File: Brick.hs

package info (click to toggle)
haskell-glut 2.4.0.0-1
  • links: PTS, VCS
  • area: main
  • in suites: jessie, jessie-kfreebsd
  • size: 1,624 kB
  • ctags: 28
  • sloc: haskell: 10,610; ansic: 121; makefile: 2
file content (368 lines) | stat: -rw-r--r-- 10,918 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
{-
   Brick.hs (adapted from ogl2brick.c which is (c) 3Dlabs Inc. Ltd.)
   Copyright (c) Sven Panne 2006 <sven.panne@aedion.de>
   This file is part of HOpenGL and distributed under a BSD-style license
   See the file libraries/GLUT/LICENSE
-}

import Prelude hiding ( sum )
import Control.Applicative
import Control.Monad
import Data.Foldable ( Foldable, sum )
import Data.IORef
import System.Exit
import Graphics.UI.GLUT

infixl 6 $+, $-
infixl 7 $*

inertiaThreshold, inertiaFactor :: GLfloat
inertiaThreshold = 1
inertiaFactor = 0.5

scaleFactor, scaleIncrement :: GLfloat
scaleFactor = 0.01
scaleIncrement = 0.5

timerFrequencyMillis :: Timeout
timerFrequencyMillis = 20

clearColors :: [Color4 GLclampf]
clearColors = [
   Color4 0.0 0.0 0.0 1,
   Color4 0.2 0.2 0.3 1,
   Color4 0.7 0.7 0.7 1 ]

models :: [IO ()]
models = [
   drawCube,
   renderObject Solid (Teapot 0.6),
   renderObject Solid (Sphere' 0.6 64 64),
   renderObject Solid (Torus 0.2 0.6 64 64) ]

initialDiff :: Vector3 GLfloat
initialDiff = Vector3 206 16 10

initialInertia :: Vector3 GLfloat
initialInertia = Vector3 (-0.5) 0 0

data State = State {
   diff :: IORef (Vector3 GLfloat),
   lastIncr :: IORef (Vector3 GLfloat),
   inertia :: IORef (Vector3 GLfloat),
   inertiaOld :: IORef (Vector3 GLfloat),
   theScale :: IORef GLfloat,
   lastPosition :: IORef Position,
   shouldRotate :: IORef Bool,
   colorCycle :: IORef [Color4 GLclampf],
   modelCycle :: IORef [IO ()],
   modifiers :: IORef Modifiers
   }

makeState :: IO State
makeState = do
   di <- newIORef initialDiff
   li <- newIORef (pure 0)
   ia <- newIORef initialInertia
   io <- newIORef (pure 0)
   sc <- newIORef 1
   lp <- newIORef (Position (-1) (-1))
   sr <- newIORef True
   cc <- newIORef (cycle clearColors)
   mc <- newIORef (cycle models)
   mo <- newIORef (Modifiers Up Up Up)
   return $ State {
      diff = di,
      lastIncr = li,
      inertia = ia,
      inertiaOld = io,
      theScale = sc,
      lastPosition = lp,
      shouldRotate = sr,
      colorCycle = cc,
      modelCycle = mc,
      modifiers = mo
      }

-- Our tiny vector math library...
($+), ($-), ($*) :: (Applicative t, Num a) => t a -> t a -> t a
($+) = liftA2 (+)
($-) = liftA2 (-)
($*) = liftA2 (*)

step :: (Applicative t, Num a, Ord a) => t a -> t a -> t a
step = liftA2 (\e x -> if x < e then 0 else 1)

dot :: (Applicative t, Foldable t, Num a) => t a -> t a -> a
dot v1 v2 = sum (v1 $* v2)

drawFace :: Normal3 GLfloat -> Vertex3 GLfloat -> Vertex3 GLfloat
         -> Vertex3 GLfloat -> Vertex3 GLfloat -> IO ()
drawFace p q r s t = do
   let texCoord2f = texCoord :: TexCoord2 GLfloat -> IO ()
   normal p
   texCoord2f (TexCoord2 1 1)
   vertex q
   texCoord2f (TexCoord2 0 1)
   vertex r
   texCoord2f (TexCoord2 0 0)
   vertex s
   texCoord2f (TexCoord2 1 0)
   vertex t

drawCube :: IO ()
drawCube = do
   let size = 1
       sc = 0.2
       delta = 0.1

