Engage multiple threads
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+2
-5
@@ -35,11 +35,8 @@ import Control.Lens
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import qualified Data.Set as S
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import SDL
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handleEvent :: World -> Event -> Maybe World
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handleEvent = flip handleEvent'
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handleEvent' :: Event -> World -> Maybe World
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handleEvent' e = case eventPayload e of
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handleEvent :: Event -> World -> Maybe World
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handleEvent e = case eventPayload e of
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KeyboardEvent kev -> handleKeyboardEvent kev
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MouseMotionEvent mmev -> handleMouseMotionEvent mmev
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MouseButtonEvent mbev -> handleMouseButtonEvent mbev
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+14
-9
@@ -23,6 +23,7 @@ import Shader.Parameters
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import Foreign
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import Control.Lens
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import Control.Monad
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import qualified Control.Monad.Parallel as MP
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import Graphics.Rendering.OpenGL hiding (color,scale,translate,rotate)
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import qualified SDL
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import qualified Data.Vector.Unboxed.Mutable as UMV
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@@ -42,16 +43,20 @@ doDrawing pdata w = do
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viewFrom3d = Vector3 vfx vfy 20
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shadV = _pictureShaders pdata
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-- bind as much data into vbos as feasible at this point
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-- pictures
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-- pictures setup
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layerCounts <- UMV.replicate (6*6) 0
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pokeBindFoldableLayer shadV layerCounts $ worldPictures w
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-- poke wall points and colors
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nWalls <- poke224s (shadVBOptr $ _wallTextureShader pdata) wallPointsCol
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(nShapeVs,nIndices,nSilIndices) <- pokeShape
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(_vboPtr $ _vaoVBO $ _shadVAO $ _shapeShader pdata)
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(_eboPtr $ _shapeEBO pdata)
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(_eboPtr $ _silhouetteEBO pdata)
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$ worldShape w
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-- attempt to do this poking in parallel
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(nWalls,(nShapeVs,nIndices,nSilIndices)) <- MP.bindM3 (\ _ a b -> return (a,b))
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-- pictures poking
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( pokeBindFoldableLayer shadV layerCounts $ worldPictures w )
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-- poke wall points and colors
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( poke224s (shadVBOptr $ _wallTextureShader pdata) wallPointsCol )
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( pokeShape
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(_vboPtr $ _vaoVBO $ _shadVAO $ _shapeShader pdata)
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(_eboPtr $ _shapeEBO pdata)
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(_eboPtr $ _silhouetteEBO pdata)
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$ worldShape w
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)
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-- bind wall points, silhouette data, surface geometry
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uncurry bindShaderBuffers $ unzip
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[ ( _wallTextureShader pdata, nWalls)
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+30
-17
@@ -17,11 +17,16 @@ import Geometry.Data
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import Graphics.Rendering.OpenGL hiding (color,scale,translate,rotate)
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import Foreign
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import qualified Data.Vector as V
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import qualified Data.Vector.Unboxed as UV
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import qualified Data.Vector.Unboxed.Mutable as UMV
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import qualified Data.Vector.Mutable as MV
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import qualified Data.Vector.Fusion.Stream.Monadic as VS
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import Control.Monad.Primitive
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import Control.Monad
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--import Control.Parallel.Strategies
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--import System.Environment
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import Control.Monad.Parallel as MP
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--import Control.Monad
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--import qualified Data.DList as DL
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pokeVerxs
