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{-# LANGUAGE FlexibleContexts, TypeSynonymInstances, FlexibleInstances #-}
module LambdaCube.GL.Input where
import Control.Applicative
import Control.Exception
import Control.Monad
import Control.Monad.Writer
import Data.Maybe
import Data.IORef
import Data.Map (Map)
import Data.IntMap (IntMap)
import Data.Vector (Vector,(//),(!))
import Data.Word
import Data.String
import Foreign
import qualified Data.IntMap as IM
import qualified Data.Set as S
import qualified Data.Map as Map
import qualified Data.Vector as V
import qualified Data.Vector.Algorithms.Intro as I
import Data.ByteString.Char8 (ByteString)
import qualified Data.ByteString.Char8 as SB
import Graphics.GL.Core33
import LambdaCube.IR as IR
import LambdaCube.Linear as IR
import LambdaCube.PipelineSchema
import LambdaCube.GL.Type as T
import LambdaCube.GL.Util
import qualified LambdaCube.IR as IR
schemaFromPipeline :: IR.Pipeline -> PipelineSchema
schemaFromPipeline a = PipelineSchema (Map.fromList sl) (foldl Map.union Map.empty ul)
where
(sl,ul) = unzip [( (sName,ObjectArraySchema sPrimitive (fmap cvt sStreams))
, sUniforms
)
| IR.Slot sName sStreams sUniforms sPrimitive _ <- V.toList $ IR.slots a
]
cvt a = case toStreamType a of
Just v -> v
Nothing -> error "internal error (schemaFromPipeline)"
mkUniform :: [(String,InputType)] -> IO (Map GLUniformName InputSetter, Map String GLUniform)
mkUniform l = do
unisAndSetters <- forM l $ \(n,t) -> do
(uni, setter) <- mkUniformSetter t
return ((n,uni),(fromString n,setter))
let (unis,setters) = unzip unisAndSetters
return (Map.fromList setters, Map.fromList unis)
allocStorage :: PipelineSchema -> IO GLStorage
allocStorage sch = do
let sm = Map.fromList $ zip (Map.keys $ objectArrays sch) [0..]
len = Map.size sm
(setters,unis) <- mkUniform $ Map.toList $ uniforms sch
seed <- newIORef 0
slotV <- V.replicateM len $ newIORef (GLSlot IM.empty V.empty Ordered)
size <- newIORef (0,0)
ppls <- newIORef $ V.singleton Nothing
return $ GLStorage
{ schema = sch
, slotMap = sm
, slotVector = slotV
, objSeed = seed
, uniformSetter = setters
, uniformSetup = unis
, screenSize = size
, pipelines = ppls
}
disposeStorage :: GLStorage -> IO ()
disposeStorage _ = putStrLn "not implemented: disposeStorage"
-- object
addObject :: GLStorage -> String -> Primitive -> Maybe (IndexStream Buffer) -> Map String (Stream Buffer) -> [String] -> IO Object
addObject input slotName prim indices attribs uniformNames = do
let sch = schema input
forM_ uniformNames $ \n -> case Map.lookup n (uniforms sch) of
Nothing -> fail $ "Unknown uniform: " ++ show n
_ -> return ()
case Map.lookup slotName (objectArrays sch) of
Nothing -> fail $ "Unknown slot: " ++ show slotName
Just (ObjectArraySchema sPrim sAttrs) -> do
when (sPrim /= (primitiveToFetchPrimitive prim)) $ fail $
"Primitive mismatch for slot (" ++ show slotName ++ ") expected " ++ show sPrim ++ " but got " ++ show prim
let sType = fmap streamToStreamType attribs
when (sType /= sAttrs) $ fail $ unlines $
[ "Attribute stream mismatch for slot (" ++ show slotName ++ ") expected "
, show sAttrs