       a = Vertex3   size    size  ( size * sc + delta)
       b = Vertex3   size    size  (-size * sc + delta)
       c = Vertex3   size  (-size) (-size * sc)
       d = Vertex3   size  (-size) ( size * sc)
       e = Vertex3 (-size)   size  ( size * sc + delta)
       f = Vertex3 (-size)   size  (-size * sc + delta)
       g = Vertex3 (-size) (-size) (-size * sc)
       h = Vertex3 (-size) (-size) ( size * sc)

       i = Normal3   1    0    0
       k = Normal3 (-1)   0    0
       l = Normal3   0    0  (-1)
       m = Normal3   0    0    1
       n = Normal3   0    1    0
       o = Normal3   0  (-1)   0

   renderPrimitive Quads $ do
      drawFace i d c b a
      drawFace k g h e f
      drawFace l c g f b
      drawFace m h d a e
      drawFace n e a b f
      drawFace o g c d h

display :: State -> DisplayCallback
display state = do
   loadIdentity
   translate (Vector3 0 0 (-5 :: GLfloat))

   Vector3 xDiff yDiff zDiff <- get (diff state)
   rotate yDiff (Vector3 1 0 0)
   rotate xDiff (Vector3 0 1 0)
   rotate zDiff (Vector3 0 0 1)

   sc <- get (theScale state)
   scale sc sc sc

   clear [ ColorBuffer, DepthBuffer ]
   (drawModel:_) <- get (modelCycle state)
   drawModel

   flush
   swapBuffers

nextClearColor :: State -> IO ()
nextClearColor state = do
   cc <- get (colorCycle state)
   clearColor $= head cc
   colorCycle state $~ tail

toggleRotation :: State -> IO ()
toggleRotation state = do
   rot <- get (shouldRotate state)
   shouldRotate state $~ not
   if rot
      then do
         ia <- get (inertia state)
         inertiaOld state $= ia
      else do
        io <- get (inertiaOld state)
        inertia state $= io
        -- To prevent confusion, force some rotation
        when (dot io io == 0) $
           inertia state $= initialInertia

printHelp :: IO ()
printHelp = mapM_ putStrLn [
   "",
   "Keyboard commands:",
   "",
   "b - Toggle among background clear colors",
   "q, <esc> - Quit",
   "t - Toggle among models to render",
   "? - Help",
   "<home> - reset zoom and rotation",
   "<space> or <click> - stop rotation",
   "<+>, <-> or <ctrl + drag> - zoom model",
   "<arrow keys> or <drag> - rotate model",
   ""]

resetState :: State -> IO ()
resetState state = do
   diff state $= initialDiff
   lastIncr state $= pure 0
   inertia state $= initialInertia
   theScale state $= 1

calcInertia :: State -> IO ()
calcInertia state = do
   lastPosition state $= Position (-1) (-1)
   li <- get (lastIncr state)
   ia <- get (inertia state)
   let t = pure inertiaThreshold
       f = pure inertiaFactor
       l = (pure 1 $- (step (fmap negate t) li)) $* ((li $+ t) $* f $- ia)
       r = (step t li) $* ((li $- t) $* f $- ia)
   inertia state $= l $+ ia $+ r
   lastIncr state $= pure 0

keyboard :: State -> KeyboardMouseCallback
keyboard state key keyState mods _ = do
   modifiers state $= mods
   postRedisplay Nothing
   case (key, keyState) of
      (Char 'b', Down) -> nextClearColor state
      (Char 'q', Down) -> exitWith ExitSuccess
      (Char '\27', Down) -> exitWith ExitSuccess
      (Char 't', Down) -> modelCycle state $~ tail
      (Char ' ', Down) -> toggleRotation state
      (Char '+', Down) -> theScale state $~ (+ scaleIncrement)
      (Char '-', Down) -> theScale state $~ (+ (- scaleIncrement))
      (Char _, Down) -> printHelp
      (SpecialKey KeyHome, Down) -> resetState state
      (SpecialKey KeyLeft, Down) -> diff state $~ ($- Vector3 1 0 0)
      (SpecialKey KeyRight, Down) -> diff state $~ ($+ Vector3 1 0 0)
      (SpecialKey KeyUp, Down) -> diff state $~ ($- Vector3 0 1 0)
      (SpecialKey KeyDown, Down) -> diff state $~ ($+ Vector3 0 1 0)
      (MouseButton LeftButton, Down) -> do
         inertia state $= pure 0
         lastIncr state $= pure 0
      (MouseButton LeftButton, Up) -> calcInertia state
      (_, _) -> return ()

