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-rw-r--r--Graphics/Glyph/GLMath.hs400
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
+ )
+ )