| HOpenGL Libraries (OpenGL package) | Source code | Contents | Index
Graphics.Rendering.OpenGL.GL.VertexSpec |
Portability | portable
Stability | stable
Maintainer | sven.panne@aedion.de
Contents
Vertex Coordinates Auxiliary Vertex Attributes Texture Coordinates Normal Fog Coordinate Color and Secondary Color Generic Vertex Attributes Texture Units
Description
This module corresponds to section 2.7 (Vertex Specification) of the OpenGL 2.1 specs.
Synopsis
class Vertex a where
vertex :: a -> IO ()
vertexv :: Ptr a -> IO ()
class VertexComponent a
data Vertex2 a = Vertex2 !a !a
data Vertex3 a = Vertex3 !a !a !a
data Vertex4 a = Vertex4 !a !a !a !a
currentTextureCoords :: StateVar (TexCoord4 GLfloat)
class TexCoord a where
texCoord :: a -> IO ()
texCoordv :: Ptr a -> IO ()
multiTexCoord :: TextureUnit -> a -> IO ()
multiTexCoordv :: TextureUnit -> Ptr a -> IO ()
class TexCoordComponent a
newtype TexCoord1 a = TexCoord1 a
data TexCoord2 a = TexCoord2 !a !a
data TexCoord3 a = TexCoord3 !a !a !a
data TexCoord4 a = TexCoord4 !a !a !a !a
currentNormal :: StateVar (Normal3 GLfloat)
class Normal a where
normal :: a -> IO ()
normalv :: Ptr a -> IO ()
class NormalComponent a
data Normal3 a = Normal3 !a !a !a
currentFogCoord :: StateVar (FogCoord1 GLfloat)
class FogCoord a where
fogCoord :: a -> IO ()
fogCoordv :: Ptr a -> IO ()
class FogCoordComponent a
newtype FogCoord1 a = FogCoord1 a
rgbaMode :: GettableStateVar Bool
currentColor :: StateVar (Color4 GLfloat)
class Color a where
color :: a -> IO ()
colorv :: Ptr a -> IO ()
currentSecondaryColor :: StateVar (Color3 GLfloat)
class SecondaryColor a where
secondaryColor :: a -> IO ()
secondaryColorv :: Ptr a -> IO ()
class ColorComponent a
data Color3 a = Color3 !a !a !a
data Color4 a = Color4 !a !a !a !a
currentIndex :: StateVar (Index1 GLint)
class Index a where
index :: a -> IO ()
indexv :: Ptr a -> IO ()
class IndexComponent a
newtype Index1 a = Index1 a
newtype AttribLocation = AttribLocation GLuint
class VertexAttrib a
class VertexAttribComponent a where
vertexAttrib1 :: AttribLocation -> a -> IO ()
vertexAttrib2 :: AttribLocation -> a -> a -> IO ()
vertexAttrib3 :: AttribLocation -> a -> a -> a -> IO ()
vertexAttrib4 :: AttribLocation -> a -> a -> a -> a -> IO ()
vertexAttrib1v :: AttribLocation -> Ptr a -> IO ()
vertexAttrib2v :: AttribLocation -> Ptr a -> IO ()
vertexAttrib3v :: AttribLocation -> Ptr a -> IO ()
vertexAttrib4v :: AttribLocation -> Ptr a -> IO ()
newtype TextureUnit = TextureUnit GLuint
maxTextureUnit :: GettableStateVar TextureUnit
Vertex Coordinates
class Vertex a where
Specify the (x, y, z, w) coordinates of a four-dimensional vertex. This must only be done during `renderPrimitive`, otherwise the behaviour is unspecified. The current values of the auxiliary vertex attributes are associated with the vertex. Note that there is no such thing as a "current vertex" which could be retrieved.
Methods
vertex :: a -> IO ()
vertexv :: Ptr a -> IO ()
Instances
VertexComponent a => Vertex (Vertex2 a)
VertexComponent a => Vertex (Vertex3 a)
VertexComponent a => Vertex (Vertex4 a)
class VertexComponent a
The class of all types which can be used as a vertex coordinate.
Instances
VertexComponent GLdouble
VertexComponent GLfloat
VertexComponent GLint
VertexComponent GLshort
data Vertex2 a
A vertex with z=0 and w=1.