motion :: State -> MotionCallback
motion state pos@(Position x y) = do
   postRedisplay Nothing
   Position xt yt <- get (lastPosition state)
   lastPosition state $= pos
   when (xt /= -1 || yt /= -1) $ do
      let li@(Vector3 xl yl _) = Vector3 (fromIntegral (x - xt)) (fromIntegral (y - yt)) 0
      lastIncr state $= li
      when (xt /= -1) $ do
         mods <- get (modifiers state)
         if ctrl mods == Down
            then do diff state $~ ($+ Vector3 0 0 xl)
                    theScale state $~ (+ (yl * scaleFactor))
            else diff state $~ ($+ li)

timer :: State -> TimerCallback
timer state = do
   rot <- get (shouldRotate state)
   when rot $ do
      ia <- get (inertia state)
      diff state $~ ($+ ia)
      postRedisplay Nothing
   addTimerCallback timerFrequencyMillis (timer state)

reshape :: ReshapeCallback
reshape size@(Size w h) = do
   let vp = 0.8
       aspect = fromIntegral w / fromIntegral h

   viewport $= (Position 0 0, size)

   matrixMode $= Projection
   loadIdentity
   frustum (-vp) vp (-vp / aspect) (vp / aspect) 3 10

   matrixMode $= Modelview 0
   loadIdentity
   translate (Vector3 0 0 (-5 :: GLfloat))

-- Make sure that GLSL is supported by the driver, either directly by the core
-- or via an extension.
checkGLSLSupport :: IO ()
checkGLSLSupport = do
   version <- get (majorMinor glVersion)
   unless (version >= (2,0)) $ do
      extensions <- get glExtensions
      unless ("GL_ARB_shading_language_100" `elem` extensions) $
         ioError (userError "No GLSL support found.")

readAndCompileShader :: Shader s => FilePath -> IO s
readAndCompileShader filePath = do
   src <- readFile filePath
   [shader] <- genObjectNames 1
   shaderSource shader $= [src]
   compileShader shader
   reportErrors
   ok <- get (compileStatus shader)
   infoLog <- get (shaderInfoLog shader)
   mapM_ putStrLn ["Shader info log for '" ++ filePath ++ "':", infoLog, ""]
   unless ok $ do
      deleteObjectNames [shader]
      ioError (userError "shader compilation failed")
   return shader

installBrickShaders :: [VertexShader] -> [FragmentShader] -> IO ()
installBrickShaders vs fs = do
   [brickProg] <- genObjectNames 1
   attachedShaders brickProg $= (vs, fs)
   linkProgram brickProg
   reportErrors
   ok <- get (linkStatus brickProg)
   infoLog <- get (programInfoLog brickProg)
   mapM_ putStrLn ["Program info log:", infoLog, ""]
   unless ok $ do
      deleteObjectNames [brickProg]
      ioError (userError "linking failed")

   currentProgram $= Just brickProg

   let setUniform var val = do
       location <- get (uniformLocation brickProg var)
       reportErrors
       uniform location $= val

   setUniform "BrickColor" (Color3 1.0 0.3 (0.2 :: GLfloat))
   setUniform "MortarColor" (Color3 0.85 0.86 (0.84 :: GLfloat))
   setUniform "BrickSize" (Vertex2 0.30 (0.15 :: GLfloat))
   setUniform "BrickPct" (Vertex2 0.90 (0.85 :: GLfloat))
   setUniform "LightPosition" (Vertex3 0 0 (4 :: GLfloat))

main :: IO ()
main = do
   getArgsAndInitialize
   initialDisplayMode $= [ RGBMode, WithDepthBuffer, DoubleBuffered ]
   initialWindowSize $= Size 500 500
   createWindow "3Dlabs Brick Shader"

   -- Note: We don't use an idle callback, we redisplay more intelligently.
   state <- makeState
   displayCallback $= display state
   keyboardMouseCallback $= Just (keyboard state)
   reshapeCallback $= Just reshape
   motionCallback $= Just (motion state)
   addTimerCallback timerFrequencyMillis (timer state)

   catch
     (do checkGLSLSupport
         vs <- readAndCompileShader "Brick.vert"
         fs <- readAndCompileShader "Brick.frag"
         installBrickShaders [vs] [fs])
     (\exception -> do
         print exception
         putStrLn "Using fixed function pipeline."
         materialDiffuse Front $= Color4 1 0.3 0.2 1
         materialSpecular Front $= Color4 0.3 0.3 0.3 1
         materialShininess Front $= 16
         position (Light 0) $= Vertex4 0 0 4 0
         lighting $= Enabled
         light (Light 0) $= Enabled)

   depthFunc $= Just Less
   nextClearColor state

   -- display help
   keyboard state (Char '?') Down (Modifiers Up Up Up) (Position 0 0)

   mainLoop