Add layered drawing of pictures
This commit is contained in:
+116
-75
@@ -26,7 +26,7 @@ import qualified Graphics.Rendering.OpenGL as GL
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import Data.Foldable
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import Data.List
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import qualified Data.Vector.Storable as V
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import qualified Data.DList as DL
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import qualified Data.IntMap as IM
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import Control.DeepSeq
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@@ -93,23 +93,54 @@ charToTuple :: Char -> (Point3,Point4,Point2)
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charToTuple c = ((0,0,0),white,(offset,100))
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where offset = fromIntegral (fromEnum c) - 32
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picToFTree :: Picture -> FTree RenderType
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--picToFTree :: Picture -> IM.IntMap (FTree RenderType)
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--{-# INLINE picToFTree #-}
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--picToFTree (Polygon i ps) = IM.singleton i $ FLeaf $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ repeat black
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--picToFTree (PolygonCol i vs)
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-- = let (ps,cs) = unzip vs
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-- in IM.singleton i $ FLeaf $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ polyToTris cs
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--picToFTree (Circle i r) = IM.singleton i $ FLeaf $ RenderCirc $ ((0,0,0),black,r)
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--picToFTree (ThickArc i startA endA rad wdth)
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-- = IM.singleton i $ FLeaf $ RenderArc $ ((0,0,0),black,(startA,endA,rad,wdth))
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--picToFTree Blank = IM.singleton 0 $ FLeaf $ RenderBlank
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--picToFTree (Line i ps) = IM.singleton 0 $ FLeaf $ RenderLine $ zip (map zeroZ $ doubleLine ps) $ repeat black
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--picToFTree (Text i s) = IM.singleton i $ FLeaf $ RenderText $ stringToList s
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--picToFTree (Scale x y pic) = fmap (FBranch (scaleRen x y)) $ picToFTree pic
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--picToFTree (Translate x y pic) = fmap (FBranch (translateRen x y)) $ picToFTree pic
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--picToFTree (Rotate a pic) = fmap (FBranch (rotateRen a)) $ picToFTree pic
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--picToFTree (SetDepth a pic) = fmap (FBranch (setDepthRen a)) $ picToFTree pic
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--picToFTree (Color c pic) = fmap (FBranch (colorRen c)) $ picToFTree pic
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--picToFTree (Pictures pics) = fmap FBranches $ IM.unionsWith (++) $ map (fmap return . picToFTree) pics
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picToFTree :: Int -> Picture -> FTree RenderType
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{-# INLINE picToFTree #-}
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picToFTree (Polygon ps) = FLeaf $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ repeat black
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picToFTree (PolygonCol vs) = let (ps,cs) = unzip vs
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in FLeaf $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ polyToTris cs
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picToFTree (Circle r) = FLeaf $ RenderCirc $ ((0,0,0),black,r)
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picToFTree (ThickArc startA endA rad wdth)
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= FLeaf $ RenderArc $ ((0,0,0),black,(startA,endA,rad,wdth))
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picToFTree Blank = FLeaf $ RenderBlank
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picToFTree (Text s) = FLeaf $ RenderText $ stringToList s
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picToFTree (Scale x y pic) = FBranch (scaleRen x y) $ picToFTree pic
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picToFTree (Translate x y pic) = FBranch (translateRen x y) $ picToFTree pic
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picToFTree (Rotate a pic) = FBranch (rotateRen a) $ picToFTree pic
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picToFTree (SetDepth a pic) = FBranch (setDepthRen a) $ picToFTree pic
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picToFTree (Color c pic) = FBranch (colorRen c) $ picToFTree pic
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picToFTree (Pictures pics) = FBranches $ map picToFTree pics
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picToFTree (Line ps) = FLeaf $ RenderLine $ zip (map zeroZ $ doubleLine ps) $ repeat black
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picToFTree x (Polygon i ps)
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| i == x = FLeaf $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ repeat black
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| otherwise = FLeaf RenderBlank
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picToFTree x (PolygonCol i vs)
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| i /= x = FLeaf RenderBlank
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| otherwise =
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let (ps,cs) = unzip vs
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in FLeaf $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ polyToTris cs
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picToFTree x (Circle i r)
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| i == x = FLeaf $ RenderCirc $ ((0,0,0),black,r)
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| otherwise = FLeaf RenderBlank
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picToFTree x (ThickArc i startA endA rad wdth)
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| i == x = FLeaf $ RenderArc $ ((0,0,0),black,(startA,endA,rad,wdth))
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| otherwise = FLeaf RenderBlank
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picToFTree x (Line i ps)
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| i == x = FLeaf $ RenderLine $ zip (map zeroZ $ doubleLine ps) $ repeat white
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| otherwise = FLeaf RenderBlank
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picToFTree x (Text i s)
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| i == x = FLeaf $ RenderText $ stringToList s
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| otherwise = FLeaf RenderBlank
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picToFTree j Blank = FLeaf RenderBlank
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picToFTree j (Scale x y pic) = FBranch (scaleRen x y) $ picToFTree j pic
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picToFTree j (Translate x y pic) = FBranch (translateRen x y) $ picToFTree j pic
