module Graphics.Rendering.Ombra.Shader (
module Data.Boolean,
module Data.VectorSpace,
module Data.Cross,
Shader.Shader,
Shader.VertexShader,
Shader.FragmentShader,
Shader.VertexShaderOutput(..),
Shader.FragmentShaderOutput(..),
Shader.ShaderVars,
Shader.VOShaderVars,
Shader.Uniform,
Shader.Attribute,
Shader.Generic,
Shader.SVList(..),
Shader.GBool,
Shader.GFloat,
Shader.GInt,
Shader.GSampler2D,
Shader.GSamplerCube,
Shader.GVec2(..),
Shader.GVec3(..),
Shader.GVec4(..),
Shader.GBVec2(..),
Shader.GBVec3(..),
Shader.GBVec4(..),
Shader.GIVec2(..),
Shader.GIVec3(..),
Shader.GIVec4(..),
Shader.GMat2(..),
Shader.GMat3(..),
Shader.GMat4(..),
Shader.GArray,
(Shader.!),
Shader.loop,
Shader.store,
Shader.texture2D,
Shader.texture2DBias,
Shader.texture2DProj,
Shader.texture2DProjBias,
Shader.texture2DProj4,
Shader.texture2DProjBias4,
Shader.texture2DLod,
Shader.texture2DProjLod,
Shader.texture2DProjLod4,
Shader.arrayLength,
Matrix(..),
Ext(..),
minG,
maxG,
modG,
floorG,
ceilingG,
Shader.radians,
Shader.degrees,
Shader.exp2,
Shader.log2,
Shader.inversesqrt,
Shader.fract,
Shader.clamp,
Shader.mix,
Shader.step,
Shader.smoothstep,
Shader.distance,
Shader.faceforward,
Shader.reflect,
Shader.refract,
Shader.matrixCompMult,
Shader.dFdx,
Shader.dFdy,
Shader.fwidth,
Shader.VecOrd,
Shader.VecEq,
Shader.lessThan,
Shader.lessThanEqual,
Shader.greaterThan,
Shader.greaterThanEqual,
Shader.equal,
Shader.notEqual,
Shader.GBoolVector,
Shader.anyBV,
Shader.allBV,
Shader.notBV,
Shader.ToGBool,
Shader.bool,
Shader.ToGInt,
Shader.int,
Shader.ToGFloat,
Shader.float,
Shader.position,
Shader.fragData,
Shader.fragCoord,
Shader.fragFrontFacing,
UV(..)
) where
import Data.Proxy
import GHC.Generics (Generic)
import Graphics.Rendering.Ombra.Shader.CPU
import Graphics.Rendering.Ombra.Shader.Language ((#))
import qualified Graphics.Rendering.Ombra.Shader.Language as Shader
import Graphics.Rendering.Ombra.Shader.ShaderVar hiding (Shader)
import Graphics.Rendering.Ombra.Shader.Stages
import Graphics.Rendering.Ombra.Vector
import Data.Boolean
import qualified Data.Boolean.Numbers as B
import Data.Cross
import Data.VectorSpace
import Prelude
data UV = UV Shader.GVec2 deriving Generic
type instance BooleanOf Shader.GBool = Shader.GBool
type instance BooleanOf Shader.GFloat = Shader.GBool
type instance BooleanOf Shader.GInt = Shader.GBool
type instance BooleanOf Shader.GSampler2D = Shader.GBool
type instance BooleanOf Shader.GSamplerCube = Shader.GBool
type instance BooleanOf Shader.GVec2 = Shader.GBool
type instance BooleanOf Shader.GVec3 = Shader.GBool
type instance BooleanOf Shader.GVec4 = Shader.GBool
type instance BooleanOf Shader.GBVec2 = Shader.GBool
type instance BooleanOf Shader.GBVec3 = Shader.GBool
type instance BooleanOf Shader.GBVec4 = Shader.GBool
type instance BooleanOf Shader.GIVec2 = Shader.GBool
type instance BooleanOf Shader.GIVec3 = Shader.GBool
type instance BooleanOf Shader.GIVec4 = Shader.GBool
type instance BooleanOf Shader.GMat2 = Shader.GBool
type instance BooleanOf Shader.GMat3 = Shader.GBool
type instance BooleanOf Shader.GMat4 = Shader.GBool
type instance BooleanOf (Shader.GArray n t) = Shader.GBool
