GPipe
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* [http://hackage.haskell.org/packages/archive/GPipe/latest/doc/html/Graphics-GPipe-Texture.html <hask>Texture</hask>] | * [http://hackage.haskell.org/packages/archive/GPipe/latest/doc/html/Graphics-GPipe-Texture.html <hask>Texture</hask>] | ||
| - | Let's walk our way through an simple example as I explain how you work with these types. This example requires GPipe version 1.2 or later. | + | Let's walk our way through an simple example as I explain how you work with these types. This example requires GPipe version 1.2.1 or later. |
This page is formatted as a literate Haskell page, simply save it as "<tt>box.lhs</tt>" and then type | This page is formatted as a literate Haskell page, simply save it as "<tt>box.lhs</tt>" and then type | ||
<pre> | <pre> | ||
| - | ghc --make –O box.lhs | + | ghc --make –O box.lhs |
box | box | ||
</pre> | </pre> | ||
| - | at the prompt to see a spinning box | + | at the prompt to see a spinning box. You’ll also need an image named "<tt>myPicture.jpg</tt>" in the same directory (I used a picture of some wooden planks). |
<haskell> | <haskell> | ||
Revision as of 18:40, 27 March 2010
Contents |
1 What is GPipe?
GPipe is a library for programming the GPU (graphics processing unit). It is an alternative to using OpenGl, and has the advantage that it is purely functional, statically typed and operates on immutable data as opposed to OpenGl's inherently imperative style. Another important difference with OpenGl is that with GPipe you don't need to write shaders in a second shader language such as GLSL or Cg, but instead use regular Haskell functions on the GPU data types. GPipe uses the same conceptual model as OpenGl, and it is recommended that you have at least a basic understanding of how OpenGl works to be able to use GPipe.
In GPipe, you'll primary work with these four types of data on the GPU:
- <div class="inline-code"></div>PrimitiveStream
- <div class="inline-code"></div>FragmentStream
- <div class="inline-code"></div>FrameBuffer
- <div class="inline-code"></div>Texture
Let's walk our way through an simple example as I explain how you work with these types. This example requires GPipe version 1.2.1 or later. This page is formatted as a literate Haskell page, simply save it as "box.lhs" and then type
ghc --make –O box.lhs box
at the prompt to see a spinning box. You’ll also need an image named "myPicture.jpg" in the same directory (I used a picture of some wooden planks).
> module Main where > import Graphics.GPipe > import Graphics.GPipe.Texture.Load > import qualified Data.Vec as Vec > import Data.Vec.Nat > import Data.Vec.LinAlg.Transform3D > import Data.Monoid > import Data.IORef > import Graphics.UI.GLUT > (Window, > mainLoop, > postRedisplay, > idleCallback, > getArgsAndInitialize, > ($=))
Besides GPipe, this example also uses the Vec-Transform package for the transformation matrices, and the GPipe-TextureLoad package for loading textures from disc. GLUT is used in GPipe for window management and the main loop.
2 Creating a window
We start by defining the> main :: IO () > main = do > getArgsAndInitialize > tex <- loadTexture RGB8 "myPicture.jpg" > angleRef <- newIORef 0.0 > newWindow "Spinning box" (100:.100:.()) (800:.600:.()) (renderFrame tex angleRef) initWindow > mainLoop > renderFrame :: Texture2D RGBFormat -> IORef Float -> Vec2 Int -> IO (FrameBuffer RGBFormat () ()) > renderFrame tex angleRef size = do > angle <- readIORef angleRef > writeIORef angleRef ((angle + 0.005) `mod'` (2*pi)) > return $ cubeFrameBuffer tex angle size > initWindow :: Window -> IO () > initWindow win = idleCallback $= Just (postRedisplay (Just win))
3 PrimitiveStreams
The graphics pipeline starts with creating primitives such as triangles on the GPU.Let's create a box with six sides, each made up of two triangles each.
