diff options
Diffstat (limited to 'Graphics/Glyph/GLMath.hs')
-rw-r--r-- | Graphics/Glyph/GLMath.hs | 400 |
1 files changed, 257 insertions, 143 deletions
diff --git a/Graphics/Glyph/GLMath.hs b/Graphics/Glyph/GLMath.hs index bec796c..7cd4471 100644 --- a/Graphics/Glyph/GLMath.hs +++ b/Graphics/Glyph/GLMath.hs @@ -1,145 +1,259 @@ {-# LANGUAGE MultiParamTypeClasses #-} + module Graphics.Glyph.GLMath where - import Graphics.Glyph.Mat4 - import qualified Graphics.Rendering.OpenGL as GL - import Graphics.Rendering.OpenGL (GLfloat,Uniform,Vertex3(..),uniform,UniformComponent) - import Data.Angle - import Debug.Trace - - data Vec2 a = Vec2 (a,a) deriving Show - data Vec3 a = Vec3 (a,a,a) deriving Show - data Vec4 a = Vec4 (a,a,a,a) deriving Show - - instance UniformComponent a => Uniform (Vec3 a) where - uniform loc = GL.makeStateVar - (do - (Vertex3 x y z) <- - GL.get (uniform loc) - return (Vec3 (x,y,z)) ) - (\(Vec3 (x,y,z)) -> uniform loc GL.$= Vertex3 x y z) - - class (Floating flT) => Vector flT b where - (<+>) :: b flT -> b flT -> b flT - (<->) :: b flT -> b flT -> b flT - norm :: b flT -> flT - normalize :: b flT -> b flT - vDot :: b flT -> b flT -> flT - vScale :: flT -> b flT -> b flT - - - (<.>) :: (Vector a b) => b a -> b a -> a - (<.>) = vDot - - (|||) :: (Vector a b) => b a -> a - (|||) = norm - - instance (Floating flT) => Vector flT Vec2 where - (<+>) (Vec2 (a,b)) (Vec2 (c,d)) = Vec2 (a+c,b+d) - (<->) (Vec2 (a,b)) (Vec2 (c,d)) = Vec2 (a-c,b-d) - vDot (Vec2 (a,b)) (Vec2 (c,d)) = a * c + b * d - vScale c (Vec2 (a,b)) = Vec2 (a*c,b*c) - norm (Vec2 (a,b)) = sqrt (a*a + b*b) - normalize vec@(Vec2 (a,b)) = - let n = norm vec in Vec2 (a/n,b/n) - - instance (Floating flT) => Vector flT Vec3 where - (<+>) (Vec3 (a,b,c)) (Vec3 (d,e,f)) = Vec3 (a+d,b+e,c+f) - (<->) (Vec3 (a,b,c)) (Vec3 (d,e,f)) = Vec3 (a-d,b-e,c-f) - vDot (Vec3 (a,b,c)) (Vec3 (d,e,f)) = a * d + b * e + c * f - vScale x (Vec3 (a,b,c)) = Vec3 (a*x,b*x,c*x) - norm (Vec3 (a,b,c)) = sqrt (a*a + b*b + c*c) - normalize vec@(Vec3 (a,b,c)) = - let n = norm vec in Vec3 (a/n,b/n,c/n) - - instance (Floating flT) => Vector flT Vec4 where - (<+>) (Vec4 (a,b,c,g)) (Vec4 (d,e,f,h)) = Vec4 (a+d,b+e,c+f,g+h) - (<->) (Vec4 (a,b,c,g)) (Vec4 (d,e,f,h)) = Vec4 (a-d,b-e,c-f,g-h) - vDot (Vec4 (a,b,c,g)) (Vec4 (d,e,f,h)) = a * d + b * e + c * f + g * h - vScale x (Vec4 (a,b,c,d)) = Vec4 (a*x,b*x,c*x,d*x) - norm (Vec4 (a,b,c,d)) = sqrt (a*a + b*b + c*c + d*d) - normalize vec@(Vec4 (a,b,c,d)) = - let n = norm vec in Vec4 (a/n,b/n,c/n,d/n) - - cross :: (Num a) => Vec3 a -> Vec3 a -> Vec3 a - cross (Vec3 (u1,u2,u3)) (Vec3 (v1,v2,v3)) = - Vec3 ( u2*v3 - u3*v2, - u3*v1 - u1*v3, - u1*v2 - u2*v1 ) - (×) :: (Num a) => Vec3 a -> Vec3 a -> Vec3 a - (×) = cross - - lookAtMatrix :: Vec3 GLfloat -> Vec3 GLfloat -> Vec3 GLfloat -> Mat4 GLfloat - lookAtMatrix e@(Vec3 (ex,ey,ez)) c u = - let f@(Vec3 (fx,fy,fz)) = normalize (c <-> e) - s@(Vec3 (sx,sy,sz)) = normalize (f × u) - u'@(Vec3 (ux,uy,uz)) = s × f in - Matrix (sx, ux, -fx, 0, - sy, uy, -fy, 0, - sz, uz, -fz, 0, - -(s<.>e) , -(u'<.>e), (f<.>e), 1 ) - - perspectiveMatrix :: GLfloat -> GLfloat -> GLfloat -> GLfloat -> Mat4 GLfloat - {- as close to copied from glm as possible -} - perspectiveMatrix fov asp zn zf = - let tanHalfFovy = tangent (Degrees fov/2) - res00 = 1 / (asp * tanHalfFovy) - res11 = 1 / tanHalfFovy - res22 = - (zf + zn) / (zf - zn) - res23 = - 1 - res32 = - (2 * zf * zn) / (zf - zn) in - trace ("res22=" ++ (show res22)) $ - Matrix (res00, 0, 0, 0, - 0, res11, 0, 0, - 0, 0, res22, res23, - 0, 0, res32, 0) - - class VectorMatrix vecT matT where - vTranslate :: matT -> vecT -> matT - (-*|) :: matT -> vecT -> vecT - - instance (Num a) => VectorMatrix (Vec3 a) (Mat3 a) where - vTranslate (Matrix3 (a00,a01,a02, - a10,a11,a12, - a20,a21,a22)) (Vec3 (a,b,c)) = - Matrix3 (a00,a01,a02+a, - a10,a11,a12+b, - a20,a21,a22+c) - - (Matrix3 (a00,a01,a02, - a10,a11,a12, - a20,a21,a22)) -*| (Vec3 (a,b,c)) = - Vec3 (a00 * a + a01 * b + a02 * c, - a10 * a + a11 * b + a12 * c, - a20 * a + a21 * b + a22 * c ) - - - - - instance (Num a) => VectorMatrix (Vec4 a) (Mat4 a) where - vTranslate mat (Vec4 tmp) = translateMat4 mat tmp - mat -*| tmp = glslMatMul mat tmp - - glslMatMul :: (Num a) => Mat4 a -> Vec4 a -> Vec4 a - glslMatMul (Matrix (m00,m01,m02,m03, - m10,m11,m12,m13, - m20,m21,m22,m23, - m30,m31,m32,m33)) (Vec4 (v0,v1,v2,v3)) = - Vec4 ( v0 * m00 + v1 * m10 + v2 * m20 + v3 * m30, - v0 * m01 + v1 * m11 + v2 * m21 + v3 * m31, - v0 * m02 + v1 * m12 + v2 * m22 + v3 * m32, - v0 * m03 + v1 * m13 + v2 * m23 + v3 * m33 ) - - (==>) :: (Num a) => Mat4 a -> Vec4 a -> Mat4 a - (==>) = glslMatTranslate - glslMatTranslate :: (Num a) => Mat4 a -> Vec4 a -> Mat4 a - glslMatTranslate - mat@(Matrix (m00,m01,m02,m03, - m10,m11,m12,m13, - m20,m21,m22,m23, - m30,m31,m32,m33)) vec = - let (Vec4 (v0,v1,v2,v3)) = mat -*| vec in - (Matrix (m00,m01,m02,m03, - m10,m11,m12,m13, - m20,m21,m22,m23, - m30+v0,m31+v1,m32+v2,m33+v3)) - + +import Data.Angle +import Debug.Trace +import