hglmandel/05_Mandelbulb/YGL.hs

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-- The languages include needed because I wanted to use
-- (Point,Point,Point) instead of
-- data Point3D = Point3D (Point,Point,Point) deriving ...
{-
The module YGL will contains most boilerplate
And display details.
To make things even nicer, we should separate
this file in many different parts.
Typically separate the display function.
-}
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module YGL (
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-- Datas
Point
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, Scalar
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, Point3D
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, makePoint3D -- helper (x,y,z) -> Point3D
, (-*<) -- scalar product on Point3D
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, Function3D
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-- Your world state must be an instance
-- of the DisplayableWorld type class
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, DisplayableWorld (..)
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-- Datas related to DisplayableWorld
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, Camera (..)
, YObject (..)
, Box3D (..)
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-- Datas related to user Input
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, InputMap
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, UserInput (Press,Ctrl,Alt,CtrlAlt)
, inputMapFromList
-- The main loop function to call
, yMainLoop) where
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import Numeric (readHex)
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import Graphics.Rendering.OpenGL
import Graphics.UI.GLUT
import Data.IORef
import qualified Data.Map as Map
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import Control.Monad (when)
import Data.Maybe (isNothing)
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{-- Things start to be complex here.
- Just take the time to follow me.
--}
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-- | A 1D point
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type Point = GLfloat
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-- | A Scalar value
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type Scalar = GLfloat
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-- | A 3D Point mainly '(x,y,z)'
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data Point3D = P (Point,Point,Point) deriving (Eq,Show,Read)
xpoint :: Point3D -> Point
xpoint (P (x,_,_)) = x
ypoint :: Point3D -> Point
ypoint (P (_,y,_)) = y
zpoint :: Point3D -> Point
zpoint (P (_,_,z)) = z
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makePoint3D :: (Point,Point,Point) -> Point3D
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makePoint3D p = P p
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instance Num Point3D where
(+) (P (ax,ay,az)) (P (bx,by,bz)) = P (ax+bx,ay+by,az+bz)
(-) (P (ax,ay,az)) (P (bx,by,bz)) = P (ax-bx,ay-by,az-bz)
(*) (P (ax,ay,az)) (P (bx,by,bz)) = P ( ay*bz - az*by
, az*bx - ax*bz
, ax*by - ay*bx )
abs (P (x,y,z)) = P (abs x,abs y, abs z)
signum (P (x,y,z)) = P (signum x, signum y, signum z)
fromInteger i = P (fromInteger i, 0, 0)
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infixr 5 -*<
(-*<) :: Scalar -> Point3D -> Point3D
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(-*<) s p = P (s*xpoint p, s*ypoint p, s*zpoint p)
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toGLVector3 :: Point3D -> Vector3 GLfloat
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toGLVector3 (P(x,y,z)) = Vector3 x y z
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toGLVertex3 :: Point3D -> Vertex3 GLfloat
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toGLVertex3 (P(x,y,z)) = Vertex3 x y z
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toGLNormal3 :: Point3D -> Normal3 GLfloat
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toGLNormal3 (P(x,y,z)) = Normal3 x y z
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-- | The Box3D type represent a 3D bounding box
-- | Note if minPoint = (x,y,z) and maxPoint = (x',y',z')
-- | Then to have a non empty box you must have
-- | x<x' & y<y' & z<z'
data Box3D = Box3D {
minPoint :: Point3D
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, maxPoint :: Point3D
, resolution :: Scalar }
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makeBox :: (Point,Point,Point) -> (Point,Point,Point) -> Scalar -> Box3D
makeBox mini maxi res = Box3D {
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minPoint = makePoint3D mini
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, maxPoint = makePoint3D maxi
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, resolution = res }
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type Function3D = Point -> Point -> Maybe Point
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data YObject = XYFunc Function3D Box3D
| XYSymFunc Function3D Box3D
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| Tri [Point3D]
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triangles :: YObject -> [Point3D]
triangles (XYFunc f b) = getObject3DFromShapeFunction f b
triangles (XYSymFunc f b) = tris ++
( reverse $ map (\(P(x,y,z)) -> P (x,y,-z)) tris )
where tris = getObject3DFromShapeFunction f b
triangles (Tri tri) = tri
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-- | We decalre the input map type we need here
-- | It is our API
type InputMap worldType = Map.Map UserInput (worldType -> worldType)
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data UserInput = Press Char | Ctrl Char | Alt Char | CtrlAlt Char
deriving (Eq,Ord,Show,Read)
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-- | A displayable world
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class DisplayableWorld world where
camera :: world -> Camera
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camera _ = defaultCamera
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lights :: world -> [Light]
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lights _ = []
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objects :: world -> [YObject]
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objects _ = []
-- | the Camera type to know how to
-- | Transform the scene to see the right view.
