module FWGL.Geometry (
AttrList(..),
Geometry(..),
Geometry2D,
Geometry3D,
GPUBufferGeometry(..),
GPUVAOGeometry(..),
extend,
remove,
withGPUBufferGeometry,
mkGeometry,
mkGeometry2D,
mkGeometry3D,
castGeometry,
facesToArrays,
arraysToElements,
triangulate
) where
import Control.Applicative
import Control.Monad.ST
import qualified Data.Hashable as H
import qualified Data.HashMap.Strict as H
import Data.Foldable (Foldable, forM_)
import Data.STRef
import qualified Data.Vector.Storable as V
import Data.Vect.Float hiding (Normal3)
import Data.Vect.Float.Instances ()
import Data.Word (Word16, Word)
import Unsafe.Coerce
import FWGL.Backend (BackendIO)
import FWGL.Internal.GL
import FWGL.Internal.Resource
import FWGL.Shader.CPU
import FWGL.Shader.Default2D (Position2)
import FWGL.Shader.Default3D (Position3, Normal3)
import qualified FWGL.Shader.Default2D as D2
import qualified FWGL.Shader.Default3D as D3
import FWGL.Shader.Language (size, ShaderType)
import FWGL.Transformation
data AttrList (is :: [*]) where
AttrListNil :: AttrList '[]
AttrListCons :: (H.Hashable c, AttributeCPU c g, ShaderType g)
=> (a -> g)
-> [c]
-> AttrList gs
-> AttrList (g ': gs)
data Geometry (is :: [*]) = Geometry (AttrList is) [Word16] Int
data GPUBufferGeometry = GPUBufferGeometry {
attributeBuffers :: [(Buffer, GLUInt, GLUInt -> GL ())],
elementBuffer :: Buffer,
elementCount :: Int,
geometryHash :: Int
}
data GPUVAOGeometry = GPUVAOGeometry {
vaoBoundBuffers :: [Buffer],
vaoElementCount :: Int,
vao :: VertexArrayObject
}
type Geometry3D = '[Position3, D3.UV, Normal3]
type Geometry2D = '[Position2, D2.UV]
instance H.Hashable (AttrList is) where
hashWithSalt salt AttrListNil = salt
hashWithSalt salt (AttrListCons _ i is) = H.hashWithSalt salt (i, is)
instance H.Hashable (Geometry is) where
hashWithSalt salt (Geometry _ _ h) = H.hashWithSalt salt h
instance Eq (Geometry is) where
(Geometry _ _ h) == (Geometry _ _ h') = h == h'
instance H.Hashable GPUBufferGeometry where
hashWithSalt salt = H.hashWithSalt salt . geometryHash
instance Eq GPUBufferGeometry where
g == g' = geometryHash g == geometryHash g'
mkGeometry3D :: GLES
=> [Vec3]
-> [Vec2]
-> [Vec3]
-> [Word16]
-> Geometry Geometry3D
mkGeometry3D v u n = mkGeometry (AttrListCons D3.Position3 v $
AttrListCons D3.UV u $
AttrListCons D3.Normal3 n
AttrListNil)
mkGeometry2D :: GLES
=> [Vec2]
-> [Vec2]
-> [Word16]
-> Geometry Geometry2D
mkGeometry2D v u = mkGeometry (AttrListCons D2.Position2 v $
AttrListCons D2.UV u
AttrListNil)
extend = undefined
remove = undefined
mkGeometry :: GLES => AttrList is -> [Word16] -> Geometry is
mkGeometry al e = Geometry al e $ H.hash al
castGeometry :: Geometry is -> Geometry is'
castGeometry = unsafeCoerce
instance (GLES, BackendIO) => Resource (Geometry i) GPUBufferGeometry GL where
loadResource i f = loadGeometry i $ f . Right
unloadResource _ = deleteGPUBufferGeometry
instance (GLES, BackendIO) => Resource GPUBufferGeometry GPUVAOGeometry GL where
loadResource i f = loadGPUVAOGeometry i $ f . Right
unloadResource _ = deleteGPUVAOGeometry
loadGPUVAOGeometry :: (GLES, BackendIO)
=> GPUBufferGeometry
-> (GPUVAOGeometry -> GL ())
-> GL ()
loadGPUVAOGeometry g = asyncGL $
do vao <- createVertexArray
bindVertexArray vao
(ec, bufs) <- withGPUBufferGeometry g $
\ec bufs -> bindVertexArray noVAO >> return (ec, bufs)
return $ GPUVAOGeometry bufs ec vao
loadGeometry :: (GLES, BackendIO)
