Implement shading for more types of shapes (cylinders, boxes)
This commit is contained in:
@@ -9,6 +9,7 @@ module Dodge.Creature.Picture (
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deadFeet,
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) where
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import Shape
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import Control.Lens
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import Dodge.Creature.HandPos (translateToLeftHand, translateToRightHand)
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import Dodge.Creature.Test
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@@ -18,25 +19,29 @@ import Dodge.Item.Draw
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import Geometry
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import Picture
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import qualified Quaternion as Q
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import Shape
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--import Shape
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import ShapePicture
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basicCrPict :: Creature -> SPic
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basicCrPict cr = uncurryV translateSPf (_crPos cr) (rotateSP (_crDir cr) $ drawEquipment cr)
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<> (basicCrShape cr, mempty)
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testShape :: Shape
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testShape = translateSHz 10 . rotateSHx 1 . upperBox 20 $ polyCirc 2 10
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basicCrShape ::
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Creature ->
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Shape
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basicCrShape cr
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| _crCamouflage cr == Invisible = mempty
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| otherwise =
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tr . scaleSH (V3 crsize crsize crsize) $
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mconcat
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[ rotdir . colorSH (_skinHead cskin) . translateSHz 20 $ scalp cr
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, rotdir $ colorSH (_skinUpper cskin) $ upperBody cr
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, rotmdir $ colorSH (_skinLower cskin) $ feet cr
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]
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| otherwise = colorSH white $ tr $ rotdir testShape
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-- | otherwise =
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-- tr . scaleSH (V3 crsize crsize crsize) $
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-- mconcat
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-- [ rotdir . colorSH (_skinHead cskin) . translateSHz 20 $ scalp cr
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-- , rotdir $ colorSH (_skinUpper cskin) $ upperBody cr
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-- , rotmdir $ colorSH (_skinLower cskin) $ feet cr
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-- ]
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where
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cskin = _crType cr
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crsize = 0.1 * _crRad cr
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@@ -141,11 +141,14 @@ doDrawing' win pdata u = do
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let fs = _shapeShader pdata
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glUseProgram (_shadName fs)
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glBindVertexArray $ fs ^. shadVAO . vaoName
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-- glEnable GL_CULL_FACE
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-- glCullFace GL_BACK
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glDrawElements
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(marshalEPrimitiveMode $ _shadPrim' fs)
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(fromIntegral nIndices)
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GL_UNSIGNED_SHORT
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nullPtr
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-- glDisable GL_CULL_FACE
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--draw floor onto base buffer
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drawShader (fst $ _textureArrayShader pdata) nFls
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--draw lightmap into its own buffer
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@@ -141,8 +141,6 @@ putShape sh =
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bnds = shapeBounds sh
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m = midBounds bnds
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--shapePoints :: Shape -> Stream (Of Point2) Identity ()
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--shapePoints = S.each . concatMap (map (stripZ . _svPos) . _shVs)
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shapePoints :: Shape -> [Point2]
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shapePoints = concatMap (map stripZ . _sfVs)
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@@ -141,7 +141,7 @@ preloadRender = do
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positionalBlankShad <- makeShader "positional/blank" [vert, frag] [3] ETriangles
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-- 2D draw shaders
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bslist <- makeShader "dualTwoD/basic" [vert, frag] [3, 4] ETriangles
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bslista <- makeShader4 "shape/basic" [vert, frag] [4, 4, 4] nShapeVerxComp ETriangles shVBO
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bslista <- makeShader4 "shape/basic" [vert, frag] shapeVerxSizes nShapeVerxComp ETriangles shVBO
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glVertexArrayElementBuffer (bslista ^. shadVAO . vaoName) shEBOname
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aslist <- makeShader "dualTwoD/arc" [vert, frag] [3, 4, 3] ETriangles
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eslist <- makeShader "dualTwoD/ellipse" [vert, geom, frag] [3, 4] ETriangles
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+138
-8
@@ -6,6 +6,7 @@ module Shader.Poke
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, pokeWallsWindowsFloor
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, memoTopPrismEdgeIndices
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) where
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import Linear.V3 (cross)
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import Geometry.Polygon
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import Shader.Data
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import Shader.Parameters