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data Camera = Camera {
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camPos :: Point3D
, camDir :: Point3D
, camZoom :: Scalar }
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defaultCamera :: Camera
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defaultCamera = Camera {
camPos = makePoint3D (0,0,0)
, camDir = makePoint3D (0,0,0)
, camZoom = 1 }
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-- Given a shape function and a delimited Box3D
-- return a list of Triangles to be displayed
getObject3DFromShapeFunction :: Function3D -> Box3D -> [Point3D]
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getObject3DFromShapeFunction shape box = do
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x <- [xmin,xmin+res..xmax]
y <- [ymin,ymin+res..ymax]
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let
neighbors = [(x,y),(x+res,y),(x+res,y+res),(x,y+res)]
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-- zs are 3D points with found depth
zs = map (\(u,v) -> (u,v,shape u v)) neighbors
-- ps are 3D opengl points + color value
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removeMaybe (u,v,Just w) = (u,v,w)
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removeMaybe (_,_,Nothing) = (0,0,0)
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ps = map removeMaybe zs
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-- If the point diverged too fast, don't display it
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if any (\(_,_,z) -> isNothing z) zs
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then []
-- Draw two triangles
-- 3 - 2
-- | / |
-- 0 - 1
-- The order is important
else map makePoint3D [ps!!0,ps!!2,ps!!1,ps!!0,ps!!3,ps!!2]
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where
-- some naming to make it
-- easier to read
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xmin = xpoint $ minPoint box
xmax = xpoint $ maxPoint box
ymin = ypoint $ minPoint box
ymax = ypoint $ maxPoint box
res = resolution box
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inputMapFromList :: (DisplayableWorld world) =>
[(UserInput,world -> world)] -> InputMap world
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inputMapFromList = Map.fromList
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{--
- We set our mainLoop function
- As you can see the code is _not_ pure
- and not even functionnal friendly!
- But when called,
- it will look like a standard function.
--}
yMainLoop :: (DisplayableWorld worldType) =>
String -- window name
-> InputMap worldType -- the mapping user input / world
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-> worldType -- the world state
-> IO () -- into IO () for obvious reason
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yMainLoop winTitle
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inputActionMap
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world = do
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-- The boilerplate
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_ <- getArgsAndInitialize
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initialDisplayMode $=
[WithDepthBuffer,DoubleBuffered,RGBMode]
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_ <- createWindow winTitle
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depthFunc $= Just Less
windowSize $= Size 500 500
-- The state variables for the world (I know it feels BAD)
worldRef <- newIORef world
-- Action to call when waiting
idleCallback $= Just idle
-- the keyboard will update the world
keyboardMouseCallback $=
Just (keyboardMouse inputActionMap worldRef)
-- We generate one frame using the callback
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displayCallback $= display worldRef
-- Lights
lighting $= Enabled
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ambient (Light 1) $= Color4 0.99 0.98 0.62 1
diffuse (Light 1) $= Color4 0.99 0.98 0.62 1
position (Light 1) $= Vertex4 0 0 1 0.1
light (Light 1) $= Enabled
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-- We enter the main loop
mainLoop
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-- When no user input entered do nothing
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idle :: IO ()
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idle = postRedisplay Nothing
-- Get User Input
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-- both cleaner, terser and more expendable than the preceeding code
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keyboardMouse :: InputMap a -> IORef a
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-> Key -> KeyState -> Modifiers -> Position -> IO()
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keyboardMouse input world key state _ _ =
when (state == Down) $
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let
charFromKey (Char c) = c
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-- To replace
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charFromKey _ = '#'
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transformator = Map.lookup (Press (charFromKey key)) input
in
mayTransform transformator
where
mayTransform Nothing = return ()
mayTransform (Just transform) = do
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w <- get world
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world $= transform w
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-- The function that will display datas
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display :: (HasGetter g, DisplayableWorld world) =>
g world -> IO ()
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display worldRef = do
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-- BEWARE UGLINESS!!!!
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-- SHOULD NEVER MODIFY worldRef HERE!!!!
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--
-- I SAID NEVER.
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w <- get worldRef
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-- NO REALLY, NEVER!!!!
-- If someone write a line starting by
-- w $= ... Shoot him immediately in the head
-- and refere to competent authorities
let cam = camera w
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-- set the background color (dark solarized theme)
clearColor $= Color4 0 0.1686 0.2117 1
clear [ColorBuffer,DepthBuffer]
-- Transformation to change the view
loadIdentity -- reset any transformation
-- tranlate
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translate $ toGLVector3 (camPos cam)
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-- zoom
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scale (camZoom cam) (camZoom cam) (camZoom cam)
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-- rotate
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rotate (xpoint (camDir cam)) $ Vector3 1.0 0.0 (0.0::GLfloat)
rotate (ypoint (camDir cam)) $ Vector3 0.0 1.0 (0.0::GLfloat)
rotate (zpoint (camDir cam)) $ Vector3 0.0 0.0 (1.0::GLfloat)
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-- Now that all transformation were made
-- We create the object(s)
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_ <- preservingMatrix $ mapM drawObject (objects w)
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swapBuffers -- refresh screen
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-- Hexa style colors
scalarFromHex :: String -> Scalar
scalarFromHex = (/256) . fst . head . readHex
hexColor :: [Char] -> Color3 Scalar
hexColor ('#':rd:ru:gd:gu:bd:bu:[]) = Color3 (scalarFromHex (rd:ru:[]))
(scalarFromHex (gd:gu:[]))
(scalarFromHex (bd:bu:[]))
hexColor ('#':r:g:b:[]) = hexColor ('#':r:r:g:g:b:b:[])
hexColor _ = error "Bad color!!!!"
---
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-- drawObject :: (YObject obj) => obj -> IO()
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drawObject :: YObject -> IO()
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drawObject shape = do
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-- We will print Points (not triangles for example)
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renderPrimitive Triangles $ do
-- solarized base3 color
-- color $ Color3 (0.988::Point) (0.96::Point) (0.886::Point)
color $ hexColor "#fdf6e3"
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drawTriangles (triangles shape)
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where
drawTriangles tri@(p0:p1:p2:points) = do
normal $ toGLNormal3 trinorm
vertex $ toGLVertex3 p0
vertex $ toGLVertex3 p1
vertex $ toGLVertex3 p2
drawTriangles points
where
trinorm = (getNormal tri)
drawTriangles _ = return ()
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getNormal :: [Point3D] -> Point3D
getNormal (p0:p1:p2:_) = (p1 - p0) * (p2 - p0)
getNormal _ = makePoint3D (0,0,1)