Graphics.Glyph.Mat4 +import Graphics.Rendering.OpenGL (GLfloat, Uniform, UniformComponent, Vertex3 (..), uniform) +import qualified Graphics.Rendering.OpenGL as GL + +data Vec2 a = Vec2 (a, a) deriving (Show) + +data Vec3 a = Vec3 (a, a, a) deriving (Show) + +data Vec4 a = Vec4 (a, a, a, a) deriving (Show) + +instance UniformComponent a => Uniform (Vec3 a) where + uniform loc = + GL.makeStateVar + ( do + (Vertex3 x y z) <- + GL.get (uniform loc) + return (Vec3 (x, y, z)) + ) + (\(Vec3 (x, y, z)) -> uniform loc GL.$= Vertex3 x y z) + +class (Floating flT) => Vector flT b where + (<+>) :: b flT -> b flT -> b flT + (<->) :: b flT -> b flT -> b flT + norm :: b flT -> flT + normalize :: b flT -> b flT + vDot :: b flT -> b flT -> flT + vScale :: flT -> b flT -> b flT + +(<.>) :: (Vector a b) => b a -> b a -> a +(<.>) = vDot + +(|||) :: (Vector a b) => b a -> a +(|||) = norm + +instance (Floating flT) => Vector flT Vec2 where + (<+>) (Vec2 (a, b)) (Vec2 (c, d)) = Vec2 (a + c, b + d) + (<->) (Vec2 (a, b)) (Vec2 (c, d)) = Vec2 (a - c, b - d) + vDot (Vec2 (a, b)) (Vec2 (c, d)) = a * c + b * d + vScale c (Vec2 (a, b)) = Vec2 (a * c, b * c) + norm (Vec2 (a, b)) = sqrt (a * a + b * b) + normalize vec@(Vec2 (a, b)) = + let n = norm vec in Vec2 (a / n, b / n) + +instance (Floating flT) => Vector flT Vec3 where + (<+>) (Vec3 (a, b, c)) (Vec3 (d, e, f)) = Vec3 (a + d, b + e, c + f) + (<->) (Vec3 (a, b, c)) (Vec3 (d, e, f)) = Vec3 (a - d, b - e, c - f) + vDot (Vec3 (a, b, c)) (Vec3 (d, e, f)) = a * d + b * e + c * f + vScale x (Vec3 (a, b, c)) = Vec3 (a * x, b * x, c * x) + norm (Vec3 (a, b, c)) = sqrt (a * a + b * b + c * c) + normalize vec@(Vec3 (a, b, c)) = + let n = norm vec in Vec3 (a / n, b / n, c / n) + +instance (Floating flT) => Vector flT Vec4 where + (<+>) (Vec4 (a, b, c, g)) (Vec4 (d, e, f, h)) = Vec4 (a + d, b + e, c + f, g + h) + (<->) (Vec4 (a, b, c, g)) (Vec4 (d, e, f, h)) = Vec4 (a - d, b - e, c - f, g - h) + vDot (Vec4 (a, b, c, g)) (Vec4 (d, e, f, h)) = a * d + b * e + c * f + g * h + vScale x (Vec4 (a, b, c, d)) = Vec4 (a * x, b * x, c * x, d * x) + norm (Vec4 (a, b, c, d)) = sqrt (a * a + b * b + c * c + d * d) + normalize vec@(Vec4 (a, b, c, d)) = + let n = norm vec in Vec4 (a / n, b / n, c / n, d / n) + +cross :: (Num a) => Vec3 a -> Vec3 a -> Vec3 a +cross (Vec3 (u1, u2, u3)) (Vec3 (v1, v2, v3)) = + Vec3 + ( u2 * v3 - u3 * v2, + u3 * v1 - u1 * v3, + u1 * v2 - u2 * v1 + ) + +(×) :: (Num a) => Vec3 a -> Vec3 a -> Vec3 a +(×) = cross + +lookAtMatrix :: Vec3 GLfloat -> Vec3 GLfloat -> Vec3 GLfloat -> Mat4 GLfloat +lookAtMatrix e@(Vec3 (ex, ey, ez)) c u = + let f@(Vec3 (fx, fy, fz)) = normalize (c <-> e) + s@(Vec3 (sx, sy, sz)) = normalize (f × u) + u'@(Vec3 (ux, uy, uz)) = s × f + in Matrix + ( sx, + ux, + - fx, + 0, + sy, + uy, + - fy, + 0, + sz, + uz, + - fz, + 0, + - (s <.