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{-# LANGUAGE PackageImports, LambdaCase, OverloadedStrings, RecordWildCards #-}
import Control.Concurrent
import Control.Concurrent.MVar
import Control.Monad
import Control.Monad.Catch
import Data.Text (Text)
import Data.Vector (Vector,(!))
import Data.ByteString.Char8 (unpack,pack)
import qualified Data.ByteString as SB
import qualified Data.Vector as V
import qualified Data.Map as Map
import qualified Data.ByteString.Base64 as B64
import System.Exit
import Data.Time.Clock
import Data.Aeson
import Foreign
import qualified Network.WebSockets as WS
import Network.Socket
import "GLFW-b" Graphics.UI.GLFW as GLFW
import "OpenGLRaw" Graphics.GL.Core33
import Codec.Picture as Juicy
import LambdaCube.IR
import LambdaCube.PipelineSchema
import LambdaCube.Mesh
import LambdaCube.GL
import LambdaCube.GL.Mesh
import TestData
main = do
win <- initWindow "LambdaCube 3D OpenGL 3.3 Backend" 256 256
GLFW.setWindowCloseCallback win $ Just $ \_ -> do
GLFW.destroyWindow win
GLFW.terminate
exitSuccess
-- connect to the test server
forever $ catchAll (setupConnection win) $ \_ -> do
GLFW.pollEvents
threadDelay 100000
setupConnection win = withSocketsDo $ WS.runClient "192.168.0.12" 9160 "/" $ \conn -> do
putStrLn "Connected!"
-- register backend
WS.sendTextData conn . encode $ ClientInfo
{ clientName = "Haskell OpenGL 3.3"
, clientBackend = OpenGL33
}
chan <- newEmptyMVar :: IO (MVar RenderJob)
-- wait for incoming render jobs
_ <- forkIO $ forever $ do
-- get the pipeline from the server
decodeStrict <$> WS.receiveData conn >>= \case
Nothing -> putStrLn "unknown message"
Just renderJob -> putMVar chan renderJob
-- process render jobs
forever $ do
tryTakeMVar chan >>= \case
Nothing -> return ()
Just rj -> processRenderJob win conn rj
WS.sendPing conn ("hello" :: Text)
GLFW.pollEvents
threadDelay 100000
putStrLn "disconnected"
WS.sendClose conn ("Bye!" :: Text)
doAfter = flip (>>)
processRenderJob win conn renderJob@RenderJob{..} = do
putStrLn "got render job"
gpuData@GPUData{..} <- allocateGPUData renderJob
-- foreach pipeline
doAfter (disposeGPUData gpuData) $ forM_ pipelines $ \pipelineDesc -> do
renderer <- allocRenderer pipelineDesc
-- foreach scene
doAfter (disposeRenderer renderer) $ forM_ scenes $ \Scene{..} -> do
storage <- allocStorage schema
-- add objects
forM_ (Map.toList objectArrays) $ \(name,objs) -> forM_ objs $ addMeshToObjectArray storage name [] . (gpuMeshes !)
-- set render target size
GLFW.setWindowSize win renderTargetWidth renderTargetHeight
setScreenSize storage (fromIntegral renderTargetWidth) (fromIntegral renderTargetHeight)
-- connect renderer with storage
doAfter (disposeStorage storage) $ setStorage renderer storage >>= \case
Just err -> putStrLn err
Nothing -> do
-- foreach frame
forM_ frames $ \Frame{..} -> do
-- setup uniforms
updateUniforms storage $ do
forM_ (Map.toList frameTextures) $ \(name,tex) -> pack name @= return (gpuTextures ! tex)
forM_ (Map.toList frameUniforms) $ uncurry setUniformValue
-- rendering
renderTimes <- V.replicateM renderCount . timeDiff $ do
renderFrame renderer
GLFW.swapBuffers win
GLFW.pollEvents
-- send render job result to server
WS.sendTextData conn . encode . RenderJobResult $ FrameResult
{ frRenderTimes = renderTimes
, frImageWidth = renderTargetWidth
, frImageHeight = renderTargetHeight
}
-- send the last render result using Base64 encoding
WS.sendBinaryData conn . B64.encode =<< getFrameBuffer renderTargetWidth renderTargetHeight
-- utility code
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
getFrameBuffer w h = do
glFinish
glBindFramebuffer GL_READ_FRAMEBUFFER 0
glReadBuffer GL_FRONT_LEFT
glBlitFramebuffer 0 0 (fromIntegral w) (fromIntegral h) 0 (fromIntegral h) (fromIntegral w) 0 GL_COLOR_BUFFER_BIT GL_NEAREST
glReadBuffer GL_BACK_LEFT
withFrameBuffer 0 0 w h $ \p -> SB.packCStringLen (castPtr p,w*h*4)
withFrameBuffer :: Int -> Int -> Int -> Int -> (Ptr Word8 -> IO a) -> IO a
withFrameBuffer x y w h fn = allocaBytes (w*h*4) $ \p -> do
glPixelStorei GL_UNPACK_LSB_FIRST 0
glPixelStorei GL_UNPACK_SWAP_BYTES 0
glPixelStorei GL_UNPACK_ROW_LENGTH 0
glPixelStorei GL_UNPACK_IMAGE_HEIGHT 0
glPixelStorei GL_UNPACK_SKIP_ROWS 0
glPixelStorei GL_UNPACK_SKIP_PIXELS 0
glPixelStorei GL_UNPACK_SKIP_IMAGES 0
glPixelStorei GL_UNPACK_ALIGNMENT 1 -- normally 4!
glReadPixels (fromIntegral x) (fromIntegral y) (fromIntegral w) (fromIntegral h) GL_RGBA GL_UNSIGNED_BYTE $ castPtr p
fn p
data GPUData
= GPUData
{ gpuTextures :: Vector TextureData
, gpuMeshes :: Vector GPUMesh
}
allocateGPUData RenderJob{..} = GPUData <$> mapM uploadTex2D textures <*> mapM uploadMeshToGPU meshes
where uploadTex2D = uploadTexture2DToGPU . either error id . decodeImage . either error id . B64.decode . pack
disposeGPUData GPUData{..} = mapM_ disposeTexture gpuTextures >> mapM_ disposeMesh gpuMeshes
timeDiff m = (\s e -> realToFrac $ diffUTCTime e s) <$> getCurrentTime <* m <*> getCurrentTime
setUniformValue name = \case
VBool v -> pack name @= return v
VV2B v -> pack name @= return v
VV3B v -> pack name @= return v
VV4B v -> pack name @= return v
VWord v -> pack name @= return v
VV2U v -> pack name @= return v
VV3U v -> pack name @= return v
VV4U v -> pack name @= return v
VInt v -> pack name @= return v
VV2I v -> pack name @= return v
VV3I v -> pack name @= return v
VV4I v -> pack name @= return v
VFloat v -> pack name @= return v
VV2F v -> pack name @= return v
VV3F v -> pack name @= return v
VV4F v -> pack name @= return v
VM22F v -> pack name @= return v
VM23F v -> pack name @= return v
VM24F v -> pack name @= return v
VM32F v -> pack name @= return v
VM33F v -> pack name @= return v
VM34F v -> pack name @= return v
VM42F v -> pack name @= return v
VM43F v -> pack name @= return v
VM44F v -> pack name @= return v
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