovy/2)
b = -t
r = aspect*t
l = -r
-- | Pure orientation matrix defined by Euler angles.
rotationEuler :: Vec3 -> Proj4
rotationEuler (Vec3 a b c) = orthogonal $ toOrthoUnsafe $ rotMatrixY a .*. rotMatrixX b .*. rotMatrixZ c
-- | Camera transformation matrix.
lookat :: Vec3 -- ^ Camera position.
-> Vec3 -- ^ Target position.
-> Vec3 -- ^ Upward direction.
-> Proj4
lookat pos target up = translateBefore4 (neg pos) (orthogonal $ toOrthoUnsafe r)
where
w = normalize $ pos &- target
u = normalize $ up &^ w
v = w &^ u
r = transpose $ Mat3 u v w
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