, " but got "
, show sType
]
let slotIdx = case slotName `Map.lookup` slotMap input of
Nothing -> error $ "internal error (slot index): " ++ show slotName
Just i -> i
seed = objSeed input
order <- newIORef 0
enabled <- newIORef True
index <- readIORef seed
modifyIORef seed (1+)
(setters,unis) <- mkUniform [(n,t) | n <- uniformNames, let t = fromMaybe (error $ "missing uniform: " ++ n) $ Map.lookup n (uniforms sch)]
cmdsRef <- newIORef (V.singleton V.empty)
let obj = Object
{ objSlot = slotIdx
, objPrimitive = prim
, objIndices = indices
, objAttributes = attribs
, objUniSetter = setters
, objUniSetup = unis
, objOrder = order
, objEnabled = enabled
, objId = index
, objCommands = cmdsRef
}
modifyIORef (slotVector input ! slotIdx) $ \(GLSlot objs _ _) -> GLSlot (IM.insert index obj objs) V.empty Generate
-- generate GLObjectCommands for the new object
{-
foreach pipeline:
foreach realted program:
generate commands
-}
ppls <- readIORef $ pipelines input
let topUnis = uniformSetup input
cmds <- V.forM ppls $ \mp -> case mp of
Nothing -> return V.empty
Just p -> do
Just ic <- readIORef $ glInput p
case icSlotMapInputToPipeline ic ! slotIdx of
Nothing -> do
putStrLn $ " ** slot is not used!"
return V.empty -- this slot is not used in that pipeline
Just pSlotIdx -> do
putStrLn "slot is used!"
--where
let emptyV = V.replicate (V.length $ glPrograms p) []
return $ emptyV // [(prgIdx,createObjectCommands (glTexUnitMapping p) topUnis obj (glPrograms p ! prgIdx))| prgIdx <- glSlotPrograms p ! pSlotIdx]
writeIORef cmdsRef cmds
sortSlotObjects input
return obj
removeObject :: GLStorage -> Object -> IO ()
removeObject p obj = modifyIORef (slotVector p ! objSlot obj) $ \(GLSlot objs _ _) -> GLSlot (IM.delete (objId obj) objs) V.empty Generate
enableObject :: Object -> Bool -> IO ()
enableObject obj b = writeIORef (objEnabled obj) b
setObjectOrder :: GLStorage -> Object -> Int -> IO ()
setObjectOrder p obj i = do
writeIORef (objOrder obj) i
modifyIORef (slotVector p ! objSlot obj) $ \(GLSlot objs sorted _) -> GLSlot objs sorted Reorder
sortSlotObjects p
objectUniformSetter :: Object -> Map GLUniformName InputSetter
objectUniformSetter = objUniSetter
setScreenSize :: GLStorage -> Word -> Word -> IO ()
setScreenSize p w h = writeIORef (screenSize p) (w,h)
sortSlotObjects :: GLStorage -> IO ()
sortSlotObjects p = V.forM_ (slotVector p) $ \slotRef -> do
GLSlot objMap sortedV ord <- readIORef slotRef
let cmpFun (a,_) (b,_) = a `compare` b
doSort objs = do
ordObjsM <- V.thaw objs
I.sortBy cmpFun ordObjsM
ordObjs <- V.freeze ordObjsM
writeIORef slotRef (GLSlot objMap ordObjs Ordered)
case ord of
Ordered -> return ()
Generate -> do
objs <- V.forM (V.fromList $ IM.elems objMap) $ \obj -> do
ord <- readIORef $ objOrder obj
return (ord,obj)
doSort objs
Reorder -> do
objs <- V.forM sortedV $ \(_,obj) -> do
ord <- readIORef $ objOrder obj
return (ord,obj)
doSort objs
createObjectCommands :: Map String (IORef GLint) -> Map String GLUniform -> Object -> GLProgram -> [GLObjectCommand]
createObjectCommands texUnitMap topUnis obj prg = objUniCmds ++ objStreamCmds ++ [objDrawCmd]
