1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
|
{-# LANGUAGE PackageImports, LambdaCase, OverloadedStrings, RecordWildCards #-}
import System.Environment
import "GLFW-b" Graphics.UI.GLFW as GLFW
import Data.Text (unpack,Text)
import Data.List (groupBy,nub)
import Data.Maybe
import Control.Monad
import Data.Map (Map)
import qualified Data.Map as Map
import qualified Data.Vector as V
import qualified Data.ByteString as SB
import LambdaCube.GL as LambdaCubeGL -- renderer
import LambdaCube.GL.Mesh as LambdaCubeGL
import Codec.Picture as Juicy
import Data.Aeson
import Codec.Wavefront
import MtlParser
----------------------------------------------------
-- See: http://lambdacube3d.com/getting-started
----------------------------------------------------
objToMesh :: WavefrontOBJ -> [(Mesh,Maybe Text)]
objToMesh WavefrontOBJ{..} = [(toMesh faceGroup, elMtl . head $ faceGroup) | faceGroup <- faces] where
faces = groupBy (\a b -> elMtl a == elMtl b) (V.toList objFaces)
toMesh l = Mesh
{ mAttributes = Map.fromList
[ ("position", A_V4F position)
, ("normal", A_V3F normal)
, ("uvw", A_V3F texcoord)
]
, mPrimitive = P_Triangles
} where
triangulate (Triangle a b c) = [a,b,c]
triangulate (Quad a b c d) = [a,b,c, c,d,a]
triangulate _ = []
defaultPosition = Location 0 0 0 0
defaultNormal = Normal 0 0 0
defaultTexCoord = TexCoord 0 0 0
v !- i = v V.!? (i-1)
toVertex FaceIndex{..} = ( let Location x y z w = fromMaybe defaultPosition (objLocations !- faceLocIndex) in V4 x y z w
, let Normal x y z = fromMaybe defaultNormal ((objNormals !-) =<< faceNorIndex) in V3 x y z
, let TexCoord x y z = fromMaybe defaultTexCoord ((objTexCoords !-) =<< faceTexCoordIndex) in V3 x y z
)
(position,normal,texcoord) = V.unzip3 . V.concat . map (V.fromList . map toVertex . triangulate . elValue) $ l
loadOBJ :: String -> IO (Either String ([(Mesh,Maybe Text)],MtlLib))
loadOBJ fname = fromFile fname >>= \case -- load geometry
Left err -> putStrLn err >> return (Left err)
Right obj@WavefrontOBJ{..} -> do
-- load materials
mtlLib <- mconcat . V.toList <$> mapM (readMtl . unpack) objMtlLibs
return $ Right (objToMesh obj,mtlLib)
loadOBJToGPU :: String -> IO (Either String ([(GPUMesh, Maybe Text)], MtlLib))
loadOBJToGPU fname = loadOBJ fname >>= \case
Left err -> return $ Left err
Right (subModels,mtlLib) -> do
gpuSubModels <- forM subModels $ \(mesh,mat) -> LambdaCubeGL.uploadMeshToGPU mesh >>= \a -> return (a,mat)
return $ Right (gpuSubModels,mtlLib)
uploadMtlLib :: MtlLib -> IO (Map Text (ObjMaterial,TextureData))
uploadMtlLib mtlLib = do
-- collect used textures
let usedTextures = nub . concatMap (maybeToList . mtl_map_Kd) $ Map.elems mtlLib
whiteImage = Juicy.ImageRGB8 $ Juicy.generateImage (\_ _ -> Juicy.PixelRGB8 255 255 255) 1 1
checkerImage = Juicy.ImageRGB8 $ Juicy.generateImage (\x y -> if mod (x + y) 2 == 0 then Juicy.PixelRGB8 0 0 0 else Juicy.PixelRGB8 255 255 0) 2 2
checkerTex <- LambdaCubeGL.uploadTexture2DToGPU checkerImage
-- load images and upload to gpu
