It’s been a few days I haven’t posted about luminance. I’m on holidays, thus I can’t be as involved in the development of the graphics framework as I’m used to on a daily basis. Although I’ve been producing less in the past few days, I’ve been actively thinking about something very important: uniform.

# What people usually do

Uniforms are a way to pass data to shaders. I won’t talk about *uniform blocks* nor *uniform
buffers* – I’ll make a dedicated post for that purpose. The common OpenGL uniform flow is the
following:

- you ask OpenGL to retrieve the location of a GLSL uniform through the function
`glGetUniformLocation`

, or you can use an explicit location if you want to handle the semantics on your own ; - you use that location, the identifier of your shader program and send the actual values with
the proper
`glProgramUniform`

.

You typically don’t retrieve the location each time you need to send values to the GPU – you only retrieve them once, while initializing.

The first thing to make uniforms more elegant and safer is to provide a typeclass to provide a
shared interface. Instead of using several functions for each type of uniform – `glProgramUniform1i`

for `Int32`

, `glProgramUniform1f`

for `Float`

and so on – we can just provide a function that will
call the right OpenGL function for the type:

```
class Uniform a where
sendUniform :: GLuint -> GLint -> a -> IO ()
instance Uniform Int32 where
sendUniform = glProgramUniform1i
instance Uniform Float where
sendUniform = glProgramUniform1f
-- and so on…
```

That’s the first step, and I think everyone should do that. However, that way of doing has several drawbacks:

- it still relies on side-effects; that is, we can call
`sendUniform`

pretty much everywhere ; - imagine we have a shader program that
**requires**several uniforms to be passed each time we draw something; what happens if we forget to call a`sendUniform`

? If we haven’t sent the uniform yet, we might have an undefined behavior. If we already have, we will*override*all future draws with that value, which is very wrong… ; - with that way of representing uniforms, we have a very imperative interface; we can have a more composable and pure approach than that, hence enabling us to gain in power and flexibility.

# What luminance used to do

In my luminance package, I used to represent uniforms as values.

```
newtype U a = U { runU :: a -> IO () }
```

We can then alter the `Uniform`

typeclass to make it simpler:

```
class Uniform a where
toU :: GLuint -> GLint -> U a
instance Uniform Int32 where
toU prog l = U $ glProgramUniform1i prog l
instance Uniform Float where
toU prog l = U $ glProgramUniform1f prog l
```

We also have a pure interface now. I used to provide another type, `Uniformed`

, to be able to
*send* uniforms without exposing `IO`

, and an operator to accumulate uniforms settings, `(@=)`

:

```
newtype Uniformed a = Uniformed { runUniformed :: IO a } deriving (Applicative,Functor,Monad)
(@=) :: U a -> a -> Uniformed ()
U f @= a = Uniformed $ f a
```

Pretty simple.

# The new uniform interface

The problem with that is that we still have the completion problem and the side-effects, because we
just wrap them without adding anything special – `Uniformed`

is isomorphic to `IO`

. We have no way
to create a type and ensure that *all* uniforms have been sent down to the GPU…

## Contravariance to save us!

If you’re an advanced **Haskell** programmer, you might have noticed something very interesting
about our `U`

type. It’s contravariant in its argument. What’s cool about that is that we could then
create new uniform types – new `U`

– by contramapping over those types! That means we can enrich
the scope of the hardcoded `Uniform`

instances, because the single way we have to get a `U`

is
to use `Uniform.toU`

. With contravariance, we can – in theory – extend those types to **all types**.

Sounds handy eh? First thing first, contravariant functor. A contravariant functor is a functor that flips the direction of the morphism:

```
class Contravariant f where
contramap :: (a -> b) -> f b -> f a
(>$) :: b -> f b -> f a
```

`contramap`

is the *contravariant* version of `fmap`

and `(>$)`

is the contravariant version of
`(<$)`

. If you’re not used to contravariance or if it’s the first time you see such a type
signature, it might seem confusing or even **magic**. Well, that’s the mathematic magic in the
place! But you’ll see just below that there’s no magic no trick in the implementation.