=> Geometry i -> (GPUBufferGeometry -> GL ()) -> GL ()
loadGeometry (Geometry al es h) = asyncGL $
GPUBufferGeometry <$> loadAttrList al
<*> (liftIO (encodeUShorts es) >>=
loadBuffer gl_ELEMENT_ARRAY_BUFFER)
<*> pure (length es)
<*> pure h
loadAttrList :: GLES => AttrList is -> GL [(Buffer, GLUInt, GLUInt -> GL ())]
loadAttrList = loadFrom 0
where loadFrom :: GLUInt -> AttrList is
-> GL [(Buffer, GLUInt, GLUInt -> GL ())]
loadFrom _ AttrListNil = return []
loadFrom i (AttrListCons g c al) =
(:) <$> loadAttribute i (g undefined) c
<*> loadFrom (i + fromIntegral (size $ g undefined))
al
loadAttribute i g c = do arr <- encodeAttribute g c
buf <- loadBuffer gl_ARRAY_BUFFER arr
return (buf, i, setAttribute g)
withGPUBufferGeometry :: GLES
=> GPUBufferGeometry -> (Int -> [Buffer] -> GL a) -> GL a
withGPUBufferGeometry (GPUBufferGeometry abs eb ec _) f =
do bindBuffer gl_ARRAY_BUFFER noBuffer
(locs, bufs) <- unzip <$>
mapM (\(buf, loc, setAttr) ->
do bindBuffer gl_ARRAY_BUFFER buf
enableVertexAttribArray loc
setAttr loc
return (loc, buf)
) abs
bindBuffer gl_ELEMENT_ARRAY_BUFFER eb
r <- f ec $ eb : bufs
bindBuffer gl_ELEMENT_ARRAY_BUFFER noBuffer
bindBuffer gl_ARRAY_BUFFER noBuffer
return r
deleteGPUVAOGeometry :: GLES => GPUVAOGeometry -> GL ()
deleteGPUVAOGeometry (GPUVAOGeometry bufs _ vao) =
do mapM_ deleteBuffer bufs
deleteVertexArray vao
deleteGPUBufferGeometry :: GLES => GPUBufferGeometry -> GL ()
deleteGPUBufferGeometry (GPUBufferGeometry abs eb _ _) =
mapM_ (\(buf, _, _) -> deleteBuffer buf) abs >> deleteBuffer eb
loadBuffer :: GLES => GLEnum -> Array -> GL Buffer
loadBuffer ty bufData =
do buffer <- createBuffer
bindBuffer ty buffer
bufferData ty bufData gl_STATIC_DRAW
bindBuffer ty noBuffer
return buffer
arraysToElements :: Foldable f
=> f (Vec3, Vec2, Vec3)
-> ([Vec3], [Vec2], [Vec3], [Word16])
arraysToElements arrays = runST $
do vs <- newSTRef []
us <- newSTRef []
ns <- newSTRef []
es <- newSTRef []
triples <- newSTRef H.empty
len <- newSTRef 0
forM_ arrays $ \ t@(v, u, n) -> readSTRef triples >>= \ ts ->
case H.lookup t ts of
Just idx -> modifySTRef es (idx :)
Nothing -> do idx <- readSTRef len
writeSTRef len $ idx + 1
writeSTRef triples $ H.insert t idx ts
modifySTRef vs (v :)
modifySTRef us (u :)
modifySTRef ns (n :)
modifySTRef es (idx :)
(,,,) <$> (reverse <$> readSTRef vs)
<*> (reverse <$> readSTRef us)
<*> (reverse <$> readSTRef ns)
<*> (reverse <$> readSTRef es)
facesToArrays :: V.Vector Vec3 -> V.Vector Vec2 -> V.Vector Vec3
-> [[(Int, Int, Int)]] -> [(Vec3, Vec2, Vec3)]
facesToArrays ovs ous ons = (>>= toIndex . triangulate)
where toIndex = (>>= \(v1, v2, v3) -> [ getVertex v1
, getVertex v2
, getVertex v3 ])
getVertex (v, u, n) = (ovs V.! v, ous V.! u, ons V.! n)
triangulate :: [a] -> [(a, a, a)]
triangulate [] = error "triangulate: empty face"
triangulate (_ : []) = error "triangulate: can't triangulate a point"
triangulate (_ : _ : []) = error "triangulate: can't triangulate an edge"
triangulate (x : y : z : []) = [(x, y, z)]
triangulate (x : y : z : w : []) = [(x, y, z), (x, z, w)]
triangulate _ = error "triangulate: can't triangulate >4 faces"
instance H.Hashable Vec2 where
hashWithSalt s (Vec2 x y) = H.hashWithSalt s (x, y)
instance H.Hashable Vec3 where
hashWithSalt s (Vec3 x y z) = H.hashWithSalt s (x, y, z)
instance H.Hashable Vec4 where
hashWithSalt s (Vec4 x y z w) = H.hashWithSalt s (x, y, z, w)