module Main where
import Text.XML.Light.Input (parseXMLDoc)
import qualified Text.XML.Light.Types as X
import Data.Maybe (fromJust, fromMaybe)
import qualified Data.Text as Txt
import Control.Monad (forM_, mapM)
import Graphics.Layout.CSS (CSSBox(..), finalizeCSS')
import Graphics.Layout.CSS.Font (placeholderFont)
import Graphics.Layout (LayoutItem, boxLayout,
layoutGetBox, layoutGetChilds, layoutGetInner)
import Graphics.Layout.Box (zeroBox)
import qualified Graphics.Layout.Box as B
import Stylist.Tree (StyleTree(..))
import Stylist (PropertyParser(..))
import Data.CSS.Syntax.Tokens (Token(..), tokenize)
import Graphics.UI.GLUT
import Graphics.GL.Core32
import Foreign.Ptr (castPtr, nullPtr)
import Foreign.Storable (Storable(..))
import Foreign.Marshal.Array (withArrayLen, allocaArray, peekArray)
import Foreign.Marshal.Alloc (alloca)
import Foreign.Marshal.Utils (with)
import Foreign.C.String (withCString)
main :: IO ()
main = do
(progname, args) <- getArgsAndInitialize
source <- readFile $ case args of
(filename:_) -> filename
[] -> "styletree.xml"
let xml = fromJust $ parseXMLDoc source
let styles = xml2styles temp xml
let layout = finalizeCSS' placeholderFont styles
w <- createWindow progname
vertexShader <- compileOGLShader vertexSource GL_VERTEX_SHADER
fragmentShader <- compileOGLShader fragmentSource GL_FRAGMENT_SHADER
shader <- compileOGLProgram [] [vertexShader, fragmentShader]
glDetachShader shader vertexShader
glDetachShader shader fragmentShader
glDeleteShader vertexShader
glDeleteShader fragmentShader
displayCallback $= do
clear [ ColorBuffer ]
Size x y <- get windowSize
let (display:_) = boxLayout zeroBox {
B.size = B.Size (fromIntegral x) (fromIntegral y)
} layout False
glUseProgram shader
attribScale <- withCString "windowsize" $ glGetUniformLocation shader
glUniform3f attribScale (realToFrac x) (realToFrac y) 1
renderDisplay shader display
flush
mainLoop
xml2styles :: CSSBox Nil -> X.Element -> StyleTree (CSSBox Nil)
xml2styles parent el = StyleTree {
style = self',
children = [xml2styles self' child | X.Elem child <- X.elContent el]
} where self' = foldl (applyStyle parent) temp $ X.elAttribs el
applyStyle parent style (X.Attr (X.QName name _ _) val) =
fromMaybe style $ longhand parent style (Txt.pack name) $
filter (/= Whitespace) $ tokenize $ Txt.pack val
data Nil = Nil deriving Eq
instance PropertyParser Nil where
temp = Nil
inherit _ = Nil
longhand _ _ _ _ = Nothing
renderDisplay :: Eq a => GLuint -> LayoutItem Double Double ((Double, Double), a)
-> IO ()
renderDisplay shader display = do
let ((x, y), _) = layoutGetInner display
let box = layoutGetBox display
attribColour <- withCString "fill" $ glGetUniformLocation shader
glUniform3f attribColour 1 0 0
drawBox x y (B.width box) (B.height box)
glUniform3f attribColour 0 1 0
drawBox (x + B.left (B.margin box)) (y + B.top (B.margin box))
(B.width box - B.left (B.margin box) - B.right (B.margin box))
(B.height box - B.top (B.margin box) - B.bottom (B.margin box))
glUniform3f attribColour 0 0 1
drawBox (x + B.left (B.margin box) + B.left (B.border box))
(y + B.top (B.margin box) + B.top (B.border box))
