lambdacube-engine: 3D rendering engine written entirely in Haskell

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Deprecated in favor of lambdacube-core

LambdaCube is a 3D rendering engine written entirely in Haskell. It targets newer graphics hardware. The engine uses Ogre3D's mesh and material file format. The main goal of this project is to provide a modern and feature rich graphical backend for various Haskell projects (e.g. FRP libraries).

While the interface looks huge on the surface, the only part of interest to application developers is the Graphics.LambdaCube module, and possibly Graphics.LambdaCube.Loader.StbImage. The rest is only exposed to make low-level interfacing possible.


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Versions [RSS] 0.1.1, 0.1.2, 0.2.1, 0.2.2, 0.2.3, 0.2.4
Change log CHANGES
Dependencies array (>=0.2.0.0 && <1), base (>=4.0.0.0 && <5), binary (>=0.5.0.1 && <1), bitmap (>=0.0.2 && <0.1), bytestring (>=0.9.1.4 && <1), bytestring-trie (>=0.2 && <0.3), containers (>=0.2 && <1), directory (>=1.0.0.2 && <2), filepath (>=1.1.0.1 && <2), mtl (>=2 && <3), OpenGLRaw, stb-image (>=0.2.1 && <0.3), uulib (>=0.9.10 && <1), vect (>=0.4.6 && <1), vector, vector-algorithms, xml (>=1.3 && <2), zip-archive (>=0.1.1.8 && <1) [details]
Tested with ghc ==6.10.1, ghc ==6.10.4, ghc ==7.0.3
License BSD-3-Clause
Author Csaba Hruska, Gergely Patai
Maintainer csaba (dot) hruska (at) gmail (dot) com
Category Graphics
Home page http://www.haskell.org/haskellwiki/LambdaCubeEngine
Bug tracker http://code.google.com/p/lambdacube/issues
Uploaded by GergelyPatai at 2012-07-01T16:54:10Z
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Reverse Dependencies 2 direct, 0 indirect [details]
Downloads 4835 total (6 in the last 30 days)
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Status Docs uploaded by user
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Readme for lambdacube-engine-0.2.4

[back to package description]
This is all highly experimental. Check out the examples package and
the website for further details.

There is one important feature that none of the examples can use due
to the way cabal deals with data files.  You can specify the paths to
your resources in an ini-style config file, which looks something like
this:

# Comment
[Section]
Zip=path/to/resources-1.zip
Zip=path/to/resources-2.zip
FileSystem=path/to/more/resources/1
FileSystem=path/to/more/resources/2
...

You can use the addConfig function (found in comments in all the
examples) to load this file.


Internals:
    Internals overview:
        ...
    
    render pipeline:
        Scene       ->  FlattenScene    ->  RenderQueue     ->  RenderablePass
         |-> Light       |-> Light          (optimize            - setup light and pass
         |-> Camera      |-> Camera          render              - render each RenderOperation (call RenderSystem's render function)
         |-> Entity      |-> RenderEntity    operations)
         
         for each RenderTarget
            renderViewport

    data types:
        - RenderSystem related typeclasses
            - HardwareBuffer
            - HardwareVertexBuffer
            - HardwareIndexBuffer
            - Texture
            - GpuProgram
            - LinkedGpuProgram
            - RenderSystemCapabilities
        - World (top level data structure)
            low level model data types:
                - VertexData
                - IndexData
                - VertexDeclaration
                - VertexBufferBinding
            high level model data types:
                - SubMesh
                - Mesh
                - VectorVertexData
            material data types:
                - Material
                - Technique
                - Pass
                - TextureUnitState
            scene related data types:
                - FlattenScene
                - SceneObject
                  - Entity
                        - SubEntity
                    - Camera
                    - Light
                - SceneNode
                - Scene
                    - MkSceneObjectAction
                    - MkNodeAction
                - Frustum
            high level render related data types:
                - Compositor
                - RenderTarget
                - Viewport
                - 
            low level rendering related data types:
                - Renderable (type class)
                - RenderEntity
                - RenderOperation
                - RenderablePass
                - 
            resource related data types:
                - ResourceLibrary
                - 

User Guide:
    - lambdacube is a rendering engine, does not care with window management and input handling.
    - usage:
        - create render system
        - create world:
            - init world with render system and resource paths and loaders
            - create the scene
        - render loop:
            - derive a world data for each new frame, with required world modifications