Constructors
Vertex2 !a !a |
Instances
TrimmingPoint Vertex2
Eq a => Eq (Vertex2 a)
Ord a => Ord (Vertex2 a)
RasterPosComponent a => RasterPos (Vertex2 a)
Show a => Show (Vertex2 a)
Storable a => Storable (Vertex2 a)
UniformComponent a => Uniform (Vertex2 a)
VertexComponent a => Vertex (Vertex2 a)
VertexAttribComponent a => VertexAttrib (Vertex2 a)
WindowPosComponent a => WindowPos (Vertex2 a)
data Vertex3 a
A vertex with w=1.
Constructors
Vertex3 !a !a !a |
Instances
ControlPoint Vertex3
TrimmingPoint Vertex3
Eq a => Eq (Vertex3 a)
Ord a => Ord (Vertex3 a)
RasterPosComponent a => RasterPos (Vertex3 a)
Show a => Show (Vertex3 a)
Storable a => Storable (Vertex3 a)
UniformComponent a => Uniform (Vertex3 a)
VertexComponent a => Vertex (Vertex3 a)
VertexAttribComponent a => VertexAttrib (Vertex3 a)
WindowPosComponent a => WindowPos (Vertex3 a)
data Vertex4 a
A fully-fledged four-dimensional vertex.
Constructors
Vertex4 !a !a !a !a |
Instances
ControlPoint Vertex4
Eq a => Eq (Vertex4 a)
Ord a => Ord (Vertex4 a)
RasterPosComponent a => RasterPos (Vertex4 a)
Show a => Show (Vertex4 a)
Storable a => Storable (Vertex4 a)
UniformComponent a => Uniform (Vertex4 a)
VertexComponent a => Vertex (Vertex4 a)
VertexAttribComponent a => VertexAttrib (Vertex4 a)
Auxiliary Vertex Attributes
Apart from its coordinates in four-dimensional space, every vertex has associated auxiliary attributes: Its texture coordinates, a normal, a fog coordinate, and a color plus a secondary color. For every attribute, the OpenGL state contains its current value, which can be changed at any time. Every attribute has a "natural" format via which it can be manipulated directly as part of the OpenGL state, e.g. the current texture coordinates are internally handled as ``TexCoord4` `GLfloat``. Different formats are converted to this format, e.g. the s, r, and t coordinates of a ``TexCoord3` `GLint`` are converted to floating point values and a q coordinate of 1.0 is implicitly assumed. Consequently, the vast majority of classes, functions, and data types in this module are for convenience only and offer no additional functionality.
Texture Coordinates
currentTextureCoords :: StateVar (TexCoord4 GLfloat)
The current texture coordinates (s, t, r, q) for the current texture unit (see `activeTexture`). The initial value is (0,0,0,1) for all texture units.
class TexCoord a where
Change the current texture coordinates of the current or given texture unit.
Methods
texCoord :: a -> IO ()
texCoordv :: Ptr a -> IO ()
multiTexCoord :: TextureUnit -> a -> IO ()
multiTexCoordv :: TextureUnit -> Ptr a -> IO ()
Instances
TexCoordComponent a => TexCoord (TexCoord1 a)
TexCoordComponent a => TexCoord (TexCoord2 a)
TexCoordComponent a => TexCoord (TexCoord3 a)
TexCoordComponent a => TexCoord (TexCoord4 a)
class TexCoordComponent a
The class of all types which can be used as a texture coordinate.
Instances
TexCoordComponent GLdouble
TexCoordComponent GLfloat
TexCoordComponent GLint
TexCoordComponent GLshort
newtype TexCoord1 a
Texture coordinates with t=0, r=0, and q=1.
Constructors
TexCoord1 a |
Instances
ControlPoint TexCoord1
Eq a => Eq (TexCoord1 a)
Ord a => Ord (TexCoord1 a)
Show a => Show (TexCoord1 a)
Storable a => Storable (TexCoord1 a)
TexCoordComponent a => TexCoord (TexCoord1 a)
UniformComponent a => Uniform (TexCoord1 a)
VertexAttribComponent a => VertexAttrib (TexCoord1 a)
data TexCoord2 a
Texture coordinates with r=0 and q=1.
Constructors
TexCoord2 !a !a |
Instances
ControlPoint TexCoord2
Eq a => Eq (TexCoord2 a)
Ord a => Ord (TexCoord2 a)
Show a => Show (TexCoord2 a)
Storable a => Storable (TexCoord2 a)
TexCoordComponent a => TexCoord (TexCoord2 a)
UniformComponent a => Uniform (TexCoord2 a)
VertexAttribComponent a => VertexAttrib (TexCoord2 a)
data TexCoord3 a
Texture coordinates with q=1.
