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Diffstat (limited to 'Graphics/Glyph/GLMath.hs')
-rw-r--r-- | Graphics/Glyph/GLMath.hs | 145 |
1 files changed, 145 insertions, 0 deletions
diff --git a/Graphics/Glyph/GLMath.hs b/Graphics/Glyph/GLMath.hs new file mode 100644 index 0000000..bec796c --- /dev/null +++ b/Graphics/Glyph/GLMath.hs @@ -0,0 +1,145 @@ +{-# 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)) + |