GPipe
From HaskellWiki
(Difference between revisions)
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| - | This is the official wiki for the [http://hackage.haskell.org/package/GPipe | + | This is the official wiki for the [http://hackage.haskell.org/package/GPipe GPipe package]. |
== Example == | == Example == | ||
Revision as of 07:43, 10 October 2009
This is the official wiki for the GPipe package.
Example
This is a simple GPipe example that animates a spinning box. Besides GPipe, it uses the Vec-Transform package for the transformation matrices.
I will continue adding examples to this page, so check back every once in a while. If you have any questions, feel free to mail me.
module Main where import Graphics.GPipe import Data.Monoid import Data.IORef import qualified Data.Vec as Vec import Data.Vec.Nat import Data.Vec.LinAlg.Transform3D import Graphics.UI.GLUT (mainLoop, postRedisplay, idleCallback, getArgsAndInitialize, ($=)) sidePosX = toGPUStream TriangleStrip $ map (flip (,) (1:.0:.0:.())) [1:.0:.0:.(), 1:.1:.0:.(), 1:.0:.1:.(), 1:.1:.1:.()] sideNegX = toGPUStream TriangleStrip $ map (flip (,) ((-1):.0:.0:.())) [0:.0:.1:.(), 0:.1:.1:.(), 0:.0:.0:.(), 0:.1:.0:.()] sidePosY = toGPUStream TriangleStrip $ map (flip (,) (0:.1:.0:.())) [0:.1:.1:.(), 1:.1:.1:.(), 0:.1:.0:.(), 1:.1:.0:.()] sideNegY = toGPUStream TriangleStrip $ map (flip (,) (0:.(-1):.0:.())) [0:.0:.0:.(), 1:.0:.0:.(), 0:.0:.1:.(), 1:.0:.1:.()] sidePosZ = toGPUStream TriangleStrip $ map (flip (,) (0:.0:.1:.())) [1:.0:.1:.(), 1:.1:.1:.(), 0:.0:.1:.(), 0:.1:.1:.()] sideNegZ = toGPUStream TriangleStrip $ map (flip (,) (0:.0:.(-1):.())) [0:.0:.0:.(), 0:.1:.0:.(), 1:.0:.0:.(), 1:.1:.0:.()] cube = mconcat [sidePosX, sideNegX, sidePosY, sideNegY, sidePosZ, sideNegZ] transformedCube a = fmap (transform a) cube transform :: Float -> (Vec3 (Vertex Float), Vec3 (Vertex Float)) -> (Vec4 (Vertex Float), Vec3 (Vertex Float)) transform a (pos, norm) = (transformedPos, transformedNorm) where modelMat = rotationVec (normalize (1:.0.5:.0.3:.())) a `multmm` translation (-0.5) viewMat = translation (-(0:.0:.2:.())) projMat = perspective 1 100 (pi/3) (4/3) viewProjMat = projMat `multmm` viewMat transformedPos = toGPU (viewProjMat `multmm` modelMat) `multmv` homPoint pos transformedNorm = toGPU (Vec.map (Vec.take n3) $ Vec.take n3 $ modelMat) `multmv` norm coloredFragments a = fmap (RGB . Vec.vec . dot (toGPU (0:.0:.1:.()))) $ rasterizeFront $ transformedCube a paintSolid = paintColor NoBlending (RGB $ Vec.vec True) main = do getArgsAndInitialize angleRef <- newIORef 0.0 newWindow "Spinning box" (100:.100:.()) (800:.600:.()) (do angle <- readIORef angleRef writeIORef angleRef ((angle + 0.01) `mod'` (2*pi)) return $ paintSolid (coloredFragments angle) (newFrameBufferColor (RGB 0)) ) (\ w -> idleCallback $= Just (postRedisplay (Just w))) mainLoop