textureLib <- forM (Map.fromList $ zip usedTextures usedTextures) $ \fname -> Juicy.readImage fname >>= \case
Left err -> putStrLn err >> return checkerTex
Right img -> LambdaCubeGL.uploadTexture2DToGPU img
whiteTex <- LambdaCubeGL.uploadTexture2DToGPU whiteImage
-- pair textures and materials
return $ (\a -> (a, maybe whiteTex (fromMaybe checkerTex . flip Map.lookup textureLib) . mtl_map_Kd $ a)) <$> mtlLib
addOBJToObjectArray :: GLStorage -> String -> [(GPUMesh, Maybe Text)] -> Map Text (ObjMaterial,TextureData) -> IO [LambdaCubeGL.Object]
addOBJToObjectArray storage slotName objMesh mtlLib = forM objMesh $ \(mesh,mat) -> do
obj <- LambdaCubeGL.addMeshToObjectArray storage slotName ["diffuseTexture","diffuseColor"] mesh -- diffuseTexture and diffuseColor values can change on each model
case mat >>= flip Map.lookup mtlLib of
Nothing -> return ()
Just (ObjMaterial{..},t) -> LambdaCubeGL.updateObjectUniforms obj $ do
"diffuseTexture" @= return t -- set model's diffuse texture
"diffuseColor" @= let (r,g,b) = mtl_Kd in return (V4 r g b mtl_Tr)
return obj
main :: IO ()
main = do
Just pipelineDesc <- decodeStrict <$> SB.readFile "hello_obj.json"
win <- initWindow "LambdaCube 3D DSL OBJ viewer" 640 640
-- setup render data
let inputSchema = makeSchema $ do
defObjectArray "objects" Triangles $ do
"position" @: Attribute_V4F
"normal" @: Attribute_V3F
"uvw" @: Attribute_V3F
defUniforms $ do
"time" @: Float
"diffuseTexture" @: FTexture2D
"diffuseColor" @: V4F
storage <- LambdaCubeGL.allocStorage inputSchema
objName <- head . (++ ["cube.obj"]) <$> getArgs
-- load OBJ geometry and material descriptions
Right (objMesh,mtlLib) <- loadOBJToGPU objName
-- load materials textures
gpuMtlLib <- uploadMtlLib mtlLib
-- add OBJ to pipeline input
addOBJToObjectArray storage "objects" objMesh gpuMtlLib
-- allocate GL pipeline
renderer <- LambdaCubeGL.allocRenderer pipelineDesc
LambdaCubeGL.setStorage renderer storage >>= \case -- check schema compatibility
Just err -> putStrLn err
Nothing -> loop
where loop = do
-- update graphics input
GLFW.getWindowSize win >>= \(w,h) -> LambdaCubeGL.setScreenSize storage (fromIntegral w) (fromIntegral h)
LambdaCubeGL.updateUniforms storage $ do
"time" @= do
Just t <- GLFW.getTime
return (realToFrac t :: Float)
-- render
LambdaCubeGL.renderFrame renderer
GLFW.swapBuffers win
GLFW.pollEvents
let keyIsPressed k = fmap (==KeyState'Pressed) $ GLFW.getKey win k
escape <- keyIsPressed Key'Escape
if escape then return () else loop
LambdaCubeGL.disposeRenderer renderer
LambdaCubeGL.disposeStorage storage
GLFW.destroyWindow win
GLFW.terminate
initWindow :: String -> Int -> Int -> IO Window
initWindow title width height = do
GLFW.init
GLFW.defaultWindowHints
mapM_ GLFW.windowHint
[ WindowHint'ContextVersionMajor 3
, WindowHint'ContextVersionMinor 3
, WindowHint'OpenGLProfile OpenGLProfile'Core
, WindowHint'OpenGLForwardCompat True
]
Just win <- GLFW.createWindow width height title Nothing Nothing
GLFW.makeContextCurrent $ Just win
return win
|