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{-# LANGUAGE OverloadedStrings #-}
{-# LANGUAGE TemplateHaskell #-}
{-# LANGUAGE ViewPatterns #-}
module Main where
import Control.Applicative
-- import Graphics.UI.SDL.Image
import Control.DeepSeq
import Control.Monad
import Data.Maybe
import Data.Monoid
import Data.Word
import Debug.Trace
import Foreign.Ptr
import Foreign.Storable
import GHC.Exts hiding (Vec4)
import Graphics.GL.Compatibility30
import Graphics.Glyph.BufferBuilder
import Graphics.Glyph.GLMath
import Graphics.Glyph.GlyphObject
import Graphics.Glyph.Mat4
import Graphics.Glyph.Shaders
import Graphics.Glyph.Textures
import Graphics.Glyph.Util
import Graphics.Rendering.OpenGL as GL
import SDL (($=))
import qualified SDL
import SDL.Image
import SDL.Vect
import System.Exit
import System.Random hiding (uniform)
import Text.Printf
data Uniforms = Uniforms
{ dxU :: UniformLocation,
dyU :: UniformLocation,
textureU :: UniformLocation,
earthU :: UniformLocation,
cloudsU :: UniformLocation,
timeU :: UniformLocation,
lightsU :: UniformLocation,
randomU :: UniformLocation,
winterU :: UniformLocation
}
deriving (Show)
data TextureData = TextureData
{ textureSize :: (Int, Int),
textureObject :: TextureObject
}
deriving (Show)
data Resources = Resources
{ object :: GlyphObject Uniforms,
backDrop :: GlyphObject (Program, UniformLocation),
satelites ::
GlyphObject
( Program,
UniformLocation, -- noise
UniformLocation, -- mvMat
UniformLocation, -- pMat
UniformLocation, -- time
UniformLocation -- light
),
moon ::
GlyphObject
( Program,
UniformLocation,
UniformLocation,
UniformLocation,
UniformLocation,
UniformLocation,
UniformLocation,
UniformLocation
),
resTexture :: TextureData,
earthTex :: TextureData,
cloudsTex :: TextureData,
lightsTex :: TextureData,
winterTex :: TextureData,
spaceTex :: TextureData,
moonTex :: TextureData,
program :: Program,
lightU :: UniformLocation,
pU :: UniformLocation,
mvU :: UniformLocation,
normalMatU :: UniformLocation,
resTime :: GLfloat,
pMatrix :: Mat4 GLfloat,
eyeLocation :: (GLfloat, GLfloat, GLfloat),
difEyeLocation :: (GLfloat, GLfloat, GLfloat),
lightPos :: (GLfloat, GLfloat, GLfloat),
useNoise :: Bool,
dTime :: GLfloat
}
deriving (Show)
makeTexture :: IO TextureObject
makeTexture = do
texobj <- liftM head $ genObjectNames 1
textureBinding Texture2D $= Just texobj
textureFilter Texture2D $= ((Linear', Nothing), Linear')
return texobj
enumEq :: Enum a => a -> a -> Bool
enumEq a = (fromEnum a ==) . fromEnum
enumNeq :: Enum a => a -> a -> Bool
enumNeq a = not . enumEq a
loadProgram :: String -> String -> Maybe String -> IO Program
loadProgram vert frag geom = do
shaders <-
loadShaders $
catMaybes
[ Just (VertexShader, vert),
Just (FragmentShader, frag),
geom >>= return . (,) GeometryShader
]
-- mapM_ (putStrLn . fst) shaders
(linklog, maybeProg) <- createShaderProgram (workingShaders shaders)
when (isNothing maybeProg) $ do
putStrLn "Failed to link program"
putStrLn linklog
exitWith (ExitFailure 111)
(return . fromJust) maybeProg
loadBackdropProgram :: IO Program
loadBackdropProgram = do
shaders <-
loadShaders
[ (VertexShader, "shaders/space.vert"),
