Implement custom poking for vertices--speed regression?

This commit is contained in:
jgk
2021-07-29 18:46:01 +02:00
parent 02a9f4badf
commit 192e2c9c57
8 changed files with 184 additions and 139 deletions
+14 -24
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@@ -18,8 +18,8 @@ import Render
import Data.Preload.Render
import Picture.Data
import Shader
import Shader.Data
import Shader.Poke
import Shader.Data
import MatrixHelper
--import Polyhedra.Data
import Polyhedra
@@ -29,7 +29,7 @@ import Foreign
--import Control.Monad.State
import Control.Lens
import Control.Monad
import qualified Control.Foldl as F
--import qualified Control.Foldl as F
--import Data.Tuple.Extra
--import Data.List
--import Data.Bifunctor
@@ -53,26 +53,20 @@ doDrawing pdata w = do
pic = worldPictures w
-- bind as much data into vbos as feasible at this point
-- poke wall points and colors
-- _ <- F.foldM (pokeShader $ _wallTextureShader pdata) (map Render22x4 wallPointsCol)
--pokeArray (_vboPointer . _vaoVBO . _shaderVAO $ _wallTextureShader pdata) $ wallsToList wallPointsCol
--let nWalls = length wallPointsCol
nWalls <- pokeWalls (_vboPointer . _vaoVBO . _shaderVAO $ _wallTextureShader pdata) wallPointsCol
nWalls <- pokeWalls (shadVBOptr $ _wallTextureShader pdata) wallPointsCol
--poke
-- poke silhouette vertex data
-- nSils <- F.foldM (pokeShader $ _lightingLineShadowShader pdata)
-- (concatMap polyToRender (foregroundPics w))
nSils <- pokePoint3s (_vboPointer . _vaoVBO . _shaderVAO $ _lightingLineShadowShader pdata)
nSils <- pokePoint3s (shadVBOptr $ _lightingLineShadowShader pdata)
(_foregroundEdgeVerx w)
-- poke foreground geometry and floor
let addC (xx,yy) = (xx,yy,0)
nsurfVs <- pokePoint3s (_vboPointer . _vaoVBO . _shaderVAO $ _lightingSurfaceShader pdata)
$ (polyToTris $ map addC $ screenPolygon w)
nsurfVs <- pokePoint3s (shadVBOptr $ _lightingSurfaceShader pdata)
$ polyToTris (map addC $ screenPolygon w)
++ concatMap polyToGeoRender' (foregroundPics w)
--nsurfVs <- F.foldM (pokeShader (_lightingSurfaceShader pdata))
-- $ Render3 (polyToTris $ map addC $ screenPolygon w)
-- : concatMap polyToGeoRender (foregroundPics w)
-- bind wall points, silhouette data, surface geometry
uncurry bindShaderBuffers $ unzip
@@ -92,24 +86,23 @@ doDrawing pdata w = do
_ <- renderFoldable pdata $ polysToPic $ foregroundPics w
vnums <- pokeBindFoldableLayer pdata $ pic
vnums <- pokeBindFoldableLayer pdata pic
let shads = _pictureShaders pdata
--mapM_ (uncurry $ drawShaderLay 0) ((,) <$> shads <*> count)
renderLayer 0 shads vnums
_ <- renderShader (_textureArrayShader pdata) (_floorTiles w)
nTextArrayVs <- pokePoint33s (shadVBOptr $ _textureArrayShader pdata) (map _unRender3x3 $ _floorTiles w)
bindShaderBuffers [_textureArrayShader pdata] [nTextArrayVs]
drawShader (_textureArrayShader pdata) nTextArrayVs
bindFramebuffer Framebuffer $= fst (_fboBloom pdata)
clear [ColorBuffer]
blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
--mapM_ (uncurry $ drawShaderLay 1) (vnums IM.! 1)
renderLayer 1 shads vnums
bindFramebuffer Framebuffer $= fst (_fboColor pdata)
clear [ColorBuffer]
depthMask $= Disabled
--mapM_ (uncurry $ drawShaderLay 3) (vnums IM.! 3)
--mapM_ (uncurry $ drawShaderLay 4) (vnums IM.! 4)
--mapM_ (uncurry $ drawShaderLay 5) (vnums IM.! 5)
renderLayer 3 shads vnums
renderLayer 4 shads vnums
renderLayer 5 shads vnums
@@ -171,9 +164,7 @@ doDrawing pdata w = do
rds -> do
let bindDrawDist :: (Point2,Point2,Point2,Float) -> IO ()
bindDrawDist ((a,b),(c,d),(e,f),g) = do
--bindDrawDist distParam = do
--_ <- F.foldM (pokeShader $ _barrelShader pdata) [Render2221 distParam]
pokeArray (_vboPointer . _vaoVBO . _shaderVAO $ _barrelShader pdata)
pokeArray (shadVBOptr $ _barrelShader pdata)
[a,b,c,d,e,f,g]
bindShaderBuffers [_barrelShader pdata] [1]
drawShader (_barrelShader pdata) 1
@@ -223,8 +214,7 @@ renderWindows
-> [((Point2,Point2),Point4)] -- ^ List: wall positions and color
-> IO ()
renderWindows pdata wps = do
--n <- F.foldM (pokeShader $ _wallBlankShader pdata) (map Render22x4 wps)
n <- pokeWalls (_vboPointer . _vaoVBO . _shaderVAO $ _wallBlankShader pdata) wps
n <- pokeWalls (shadVBOptr $ _wallBlankShader pdata) wps
bindShaderBuffers [_wallBlankShader pdata] [n]
currentProgram $= Just (_shaderProgram $ _wallBlankShader pdata)
cullFace $= Just Back
-11
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@@ -214,17 +214,6 @@ wallsAndWindows w
wallsToList :: [((Point2,Point2),Point4)] -> [Float]
wallsToList = concatMap (\(((a,b),(c,d)),(e,f,g,h)) -> [a,b,c,d,e,f,g,h])
pokePoint3s :: Ptr Float -> [Point3] -> IO Int
pokePoint3s ptr vals0 = go vals0 0
where
go [] n = return n
go ( (a,b,c):vals) n = do
pokeElemOff ptr (off 0) a
pokeElemOff ptr (off 1) b
pokeElemOff ptr (off 2) c
go vals (n+1)
where
off i = n*3 + i
pokeWalls :: Ptr Float -> [((Point2,Point2),Point4)] -> IO Int
pokeWalls ptr vals0 = go vals0 0
+3 -3
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@@ -38,7 +38,7 @@ preloadRender = do
, nullPtr
, DynamicDraw
)
let wpVBO = VBO {_vbo = wpVBOname, _vboPointer = wpVBOptr, _vboAttribSizes = [4,4], _vboStride = 8}
let wpVBO = VBO {_vbo = wpVBOname, _vboPtr = wpVBOptr, _vboAttribSizes = [4,4], _vboStride = 8}
wpVAOname <- genObjectName
bindVertexArrayObject $= Just wpVAOname
bindBuffer ArrayBuffer $= Just wpVBOname
@@ -74,11 +74,11 @@ preloadRender = do
-- fullscreen shaders
fullscreenAlphaHalveShad <- makeShaderSized "fullscreen/alphaHalve" [vert,frag] [2] 4 ETriangleStrip $
const cornerListNoCoord
pokeArray (_vboPointer $ _vaoVBO $ _shaderVAO fullscreenAlphaHalveShad) $ concat cornerListNoCoord
pokeArray (shadVBOptr fullscreenAlphaHalveShad) $ concat cornerListNoCoord
-- texture shaders, no textures attached
fsShad <- makeShaderSized "texture/simple" [vert,frag] [2,2] 4 ETriangleStrip $ const cornerList
-- note we directly poke the shader vertex data here
pokeArray (_vboPointer $ _vaoVBO $ _shaderVAO fsShad) $ concat cornerList
pokeArray (shadVBOptr fsShad) $ concat cornerList
bloomBlurShad <- makeShaderUsingShaderVAO "texture/bloomBlur" [vert,frag] ETriangleStrip fsShad
colorBlurShad <- makeShaderUsingShaderVAO "texture/colorBlur" [vert,frag] ETriangleStrip fsShad
grayscaleShad <- makeShaderUsingShaderVAO "texture/grayscale" [vert,frag] ETriangleStrip fsShad
+15 -27
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@@ -15,7 +15,7 @@ import Geometry.Data
--import Control.Lens
import Control.Monad
import qualified Control.Foldl as F
--import qualified Control.Foldl as F
import Foreign hiding (rotate)
import Graphics.Rendering.OpenGL hiding (Line,translate,scale,imageHeight,Polygon,Color,T)
--import Data.Foldable
@@ -140,28 +140,16 @@ drawTextureOnFramebuffer fs fbo to = do
textureBinding Texture2D $= Just to
drawShader fs 4
renderShader
:: Foldable f
=> FullShader
-> f RenderType
-> IO Word32
renderShader shad dat = do
sticks <- SDL.ticks
i <- F.foldM (pokeShader shad) dat
bindShaderBuffers [shad] [i]
drawShader shad i
eticks <- SDL.ticks
return $ eticks - sticks
pokeBindFoldable
:: Foldable f
=> RenderData
-> f Verx
-- :: Foldable f
:: RenderData
-> [Verx]
-> IO (PicShads Int)
pokeBindFoldable pdata m = do
let shads = _pictureShaders pdata
counts = zeroCounts
elist <- foldM (pokeVX' shads) counts m
--counts = zeroCounts
--elist <- foldM (pokeVX' shads) counts m
elist <- pokeVerxs (fmap (_vaoVBO . _vshaderVAO) shads) m
bindShader shads elist
return elist
@@ -169,23 +157,23 @@ zeroCounts :: PicShads Int
zeroCounts = PicShads 0 0 0 0 0 0
pokeBindFoldableLayer
:: Foldable f
=> RenderData
-> f Verx
-- :: Foldable f
:: RenderData
-> [Verx]
-> IO (IM.IntMap (PicShads Int))
pokeBindFoldableLayer pdata m = do
let shads = _pictureShaders pdata
slist' = (IM.fromList ((,) <$> [0..6] <*> [zeroCounts])) :: IM.IntMap (PicShads Int)
--slist' = (IM.fromList ((,) <$> [0..6] <*> [zeroCounts])) :: IM.IntMap (PicShads Int)
slist'' <- foldM (pokeVX shads) slist' m
--slist'' <- foldM (pokeVX shads) slist' m
slist'' <- pokeLayVerxs (fmap (_vaoVBO . _vshaderVAO) shads) m
bindShaderLay shads slist''
return slist''
renderFoldable
:: Foldable f
=> RenderData
-> f Verx
:: RenderData
-> [Verx]
-> IO Word32
renderFoldable pdata struct = do
pokeStartTicks <- SDL.ticks
+9 -4
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@@ -7,6 +7,7 @@ module Shader
, drawShader
, freeShaderPointers
, drawShaderLay
, shadVBOptr
) where
--import Geometry.Data
import Shader.Data
@@ -32,7 +33,7 @@ bindArrayBuffers numVs theVBO = do
WriteToBuffer
0
(fromIntegral $ floatSize * numVs * sum (_vboAttribSizes theVBO))
(_vboPointer theVBO)
(_vboPtr theVBO)
bindArrayBuffersLayer' :: Int -> Int -> VBO -> IO ()
bindArrayBuffersLayer' lay numVs theVBO = do
@@ -42,7 +43,7 @@ bindArrayBuffersLayer' lay numVs theVBO = do
WriteToBuffer
(fromIntegral $ floatSize * stride * numSubElements * lay)
(fromIntegral $ floatSize * numVs * stride)
(_vboPointer theVBO `plusPtr` (floatSize * stride * numSubElements * lay))
(_vboPtr theVBO `plusPtr` (floatSize * stride * numSubElements * lay))
where
stride = sum $ _vboAttribSizes theVBO
@@ -54,7 +55,7 @@ bindArrayBuffersLayer numVs lay theVBO = do
WriteToBuffer
(fromIntegral $ floatSize * stride * numSubElements * lay)
(fromIntegral $ floatSize * numVs * stride)
(_vboPointer theVBO `plusPtr` (floatSize * stride * numSubElements * lay))
(_vboPtr theVBO `plusPtr` (floatSize * stride * numSubElements * lay))
where
stride = sum $ _vboAttribSizes theVBO
@@ -100,4 +101,8 @@ drawShader fs i = do
glDrawArrays (marshalEPrimitiveMode $ _shaderDrawPrimitive fs) 0 (fromIntegral i)
freeShaderPointers :: FullShader -> IO ()
freeShaderPointers fs = free $ _vboPointer $ _vaoVBO $ _shaderVAO fs
freeShaderPointers fs = free $ _vboPtr $ _vaoVBO $ _shaderVAO fs
shadVBOptr :: FullShader -> Ptr Float
shadVBOptr = _vboPtr . _vaoVBO . _shaderVAO
+2 -2
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@@ -149,7 +149,7 @@ setupVBO sizes = do
)
return $ VBO
{ _vbo = vboName
, _vboPointer = thePtr
, _vboPtr = thePtr
, _vboAttribSizes = sizes
, _vboStride = sum sizes
}
@@ -172,7 +172,7 @@ setupVBOSized sizes ndraw = do
)
return $ VBO
{ _vbo = vboName
, _vboPointer = thePtr
, _vboPtr = thePtr
, _vboAttribSizes = sizes
, _vboStride = sum sizes
}
+1 -1
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@@ -56,7 +56,7 @@ and a list of attribute pointer sizes.
Vertex attributes are interleaved within the vbo. -}
data VBO = VBO
{ _vbo :: BufferObject
, _vboPointer :: Ptr Float
, _vboPtr :: Ptr Float
, _vboAttribSizes :: [Int] -- ^ It is not clear to me if this is necessary to store or not
, _vboStride :: Int
}
+140 -67
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@@ -1,40 +1,26 @@
--{-# LANGUAGE TupleSections #-}
{-# LANGUAGE TupleSections #-}
module Shader.Poke
( pokeArrayOff
, pokeShader
, pokeShaderLayer
, pokeVX
, pokeVX'
, pokePoint3s
, pokePoint33s
, pokeVerxs
, pokeLayVerxs
) where
import Shader.Data
import Shader.Parameters
import Picture.Data
import Geometry.Data
--import Data.Maybe
--import Data.List
import Foreign
import Control.Monad
import qualified Control.Foldl as F
--import Control.Monad
--import qualified Control.Foldl as F
import qualified Data.IntMap.Strict as IM
import Control.Lens
pokeShader :: FullShader -> F.FoldM IO RenderType Int
pokeShader fs = F.FoldM (pokeVertices fls ptr stride) (return 0) return
where
theVBO = _vaoVBO $ _shaderVAO fs
ptr = _vboPointer theVBO
stride = _vboStride theVBO
fls = _shaderPokeStrategy fs
pokeVertices
:: (RenderType -> [[Float]])
-> Ptr Float
-> Int -- ^ stride
-> Int -- ^ number of vertices already poked
-> RenderType
-> IO Int
pokeVertices toFs ptr stride n rt = foldM (pokeVertex ptr stride) n (toFs rt)
getterPicShad :: VertexType -> PicShads a -> a
--{-# INLINE getterPicShad #-}
getterPicShad PolyV = _psPoly
@@ -59,11 +45,72 @@ pokeVX' shads count vx = do
vshad = g shads
n = g count
theVBO = _vaoVBO $ _vshaderVAO vshad
ptr = _vboPointer theVBO
ptr = _vboPtr theVBO
stride = _vboStride theVBO
pokeArrayOff ptr (stride * n) (toFls' vx)
return $ count & f +~ 1
pokeVerxs :: PicShads VBO -> [Verx] -> IO (PicShads Int)
pokeVerxs vbos vxs0 = go vxs0 (pure 0)
where
go [] count = return count
go (vx:vxs) count = pokeVerx vbos count vx >> go vxs (addCountVerx count vx)
-- this is very brittle, but want to optimise speed if possible here
pokeVerx :: PicShads VBO -> PicShads Int -> Verx -> IO ()
pokeVerx vbos offsets Verx{_vxPos=thePos,_vxCol=theCol,_vxType=theType} = case theType of
PolyV -> poke34 (plusPtr (_vboPtr $ _psPoly vbos) (_psPoly offsets * 7 * floatSize)) thePos theCol
PolyzV x -> poke34 thePtr thePos theCol
>> pokeElemOff thePtr 7 x
where
thePtr = plusPtr (_vboPtr $ _psPolyz vbos) (_psPolyz offsets * 8 * floatSize)
BezV (x,y,z,w) -> poke34 thePtr thePos theCol
>> pokeElemOff thePtr 7 x
>> pokeElemOff thePtr 8 y
>> pokeElemOff thePtr 9 z
>> pokeElemOff thePtr 10 w
where
thePtr = plusPtr (_vboPtr $ _psBez vbos) (_psBez offsets * 11 * floatSize)
TextV (x,y) -> poke34 thePtr thePos theCol
>> pokeElemOff thePtr 7 x
>> pokeElemOff thePtr 8 y
where
thePtr = plusPtr (_vboPtr $ _psText vbos) (_psText offsets * 9 * floatSize)
ArcV (x,y,z) -> poke34 thePtr thePos theCol
>> pokeElemOff thePtr 7 x
>> pokeElemOff thePtr 8 y
>> pokeElemOff thePtr 9 z
where
thePtr = plusPtr (_vboPtr $ _psArc vbos) (_psArc offsets * 10 * floatSize)
EllV -> poke34 (plusPtr (_vboPtr $ _psEll vbos) (_psEll offsets * 7 * floatSize)) thePos theCol
poke34 :: Ptr Float -> Point3 -> Point4 -> IO ()
poke34 ptr (a,b,c) (d,e,f,g) = do
pokeElemOff ptr 0 a
pokeElemOff ptr 1 b
pokeElemOff ptr 2 c
pokeElemOff ptr 3 d
pokeElemOff ptr 4 e
pokeElemOff ptr 5 f
pokeElemOff ptr 6 g
addCountVerx :: PicShads Int -> Verx -> PicShads Int
addCountVerx ps@PicShads
{ _psPoly = sPoly
, _psPolyz = sPolyz
, _psBez = sBez
, _psText = sText
, _psArc = sArc
, _psEll = sEll
} Verx{_vxType=theType} = case theType of
PolyV -> ps {_psPoly = sPoly + 1}
PolyzV _ -> ps {_psPolyz = sPolyz + 1}
BezV _ -> ps {_psBez = sBez + 1}
TextV _ -> ps {_psText = sText + 1}
ArcV _ -> ps {_psArc = sArc + 1}
EllV -> ps {_psEll = sEll + 1}
pokeVX :: PicShads VShader -> IM.IntMap (PicShads Int) -> Verx -> IO (IM.IntMap (PicShads Int))
pokeVX shads laycounts vx = do
let theType = _vxType vx
@@ -73,35 +120,12 @@ pokeVX shads laycounts vx = do
vshad = getF shads
n = getF counts
theVBO = _vaoVBO $ _vshaderVAO vshad
ptr = _vboPointer theVBO
ptr = _vboPtr theVBO
stride = _vboStride theVBO
pokeArrayOff ptr (stride * (n+offset * numSubElements)) (toFls' vx)
return $ laycounts & ix offset . setterPicShad theType +~ 1
pokeShaderLayer :: (Int,VShader) -> F.FoldM IO Verx Int
pokeShaderLayer (l,fs) = F.FoldM (pokeVerticesOff ptr (_vshaderPokeTest fs) stride l) (return 0) return
where
theVBO = _vaoVBO $ _vshaderVAO fs
ptr = _vboPointer theVBO
stride = _vboStride theVBO
pokeVerticesOff
:: Ptr Float
-> (VertexType -> Bool)
-> Int -- ^ stride
-> Int -- ^ offset
-> Int -- ^ number of vertices already poked
-> Verx
-> IO Int
pokeVerticesOff ptr vtest stride offset n vx
| offset == i && typetest = do
foldM (pokeVertexOff ptr stride offset) n (toFls vx)
| otherwise = return n
where
i = _vxLayer vx
typetest = vtest (_vxType vx)
toFls' :: Verx -> [Float]
toFls' vx = flat3 (_vxPos vx) ++ flat4 (_vxCol vx) ++ f (_vxType vx)
where
@@ -111,27 +135,76 @@ toFls' vx = flat3 (_vxPos vx) ++ flat4 (_vxCol vx) ++ f (_vxType vx)
f (ArcV x) = flat3 x
f _ = []
toFls :: Verx -> [[Float]]
toFls vx = [flat3 (_vxPos vx) ++ flat4 (_vxCol vx) ++ f (_vxType vx)]
where
f (PolyzV x) = [x]
f (BezV x) = flat4 x
f (TextV x) = flat2 x
f (ArcV x) = flat3 x
f _ = []
pokeVertexOff :: Ptr Float -> Int -> Int -> Int -> [Float] -> IO Int
pokeVertexOff ptr stride offset n fs = do
pokeArrayOff ptr (stride * (n + offset * numSubElements)) fs
return $ n + 1
pokeVertex :: Ptr Float -> Int -> Int -> [Float] -> IO Int
pokeVertex ptr stride n fs = do
pokeArrayOff ptr (stride * n) fs
return $ n + 1
pokeArrayOff :: Storable a => Ptr a -> Int -> [a] -> IO ()
--{-# INLINE pokeArrayOff #-}
--pokeArrayOff ptr i = zipWithM_ (pokeElemOff ptr) [i..]
pokeArrayOff ptr i = pokeArray (plusPtr ptr (floatSize * i))
pokePoint33s :: Ptr Float -> [(Point3,Point3)] -> IO Int
pokePoint33s ptr vals0 = go vals0 0
where
go [] n = return n
go ( ((a,b,c),(d,e,f)):vals) n = do
pokeElemOff ptr (off 0) a
pokeElemOff ptr (off 1) b
pokeElemOff ptr (off 2) c
pokeElemOff ptr (off 3) d
pokeElemOff ptr (off 4) e
pokeElemOff ptr (off 5) f
go vals (n+1)
where
off i = n*6 + i
pokePoint3s :: Ptr Float -> [Point3] -> IO Int
pokePoint3s ptr vals0 = go vals0 0
where
go [] n = return n
go ( (a,b,c):vals) n = do
pokeElemOff ptr (off 0) a
pokeElemOff ptr (off 1) b
pokeElemOff ptr (off 2) c
go vals (n+1)
where
off i = n*3 + i
pokeLayVerxs :: PicShads VBO -> [Verx] -> IO (IM.IntMap (PicShads Int))
pokeLayVerxs vbos vxs0 = go vxs0 (IM.fromList $ (, pure 0) <$> [0..5])
where
go [] count = return count
go (vx:vxs) count = pokeLayVerx vbos count vx >> go vxs (addLayCountVerx count vx)
-- this is very brittle, but want to optimise speed if possible here
pokeLayVerx :: PicShads VBO -> IM.IntMap (PicShads Int) -> Verx -> IO ()
pokeLayVerx vbos imoffsets Verx{_vxPos=thePos,_vxCol=theCol,_vxType=theType, _vxLayer = theLay} = case theType of
PolyV -> poke34 (plusPtr (_vboPtr $ _psPoly vbos) ((_psPoly offsets + layOff) * 7 * floatSize)) thePos theCol
PolyzV x -> poke34 thePtr thePos theCol
>> pokeElemOff thePtr 7 x
where
thePtr = plusPtr (_vboPtr $ _psPolyz vbos) ((_psPolyz offsets + layOff) * 8 * floatSize)
BezV (x,y,z,w) -> poke34 thePtr thePos theCol
>> pokeElemOff thePtr 7 x
>> pokeElemOff thePtr 8 y
>> pokeElemOff thePtr 9 z
>> pokeElemOff thePtr 10 w
where
thePtr = plusPtr (_vboPtr $ _psBez vbos) ((_psBez offsets + layOff) * 11 * floatSize)
TextV (x,y) -> poke34 thePtr thePos theCol
>> pokeElemOff thePtr 7 x
>> pokeElemOff thePtr 8 y
where
thePtr = plusPtr (_vboPtr $ _psText vbos) ((_psText offsets + layOff) * 9 * floatSize)
ArcV (x,y,z) -> poke34 thePtr thePos theCol
>> pokeElemOff thePtr 7 x
>> pokeElemOff thePtr 8 y
>> pokeElemOff thePtr 9 z
where
thePtr = plusPtr (_vboPtr $ _psArc vbos) ((_psArc offsets + layOff) * 10 * floatSize)
EllV -> poke34 (plusPtr (_vboPtr $ _psEll vbos) ((_psEll offsets + layOff) * 7 * floatSize)) thePos theCol
where
layOff = theLay * numSubElements
offsets = imoffsets IM.! theLay
addLayCountVerx :: IM.IntMap (PicShads Int) -> Verx -> IM.IntMap (PicShads Int)
addLayCountVerx m vx = IM.adjust f (_vxLayer vx) m
where
f = flip addCountVerx vx