Because `U`

is contravariant in its argument, we can define a `Contravariant`

instance:

```
instance Contravariant U where
contramap f u = U $ runU u . f
```

As you can see, nothing tricky here. We just apply the `(a -> b)`

function on the input of the
resulting `U a`

so that we can pass it to `u`

, and we just `runU`

the whole thing.

A few friends of mine – not **Haskeller** though – told me things like *“That’s just theory
bullshit, no one needs to know what a contravariant thingy stuff is!”*. Well, here’s an example:

```
newtype Color = Color {
colorName :: String
, colorValue :: (Float,Float,Float,Float)
}
```

Even though we have an instance of `Uniform`

for `(Float,Float,Float,Float)`

, there will never be an
instance of `Uniform`

for `Color`

, so we can’t have a `U Color`

… Or can we?

```
uColor = contramap colorValue float4U
```

The type of `uColor`

is… `U Color`

! That works because contravariance enabled us to *adapt* the
`Color`

structure so that we end up on `(Float,Float,Float,Float)`

. The contravariance property is
then a very great ally in such situations!

## More contravariance

We can even dig in deeper! Something cool would be to do the same thing, but for several fields. Imagine a mouse:

```
data Mouse = Mouse {
mouseX :: Float
, mouseY :: Float
}
```

We’d like to find a cool way to have `U Mouse`

, so that we can send the mouse cursor to shaders.
We’d like to contramap over `mouseX`

and `mouseY`

. A bit like with `Functor`

+ `Applicative`

:

```
getMouseX :: IO Float
getMouseY :: IO Float
getMouse :: IO Mouse
getMouse = Mouse <$> getMouseX <*> getMouseY
```

We could have the same thing for contravariance… And guess what. That exists, and that’s called
**divisible contravariant functors**! A `Divisible`

contravariant functor is the exact contravariant
version of `Applicative`

!

```
class (Contravariant f) => Divisible f where
divide :: (a -> (b,c)) -> f b -> f c -> f a
conquer :: f a
```

`divide`

is the contravariant version of `(<*>)`

and `conquer`

is the contravariant version of
`pure`

. You know that `pure`

’s type is `a -> f a`

, which is isomorphic to `(() -> a) -> f a`

. Take
the contravariant version of `(() -> a) -> f a`

, you end up with `(a -> ()) -> f a`

. `(a -> ())`

is
isomorphic to `()`

, so we can simplify the whole thing to `f a`

. Here you have `conquer`

. *Thank you
to Edward Kmett for helping me understand that!*

Let’s see how we can implement `Divisible`

for `U`

!

```
instance Divisible U where
divide f p q = U $ \a -> do
let (b,c) = f a
runU p b
runU q c
conquer = U . const $ pure ()
```

And now let’s use it to get a `U Mouse`

!

```
let uMouse = divide (\(Mouse mx my) -> (mx,my)) mouseXU mouseYU
```

And here we have `uMouse :: U Mouse`

! As you can see, if you have several uniforms – for each fields
of the type, you can `divide`

your type and map all fields to the uniforms by applying several times
`divide`

.

The current implementation is almost the one shown here. There’s also a `Decidable`

instance, but
I won’t talk about that for now.

The cool thing about that is that I can lose the `Uniformed`

monadic type and rely only on `U`

.
Thanks to the `Divisible`

typeclass, we have completion, and we can’t override future uniforms then!

I hope you’ve learnt something cool and useful through this. Keep in mind that category abstractions
**are powerful** and are useful in some contexts.

Keep hacking around, keep being curious. A **Haskeller** never stops learning! And that’s what so
cool about **Haskell**! Keep the vibe, and see you another luminance post soon!

*contravariant, divisible, functor, graphics, luminance, OpenGL, uniform*