> e), + - (u' <.> e), + (f <.> e), + 1 + ) + +perspectiveMatrix :: GLfloat -> GLfloat -> GLfloat -> GLfloat -> Mat4 GLfloat +{- as close to copied from glm as possible -} +perspectiveMatrix fov asp zn zf = + let tanHalfFovy = tangent (Degrees fov / 2) + res00 = 1 / (asp * tanHalfFovy) + res11 = 1 / tanHalfFovy + res22 = - (zf + zn) / (zf - zn) + res23 = - 1 + res32 = - (2 * zf * zn) / (zf - zn) + in trace ("res22=" ++ (show res22)) $ + Matrix + ( res00, + 0, + 0, + 0, + 0, + res11, + 0, + 0, + 0, + 0, + res22, + res23, + 0, + 0, + res32, + 0 + ) + +class VectorMatrix vecT matT where + vTranslate :: matT -> vecT -> matT + (-*|) :: matT -> vecT -> vecT + +instance (Num a) => VectorMatrix (Vec3 a) (Mat3 a) where + vTranslate + ( Matrix3 + ( a00, + a01, + a02, + a10, + a11, + a12, + a20, + a21, + a22 + ) + ) + (Vec3 (a, b, c)) = + Matrix3 + ( a00, + a01, + a02 + a, + a10, + a11, + a12 + b, + a20, + a21, + a22 + c + ) + + ( Matrix3 + ( a00, + a01, + a02, + a10, + a11, + a12, + a20, + a21, + a22 + ) + ) + -*| (Vec3 (a, b, c)) = + Vec3 + ( a00 * a + a01 * b + a02 * c, + a10 * a + a11 * b + a12 * c, + a20 * a + a21 * b + a22 * c + ) + +instance (Num a) => VectorMatrix (Vec4 a) (Mat4 a) where + vTranslate mat (Vec4 tmp) = translateMat4 mat tmp + mat -*| tmp = glslMatMul mat tmp + +glslMatMul :: (Num a) => Mat4 a -> Vec4 a -> Vec4 a +glslMatMul + ( Matrix + ( m00, + m01, + m02, + m03, + m10, + m11, + m12, + m13, + m20, + m21, + m22, + m23, + m30, + m31, + m32, + m33 + ) + ) + (Vec4 (v0, v1, v2, v3)) = + Vec4 + ( v0 * m00 + v1 * m10 + v2 * m20 + v3 * m30, + v0 * m01 + v1 * m11 + v2 * m21 + v3 * m31, + v0 * m02 + v1 * m12 + v2 * m22 + v3 * m32, + v0 * m03 + v1 * m13 + v2 * m23 + v3 * m33 + ) + +(==>) :: (Num a) => Mat4 a -> Vec4 a -> Mat4 a +(==>) = glslMatTranslate + +glslMatTranslate :: (Num a) => Mat4 a -> Vec4 a -> Mat4 a +glslMatTranslate + mat@( Matrix + ( m00, + m01, + m02, + m03, + m10, + m11, + m12, + m13, + m20, + m21, + m22, + m23, + m30, + m31, + m32, + m33 + ) + ) + vec = + let (Vec4 (v0, v1, v2, v3)) = mat -*| vec + in ( Matrix + ( m00, + m01, + m02, + m03, + m10, + m11, + m12, + m13, + m20, + m21, + m22, + m23, + m30 + v0, + m31 + v1, + m32 + v2, + m33 + v3 + ) + ) |