Skip to content

Instantly share code, notes, and snippets.

@noughtmare
Last active March 20, 2023 14:08
Show Gist options
  • Star 0 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save noughtmare/5c5b0b609f33b009055d58ee2418c339 to your computer and use it in GitHub Desktop.
Save noughtmare/5c5b0b609f33b009055d58ee2418c339 to your computer and use it in GitHub Desktop.
{-
ORIGINAL LICENSE:
Copyright Stéphane Laurent (c) 2023
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the following
disclaimer in the documentation and/or other materials provided
with the distribution.
* Neither the name of Stéphane Laurent nor the names of other
contributors may be used to endorse or promote products derived
from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-}
module OpenGL.ICN5D2
( main )
where
import Control.Monad ( when, forM_, unless )
import qualified Data.ByteString as B
import Data.IORef
import Data.Vector.Unboxed ( (!) )
import Graphics.Rendering.OpenGL.Capture
( capturePPM )
import Graphics.Rendering.OpenGL.GL
hiding ( Color )
import MarchingCubes -- ( XYZ, Voxel, Mesh (..), makeVoxel, makeMesh )
import System.Directory ( doesDirectoryExist )
import System.IO.Unsafe ( unsafePerformIO )
import Text.Printf ( printf )
import Foreign.Ptr
import Graphics.UI.GLFW as GLFW
import Graphics.Rendering.OpenGL.GLU.Matrix
import Data.Maybe
import qualified Data.Vector.Storable as VS
type F = Double
type Triangles = VS.Vector F
normaliz :: XYZ F -> XYZ F
normaliz (x, y, z) = (x / nrm, y / nrm, z / nrm)
where
nrm = sqrt (x*x + y*y + z*z)
{-# INLINE normaliz #-}
fromVoxel :: Voxel F -> F -> (XYZ F -> XYZ F) -> IO Triangles
fromVoxel vox isolevel grad = do
mesh <- makeMesh vox isolevel
let vertices = _vertices mesh
faces = _faces mesh
flat (x,y,z) = [x,y,z]
f i = flat (normaliz (grad (vertices ! i))) ++ flat (vertices ! i)
pure (VS.fromList (concat [f i ++ f j ++ f k | (i,j,k) <- faces]))
data Context = Context
{
contextRot1 :: IORef GLfloat
, contextRot2 :: IORef GLfloat
, contextRot3 :: IORef GLfloat
, contextZoom :: IORef Double
, contextPhase :: IORef F
}
white, black, fuchsia, discord :: Color4 GLfloat
white = Color4 1 1 1 1
black = Color4 0 0 0 1
fuchsia = Color4 1 0 1 1
discord = Color4 0.21 0.22 0.25 1
fun :: F -> XYZ F -> F
fun a (x, y, z) =
sq(sqrt(
sq(sqrt(sq(sqrt(sq(x*sina) + sq(z*cosa)) - 5) + sq(y*sina)) - 2.5) +
sq(x*cosa)) - 1.25
) + sq(sqrt(sq(sqrt(sq(z*sina) + sq(y*cosa)) - 2.5)) - 1.25)
where
sq u = u * u
sina = sin a
cosa = cos a
fungradient :: F -> XYZ F -> XYZ F
{-# INLINE fungradient #-}
fungradient a (x, y, z) =
(
(f (x + eps, y, z) - fxyz) / eps
, (f (x, y + eps, z) - fxyz) / eps
, (f (x, y, z + eps) - fxyz) / eps
)
where
f = fun a
fxyz = f (x, y, z)
eps = 0.000001
voxel :: F -> Voxel F
voxel a = makeVoxel (fun a)
((-10, 10), (-10, 10), (-10, 10)) (200, 200, 200)
trianglesIO :: F -> IO Triangles
trianglesIO a = fromVoxel (voxel a) 0.25 (fungradient a)
resize :: Double -> Size -> IO ()
resize zoom s@(Size w h) = do
viewport $= (Position 0 0, s)
matrixMode $= Projection
loadIdentity
perspective 45.0 (w'/h') 1.0 100.0
lookAt (Vertex3 0 0 (-28 + zoom)) (Vertex3 0 0 0) (Vector3 0 1 0)
matrixMode $= Modelview 0
where
w' = realToFrac w
h' = realToFrac h
keyboard
:: IORef GLfloat
-> IORef GLfloat
-> IORef GLfloat -- rotations
-> IORef Double -- zoom
-> IORef F -- phase
-> IORef Bool -- animation
-> IORef Int -- animation delay
-> IORef Bool -- save animation