Constructors
TexCoord3 !a !a !a |
Instances
ControlPoint TexCoord3
Eq a => Eq (TexCoord3 a)
Ord a => Ord (TexCoord3 a)
Show a => Show (TexCoord3 a)
Storable a => Storable (TexCoord3 a)
TexCoordComponent a => TexCoord (TexCoord3 a)
UniformComponent a => Uniform (TexCoord3 a)
VertexAttribComponent a => VertexAttrib (TexCoord3 a)
data TexCoord4 a
Fully-fledged four-dimensional texture coordinates.
Constructors
TexCoord4 !a !a !a !a |
Instances
ControlPoint TexCoord4
Eq a => Eq (TexCoord4 a)
Ord a => Ord (TexCoord4 a)
Show a => Show (TexCoord4 a)
Storable a => Storable (TexCoord4 a)
TexCoordComponent a => TexCoord (TexCoord4 a)
UniformComponent a => Uniform (TexCoord4 a)
VertexAttribComponent a => VertexAttrib (TexCoord4 a)
Normal
currentNormal :: StateVar (Normal3 GLfloat)
The current normal (x, y, z). The initial value is the unit vector (0, 0, 1).
class Normal a where
Change the current normal. Integral arguments are converted to floating-point with a linear mapping that maps the most positive representable integer value to 1.0, and the most negative representable integer value to -1.0. Normals specified with `normal` or `normalv` need not have unit length. If `normalize` is enabled, then normals of any length specified with `normal` or `normalv` are normalized after transformation. If `rescaleNormal` is enabled, normals are scaled by a scaling factor derived from the modelview matrix. `rescaleNormal` requires that the originally specified normals were of unit length, and that the modelview matrix contains only uniform scales for proper results. Normalization is initially disabled.
Methods
normal :: a -> IO ()
normalv :: Ptr a -> IO ()
Instances
NormalComponent a => Normal (Normal3 a)
class NormalComponent a
The class of all types which can be used as a component of a normal.
Instances
NormalComponent GLbyte
NormalComponent GLdouble
NormalComponent GLfloat
NormalComponent GLint
NormalComponent GLshort
data Normal3 a
Constructors
Normal3 !a !a !a |
Instances
ControlPoint Normal3
Eq a => Eq (Normal3 a)
NormalComponent a => Normal (Normal3 a)
Ord a => Ord (Normal3 a)
Show a => Show (Normal3 a)
Storable a => Storable (Normal3 a)
UniformComponent a => Uniform (Normal3 a)
VertexAttribComponent a => VertexAttrib (Normal3 a)
Fog Coordinate
currentFogCoord :: StateVar (FogCoord1 GLfloat)
The current fog coordinate. The initial value is 0.
class FogCoord a where
Change the current fog coordinate.
Methods
fogCoord :: a -> IO ()
fogCoordv :: Ptr a -> IO ()
Instances
FogCoordComponent a => FogCoord (FogCoord1 a)
class FogCoordComponent a
The class of all types which can be used as the fog coordinate.
Instances
FogCoordComponent GLdouble
FogCoordComponent GLfloat
newtype FogCoord1 a
A fog coordinate.
Constructors
FogCoord1 a |
Instances
Eq a => Eq (FogCoord1 a)
FogCoordComponent a => FogCoord (FogCoord1 a)
Ord a => Ord (FogCoord1 a)
Show a => Show (FogCoord1 a)
Storable a => Storable (FogCoord1 a)
UniformComponent a => Uniform (FogCoord1 a)
VertexAttribComponent a => VertexAttrib (FogCoord1 a)
Color and Secondary Color
rgbaMode :: GettableStateVar Bool
If `rgbaMode` contains `True`, the color buffers store RGBA value. If color indexes are stored, it contains `False`.
currentColor :: StateVar (Color4 GLfloat)
class Color a where
Change the current color.
Methods
color :: a -> IO ()
colorv :: Ptr a -> IO ()
Instances
ColorComponent a => Color (Color3 a)
ColorComponent a => Color (Color4 a)
currentSecondaryColor :: StateVar (Color3 GLfloat)
class SecondaryColor a where
Change the current secondary color.
Methods
secondaryColor :: a -> IO ()
secondaryColorv :: Ptr a -> IO ()
Instances
ColorComponent a => SecondaryColor (Color3 a)
class ColorComponent a
The class of all types which can be used as a color component.