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@@ -63,30 +68,38 @@ pokeShapeObj ptr iptr ieptr counts (ShapeObj shType shVerts) = case shType of
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pokeTopPrism :: Int -> Ptr Float -> Ptr GLushort
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-> Ptr GLushort -> (Int,Int,Int) -> [ShapeV] -> IO (Int,Int,Int)
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pokeTopPrism size ptr iptr ieptr count svs = do
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count' <- pokeTopPrismIndices size iptr count >>= pokeTopPrismEdgeIndices size ieptr
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VS.foldlM' (pokeJustV ptr) count' (VS.fromList svs)
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pokeTopPrismIndices :: Int -> Ptr GLushort -> (Int,Int,Int) -> IO (Int,Int,Int)
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pokeTopPrismIndices size iptr (nv,ni,nei) = do
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ni' <- foldM (pokeTopPrismIndex nv iptr) ni (topPrismIndices size)
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return (nv,ni',nei)
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pokeTopPrismEdgeIndices :: Int -> Ptr GLushort -> (Int,Int,Int) -> IO (Int,Int,Int)
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pokeTopPrismEdgeIndices size ieptr (nv,ni,nei) = do
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nei' <- foldM (pokeTopPrismEdgeIndex nv ieptr) nei (topPrismEdgeIndices size)
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return (nv,ni,nei')
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pokeTopPrism size ptr iptr ieptr (nv,ni,nei) svs = do
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MP.bindM3 (\a b c -> return (a,b,c))
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(VS.foldlM' (pokeJustV ptr) nv (VS.fromList svs) )
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(UV.foldM (pokeTopPrismIndex nv iptr) ni (memoTopPrismIndices V.! (size - 2)) )
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(UV.foldM (pokeTopPrismEdgeIndex nv ieptr) nei (memoTopPrismEdgeIndices V.! (size - 2)) )
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-- ni' <- UV.foldM (pokeTopPrismIndex nv iptr) ni (memoTopPrismIndices V.! (size - 2))
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-- nei' <- UV.foldM (pokeTopPrismEdgeIndex nv ieptr) nei (memoTopPrismEdgeIndices V.! (size - 2))
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-- nv' <- VS.foldlM' (pokeJustV ptr) nv (VS.fromList svs)
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-- return (nv',ni',nei')
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pokeTopPrismEdgeIndex :: Int -> Ptr GLushort -> Int -> Int -> IO Int
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{-# INLINE pokeTopPrismEdgeIndex #-}
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pokeTopPrismEdgeIndex nv iptr ni ioff = do
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pokeElemOff iptr ni (fromIntegral $ nv + ioff)
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return (ni + 1)
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pokeTopPrismIndex :: Int -> Ptr GLushort -> Int -> Int -> IO Int
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{-# INLINE pokeTopPrismIndex #-}
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pokeTopPrismIndex nv iptr ni ioff = do
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pokeElemOff iptr ni (fromIntegral $ nv + ioff)
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return (ni + 1)
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memoTopPrismEdgeIndices :: V.Vector (UV.Vector Int)
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memoTopPrismEdgeIndices = V.generate 6 f
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where
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f n = UV.fromList $ topPrismEdgeIndices (n + 2)
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memoTopPrismIndices :: V.Vector (UV.Vector Int)
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memoTopPrismIndices = V.generate 6 f
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where
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f n = UV.fromList $ topPrismIndices (n + 2)
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topPrismEdgeIndices :: Int -> [Int]
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topPrismEdgeIndices n = concatMap f [0..n-1]
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where
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@@ -108,8 +121,8 @@ 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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pokeJustV :: Ptr Float -> (Int,Int,Int) -> ShapeV -> IO (Int,Int,Int)
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pokeJustV ptr (nv,ni,nei) sh = do
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pokeJustV :: Ptr Float -> Int -> ShapeV -> IO Int
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pokeJustV ptr nv sh = do
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pokeElemOff ptr (off 0) a
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pokeElemOff ptr (off 1) b
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pokeElemOff ptr (off 2) c
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@@ -117,7 +130,7 @@ pokeJustV ptr (nv,ni,nei) sh = do
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pokeElemOff ptr (off 4) e
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pokeElemOff ptr (off 5) f
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pokeElemOff ptr (off 6) g
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return (nv+1,ni,nei)
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return (nv+1)
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where
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off i = nv*7 + i
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V3 a b c = _svPos sh
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