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@@ -98,11 +99,77 @@ pokeShapeObj
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-> IO (Int,Int,Int)
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{-# INLINE pokeShapeObj #-}
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pokeShapeObj ptr iptr ieptr counts (Surface shtype shVerts col) = case shtype of
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TopPrism size -> pokeTopPrism midp col (size - 2) ptr iptr ieptr counts (VFSM.fromList shVerts)
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TopPrism size -> pokeTopPrism midp col size ptr iptr ieptr counts (VFSM.fromList shVerts)
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TopBox size -> pokeBox col size ptr iptr ieptr counts shVerts
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TopCylinder size -> pokeCylinder col size ptr iptr ieptr counts shVerts
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-- TopCylinder size -> pokeTopPrism midp (size - 2) ptr iptr ieptr counts (VFSM.fromList shVerts)
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where
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midp = centroidNum shVerts
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pokeCylinder :: Point4 -> Int -> Ptr Float -> Ptr GLushort -> Ptr GLushort
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-> (Int,Int,Int)
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-> [Point3]
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-> IO (Int,Int,Int)
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pokeCylinder col size ptr iptr ieptr (nv,nshapeindices,nei) (tc:bc:svs) = do
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nv' <- pokeCylinderCurve col size ptr tc bc svs nv
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--nv' <- VFSM.foldlM' (pokeJustV tc col ptr) nv $ VFSM.fromList svs
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nsi' <- UV.foldM' (pokeTopPrismIndex nv iptr) nshapeindices
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--(memoCylinderIndices V.! (size - 2))
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(memoTopPrismIndices V.! (size - 2))
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nei' <- UV.foldM' (pokeTopPrismEdgeIndex nv ieptr) nei
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$ memoTopPrismEdgeIndices V.! (size - 3)
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return (nv',nsi',nei')
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pokeCylinder _ _ _ _ _ _ _ = undefined
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pokeCylinderCurve col size ptr tc bc svs nv = go True svs nv
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where
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go _ [] n = return n
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go True (x:xs) n = pokeJustV tc col ptr n x >>= go False xs
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go False (x:xs) n = pokeJustV bc col ptr n x >>= go True xs
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pokeCylinderEnds = undefined
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pokeBox :: Point4 -> Int -> Ptr Float -> Ptr GLushort -> Ptr GLushort
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-> (Int,Int,Int)
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-> [Point3]
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-> IO (Int,Int,Int)
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{-# INLINE pokeBox #-}
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pokeBox col size ptr iptr ieptr (nv,nshapeindices,nei) svs = do
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nv' <- VFSM.foldM' (pokeBoxSurface col ptr svs) nv $ VFSM.fromList $ boxSurfaces size
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nshapeindices' <- UV.foldM' (pokeTopPrismIndex nv iptr) nshapeindices
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(memoFlatIndices V.! (size -3))
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nei' <- UV.foldM' (pokeTopPrismEdgeIndex nv ieptr) nei
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$ memoBoxEdgeIndices V.! (size - 3)
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return (nv', nshapeindices', nei')
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-- should probably use a vector of Point3
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pokeBoxSurface :: Point4 -> Ptr Float -> [Point3] -> Int -> [Int] -> IO Int
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pokeBoxSurface col ptr vs n is = foldM
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(pokeFlatV norm col ptr)
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n
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v
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where
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v = (V.backpermute (V.fromList vs) (V.fromList is))
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x = v V.! 0
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y = v V.! 1
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z = v V.! 2
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norm = negate $ cross (x-y) (z-y)
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boxSurfaces :: Int -> [[Int]]
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boxSurfaces size = [0,2 .. size * 2 -1]
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: [1,3 .. size * 2]
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: map f [0,2 .. size * 2 - 1]
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where
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f x = map (`mod` (size *2)) [x, x+1, x+3, x+2]
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boxSurfaces' :: Int -> [[Int]]
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boxSurfaces' n = [0 .. n -1]
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: reverse [n .. n * 2-1]
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: map (map ((2*n)+)) [[4*i,4*i+1,4*i+2,4*i+3] | i <- [0..n-1]]
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-- : map f [0,1 .. n - 1]
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where
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f x = map (`mod` (n *2)) [x, x+n, x+n+1, x+1]
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pokeTopPrism :: Point3 -> Point4 -> Int -> Ptr Float -> Ptr GLushort
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-> Ptr GLushort
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-> (Int,Int,Int)
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@@ -112,9 +179,9 @@ pokeTopPrism :: Point3 -> Point4 -> Int -> Ptr Float -> Ptr GLushort
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pokeTopPrism cp col size ptr iptr ieptr (nv,nshapeindices,nedgeindices) svs = do
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nv' <- VFSM.foldlM' (pokeJustV cp col ptr) nv svs
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nshapeindices' <- UV.foldM' (pokeTopPrismIndex nv iptr) nshapeindices
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(memoTopPrismIndices V.! size)
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(memoTopPrismIndices V.! (size - 2))
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nedgeindices' <- UV.foldM' (pokeTopPrismEdgeIndex nv ieptr) nedgeindices
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(memoTopPrismEdgeIndices V.! size)
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(memoTopPrismEdgeIndices V.! (size - 3))
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return (nv', nshapeindices', nedgeindices')
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pokeTopPrismEdgeIndex :: Int -> Ptr GLushort
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@@ -130,20 +197,40 @@ pokeTopPrismIndex :: Int -> Ptr GLushort
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-> Int
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-> Int
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-> IO Int
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--{-# INLINE pokeTopPrismIndex #-}
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{-# INLINE pokeTopPrismIndex #-}
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pokeTopPrismIndex nv iptr nshapeindices ioff = do
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pokeElemOff iptr nshapeindices (fromIntegral $ nv + ioff)
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return $ nshapeindices + 1
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memoTopPrismEdgeIndices :: V.Vector (UV.Vector Int)
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memoTopPrismEdgeIndices = V.generate 10
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$ UV.fromList . topPrismEdgeIndices . (+ 2)
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triangulate :: [Int] -> [Int]
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triangulate is = V.toList . V.backpermute (V.fromList is) . V.fromList $ triangulateIndices (length is)
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triangulateIndices :: Int -> [Int]
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triangulateIndices i = concatMap f [0..i-3]
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where
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f x | even x = [0,(x+1),(x+2)]
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| odd x = [0,(x+2),(x+1)]
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memoFlatIndices :: V.Vector (UV.Vector Int)
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memoFlatIndices = V.generate 10
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$ UV.fromList . concatMap triangulate . boxSurfaces' . (+3)
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memoTopPrismIndices :: V.Vector (UV.Vector Int)
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memoTopPrismIndices = V.generate 10
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$ UV.fromList . topPrismIndices . (+ 2)
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topPrismEdgeIndices :: Int -> [Int]
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memoCylinderIndices :: V.Vector (UV.Vector Int)
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memoCylinderIndices = V.generate 10
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$ UV.fromList . cylinderIndices . (+ 2)
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-- $ UV.fromList . topPrismIndices . (+ 2)
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memoTopPrismEdgeIndices :: V.Vector (UV.Vector Int)
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memoTopPrismEdgeIndices = V.generate 10
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$ UV.fromList . topPrismEdgeIndices . (+3)
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topPrismEdgeIndices
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:: Int -- ^ the number of vertices on the top surface, ie. half the total
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-> [Int]
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topPrismEdgeIndices n = concatMap f [0..n-1]
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where
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f i = map g
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@@ -154,6 +241,23 @@ topPrismEdgeIndices n = concatMap f [0..n-1]
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where
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g j = (2 * i + j) `mod` (2*n)
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memoBoxEdgeIndices :: V.Vector (UV.Vector Int)
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memoBoxEdgeIndices = V.generate 10
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$ UV.fromList . boxEdgeIndices . (+3)
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boxEdgeIndices
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:: Int -- ^ the number of vertices on the top surface, ie. half the total
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-> [Int]
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boxEdgeIndices n = concatMap f [0..n-1]
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where
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f i = map g
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[ 0 , 1 , n , 2
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, 0 , n ,-1 , n+1
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, n , n+1 ,n-1 , 1
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]
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where
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g j = (i + j) `mod` (2*n)
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topPrismIndices :: Int -> [Int]
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topPrismIndices n = concatMap f [1..n-2] -- triangles on top face
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++ concatMap f' [1..n-2] -- triangles on bottom face
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@@ -167,6 +271,16 @@ topPrismIndices n = concatMap f [1..n-2] -- triangles on top face
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g x = [2*x,2*x+1,2*x+3
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,2*x,2*x+3,2*x+2]
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cylinderIndices :: Int -> [Int]
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cylinderIndices n = [2*n-2,2*n-1,1
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,2*n-2,1,0] -- last side triangle (applies mod 2n)
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++ concatMap g [0..n-2] -- other triangles on sides
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where
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f x = [0,2*x,2*x+2]
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f' x = [1,2*x+3,2*x+1]
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g x = [2*x,2*x+1,2*x+3
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,2*x,2*x+3,2*x+2]
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-- consider changing the position to a vec4
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-- and just doing two pokes rather than seven
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-- (especially if adding normal data)
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@@ -186,6 +300,22 @@ pokeJustV cp col ptr nv sh = do
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V4 r g b a = col
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V3 nx ny nz = cp
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pokeFlatV :: Point3
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-> Point4
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-> Ptr Float
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-> Int
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-> Point3
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-> IO Int
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{-# INLINE pokeFlatV #-}
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pokeFlatV norm col ptr nv sh = do
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zipWithM_ f [0..] [x,y,z,1,r,g,b,a,nx,ny,nz,1]
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return (nv + 1)
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where
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f i = pokeElemOff ptr (nv*nShapeVerxComp + i)
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V3 x y z = sh
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V4 r g b a = col
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V3 nx ny nz = sh - norm
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pokeLayVerxs
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:: MV.MVector (PrimState IO) (FullShader ,VBO)
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-> UMV.MVector (PrimState IO) Int
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@@ -7,6 +7,7 @@ module Shape
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, upperPrismPolyHalf
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, prismPoly
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, polyCirc
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, upperBox
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, translateSHz
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, translateSHf
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, rotateSH
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@@ -17,6 +18,7 @@ module Shape
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, overColSH
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-- , overColSHM
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, overPosSH
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, upperCylinder
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) where
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import Geometry
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import Shape.Data
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@@ -71,6 +73,31 @@ upperPrismPoly h ps = singleShape (Surface (TopPrism n) (f ps) black)
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f (x:xs) = g h x : g 0 x : f xs
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f _ = []
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upperBox
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:: Float -- ^ height, expected to be strictly positive
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-> [Point2]
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-> Shape
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{-# INLINE upperBox #-}
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upperBox h ps = singleShape (Surface (TopBox n) (f ps) white)
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where
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n = length ps
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g h' (V2 x y) = V3 x y h'
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f (x:xs) = g h x : g 0 x : f xs
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f _ = []
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upperCylinder
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:: Float -- ^ height, expected to be strictly positive
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-> [Point2]
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-> Shape
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{-# INLINE upperCylinder #-}
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upperCylinder h ps = singleShape (Surface (TopCylinder n) (addZ h cc:addZ 0 cc:f ps) black)
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where
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cc = centroid ps
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n = length ps
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g h' (V2 x y) = V3 x y h'
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f (x:xs) = g h x : g 0 x : f xs
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f _ = []
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upperPrismPolyHalf
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:: Float -- ^ height, expected to be strictly positive
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-> [Point2]
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+8
-5
@@ -19,11 +19,11 @@ shVfromList = id
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{-# INLINE shEfromList #-}
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shEfromList = id
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data ShapeType = TopPrism { _prismSize :: Int }
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-- | Surface { _surfaceSize :: Int}
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| TopBox { _topBoxSize :: Int }
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| TopCylinder { _topCylinderSize :: Int }
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deriving (Eq, Ord, Show, Read)
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--deriving stock Generic
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--deriving anyclass Flat
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-- for TopCylinder, the first vertex in _sfVs should be the center of the top
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-- plane, the second should be the center of the bottom plane.
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data Surface = Surface
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{ _sfType :: ShapeType
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@@ -38,7 +38,10 @@ makeLenses ''ShapeType
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type Shape = [Surface]
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nShapeVerxComp :: Int
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nShapeVerxComp = 12
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nShapeVerxComp = sum shapeVerxSizes
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shapeVerxSizes :: [Int]
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shapeVerxSizes = [4,4,4]
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deriveJSON defaultOptions ''ShapeType
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deriveJSON defaultOptions ''Surface
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