Difference between revisions of "GPipe"
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+ | == What is GPipe? == |
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− | {{stub}} |
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+ | [http://hackage.haskell.org/package/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. |
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− | This is a wiki stub for the [http://hackage.haskell.org/package/GPipe GPipe package]. If you have any questions, feel free to [mailto:tobias_bexelius@hotmail.com mail] me. |
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− | == |
+ | == Examples and tutorials == |
− | This is a simple GPipe example that animates a textured box. Besides [http://hackage.haskell.org/package/GPipe GPipe], it uses the |
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⚫ | |||
+ | * Wiki [[/Tutorial/]] that explains the basic principles of GPipe. |
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− | To run this example, you'll also need an image named "myPicture.jpg" in the same directory (as you see, I used a picture of some wooden planks). |
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+ | * [http://hackage.haskell.org/package/GPipe-Examples GPipe-Examples package], by Kree Cole-McLaughlin features a set of four examples with increasing complexity. |
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+ | * Csaba Hruska has made a Quake 3 map viewer using GPipe, sources on [https://github.com/csabahruska/GFXDemo GitHub]. |
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+ | == Sources == |
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− | <haskell> |
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− | module Main where |
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− | |||
− | import Graphics.GPipe |
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− | import Graphics.GPipe.Texture.Load |
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− | import Data.Monoid |
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− | import Data.IORef |
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− | import qualified Data.Vec as Vec |
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− | import Data.Vec.Nat |
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− | import Data.Vec.LinAlg.Transform3D |
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− | import Graphics.UI.GLUT |
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− | (mainLoop, |
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− | postRedisplay, |
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− | idleCallback, |
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− | getArgsAndInitialize, |
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− | ($=)) |
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− | |||
− | uvCoords = [0:.0:.(), 0:.1:.(), 1:.0:.(), 1:.1:.()] |
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− | sidePosX = toGPUStream TriangleStrip $ zip [1:.0:.0:.(), 1:.1:.0:.(), 1:.0:.1:.(), 1:.1:.1:.()] (map ((,) (1:.0:.0:.())) uvCoords) |
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− | sideNegX = toGPUStream TriangleStrip $ zip [0:.0:.1:.(), 0:.1:.1:.(), 0:.0:.0:.(), 0:.1:.0:.()] (map ((,) ((-1):.0:.0:.())) uvCoords) |
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− | sidePosY = toGPUStream TriangleStrip $ zip [0:.1:.1:.(), 1:.1:.1:.(), 0:.1:.0:.(), 1:.1:.0:.()] (map ((,) (0:.1:.0:.())) uvCoords) |
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− | sideNegY = toGPUStream TriangleStrip $ zip [0:.0:.0:.(), 1:.0:.0:.(), 0:.0:.1:.(), 1:.0:.1:.()] (map ((,) (0:.(-1):.0:.())) uvCoords) |
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− | sidePosZ = toGPUStream TriangleStrip $ zip [1:.0:.1:.(), 1:.1:.1:.(), 0:.0:.1:.(), 0:.1:.1:.()] (map ((,) (0:.0:.1:.())) uvCoords) |
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− | sideNegZ = toGPUStream TriangleStrip $ zip [0:.0:.0:.(), 0:.1:.0:.(), 1:.0:.0:.(), 1:.1:.0:.()] (map ((,) (0:.0:.(-1):.())) uvCoords) |
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+ | All my GPipe related library sources are available on [http://github.com/tobbebex Github]. If you have something to contribute with, just send me a patch and I might merge it into the trunk. |
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− | cube = mconcat [sidePosX, sideNegX, sidePosY, sideNegY, sidePosZ, sideNegZ] |
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− | |||
− | transformedCube a = fmap (transform a) cube |
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− | transform :: Float -> (Vec3 (Vertex Float), (Vec3 (Vertex Float), Vec2 (Vertex Float))) -> (Vec4 (Vertex Float), (Vec3 (Vertex Float), Vec2 (Vertex Float))) |
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− | transform a (pos, (norm, uv)) = (transformedPos, (transformedNorm, uv)) |
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− | where |
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− | modelMat = rotationVec (normalize (1:.0.5:.0.3:.())) a `multmm` translation (-0.5) |
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− | viewMat = translation (-(0:.0:.2:.())) |
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− | projMat = perspective 1 100 (pi/3) (4/3) |
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− | viewProjMat = projMat `multmm` viewMat |
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− | transformedPos = toGPU (viewProjMat `multmm` modelMat) `multmv` homPoint pos |
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− | transformedNorm = toGPU (Vec.map (Vec.take n3) $ Vec.take n3 $ modelMat) `multmv` norm |
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− | |||
− | enlight tex (norm, uv) = let RGB c = sample (Sampler Linear Wrap) tex uv |
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− | in RGB (c * Vec.vec (norm `dot` toGPU (0:.0:.1:.()))) |
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− | coloredFragments tex = fmap (enlight tex) . rasterizeFront . transformedCube |
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+ | == Other resources == |
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− | paintSolid = paintColor NoBlending (RGB $ Vec.vec True) |
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− | |||
− | main = do getArgsAndInitialize |
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− | texture <- loadTexture RGB8 "myPicture.jpg" :: IO (Texture2D RGBFormat ) |
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− | angleRef <- newIORef 0.0 |
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− | newWindow "Spinning box" (100:.100:.()) (800:.600:.()) |
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− | (do angle <- readIORef angleRef |
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− | writeIORef angleRef ((angle + 0.01) `mod'` (2*pi)) |
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− | return $ paintSolid (coloredFragments texture angle) (newFrameBufferColor (RGB 0)) |
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− | ) |
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− | (\ w -> idleCallback $= Just (postRedisplay (Just w))) |
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− | mainLoop |
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− | </haskell> |
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+ | * [http://hackage.haskell.org/package/GLUT GLUT] is used in GPipe for window management and the main loop. |
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− | [[Image:box.jpg]] |
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+ | * [http://hackage.haskell.org/package/Vec Vec package] is the vector math package used by GPipe. |
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+ | * [http://hackage.haskell.org/package/GPipe-Collada GPipe-Collada package] makes it possible to use Collada files with GPipe. |
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+ | |||
+ | == Questions and feedback == |
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+ | |||
+ | If you have any questions or suggestions, feel free to [mailto:tobias_bexelius@hotmail.com mail] me. I'm also interested in seeing some use cases from the community, as complex or trivial they may be. |
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+ | |||
+ | [[Category:3D]] |
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+ | [[Category:Graphics]] |
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+ | [[Category:Libraries]] |
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+ | [[Category:Packages]] |
Revision as of 16:52, 6 August 2012
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.
Examples and tutorials
- Wiki Tutorial that explains the basic principles of GPipe.
- GPipe-Examples package, by Kree Cole-McLaughlin features a set of four examples with increasing complexity.
- Csaba Hruska has made a Quake 3 map viewer using GPipe, sources on GitHub.
Sources
All my GPipe related library sources are available on Github. If you have something to contribute with, just send me a patch and I might merge it into the trunk.
Other resources
- GLUT is used in GPipe for window management and the main loop.
- Vec package is the vector math package used by GPipe.
- GPipe-TextureLoad package helps loading textures from disc.
- GPipe-Collada package makes it possible to use Collada files with GPipe.
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.