instance Boolean Shader.GBool where
true = Shader.true
false = Shader.false
(&&*) = (Shader.&&)
(||*) = (Shader.||)
notB = Shader.not
instance (Shader.ShaderType a, BooleanOf a ~ Shader.GBool) => IfB a where
ifB = Shader.ifThenElse
instance (Shader.ShaderType a, BooleanOf a ~ Shader.GBool) => EqB a where
(==*) = (Shader.==)
(/=*) = (Shader./=)
instance (Shader.ShaderType a, BooleanOf a ~ Shader.GBool) => OrdB a where
(<*) = (Shader.<)
(<=*) = (Shader.<=)
(>*) = (Shader.>)
(>=*) = (Shader.>=)
maxG :: Shader.GenTypeGFloat a b => a -> b -> a
maxG = Shader.max
minG :: Shader.GenTypeGFloat a b => a -> b -> a
minG = Shader.min
instance Num Shader.GFloat where
(+) = (Shader.+)
() = (Shader.-)
(*) = (Shader.*)
abs = Shader.abs
signum = Shader.sign
fromInteger = Shader.fromInteger
negate = Shader.negate
instance Num Shader.GInt where
(+) = (Shader.+)
() = (Shader.-)
(*) = (Shader.*)
abs = Shader.absI
signum = Shader.signI
fromInteger = Shader.fromInteger
negate = Shader.negateI
instance B.NumB Shader.GFloat where
type IntegerOf Shader.GFloat = Shader.GInt
fromIntegerB = Shader.float
instance B.NumB Shader.GInt where
type IntegerOf Shader.GInt = Shader.GInt
fromIntegerB = id
instance AdditiveGroup Shader.GFloat where
zeroV = Shader.zero
(^+^) = (Shader.+)
(^-^) = (Shader.-)
negateV = Shader.negate
modG :: Shader.GenType a => a -> a -> a
modG = Shader.mod
instance B.IntegralB Shader.GInt where
quotRem a b = let q = a Shader./ b in (q, a b * q)
divMod a b = let (q, r) = B.quotRem a b
f = 1 abs (signum r + signum b)
in (q f, r + b * f)
toIntegerB = id
instance Fractional Shader.GFloat where
(/) = (Shader./)
fromRational = Shader.fromRational
instance Floating Shader.GFloat where
pi = 3.1415926535897932384626433832795
exp = Shader.exp
log = Shader.log
sqrt = Shader.sqrt
(**) = (Shader.^)
sin = Shader.sin
cos = Shader.cos
tan = Shader.tan
asin = Shader.asin
acos = Shader.acos
atan = Shader.atan
sinh = error "Hyperbolic functions are not implemented."
cosh = error "Hyperbolic functions are not implemented."
asinh = error "Hyperbolic functions are not implemented."
acosh = error "Hyperbolic functions are not implemented."
atanh = error "Hyperbolic functions are not implemented."
floatToInt :: (B.NumB b, B.IntegerOf b ~ Shader.GInt) => Shader.GFloat -> b
floatToInt = B.fromIntegerB . Shader.int
instance B.RealFracB Shader.GFloat where
properFraction x = let tx = signum x * floorG (abs x)
in (floatToInt tx, x tx)
round x = floatToInt . floorG $ x + 0.5
ceiling = floatToInt . ceilingG
floor = floatToInt . floorG
floorG :: Shader.GenType a => a -> a
floorG = Shader.floor
ceilingG :: Shader.GenType a => a -> a
ceilingG = Shader.ceil
instance B.RealFloatB Shader.GFloat where
isNaN = error "isNaN: not supported"
isInfinite = error "isInfinite: not supported"
isNegativeZero = error "isNegativeZero: not supported"
isIEEE = error "isIEEE: not supported"
atan2 = Shader.atan2
instance AdditiveGroup Shader.GVec2 where
zeroV = Shader.zero
(^+^) = (Shader.+)
(^-^) = (Shader.-)
negateV = Shader.negate
instance VectorSpace Shader.GVec2 where
type Scalar Shader.GVec2 = Shader.GFloat
(*^) = (Shader.*)
instance InnerSpace Shader.GVec2 where
