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{-# LANGUAGE TemplateHaskell #-}
module Main where
import Control.Applicative
import Control.Monad
import GHC.Exts
import Data.Setters
import Data.Maybe
import Data.Word
import Debug.Trace
import Graphics.Rendering.OpenGL as GL
import Graphics.Rendering.OpenGL.Raw.Core31
import Graphics.UI.SDL as SDL
import Graphics.Glyph.GLMath
import Graphics.Glyph.Mat4
import Graphics.UI.SDL.Image
import Graphics.Glyph.Textures
import Graphics.Glyph.Shaders
import Graphics.Glyph.Util
import Graphics.Glyph.BufferBuilder
import Graphics.Glyph.GlyphObject
import Control.DeepSeq
import System.Exit
import System.Random
import Debug.Trace
import Foreign.Storable
import Foreign.Ptr
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)
$(declareSetters ''Resources)
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 (setPrimitiveMode 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 :: TextureData -> UniformLocation -> Int -> IO ()
setupTexturing (TextureData _ to) tu unit = do
texture Texture2D $= Enabled
activeTexture $= TextureUnit (fromIntegral unit)
textureBinding Texture2D $= Just to
uniform tu $= Index1 (fromIntegral unit::GLint)
printErrors "setupTexturing"
display :: SDL.Surface -> Resources -> IO Resources
display surf res = do
clear [ColorBuffer, DepthBuffer]
clearColor $= Color4 0.3 0.3 0.3 1.0
SDL.flip surf
depthFunc $= Nothing
draw $ prepare (backDrop res) $ \obj -> do
let (prg,uni) = (getResources obj)
currentProgram $= Just prg
setupTexturing (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 (bumpMap res) (textureU uniforms) 0
setupTexturing (earthTex res) (earthU uniforms) 1
setupTexturing (cloudsTex res) (cloudsU uniforms) 2
setupTexturing (lightsTex res) (lightsU uniforms) 3
setupTexturing (resTexture res) (randomU uniforms) 4
setupTexturing (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 (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 (resTexture res) texU 0
SDL.glSwapBuffers
return res
digestEvents :: Resources -> IO Resources
digestEvents args = do
ev <- SDL.pollEvent
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 $ setPMatrix pMatrix' args
bindSurfaceToTexture :: SDL.Surface -> TextureObject -> IO TextureData
bindSurfaceToTexture surf to = do
textureBinding Texture2D $= Just to
bbp <- liftM fromIntegral (pixelFormatGetBytesPerPixel $ surfaceGetPixelFormat surf)
ptr <- surfaceGetPixels surf
glTexImage2D gl_TEXTURE_2D 0 bbp (w surf) (h surf) 0 (if bbp == 3 then gl_RGB else gl_RGBA) gl_UNSIGNED_BYTE ptr
return $ TextureData (w surf, h surf) to
where
w :: (Integral a) => SDL.Surface -> a
w = fromIntegral . surfaceGetWidth
h :: (Integral a) => SDL.Surface -> a
h = fromIntegral . surfaceGetHeight
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
let _printError = get errors >>= mapM_ (putStrLn . ("GL: "++) . show)
let size@(w,h) = (640, 480)
SDL.init [SDL.InitEverything]
_ <- SDL.setVideoMode w h 32 [SDL.OpenGL, SDL.Resizable, SDL.DoubleBuf]
screen <- SDL.getVideoSurface
resources <- makeResources
reshape size resources >>= mainloop screen
where mainloop screen resources =
digestEvents resources >>= display screen >>= (mainloop screen . updateResources)
(+++) = zipWithT3 (+)
updateResources res =
setEyeLocation (zipWithT3 (+) (eyeLocation res) (difEyeLocation res)) $
setResTime ( resTime res + (dTime res) ) res
|