(FragmentShader, "shaders/space.frag")
]
mapM_ (putStrLn . fst) shaders
(linklog, maybeProg) <- createShaderProgram (workingShaders shaders)
when (isNothing maybeProg) $ do
putStrLn "Failed to link program"
putStrLn linklog
exitWith (ExitFailure 111)
(return . fromJust) maybeProg
quad :: Builder GLfloat ()
quad = do
let lst =
[ (-1, -1, 0.0),
(-1, 1, 0.0),
(1, 1, 0.0)
]
let neg (a, b, c) = (- a, - b, - c)
forM_ lst bVertex3
forM_ lst (bVertex3 . neg)
circle :: GLfloat -> GLfloat -> Builder GLfloat ()
circle r step = do
let fromQuad (a, b, c, d) = [a, b, c, b, c, d]
let lst =
concat
[ fromQuad
( (r, th - step, ph - step),
(r, th + step, ph - step),
(r, th + step, ph + step),
(r, th - step, ph + step)
)
| th <- [0, step .. 359 - step],
ph <- [-90, -90 + step .. 89 - step]
]
mapM_ (doUv >&> ((bNormal3 >&> bVertex3) . toEuclidian)) lst
where
doUv (_, th, ph) = bTexture2 (1 - th / 360.0, 1 - (ph / 180.0 + 0.5))
makeResources :: IO Resources
makeResources =
let pMatrix' = perspectiveMatrix 50 1.8 0.1 100
in loadProgram "shaders/normal.vert" "shaders/textured.frag" Nothing
>>= ( \prog -> do
glo <-
newDefaultGlyphObject (circle 1 3)
<$> do
Uniforms
<$> get (uniformLocation prog "dX")
<*> get (uniformLocation prog "dY")
<*> get (uniformLocation prog "texture")
<*> get (uniformLocation prog "earth")
<*> get (uniformLocation prog "clouds")
<*> get (uniformLocation prog "time")
<*> get (uniformLocation prog "lights")
<*> get (uniformLocation prog "random")
<*> get (uniformLocation prog "winter")
prog2 <- loadBackdropProgram
backDrop <-
newDefaultGlyphObject quad
<$> ( get (uniformLocation prog2 "texture")
>>= \x -> return (prog2, x)
)
moonProg <- loadProgram "shaders/moon.vert" "shaders/moon.frag" Nothing
moon <-
newDefaultGlyphObject (circle 0.2 5)
<$> do
(,,,,,,,)
<$> pure moonProg
<*> get (uniformLocation moonProg "texture")
<*> get (uniformLocation moonProg "lightPos")
<*> get (uniformLocation moonProg "mvMat")
<*> get (uniformLocation moonProg "pMat")
<*> get (uniformLocation moonProg "time")
<*> get (uniformLocation moonProg "dX")
<*> get (uniformLocation moonProg "dY")
stgen1 <- newStdGen
stgen2 <- newStdGen
stgen3 <- newStdGen
let run = (\(x, y, _) -> bTexture2 (1.0 / x, 1.0 / y)) >&> bVertex3
satelitesProg <- loadProgram "shaders/satelites.vert" "shaders/satelites.frag" (Just "shaders/satelites.geom")
satelites <-
newDefaultGlyphObject
( do
mapM_ run $
sortWith (\(a, _, _) -> - a) $ take 200000 $ zip3 (randoms stgen1) (randoms stgen2) (randoms stgen3)
)
<$> do
(,,,,,)
<$> pure satelitesProg
<*> get (uniformLocation satelitesProg "noiseTexture")
<*> get (uniformLocation satelitesProg "mvMatrix")
<*> get (uniformLocation satelitesProg "pMatrix")
<*> get (uniformLocation satelitesProg "time")
<*> get (uniformLocation satelitesProg "light")
Resources
<$> glo
<*> backDrop
<*> liftM (\s -> s {primitiveMode = Points}) satelites
<*> moon
<*> (makeTexture >>= genRandomTexture)
<*> (load ("textures/earth.png") >>= textureFromSurface)
<*> (load ("textures/clouds.png") >>= textureFromSurface)
<*> (load ("textures/lights.png") >>= textureFromSurface)
<*> (load ("textures/winter.png") >>= textureFromSurface)