> cube :: PrimitiveStream Triangle (Vec3 (Vertex Float), Vec3 (Vertex Float), Vec2 (Vertex Float)) > cube = mconcat [sidePosX, sideNegX, sidePosY, sideNegY, sidePosZ, sideNegZ] > sidePosX = toGPUStream TriangleStrip $ zip3 [1:.0:.0:.(), 1:.1:.0:.(), 1:.0:.1:.(), 1:.1:.1:.()] (repeat (1:.0:.0:.())) uvCoords > sideNegX = toGPUStream TriangleStrip $ zip3 [0:.0:.1:.(), 0:.1:.1:.(), 0:.0:.0:.(), 0:.1:.0:.()] (repeat ((-1):.0:.0:.())) uvCoords > sidePosY = toGPUStream TriangleStrip $ zip3 [0:.1:.1:.(), 1:.1:.1:.(), 0:.1:.0:.(), 1:.1:.0:.()] (repeat (0:.1:.0:.())) uvCoords > sideNegY = toGPUStream TriangleStrip $ zip3 [0:.0:.0:.(), 1:.0:.0:.(), 0:.0:.1:.(), 1:.0:.1:.()] (repeat (0:.(-1):.0:.())) uvCoords > sidePosZ = toGPUStream TriangleStrip $ zip3 [1:.0:.1:.(), 1:.1:.1:.(), 0:.0:.1:.(), 0:.1:.1:.()] (repeat (0:.0:.1:.())) uvCoords > sideNegZ = toGPUStream TriangleStrip $ zip3 [0:.0:.0:.(), 0:.1:.0:.(), 1:.0:.0:.(), 1:.1:.0:.()] (repeat (0:.0:.(-1):.())) uvCoords > uvCoords = [0:.0:.(), 0:.1:.(), 1:.0:.(), 1:.1:.()]
The cube is defined in model-space, i.e where positions and normals are relative the cube. We now want to rotate that cube using a variable angle and project the whole thing with a perspective projection, as it is seen through a camera 2 units down the z-axis.
> transformedCube :: Float -> Vec2 Int -> PrimitiveStream Triangle (Vec4 (Vertex Float), (Vec3 (Vertex Float), Vec2 (Vertex Float))) > transformedCube angle size = fmap (transform angle size) cube > transform angle (width:.height:.()) (pos, norm, uv) = (transformedPos, (transformedNorm, uv)) > where > modelMat = rotationVec (normalize (1:.0.5:.0.3:.())) angle `multmm` translation (-0.5) > viewMat = translation (-(0:.0:.2:.())) > projMat = perspective 1 100 (pi/3) (fromIntegral width / fromIntegral height) > 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
4 FragmentStreams
To render the primitives on the screen, we must first turn them into pixel fragments. This called rasterization and in our example done by the function <div class="inline-code">> rasterizedCube :: Float -> Vec2 Int -> FragmentStream (Vec3 (Fragment Float), Vec2 (Fragment Float)) > rasterizedCube angle size = rasterizeFront $ transformedCube angle size
For each fragment, we now want to give it a color from the texture we initially loaded, as well as light it with a directional light coming from the camera.
> litCube :: Texture2D RGBFormat -> Float -> Vec2 Int -> FragmentStream (Color RGBFormat (Fragment Float)) > litCube tex angle size = fmap (enlight tex) $ rasterizedCube angle size > enlight tex (norm, uv) = RGB (c * Vec.vec (norm `dot` toGPU (0:.0:.1:.()))) > where RGB c = sample (Sampler Linear Wrap) tex uv
5 FrameBuffers
A <div class="inline-code">> cubeFrameBuffer :: Texture2D RGBFormat -> Float -> Vec2 Int -> FrameBuffer RGBFormat () () > cubeFrameBuffer tex angle size = paintSolid (litCube tex angle size) emptyFrameBuffer > paintSolid = paintColor NoBlending (RGB $ Vec.vec True) > emptyFrameBuffer = newFrameBufferColor (RGB 0)
6 Screenshot
7 Questions and feedback
If you have any questions or suggestions, feel free to mail me. I'm also interested in seeing some use cases from the community, as complex or trivial they may be.