(B.inline (B.size box) + B.left (B.padding box) + B.right (B.padding box))
(B.block (B.size box) + B.top (B.padding box) + B.bottom (B.padding box))
glUniform3f attribColour 1 1 0
drawBox (x + B.left (B.margin box) + B.left (B.border box) + B.left (B.padding box))
(y + B.top (B.margin box) + B.top (B.border box) + B.top (B.padding box))
(B.inline $ B.size box) (B.block $ B.size box)
mapM (renderDisplay shader) $ layoutGetChilds display
return ()
drawBox x y width height = do
buf <- withPointer $ glGenBuffers 1
glBindBuffer GL_ARRAY_BUFFER buf
glBufferData' GL_ARRAY_BUFFER [
x, y, 0,
x + width, y, 0,
x, y + height, 0,
x + width, y, 0,
x + width, y + height, 0,
x, y + height, 0
] GL_STATIC_DRAW
glEnableVertexAttribArray 0
glBindBuffer GL_ARRAY_BUFFER buf
glVertexAttribPointer 0 3 GL_FLOAT GL_FALSE 0 nullPtr
glDrawArrays GL_TRIANGLES 0 6
glDisableVertexAttribArray 0
withPointer cb = alloca $ \ret' -> do
cb ret'
peek ret'
glBufferData' _ [] _ = return ()
glBufferData' target dat usage =
withArrayLen (map realToFrac dat :: [Float]) $ \len dat' -> do
glBufferData target (toEnum $ len*sizeOf (head dat)) (castPtr dat') usage
compileOGLShader :: String -> GLenum -> IO GLuint
compileOGLShader src shType = do
shader <- glCreateShader shType
if shader == 0
then error "Could not create shader"
else do
success <-do
withCString (src) $ \ptr ->
with ptr $ \ptrptr -> glShaderSource shader 1 ptrptr nullPtr
glCompileShader shader
with (0 :: GLint) $ \ptr -> do
glGetShaderiv shader GL_COMPILE_STATUS ptr
peek ptr
if success == GL_FALSE
then do
err <- do
infoLog <- with (0 :: GLint) $ \ptr -> do
glGetShaderiv shader GL_INFO_LOG_LENGTH ptr
logsize <- peek ptr
allocaArray (fromIntegral logsize) $ \logptr -> do
glGetShaderInfoLog shader logsize nullPtr logptr
peekArray (fromIntegral logsize) logptr
return $ unlines [ "Could not compile shader:"
, src
, map (toEnum . fromEnum) infoLog
]
error err
else return shader
compileOGLProgram :: [(String, Integer)] -> [GLuint] -> IO GLuint
compileOGLProgram attribs shaders = do
(program, success) <- do
program <- glCreateProgram
forM_ shaders (glAttachShader program)
forM_ attribs
$ \(name, loc) ->
withCString name
$ glBindAttribLocation program
$ fromIntegral loc
glLinkProgram program
success <- with (0 :: GLint) $ \ptr -> do
glGetProgramiv program GL_LINK_STATUS ptr
peek ptr
return (program, success)
if success == GL_FALSE
then with (0 :: GLint) $ \ptr -> do
glGetProgramiv program GL_INFO_LOG_LENGTH ptr
logsize <- peek ptr
infoLog <- allocaArray (fromIntegral logsize) $ \logptr -> do
glGetProgramInfoLog program logsize nullPtr logptr
peekArray (fromIntegral logsize) logptr
error $ unlines
[ "Could not link program"
, map (toEnum . fromEnum) infoLog
]
else do
forM_ shaders glDeleteShader
return program
vertexSource = unlines [
"#version 330 core",
"layout(location = 0) in vec3 vertexPositionModelSpace;",
"uniform vec3 windowsize;",
"void main() {",
"gl_Position.xyz = vertexPositionModelSpace/windowsize - 1;",
"gl_Position.y = -gl_Position.y;",
"gl_Position.w = 1.0;",
"}"
]
fragmentSource = unlines [
"#version 330 core",
"uniform vec3 fill;",
"out vec3 colour;",
"void main() { colour = fill; }"
]