<*> (load ("textures/space.png") >>= textureFromSurface)
<*> (load ("textures/moon.png") >>= textureFromSurface)
<*> pure prog
<*> get (uniformLocation prog "light")
<*> get (uniformLocation prog "pMat")
<*> get (uniformLocation prog "mvMat")
<*> get (uniformLocation prog "normalMat")
<*> pure 0
<*> pure pMatrix'
<*> pure (5, 45.1, 0.1)
<*> pure (0, 0, 0)
<*> pure (20, 0.1, 0.1)
<*> pure False
<*> pure 0.1
)
printErrors :: String -> IO ()
printErrors ctx =
get errors >>= mapM_ (putStrLn . (("GL[" ++ ctx ++ "]: ") ++) . show)
setupMvp :: Mat4 GLfloat -> Resources -> IO ()
setupMvp mvMatrix res =
do
-- putStrLn ("lookAt: " ++! (Vec3 . toEuclidian $ eyeLocation res) ++ " "
-- ++! (Vec3 (0,0,0)) ++ " " ++! (Vec3 (0,1,0)))
-- print mvMatrix
_ <- (uniform (pU res) $= pMatrix res)
t <- (uniform (mvU res) $= mvMatrix)
return t
setupLighting :: Mat4 GLfloat -> Resources -> UniformLocation -> IO ()
setupLighting mvMat res lu =
let (+++) = zipWithT3 (+)
(a, b, c) = (toEuclidian $ lightPos res)
Vec4 (x, y, z, _) = mvMat `glslMatMul` Vec4 (a, b, c, 1)
normalMat = toNormalMatrix mvMat
in do
-- putStrLn $ "Multiply "++!(a,b,c)++" by\n"++!mvMat++"\nyeilds "++!(x,y,z)
uniform lu $= (Vertex3 x y z)
case normalMat of
Just mat -> uniform (normalMatU res) $= mat
_ -> putStrLn "Normal matrix could not be computed"
setupTexturing :: String -> TextureData -> UniformLocation -> Int -> IO ()
setupTexturing v (TextureData _ to) tu unit = do
texture Texture2D $= Enabled
activeTexture $= TextureUnit (fromIntegral unit)
textureBinding Texture2D $= Just to
uniform tu $= Index1 (fromIntegral unit :: GLint)
display :: SDL.Window -> Resources -> IO Resources
display win res = do
clear [ColorBuffer, DepthBuffer]
clearColor $= Color4 0.3 0.3 0.3 1.0
depthFunc $= Nothing
draw $
prepare (backDrop res) $ \obj -> do
let (prg, uni) = (getResources obj)
currentProgram $= Just prg
setupTexturing "space" (spaceTex res) uni 0
currentProgram $= Just (program res)
let (_, _, ph) = eyeLocation res
let up = if ph' >= 90 && ph' < 270 then Vec3 (0, -1, 0) else Vec3 (0, 1, 0)
where
ph' = (floor ph :: Int) `mod` 360
let mvMatrix = lookAtMatrix (Vec3 . toEuclidian $ eyeLocation res) (Vec3 (0, 0, 0)) up
blend $= Disabled
vertexProgramPointSize $= Enabled
draw $
prepare (object res) $ \glo -> do
depthFunc $= Just Less
let bumpMap = if useNoise res then resTexture else earthTex
let uniforms = getResources glo
let (w, h) = mapT2 fromIntegral (textureSize $ bumpMap res)
uniform (dxU uniforms) $= Index1 (1.0 / w :: GLfloat)
uniform (dyU uniforms) $= Index1 (1.0 / h :: GLfloat)
uniform (timeU uniforms) $= Index1 (resTime res)
setupMvp mvMatrix res
setupLighting mvMatrix res (lightU res)
setupTexturing "bump" (bumpMap res) (textureU uniforms) 0
setupTexturing "earth" (earthTex res) (earthU uniforms) 1
setupTexturing "clouds" (cloudsTex res) (cloudsU uniforms) 2
setupTexturing "lights" (lightsTex res) (lightsU uniforms) 3
setupTexturing "res" (resTexture res) (randomU uniforms) 4
setupTexturing "winter" (winterTex res) (winterU uniforms) 5
draw $
prepare (moon res) $ \glo -> do
let (prog, texU, lU, mvMatU, pMatU, timeUn, dxUn, dyUn) = getResources glo