where
-- object draw command
objDrawCmd = case objIndices obj of
Nothing -> GLDrawArrays prim 0 (fromIntegral count)
Just (IndexStream (Buffer arrs bo) arrIdx start idxCount) -> GLDrawElements prim (fromIntegral idxCount) idxType bo ptr
where
ArrayDesc arrType arrLen arrOffs arrSize = arrs ! arrIdx
idxType = arrayTypeToGLType arrType
ptr = intPtrToPtr $! fromIntegral (arrOffs + start * sizeOfArrayType arrType)
where
objAttrs = objAttributes obj
prim = primitiveToGLType $ objPrimitive obj
count = head [c | Stream _ _ _ _ c <- Map.elems objAttrs]
-- object uniform commands
-- texture slot setup commands
objUniCmds = uniCmds ++ texCmds
where
uniCmds = [GLSetUniform i u | (n,i) <- uniMap, let u = Map.findWithDefault (topUni n) n objUnis]
uniMap = Map.toList $ inputUniforms prg
topUni n = Map.findWithDefault (error $ "internal error (createObjectCommands): " ++ show n) n topUnis
objUnis = objUniSetup obj
texUnis = S.toList $ inputTextureUniforms prg
texCmds = [ GLBindTexture (inputTypeToTextureTarget $ uniInputType u) texUnit u
| n <- texUnis
, let u = Map.findWithDefault (topUni n) n objUnis
, let texUnit = Map.findWithDefault (error $ "internal error (createObjectCommands - Texture Unit): " ++ show n) n texUnitMap
]
uniInputType (GLUniform ty _) = ty
-- object attribute stream commands
objStreamCmds = [attrCmd i s | (i,name) <- Map.elems attrMap, let s = fromMaybe (error $ "missing attribute: " ++ name) $ Map.lookup name objAttrs]
where
attrMap = inputStreams prg
objAttrs = objAttributes obj
attrCmd i s = case s of
Stream ty (Buffer arrs bo) arrIdx start len -> case ty of
Attribute_Word -> setIntAttrib 1
Attribute_V2U -> setIntAttrib 2
Attribute_V3U -> setIntAttrib 3
Attribute_V4U -> setIntAttrib 4
Attribute_Int -> setIntAttrib 1
Attribute_V2I -> setIntAttrib 2
Attribute_V3I -> setIntAttrib 3
Attribute_V4I -> setIntAttrib 4
Attribute_Float -> setFloatAttrib 1
Attribute_V2F -> setFloatAttrib 2
Attribute_V3F -> setFloatAttrib 3
Attribute_V4F -> setFloatAttrib 4
Attribute_M22F -> setFloatAttrib 4
Attribute_M23F -> setFloatAttrib 6
Attribute_M24F -> setFloatAttrib 8
Attribute_M32F -> setFloatAttrib 6
Attribute_M33F -> setFloatAttrib 9
Attribute_M34F -> setFloatAttrib 12
Attribute_M42F -> setFloatAttrib 8
Attribute_M43F -> setFloatAttrib 12
Attribute_M44F -> setFloatAttrib 16
where
setFloatAttrib n = GLSetVertexAttribArray i bo n glType (ptr n)
setIntAttrib n = GLSetVertexAttribIArray i bo n glType (ptr n)
ArrayDesc arrType arrLen arrOffs arrSize = arrs ! arrIdx
glType = arrayTypeToGLType arrType
ptr compCnt = intPtrToPtr $! fromIntegral (arrOffs + start * fromIntegral compCnt * sizeOfArrayType arrType)
-- constant generic attribute
constAttr -> GLSetVertexAttrib i constAttr
nullSetter :: GLUniformName -> String -> a -> IO ()
--nullSetter n t _ = return () -- Prelude.putStrLn $ "WARNING: unknown uniform: " ++ SB.unpack n ++ " :: " ++ t
nullSetter n t _ = Prelude.putStrLn $ "WARNING: unknown uniform: " ++ show n ++ " :: " ++ t
uniformBool :: GLUniformName -> Map GLUniformName InputSetter -> SetterFun Bool
uniformV2B :: GLUniformName -> Map GLUniformName InputSetter -> SetterFun V2B
