{-# LANGUAGE TypeFamilies, MultiParamTypeClasses, FunctionalDependencies #-} -- FWGL.Shader.Variables? (+ loadUniform, loadAttribute, inputName, etc.) module FWGL.Shader.CPU (UniformCPU(..), AttributeCPU(..)) where import Data.Word (Word) import Data.Typeable import qualified FWGL.Shader.Language as GPU import FWGL.Internal.GL as CPU import qualified Data.Vect.Float as CPU import Prelude as CPU -- | CPU types convertible to GPU types (as uniforms). class Typeable g => UniformCPU c g | g -> c where setUniform :: UniformLocation -> g -> c -> GL () -- | CPU types convertible to GPU types (as attributes). class Typeable g => AttributeCPU c g | g -> c where encodeAttribute :: g -> [c] -> GL Array setAttribute :: g -> GLUInt -> GL () instance GLES => UniformCPU CPU.Float GPU.Float where setUniform l _ v = uniform1f l v instance GLES => AttributeCPU CPU.Float GPU.Float where encodeAttribute _ a = liftIO $ encodeFloats a setAttribute _ i = attr i 1 instance GLES => UniformCPU CPU.ActiveTexture GPU.Sampler2D where setUniform l _ (CPU.ActiveTexture v) = uniform1i l $ fromIntegral v instance GLES => UniformCPU CPU.Vec2 GPU.Vec2 where setUniform l _ (CPU.Vec2 x y) = uniform2f l x y instance GLES => AttributeCPU CPU.Vec2 GPU.Vec2 where encodeAttribute _ a = liftIO $ encodeVec2s a setAttribute _ i = attr i 2 instance GLES => UniformCPU CPU.Vec3 GPU.Vec3 where setUniform l _ (CPU.Vec3 x y z) = uniform3f l x y z instance GLES => AttributeCPU CPU.Vec3 GPU.Vec3 where encodeAttribute _ a = liftIO $ encodeVec3s a setAttribute _ i = attr i 3 instance GLES => UniformCPU CPU.Vec4 GPU.Vec4 where setUniform l _ (CPU.Vec4 x y z w) = uniform4f l x y z w instance GLES => AttributeCPU CPU.Vec4 GPU.Vec4 where encodeAttribute _ a = liftIO $ encodeVec4s a setAttribute _ i = attr i 4 instance GLES => UniformCPU CPU.Mat2 GPU.Mat2 where setUniform l _ m = liftIO (encodeMat2 m) >>= uniformMatrix2fv l false instance GLES => UniformCPU CPU.Mat3 GPU.Mat3 where setUniform l _ m = liftIO (encodeMat3 m) >>= uniformMatrix3fv l false instance GLES => UniformCPU CPU.Mat4 GPU.Mat4 where setUniform l _ m = liftIO (encodeMat4 m) >>= uniformMatrix4fv l false attr :: GLES => GLUInt -> GLInt -> GL () attr i s = vertexAttribPointer i s gl_FLOAT false 0 nullGLPtr