let (w, h) = mapT2 fromIntegral (textureSize $ moonTex res)
let time = resTime res
currentProgram $= Just prog
uniform mvMatU $= (mvMatrix ==> Vec4 (10 * gsin (time / 10), 0, 10 * gcos (time / 10), 0))
uniform pMatU $= (pMatrix res)
uniform timeUn $= Index1 time
uniform dxUn $= Index1 (1.0 / w :: GLfloat)
uniform dyUn $= Index1 (1.0 / w :: GLfloat)
setupTexturing "moon" (moonTex res) texU 0
setupLighting mvMatrix res lU
blend $= Enabled
blendFunc $= (GL.SrcAlpha, OneMinusSrcAlpha)
draw $
prepare (satelites res) $ \glo -> do
let (prog, texU, mvMatU, pMatU, timeUn, light) = getResources glo
let time = resTime res
currentProgram $= Just prog
uniform mvMatU $= mvMatrix
uniform pMatU $= pMatrix res
uniform timeUn $= Index1 time
setupLighting mvMatrix res light
setupTexturing "res" (resTexture res) texU 0
-- SDL.glSwapBuffers
SDL.glSwapWindow win
return res
digestEvents :: Resources -> IO Resources
digestEvents res = do
evs <- SDL.pollEvents
let (quit, res') =
foldl
( \(q, res) ev ->
case ev of
SDL.QuitEvent -> (True, res)
SDL.KeyboardEvent e ->
(\(q, f) -> (q, f res)) $
( q,
case (SDL.keyboardEventKeyMotion e, SDL.keysymScancode (SDL.keyboardEventKeysym e)) of
(SDL.Pressed, SDL.ScancodeW) -> diff $ set3 0.2
(SDL.Released, SDL.ScancodeW) -> diff $ set3 0
(SDL.Pressed, SDL.ScancodeA) -> diff $ set2 (-0.2)
(SDL.Released, SDL.ScancodeA) -> diff $ set2 0
(SDL.Pressed, SDL.ScancodeS) -> diff $ set3 (-0.2)
(SDL.Released, SDL.ScancodeS) -> diff $ set3 0
(SDL.Pressed, SDL.ScancodeD) -> diff $ set2 0.2
(SDL.Released, SDL.ScancodeD) -> diff $ set2 0
(SDL.Pressed, SDL.ScancodeI) -> diff $ set1 (-0.1)
(SDL.Released, SDL.ScancodeI) -> diff $ set1 0
(SDL.Pressed, SDL.ScancodeK) -> diff $ set1 0.1
(SDL.Released, SDL.ScancodeK) -> diff $ set1 0
_ -> id
)
_ -> (q, res)
)
(False, res)
(map SDL.eventPayload evs)
when quit $
exitSuccess
return res'
where
diff tup res = res {difEyeLocation = tup (difEyeLocation res)}
set1 x (_, y, z) = (x, y, z)
set2 y (x, _, z) = (x, y, z)
set3 z (x, y, _) = (x, y, z)
(+++) = zipWithT3 (+)
-- ev <- SDL.pollEvent
-- return args
-- case ev of
-- SDL.NoEvent -> return args
-- VideoResize w h -> reshape (w,h) args >>= digestEvents
-- KeyDown (Keysym SDLK_ESCAPE _ _) -> exitSuccess
-- KeyDown (Keysym SDLK_RIGHT _ _) ->
-- digestEvents $ setDifEyeLocation (difEyeLocation args +++ (0,1,0)) args
-- KeyDown (Keysym SDLK_LEFT _ _) ->
-- digestEvents $ setDifEyeLocation (difEyeLocation args +++ (0,-1,0)) args
-- KeyUp (Keysym SDLK_LEFT _ _)->
-- digestEvents $ setDifEyeLocation (difEyeLocation args +++ (0,1,0)) args
-- KeyUp (Keysym SDLK_RIGHT _ _)->
-- digestEvents $ setDifEyeLocation (difEyeLocation args +++ (0,-1,0)) args
-- KeyDown (Keysym SDLK_UP _ _) ->
-- digestEvents $ setDifEyeLocation (difEyeLocation args +++ (0,0, 1)) args
-- KeyDown (Keysym SDLK_DOWN _ _) ->
-- digestEvents $ setDifEyeLocation (difEyeLocation args +++ (0,0,-1)) args
-- KeyUp (Keysym SDLK_UP _ _)->
-- digestEvents $ setDifEyeLocation (difEyeLocation args +++ (0,0,-1)) args
-- KeyUp (Keysym SDLK_DOWN _ _)->
-- digestEvents $ setDifEyeLocation (difEyeLocation args +++ (0,0, 1)) args
-- KeyDown (Keysym SDLK_w _ _) ->