-> CharCallback
keyboard rot1 rot2 rot3 zoom phase anim delay save window c = do
case c of
'e' -> rot1 $~! subtract 2
'r' -> rot1 $~! (+ 2)
't' -> rot2 $~! subtract 2
'y' -> rot2 $~! (+ 2)
'u' -> rot3 $~! subtract 2
'i' -> rot3 $~! (+ 2)
'm' -> zoom $~! (+ 0.25)
'l' -> zoom $~! subtract 0.25
'k' -> phase $~! (+ 0.03)
'j' -> phase $~! subtract 0.03
'a' -> anim $~! not
'o' -> delay $~! (+ 10000)
'p' -> delay $~! (\d -> if d == 0 then 0 else d - 10000)
's' -> save $~! not
'q' -> setWindowShouldClose window True
_ -> return ()
ppmExists :: Bool
{-# NOINLINE ppmExists #-}
ppmExists = unsafePerformIO $ doesDirectoryExist "./ppm"
mainLoop
:: Context
-> GLFW.Window
-> IORef Bool
-> IORef Bool
-> IORef Int
-> IORef F
-> IO ()
mainLoop context window anim save snapshots phase = do
r1 <- get (contextRot1 context)
r2 <- get (contextRot2 context)
r3 <- get (contextRot3 context)
ph <- get (contextPhase context)
triangles <- trianglesIO ph
-- idle callback
a <- get anim
snapshot <- get snapshots
s <- get save
when a $ do
when (s && ppmExists && snapshot < 120) $ do
let ppm = printf "ppm/pic%04d.ppm" snapshot
(>>=) capturePPM (B.writeFile ppm)
print snapshot
snapshots $~! (+ 1)
phase $~! (+ (pi / 120))
----
clear [ColorBuffer, DepthBuffer]
zoom <- get (contextZoom context)
(_, size) <- get viewport
loadIdentity
resize zoom size
rotate r1 $ Vector3 1 0 0
rotate r2 $ Vector3 0 1 0
rotate r3 $ Vector3 0 0 1
materialDiffuse Front $= fuchsia
VS.unsafeWith triangles $ \ptr ->
unsafeRenderPrimitive Triangles $
forM_ [0 .. (VS.length triangles `quot` 18) - 1] $ \i -> drawTriangle ptr (18 * 8 * i)
swapBuffers window
GLFW.pollEvents
b <- GLFW.windowShouldClose window
unless b (mainLoop context window anim save snapshots phase)
where
drawTriangle p i = do
normalv (plusPtr p (i + 0 * 8) :: Ptr (Normal3 F))
vertexv (plusPtr p (i + 3 * 8) :: Ptr (Vertex3 F))
normalv (plusPtr p (i + 6 * 8) :: Ptr (Normal3 F))
vertexv (plusPtr p (i + 9 * 8) :: Ptr (Vertex3 F))
normalv (plusPtr p (i + 12 * 8) :: Ptr (Normal3 F))
vertexv (plusPtr p (i + 15 * 8) :: Ptr (Vertex3 F))
main :: IO ()
main = do
_ <- GLFW.init
window <- fromJust <$>
GLFW.createWindow 512 512 "Toratope" Nothing Nothing
GLFW.makeContextCurrent (Just window)
GLFW.swapInterval 1
clearColor $= discord
materialAmbient Front $= black
lighting $= Enabled
lightModelTwoSide $= Enabled
light (Light 0) $= Enabled
position (Light 0) $= Vertex4 100 (100) (-100) 1
ambient (Light 0) $= black
diffuse (Light 0) $= white
specular (Light 0) $= white
light (Light 1) $= Enabled
position (Light 1) $= Vertex4 (-10) (-100) (-100) 1
ambient (Light 1) $= black
diffuse (Light 1) $= black
specular (Light 1) $= black
depthFunc $= Just Less
shadeModel $= Smooth
cullFace $= Just Back
rot1 <- newIORef 0.0
rot2 <- newIORef 0.0
rot3 <- newIORef 0.0
zoom <- newIORef 0.0
phase <- newIORef 0.0
let context = Context { contextRot1 = rot1,
contextRot2 = rot2,
contextRot3 = rot3,
contextZoom = zoom,
contextPhase = phase }
anim <- newIORef False
delay <- newIORef 0
save <- newIORef False
snapshots <- newIORef 0
setCharCallback
window (Just (keyboard rot1 rot2 rot3 zoom phase anim delay save))
putStrLn "*** Toratope ***\n\
\ To quit, press q.\n\
\ Scene rotation:\n\
\ e, r, t, y, u, i\n\
\ Zoom: l, m\n\
\ Animation: a\n\
\ Animation speed: o, p\n\
\ Save animation: s\n\
\"
mainLoop context window anim save snapshots phase
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment