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.
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:
glGetUniformLocation, or you can
use an explicit location if you want to handle the semantics on
your own ;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:
sendUniform pretty much everywhere ;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… ;In my luminance package, I used to represent uniforms as values.
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 lWe 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 aPretty simple.
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…
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:
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:
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:
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?
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!
We can even dig in deeper! Something cool would be to do the same thing, but for several fields. Imagine a mouse:
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 <*> getMouseYWe 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 adivide 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!
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!