(<.>) = Shader.dot
instance Ext Shader.GVec2 where
type Extended Shader.GVec2 = Shader.GVec3
v ^| z = Shader.vec3 $ v # z
v ^|^ Shader.GVec3 _ _ z = Shader.vec3 $ v # z
extract = Shader.vec2
instance AdditiveGroup Shader.GVec3 where
zeroV = Shader.zero
(^+^) = (Shader.+)
(^-^) = (Shader.-)
negateV = Shader.negate
instance VectorSpace Shader.GVec3 where
type Scalar Shader.GVec3 = Shader.GFloat
(*^) = (Shader.*)
instance InnerSpace Shader.GVec3 where
(<.>) = Shader.dot
instance HasCross3 Shader.GVec3 where
cross3 = Shader.cross
instance Ext Shader.GVec3 where
type Extended Shader.GVec3 = Shader.GVec4
v ^| w = Shader.vec4 $ v # w
v ^|^ Shader.GVec4 _ _ _ w = Shader.vec4 $ v # w
extract = Shader.vec3
instance AdditiveGroup Shader.GVec4 where
zeroV = Shader.zero
(^+^) = (Shader.+)
(^-^) = (Shader.-)
negateV = Shader.negate
instance VectorSpace Shader.GVec4 where
type Scalar Shader.GVec4 = Shader.GFloat
(*^) = (Shader.*)
instance InnerSpace Shader.GVec4 where
(<.>) = Shader.dot
instance AdditiveGroup Shader.GMat2 where
zeroV = Shader.zero
(^+^) = (Shader.+)
(^-^) = (Shader.-)
negateV = Shader.negateM
instance VectorSpace Shader.GMat2 where
type Scalar Shader.GMat2 = Shader.GFloat
(*^) = (Shader.*)
instance AdditiveGroup Shader.GMat3 where
zeroV = Shader.zero
(^+^) = (Shader.+)
(^-^) = (Shader.-)
negateV = Shader.negateM
instance Ext Shader.GMat2 where
type Extended Shader.GMat2 = Shader.GMat3
v ^| z = Shader.mat3 $ v # z # z # z # z # z
Shader.GMat2 x y ^|^ Shader.GMat3 x' y' z' =
Shader.GMat3 (x ^|^ x') (y ^|^ y') z'
extract = Shader.mat2
instance Matrix Shader.GMat2 where
type Row Shader.GMat2 = Shader.GVec2
idmtx = Shader.mat2 (1.0 :: Shader.GFloat)
(.*.) = (Shader.*)
(.*) = (Shader.*)
(*.) = (Shader.*)
transpose (Shader.GMat2 (Shader.GVec2 a b) (Shader.GVec2 c d)) =
Shader.GMat2 (Shader.GVec2 a c) (Shader.GVec2 b d)
instance VectorSpace Shader.GMat3 where
type Scalar Shader.GMat3 = Shader.GFloat
(*^) = (Shader.*)
instance Ext Shader.GMat3 where
type Extended Shader.GMat3 = Shader.GMat4
v ^| z = Shader.mat4 $ v # z # z # z # z # z # z # z
Shader.GMat3 x y z ^|^ Shader.GMat4 x' y' z' w' =
Shader.GMat4 (x ^|^ x') (y ^|^ y') (z ^|^ z') w'
extract = Shader.mat3
instance Matrix Shader.GMat3 where
type Row Shader.GMat3 = Shader.GVec3
idmtx = Shader.mat3 (1.0 :: Shader.GFloat)
(.*.) = (Shader.*)
(.*) = (Shader.*)
(*.) = (Shader.*)
transpose (Shader.GMat3 (Shader.GVec3 a b c)
(Shader.GVec3 d e f)
(Shader.GVec3 g h i)) =
Shader.GMat3 (Shader.GVec3 a d g)
(Shader.GVec3 b e h)
(Shader.GVec3 c f i)
instance AdditiveGroup Shader.GMat4 where
zeroV = Shader.zero
(^+^) = (Shader.+)
(^-^) = (Shader.-)
negateV = Shader.negateM
instance VectorSpace Shader.GMat4 where
type Scalar Shader.GMat4 = Shader.GFloat
(*^) = (Shader.*)
instance Matrix Shader.GMat4 where
type Row Shader.GMat4 = Shader.GVec4
idmtx = Shader.mat4 (1.0 :: Shader.GFloat)
(.*.) = (Shader.*)
(.*) = (Shader.*)
(*.) = (Shader.*)
transpose (Shader.GMat4 (Shader.GVec4 a b c d)
(Shader.GVec4 e f g h)
(Shader.GVec4 i j k l)
(Shader.GVec4 m n o p)) =
Shader.GMat4 (Shader.GVec4 a e i m)
(Shader.GVec4 b f j n)
(Shader.GVec4 c g k o)
(Shader.GVec4 d h l p)