Instances
ColorComponent GLbyte
ColorComponent GLdouble
ColorComponent GLfloat
ColorComponent GLint
ColorComponent GLshort
ColorComponent GLubyte
ColorComponent GLuint
ColorComponent GLushort
data Color3 a
Constructors
Color3 !a !a !a |
Instances
ColorComponent a => Color (Color3 a)
Eq a => Eq (Color3 a)
Ord a => Ord (Color3 a)
ColorComponent a => SecondaryColor (Color3 a)
Show a => Show (Color3 a)
Storable a => Storable (Color3 a)
UniformComponent a => Uniform (Color3 a)
VertexAttribComponent a => VertexAttrib (Color3 a)
data Color4 a
A fully-fledged RGBA color.
Constructors
Color4 !a !a !a !a |
Instances
ControlPoint Color4
ColorComponent a => Color (Color4 a)
Eq a => Eq (Color4 a)
Ord a => Ord (Color4 a)
Show a => Show (Color4 a)
Storable a => Storable (Color4 a)
UniformComponent a => Uniform (Color4 a)
VertexAttribComponent a => VertexAttrib (Color4 a)
currentIndex :: StateVar (Index1 GLint)
class Index a where
Change the current color index.
Methods
index :: a -> IO ()
indexv :: Ptr a -> IO ()
Instances
IndexComponent a => Index (Index1 a)
class IndexComponent a
The class of all types which can be used as a color index.
Instances
IndexComponent GLdouble
IndexComponent GLfloat
IndexComponent GLint
IndexComponent GLshort
IndexComponent GLubyte
newtype Index1 a
A color index.
Constructors
Index1 a |
Instances
ControlPoint Index1
Eq a => Eq (Index1 a)
IndexComponent a => Index (Index1 a)
Ord a => Ord (Index1 a)
Show a => Show (Index1 a)
Storable a => Storable (Index1 a)
UniformComponent a => Uniform (Index1 a)
VertexAttribComponent a => VertexAttrib (Index1 a)
Generic Vertex Attributes
newtype AttribLocation
Constructors
AttribLocation GLuint |
Instances
Eq AttribLocation
Ord AttribLocation
Show AttribLocation
class VertexAttrib a
Instances
VertexAttribComponent a => VertexAttrib (Color3 a)
VertexAttribComponent a => VertexAttrib (Color4 a)
VertexAttribComponent a => VertexAttrib (FogCoord1 a)
VertexAttribComponent a => VertexAttrib (Index1 a)
VertexAttribComponent a => VertexAttrib (Normal3 a)
VertexAttribComponent a => VertexAttrib (TexCoord1 a)
VertexAttribComponent a => VertexAttrib (TexCoord2 a)
VertexAttribComponent a => VertexAttrib (TexCoord3 a)
VertexAttribComponent a => VertexAttrib (TexCoord4 a)
VertexAttribComponent a => VertexAttrib (Vertex2 a)
VertexAttribComponent a => VertexAttrib (Vertex3 a)
VertexAttribComponent a => VertexAttrib (Vertex4 a)
class VertexAttribComponent a where
The class of all types which can be used as a generic vertex attribute.
Methods
vertexAttrib1 :: AttribLocation -> a -> IO ()
vertexAttrib2 :: AttribLocation -> a -> a -> IO ()
vertexAttrib3 :: AttribLocation -> a -> a -> a -> IO ()
vertexAttrib4 :: AttribLocation -> a -> a -> a -> a -> IO ()
vertexAttrib1v :: AttribLocation -> Ptr a -> IO ()
vertexAttrib2v :: AttribLocation -> Ptr a -> IO ()
vertexAttrib3v :: AttribLocation -> Ptr a -> IO ()
vertexAttrib4v :: AttribLocation -> Ptr a -> IO ()
Instances
VertexAttribComponent GLdouble
VertexAttribComponent GLfloat
VertexAttribComponent GLshort
Texture Units
newtype TextureUnit
Identifies a texture unit via its number, which must be in the range of (0 .. maxTextureUnit).
Constructors
TextureUnit GLuint |
Instances
Eq TextureUnit
Ord TextureUnit
Show TextureUnit
maxTextureUnit :: GettableStateVar TextureUnit
An implementation must support at least 2 texture units, but it may support up to 32 ones. This state variable can be used to query the actual implementation limit.
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