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picToFTree j (Rotate a pic) = FBranch (rotateRen a) $ picToFTree j pic
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picToFTree j (SetDepth a pic) = FBranch (setDepthRen a) $ picToFTree j pic
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picToFTree j (Color c pic) = FBranch (colorRen c) $ picToFTree j pic
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picToFTree j (Pictures pics) = FBranches $ map (picToFTree j) pics
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doubleLine :: [Point2] -> [Point2]
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doubleLine (x:y:xs) = concat $ zipWith (:) (init (x:y:xs)) $ map (\a -> [a]) (y:xs)
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@@ -281,73 +312,83 @@ renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints p
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blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
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clear [DepthBuffer]
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-- poke necessary data
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(nTriVs,nTextVs,numCircVs,nLineVs,nArcVs)
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-- <- F.foldM (theFold (_ptrPosVBO pdata, _ptrColVBO pdata)
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<- F.foldM (theFold (twoPtrsVAO $ _triVAO pdata)
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(threePtrsVAO $ _textVAO pdata)
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(threePtrsVAO $ _circVAO pdata)
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(twoPtrsVAO $ _lineVAO pdata)
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(threePtrsVAO $ _arcVAO pdata)
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) $ picToFTree pic
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-- draw layer 0
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renderTree pdata rot zoom (tranx,trany) (winx,winy) (picToFTree 0 pic)
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depthFunc $= Just Less
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currentProgram $= Just (_backShader pdata)
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bindVertexArrayObject $= Just (_vao $ _backVAO pdata)
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let backPtr = (\(_,x,_) -> x) $ head $ _vaoBufferTargets $ _backVAO pdata
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backPtr2 = (\(_,x,_) -> x) $ (_vaoBufferTargets $ _backVAO pdata) !! 1
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pokeFourOff backPtr 0 (tranx,trany,rot,zoom)
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pokeTwoOff backPtr2 0 (winx,winy)
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bindArrayBuffers 1 $ _vaoBufferTargets $ _backVAO pdata
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textureBinding Texture2D $= Just (_textures pdata !! 1)
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drawArrays Points (fromIntegral 0) (fromIntegral 1)
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-- draw triangles
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currentProgram $= Just (_basicShader pdata)
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bindVertexArrayObject $= Just (_vao $ _triVAO pdata)
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bindArrayBuffers nTriVs $ _vaoBufferTargets $ _triVAO pdata
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drawArrays Triangles 0 (fromIntegral $ nTriVs)
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-- draw circles
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currentProgram $= Just (_circShader pdata)
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uniform (_uniWinSize pdata) $= Vector2 winx winy
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uniform (_csZoomUni pdata) $= zoom
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bindVertexArrayObject $= Just (_vao $ _circVAO pdata)
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bindArrayBuffers numCircVs $ _vaoBufferTargets $ _circVAO pdata
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drawArrays Points 0 (fromIntegral $ numCircVs)
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-- draw arcs
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currentProgram $= Just (_arcShader pdata)
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uniform (_asWinUni pdata) $= Vector2 winx winy
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uniform (_asZoomUni pdata) $= zoom
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bindVertexArrayObject $= Just (_vao $ _arcVAO pdata)
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bindArrayBuffers nArcVs $ _vaoBufferTargets $ _arcVAO pdata
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drawArrays Points 0 (fromIntegral $ nArcVs)
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renderTree pdata rot zoom (tranx,trany) (winx,winy) $ picToFTree 1 pic
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-- reset blend so that light map doesn't apply
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blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
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-- draw lines
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currentProgram $= Just (_basicShader pdata)
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bindVertexArrayObject $= Just (_vao $ _lineVAO pdata)
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bindArrayBuffers nTriVs $ _vaoBufferTargets $ _lineVAO pdata
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drawArrays Lines 0 (fromIntegral $ nLineVs)
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-- draw text
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currentProgram $= Just (_textShader pdata)
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bindVertexArrayObject $= Just (_vao $ _textVAO pdata)
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bindArrayBuffers nTextVs $ _vaoBufferTargets $ _textVAO pdata
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textureBinding Texture2D $= Just (_textures pdata !! 0)
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drawArrays Points 0 (fromIntegral $ nTextVs)
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renderTree pdata rot zoom (tranx,trany) (winx,winy) $ picToFTree 2 pic
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--
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---- poke necessary data
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-- (nTriVs,nTextVs,numCircVs,nLineVs,nArcVs)
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---- <- F.foldM (theFold (_ptrPosVBO pdata, _ptrColVBO pdata)
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-- <- F.foldM (theFold (twoPtrsVAO $ _triVAO pdata)
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-- (threePtrsVAO $ _textVAO pdata)
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-- (threePtrsVAO $ _circVAO pdata)
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-- (twoPtrsVAO $ _lineVAO pdata)
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-- (threePtrsVAO $ _arcVAO pdata)
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-- ) $ (picToFTree 0 pic)
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--
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-- depthFunc $= Just Less
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--
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-- currentProgram $= Just (_backShader pdata)