uniformV3B :: GLUniformName -> Map GLUniformName InputSetter -> SetterFun V3B
uniformV4B :: GLUniformName -> Map GLUniformName InputSetter -> SetterFun V4B
uniformWord :: GLUniformName -> Map GLUniformName InputSetter -> SetterFun Word32
uniformV2U :: GLUniformName -> Map GLUniformName InputSetter -> SetterFun V2U
uniformV3U :: GLUniformName -> Map GLUniformName InputSetter -> SetterFun V3U
uniformV4U :: GLUniformName -> Map GLUniformName InputSetter -> SetterFun V4U
uniformInt :: GLUniformName -> Map GLUniformName InputSetter -> SetterFun Int32
uniformV2I :: GLUniformName -> Map GLUniformName InputSetter -> SetterFun V2I
uniformV3I :: GLUniformName -> Map GLUniformName InputSetter -> SetterFun V3I
uniformV4I :: GLUniformName -> Map GLUniformName InputSetter -> SetterFun V4I
uniformFloat :: GLUniformName -> Map GLUniformName InputSetter -> SetterFun Float
uniformV2F :: GLUniformName -> Map GLUniformName InputSetter -> SetterFun V2F
uniformV3F :: GLUniformName -> Map GLUniformName InputSetter -> SetterFun V3F
uniformV4F :: GLUniformName -> Map GLUniformName InputSetter -> SetterFun V4F
uniformM22F :: GLUniformName -> Map GLUniformName InputSetter -> SetterFun M22F
uniformM23F :: GLUniformName -> Map GLUniformName InputSetter -> SetterFun M23F
uniformM24F :: GLUniformName -> Map GLUniformName InputSetter -> SetterFun M24F
uniformM32F :: GLUniformName -> Map GLUniformName InputSetter -> SetterFun M32F
uniformM33F :: GLUniformName -> Map GLUniformName InputSetter -> SetterFun M33F
uniformM34F :: GLUniformName -> Map GLUniformName InputSetter -> SetterFun M34F
uniformM42F :: GLUniformName -> Map GLUniformName InputSetter -> SetterFun M42F
uniformM43F :: GLUniformName -> Map GLUniformName InputSetter -> SetterFun M43F
uniformM44F :: GLUniformName -> Map GLUniformName InputSetter -> SetterFun M44F
uniformFTexture2D :: GLUniformName -> Map GLUniformName InputSetter -> SetterFun TextureData
uniformBool n is = case Map.lookup n is of
Just (SBool fun) -> fun
_ -> nullSetter n "Bool"
uniformV2B n is = case Map.lookup n is of
Just (SV2B fun) -> fun
_ -> nullSetter n "V2B"
uniformV3B n is = case Map.lookup n is of
Just (SV3B fun) -> fun
_ -> nullSetter n "V3B"
uniformV4B n is = case Map.lookup n is of
Just (SV4B fun) -> fun
_ -> nullSetter n "V4B"
uniformWord n is = case Map.lookup n is of
Just (SWord fun) -> fun
_ -> nullSetter n "Word"
uniformV2U n is = case Map.lookup n is of
Just (SV2U fun) -> fun
_ -> nullSetter n "V2U"
uniformV3U n is = case Map.lookup n is of
Just (SV3U fun) -> fun
_ -> nullSetter n "V3U"
uniformV4U n is = case Map.lookup n is of
Just (SV4U fun) -> fun
_ -> nullSetter n "V4U"
uniformInt n is = case Map.lookup n is of
Just (SInt fun) -> fun
_ -> nullSetter n "Int"
uniformV2I n is = case Map.lookup n is of
Just (SV2I fun) -> fun
_ -> nullSetter n "V2I"
uniformV3I n is = case Map.lookup n is of
Just (SV3I fun) -> fun
_ -> nullSetter n "V3I"
uniformV4I n is = case Map.lookup n is of
Just (SV4I fun) -> fun
_ -> nullSetter n "V4I"
uniformFloat n is = case Map.lookup n is of
Just (SFloat fun) -> fun
_ -> nullSetter n "Float"
