hglmandel/05_Mandelbulb/YGL.hs

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{-# LANGUAGE TypeSynonymInstances, FlexibleInstances #-}
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module YGL (
Point
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, DisplayableWorld
, Camera
, YObject
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, Scalar
, Point3D
, Function3D
, yMainLoop
, InputMap
, inputMapFromList) where
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import Graphics.Rendering.OpenGL
import Graphics.UI.GLUT
import Data.IORef
import Data.Map ((!))
import qualified Data.Map as Map
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{-- Things start to be complex here.
- Just take the time to follow me.
--}
{-- A lot of declaration that I find helpful,
- I don't like default naming convention --}
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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 = Point3D {
xpoint :: Point
, ypoint :: Point
, zpoint :: Point }
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makePoint3D :: (Scalar,Scalar,Scalar) -> Point3D
makePoint3D (x,y,z) = Point3D {xpoint=x, ypoint=y, zpoint=z}
toGLPoint :: Point3D -> Vector3 GLfloat
toGLPoint p = Vector3 (xpoint p) (ypoint p) (zpoint p)
-- | 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
, maxPoint :: Point3D }
makeBox mini maxi = Box3D {
minPoint = makePoint3D mini
, maxPoint = makePoint3D maxi }
-- | We want to be able to create object with
-- | many different ways.
-- | We then made a type class.
-- | A type is in the YObject class if we declare
-- | a function triangles which take this type
-- | and a bounded box, and return a list of triangles.
class YObject objectType where
triangles :: objectType -> Box3D -> [Point3D]
-- | We declare Function3D as f(x,y) -> z
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type Function3D = Point -> Point -> Maybe Point
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instance YObject Function3D where
-- | The details of the code somewhere else
triangles = getObject3DFromShapeFunction
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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)
data UserInput = Press Char | Ctrl Char | Alt Char | CtrlAlt Char
-- | A displayable world
class DisplayableWorld a where
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camera :: a -> Camera
camera _ = defaultCamera
lights :: a -> [Light]
lights _ = []
objects :: (YObject o) => a -> [o]
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 {
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..xmax]
y <- [ymin..ymax]
let
neighbors = [(x,y),(x+1,y),(x+1,y+1),(x,y+1)]
-- zs are 3D points with found depth
zs = map (\(u,v) -> (u,v,shape u v)) neighbors
-- ps are 3D opengl points + color value
ps = map (\(u,v,w,c') ->
(u/width,v/height,w/depth)) zs
-- If the point diverged too fast, don't display it
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if (and $ map (\(_,_,z) -> z==Nothing) zs)
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then []
-- Draw two triangles
-- 3 - 2
-- | / |
-- 0 - 1
else [ps!!0,ps!!1,ps!!2,ps!!0,ps!!2,ps!!3]
where
-- some naming to make it
-- easier to read
xmin = xpoint minPoint box
xmax = xpoint maxPoint box
width = xmax - xmin
ymin = ypoint minPoint box
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ymax = ypoint maxPoint box
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height = ymax - ymin
zmin = zpoint minPoint box
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zmax = zpoint maxPoint box
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depth = zmax - zmin
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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
yMainLoop windowTitle
inputActionMap
camera
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world = do
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-- The boilerplate
(progname,_) <- getArgsAndInitialize
initialDisplayMode $=
[WithDepthBuffer,DoubleBuffered,RGBMode]
createWindow windowTitle
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
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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 = postRedisplay Nothing
-- Get User Input
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-- both cleaner, terser and more expendable than the preceeding code
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keyboardMouse input world state modifiers position =
if modifiers == Down
then
let transformator = input ! (Press state)
in do
w <- get world
world $= (transformator w)
else return ()
-- The function that will display datas
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display worldRef getViewFromWorld = 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 $ toGLPoint (position 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)
t <- get elapsedTime
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preservingMatrix $ drawObject (objects w)
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swapBuffers -- refresh screen
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drawObject shape = do
-- We will print Points (not triangles for example)
renderPrimitive Triangles $ do
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mapM_ drawPoint (triangles unityBox shape)
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where
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drawPoint (x,y,z) = vertex $ Vertex3 x y z
unityBox = makeBox (0,0,0) (1,1,1)