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-- bindVertexArrayObject $= Just (_vao $ _backVAO pdata)
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-- let backPtr = (\(_,x,_) -> x) $ head $ _vaoBufferTargets $ _backVAO pdata
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-- backPtr2 = (\(_,x,_) -> x) $ (_vaoBufferTargets $ _backVAO pdata) !! 1
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-- pokeFourOff backPtr 0 (tranx,trany,rot,zoom)
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-- pokeTwoOff backPtr2 0 (winx,winy)
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-- bindArrayBuffers 1 $ _vaoBufferTargets $ _backVAO pdata
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-- textureBinding Texture2D $= Just (_textures pdata !! 1)
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-- drawArrays Points (fromIntegral 0) (fromIntegral 1)
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--
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---- draw triangles
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-- currentProgram $= Just (_basicShader pdata)
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-- bindVertexArrayObject $= Just (_vao $ _triVAO pdata)
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-- bindArrayBuffers nTriVs $ _vaoBufferTargets $ _triVAO pdata
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-- drawArrays Triangles 0 (fromIntegral $ nTriVs)
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---- draw circles
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-- currentProgram $= Just (_circShader pdata)
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-- uniform (_uniWinSize pdata) $= Vector2 winx winy
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-- uniform (_csZoomUni pdata) $= zoom
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-- bindVertexArrayObject $= Just (_vao $ _circVAO pdata)
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-- bindArrayBuffers numCircVs $ _vaoBufferTargets $ _circVAO pdata
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-- drawArrays Points 0 (fromIntegral $ numCircVs)
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---- draw arcs
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-- currentProgram $= Just (_arcShader pdata)
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-- uniform (_asWinUni pdata) $= Vector2 winx winy
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-- uniform (_asZoomUni pdata) $= zoom
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-- bindVertexArrayObject $= Just (_vao $ _arcVAO pdata)
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-- bindArrayBuffers nArcVs $ _vaoBufferTargets $ _arcVAO pdata
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-- drawArrays Points 0 (fromIntegral $ nArcVs)
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--
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---- reset blend so that light map doesn't apply
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-- blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
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--
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---- draw lines
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-- currentProgram $= Just (_basicShader pdata)
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-- bindVertexArrayObject $= Just (_vao $ _lineVAO pdata)
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-- bindArrayBuffers nTriVs $ _vaoBufferTargets $ _lineVAO pdata
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-- drawArrays Lines 0 (fromIntegral $ nLineVs)
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---- draw text
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-- currentProgram $= Just (_textShader pdata)
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-- bindVertexArrayObject $= Just (_vao $ _textVAO pdata)
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-- bindArrayBuffers nTextVs $ _vaoBufferTargets $ _textVAO pdata
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-- textureBinding Texture2D $= Just (_textures pdata !! 0)
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-- drawArrays Points 0 (fromIntegral $ nTextVs)
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bufferOffset :: Integral a => a -> Ptr b
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bufferOffset = plusPtr nullPtr . fromIntegral
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-- the following code draws a picture
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-- the following code draws a picture tree
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-- it does not set nor change the blend function or depth buffer
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renderPicture :: RenderData -> Float -> Float -> (Float,Float) -> (Float,Float)
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-> Picture -> IO ()
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renderPicture pdata rot zoom (tranx,trany) (winx,winy) pic = do
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renderTree :: RenderData -> Float -> Float -> (Float,Float) -> (Float,Float)
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-> FTree RenderType -> IO ()
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renderTree pdata rot zoom (tranx,trany) (winx,winy) tree = do
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-- poke necessary data
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(nTriVs,nTextVs,numCircVs,nLineVs,nArcVs)
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@@ -357,7 +398,7 @@ renderPicture pdata rot zoom (tranx,trany) (winx,winy) pic = do
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(threePtrsVAO $ _circVAO pdata)
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(twoPtrsVAO $ _lineVAO pdata)
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(threePtrsVAO $ _arcVAO pdata)
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) $ picToFTree pic
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) $ tree
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depthFunc $= Just Less
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@@ -392,12 +433,12 @@ renderPicture pdata rot zoom (tranx,trany) (winx,winy) pic = do
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drawArrays Points 0 (fromIntegral $ nArcVs)
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-- reset blend so that light map doesn't apply
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blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
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-- blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
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-- draw lines
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currentProgram $= Just (_basicShader pdata)
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bindVertexArrayObject $= Just (_vao $ _lineVAO pdata)
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bindArrayBuffers nTriVs $ _vaoBufferTargets $ _lineVAO pdata
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bindArrayBuffers nLineVs $ _vaoBufferTargets $ _lineVAO pdata
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drawArrays Lines 0 (fromIntegral $ nLineVs)
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-- draw text
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currentProgram $= Just (_textShader pdata)
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