uniformV2F n is = case Map.lookup n is of
Just (SV2F fun) -> fun
_ -> nullSetter n "V2F"
uniformV3F n is = case Map.lookup n is of
Just (SV3F fun) -> fun
_ -> nullSetter n "V3F"
uniformV4F n is = case Map.lookup n is of
Just (SV4F fun) -> fun
_ -> nullSetter n "V4F"
uniformM22F n is = case Map.lookup n is of
Just (SM22F fun) -> fun
_ -> nullSetter n "M22F"
uniformM23F n is = case Map.lookup n is of
Just (SM23F fun) -> fun
_ -> nullSetter n "M23F"
uniformM24F n is = case Map.lookup n is of
Just (SM24F fun) -> fun
_ -> nullSetter n "M24F"
uniformM32F n is = case Map.lookup n is of
Just (SM32F fun) -> fun
_ -> nullSetter n "M32F"
uniformM33F n is = case Map.lookup n is of
Just (SM33F fun) -> fun
_ -> nullSetter n "M33F"
uniformM34F n is = case Map.lookup n is of
Just (SM34F fun) -> fun
_ -> nullSetter n "M34F"
uniformM42F n is = case Map.lookup n is of
Just (SM42F fun) -> fun
_ -> nullSetter n "M42F"
uniformM43F n is = case Map.lookup n is of
Just (SM43F fun) -> fun
_ -> nullSetter n "M43F"
uniformM44F n is = case Map.lookup n is of
Just (SM44F fun) -> fun
_ -> nullSetter n "M44F"
uniformFTexture2D n is = case Map.lookup n is of
Just (SFTexture2D fun) -> fun
_ -> nullSetter n "FTexture2D"
type UniM = Writer [GLStorage -> IO ()]
class UniformSetter a where
(@=) :: GLUniformName -> IO a -> UniM ()
setUniM setUni n act = tell [\s -> let f = setUni n (uniformSetter s) in f =<< act]
instance UniformSetter Bool where (@=) = setUniM uniformBool
instance UniformSetter V2B where (@=) = setUniM uniformV2B
instance UniformSetter V3B where (@=) = setUniM uniformV3B
instance UniformSetter V4B where (@=) = setUniM uniformV4B
instance UniformSetter Word32 where (@=) = setUniM uniformWord
instance UniformSetter V2U where (@=) = setUniM uniformV2U
instance UniformSetter V3U where (@=) = setUniM uniformV3U
instance UniformSetter V4U where (@=) = setUniM uniformV4U
instance UniformSetter Int32 where (@=) = setUniM uniformInt
instance UniformSetter V2I where (@=) = setUniM uniformV2I
instance UniformSetter V3I where (@=) = setUniM uniformV3I
instance UniformSetter V4I where (@=) = setUniM uniformV4I
instance UniformSetter Float where (@=) = setUniM uniformFloat
instance UniformSetter V2F where (@=) = setUniM uniformV2F
instance UniformSetter V3F where (@=) = setUniM uniformV3F
instance UniformSetter V4F where (@=) = setUniM uniformV4F
instance UniformSetter M22F where (@=) = setUniM uniformM22F
instance UniformSetter M23F where (@=) = setUniM uniformM23F
instance UniformSetter M24F where (@=) = setUniM uniformM24F
instance UniformSetter M32F where (@=) = setUniM uniformM32F
instance UniformSetter M33F where (@=) = setUniM uniformM33F
instance UniformSetter M34F where (@=) = setUniM uniformM34F
instance UniformSetter M42F where (@=) = setUniM uniformM42F
instance UniformSetter M43F where (@=) = setUniM uniformM43F
instance UniformSetter M44F where (@=) = setUniM uniformM44F
instance UniformSetter TextureData where (@=) = setUniM uniformFTexture2D
updateUniforms storage m = sequence_ $ let l = map ($ storage) $ execWriter m in l
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