GPipe alternatives and similar packages
Based on the "Graphics" category.
Alternatively, view GPipe alternatives based on common mentions on social networks and blogs.
-
implicit
A math-inspired CAD program in haskell. CSG, bevels, and shells; 2D & 3D geometry; 2D gcode generation... -
reanimate
Haskell library for building declarative animations based on SVG graphics -
threepenny-gui
GUI framework that uses the web browser as a display. -
diagrams
Embedded domain-specific language for declarative vector graphics (wrapper package) -
log-warper
Logging library to provide more convenient, extremely configurable but simple monadic interface with pretty output -
timeplot
Analyst's swiss army knife for visualizing data from ad-hoc log files -
processing-for-haskell
Graphics for kids and artists. Processing implemented in Haskell -
GLUtil
Utility functions for working with OpenGL BufferObjects, GLSL shaders, and textures.
Access the most powerful time series database as a service
* Code Quality Rankings and insights are calculated and provided by Lumnify.
They vary from L1 to L5 with "L5" being the highest.
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README
GPipe 2
This is the main repository for GPipe 2, a library which encapsulates OpenGL and provides a minimal type safe interface. Check out the release announcement, GPipe is dead, long live GPipe! or read on for the tutorials.
Examples and tutorials
There is a series of five tutorials for learning the features of GPipe 2 hosted at http://tobbebex.blogspot.se (see below for a table of contents). You'll start with a simple triangle example, and advance through all of the encapsulated features of OpenGL that GPipe exposes.
Example code
Clone GPipe-Test
and build it with Haskell Stack $ stack build
.
This is the example from Part 1, below.
GPU programming in Haskell using GPipe
- Part 1
- Hello triangle!
- The context
- Rendering - This is what it's all about
- Shader - A primer
- Rasterization
- Drawing and swapping
- Part 2
- Buffers
- Vertex arrays
- Primitive arrays
- Index arrays
- Instanced primitive arrays
- Part 3
- Welcome to the Shader!
- Primitive streams
- Error handling in Gpipe
- Enough of that, back to the shader
- Linear algebra in GPipe
- Uniforms
- Working with lifted S-values
- Combining Shader monads
- Part 4
- FragmentStreams
- Textures
- Samplers
- Colors
- Sampling
- Part 5
- Window formats
- Window drawing actions
- Drawing colors
- Depth test
- Stencil test
- Custom filtering of fragments
- Drawing to texture images
- Demo time!
Feedback
Please submit bugs, questions, or suggestions for improvements to our documentation to our github repository, https://github.com/tobbebex/GPipe-Core .