module FWGL.Graphics.Types (
Draw(..),
DrawState(..),
UniformLocation(..),
Texture(..),
TextureImage(..),
LoadedTexture(..),
Geometry(..),
Mesh(..),
Light(..),
Object(..),
Layer(..)
) where
import Control.Applicative
import Control.Monad.IO.Class
import Control.Monad.Trans.State
import Data.Typeable
import FWGL.Geometry
import FWGL.Graphics.Color
import FWGL.Internal.GL hiding (Program, Texture, UniformLocation)
import qualified FWGL.Internal.GL as GL
import FWGL.Internal.TList
import FWGL.Internal.Resource
import FWGL.Shader.CPU
import FWGL.Shader.Program
import FWGL.Vector
newtype UniformLocation = UniformLocation GL.UniformLocation
data DrawState = DrawState {
program :: Maybe (Program '[] '[]),
loadedProgram :: Maybe LoadedProgram,
programs :: ResMap (Program '[] '[]) LoadedProgram,
uniforms :: ResMap (LoadedProgram, String) UniformLocation,
gpuMeshes :: ResMap (Geometry '[]) GPUGeometry,
textureImages :: ResMap TextureImage LoadedTexture,
textureLayers :: [GL.Texture]
}
newtype Draw a = Draw { unDraw :: StateT DrawState GL a }
deriving (Functor, Applicative, Monad, MonadIO)
data Texture = TextureImage TextureImage
| TextureLayer Layer GLSize GLSize
data TextureImage = TexturePixels [Color] GLSize GLSize Int
| TextureURL String Int
data LoadedTexture = LoadedTexture GLSize GLSize GL.Texture
data Mesh is where
Empty :: Mesh '[]
Cube :: Mesh Geometry3
StaticGeom :: Geometry is -> Mesh is
DynamicGeom :: Geometry is -> Geometry is -> Mesh is
data Light
data Object (gs :: [*]) (is :: [*]) where
ObjectEmpty :: Object gs is
ObjectMesh :: Mesh is -> Object gs is
ObjectGlobal :: (Typeable g, UniformCPU c g) => g -> Draw c
-> Object gs is -> Object gs' is
ObjectAppend :: Object gs is -> Object gs' is' -> Object gs'' is''
data Layer = forall oi pi og pg. (Subset oi pi, Subset og pg)
=> Layer (Program pg pi) (Object og oi)