-- digestEvents $ setDifEyeLocation (difEyeLocation args +++ (-0.1,0,0)) args
-- KeyDown (Keysym SDLK_s _ _) ->
-- digestEvents $ setDifEyeLocation (difEyeLocation args +++ (0.1,0,0)) args
-- KeyUp (Keysym SDLK_w _ _)->
-- digestEvents $ setDifEyeLocation (difEyeLocation args +++ (0.1,0,0)) args
-- KeyUp (Keysym SDLK_s _ _)->
-- digestEvents $ setDifEyeLocation (difEyeLocation args +++ (-0.1,0,0)) args
-- KeyDown (Keysym SDLK_n _ _) ->
-- digestEvents $ (Prelude.flip setUseNoise args.not.useNoise) args
-- KeyDown (Keysym SDLK_EQUALS _ _) ->
-- digestEvents $ setDTime (dTime args + 0.1) args
-- KeyDown (Keysym SDLK_MINUS _ _) ->
-- digestEvents $ setDTime (dTime args - 0.1) args
-- Quit -> exitSuccess
-- _ -> digestEvents args
-- where
-- (+++) = zipWithT3 (+)
reshape :: (Int, Int) -> Resources -> IO Resources
reshape (w, h) args = do
let size = Size (fromIntegral w) (fromIntegral h)
let pMatrix' = perspectiveMatrix 50 (fromIntegral w / fromIntegral h) 0.1 100
viewport $= (Position 0 0, size)
-- _ <- SDL.setVideoMode w h 32 [SDL.OpenGL, SDL.Resizable, SDL.DoubleBuf]
return $ args {pMatrix = pMatrix'}
bindSurfaceToTexture :: SDL.Surface -> TextureObject -> IO TextureData
bindSurfaceToTexture surf to = do
textureBinding Texture2D $= Just to
bbp <- return 3 -- liftM fromIntegral (pixelFormatGetBytesPerPixel $ SDL.surfacePixels surf)
ptr <- SDL.surfacePixels surf
(V2 w h) <- SDL.surfaceDimensions surf
glTexImage2D GL_TEXTURE_2D 0 bbp (fi w) (fi h) 0 (if bbp == 3 then GL_RGB else GL_RGBA) GL_UNSIGNED_BYTE ptr
return $ TextureData (fi w, fi h) to
where
fi :: (Integral a, Integral b) => a -> b
fi = fromIntegral
textureFromSurface :: SDL.Surface -> IO TextureData
textureFromSurface surf = makeTexture >>= (bindSurfaceToTexture surf >=> return)
genRandomTexture :: TextureObject -> IO TextureData
genRandomTexture to =
-- putStrLn ("takeShot")
let nextColor gen =
let (g1, gen') = next gen
in let (g2, gen'') = next gen'
in let (g3, gen''') = next gen''
in let (g4, gen'''') = next gen'''
in ((g1, g2, g3, g4), gen'''')
in do
stgen <- newStdGen
mPix <- newPixelsFromListRGBA (1024, 1024) (randomTup $ randoms stgen)
attachPixelsToTexture mPix to
return $ TextureData (1024, 1024) to
where
randomTup (a : b : c : d : xs) = (a, b, c, d) : randomTup xs
main :: IO ()
main = do
SDL.initialize [SDL.InitVideo]
SDL.HintRenderScaleQuality $= SDL.ScaleLinear
renderQuality <- SDL.get SDL.HintRenderScaleQuality
when (renderQuality /= SDL.ScaleLinear) $
putStrLn "Warning: Linear texture filtering not enabled!"
putStrLn "1"
window <-
SDL.createWindow
"SDL / OpenGL Example"
SDL.defaultWindow
{ SDL.windowInitialSize = V2 1920 1080,
SDL.windowGraphicsContext = SDL.OpenGLContext SDL.defaultOpenGL
}
putStrLn "2"
SDL.showWindow window
putStrLn "3"
_ <- SDL.glCreateContext window
resources <- makeResources
reshape (1920, 1080) resources >>= mainloop window
where
mainloop win resources =
digestEvents resources >>= display win >>= (mainloop win . updateResources)
(+++) = zipWithT3 (+)
updateResources res =
res
{ resTime = (resTime res + (dTime res)),
eyeLocation = zipWithT3 (+) (eyeLocation res) (difEyeLocation res)
}
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