{-# LANGUAGE ScopedTypeVariables #-}
module Graphics.DynamicGraph.Waterfall (
renderWaterfall,
module Graphics.DynamicGraph.ColorMaps
) where
import Graphics.Rendering.OpenGL
import Graphics.GLUtil
import Foreign.Storable
import Foreign.Marshal.Array
import Pipes
import Graphics.DynamicGraph.ColorMaps
import Paths_dynamic_graph
renderWaterfall :: IsPixelData a
=> Int
-> Int
-> [GLfloat]
-> IO (Consumer a IO ())
renderWaterfall width height colorMap = do
vertFN <- getDataFileName "shaders/waterfall.vert"
fragFN <- getDataFileName "shaders/waterfall.frag"
vs <- loadShader VertexShader vertFN
fs <- loadShader FragmentShader fragFN
p <- linkShaderProgram [vs, fs]
currentProgram $= Just p
ab <- genObjectName
locc <- get $ attribLocation p "coord"
let stride = fromIntegral $ sizeOf (undefined::GLfloat) * 2
vad = VertexArrayDescriptor 2 Float stride offset0
bindBuffer ArrayBuffer $= Just ab
vertexAttribArray locc $= Enabled
vertexAttribPointer locc $= (ToFloat, vad)
let xCoords :: [GLfloat]
xCoords = [-1, -1, 1, -1, 1, 1, -1, 1]
withArray xCoords $ \ptr ->
bufferData ArrayBuffer $= (fromIntegral $ sizeOf(undefined::GLfloat) * 8, ptr, StaticDraw)
let yCoords :: [GLfloat]
yCoords = replicate (width * height) 0
activeTexture $= TextureUnit 0
texture Texture2D $= Enabled
to0 <- loadTexture (TexInfo (fromIntegral width) (fromIntegral height) TexMono yCoords)
loc <- get $ uniformLocation p "texture"
asUniform (0 :: GLint) loc
textureFilter Texture2D $= ((Linear', Nothing), Linear')
textureWrapMode Texture2D S $= (Repeated, ClampToEdge)
textureWrapMode Texture2D T $= (Repeated, Repeat)
activeTexture $= TextureUnit 1
texture Texture2D $= Enabled
to1 <- loadTexture (TexInfo (fromIntegral $ length colorMap `quot` 3) 1 TexRGB colorMap)
textureFilter Texture2D $= ((Linear', Nothing), Linear')
textureWrapMode Texture2D S $= (Repeated, ClampToEdge)
textureWrapMode Texture2D T $= (Repeated, ClampToEdge)
loc <- get $ uniformLocation p "colorMap"
asUniform (1 :: GLint) loc
let lcm :: GLfloat
lcm = fromIntegral $ length colorMap `quot` 3
loc <- get $ uniformLocation p "scale"
asUniform ((lcm - 1) / lcm) loc
loc <- get $ uniformLocation p "offset"
asUniform (0.5 / lcm) loc
loc <- get $ uniformLocation p "voffset"
let pipe yoffset = do
dat <- await
lift $ do
currentProgram $= Just p
let textureOffset = (yoffset + height - 1) `mod` height
withPixels dat $ \ptr ->
texSubImage2D Texture2D 0 (TexturePosition2D 0 (fromIntegral textureOffset)) (TextureSize2D (fromIntegral width) 1) (PixelData Red Float ptr)
asUniform (fromIntegral yoffset / fromIntegral height :: GLfloat) loc
bindBuffer ArrayBuffer $= Just ab
vertexAttribArray locc $= Enabled
vertexAttribPointer locc $= (ToFloat, vad)
activeTexture $= TextureUnit 0
textureBinding Texture2D $= Just to0
activeTexture $= TextureUnit 1
textureBinding Texture2D $= Just to1
activeTexture $= TextureUnit 0
drawArrays Quads 0 4
pipe $ if yoffset + 1 >= height then 0 else yoffset + 1
return $ pipe 0