Rendering optimisations (mainly inlining)
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+1
-2
@@ -49,7 +49,6 @@ doDrawing pdata w = do
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(wallPointsCol,windowPoints) = wallsAndWindows w
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lightPoints = lightsForGloom w
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viewFroms = _cameraViewFrom w
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pic = worldPictures w
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-- bind as much data into vbos as feasible at this point
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-- poke wall points and colors
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nWalls <- poke224s (shadVBOptr $ _wallTextureShader pdata) wallPointsCol
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@@ -79,7 +78,7 @@ doDrawing pdata w = do
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_ <- renderFoldable pdata $ polysToPic $ foregroundPics w
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vnums <- pokeBindFoldableLayer pdata pic
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vnums <- pokeBindFoldableLayer pdata $ worldPictures w
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let shads = _pictureShaders pdata
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renderLayer 0 shads vnums
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@@ -21,9 +21,12 @@ import Data.List (partition)
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import qualified Data.IntMap.Lazy as IM
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worldPictures :: World -> Picture
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worldPictures w =
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concat (IM.elems $ _decorations w) ++ testPic w ++ concat
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[ concatMap (dbArg _pjDraw) . IM.elems $ _projectiles w
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worldPictures w = concat $
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(IM.elems $ _decorations w) ++
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(map (dbArg _pjDraw) . IM.elems $ _projectiles w) ++
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(map (crDraw w) . IM.elems $ _creatures w) ++
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(map (dbArg _ptDraw) $ _particles w) ++
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[ testPic w
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, concatMap drawItem . IM.elems $ _floorItems w
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, concatMap (crDraw w) . IM.elems $ _creatures w
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, concatMap clDraw . reverse $ _clouds w
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@@ -72,14 +72,14 @@ makeExplosionAt p w
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. explosionFlashAt p
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$ makeShockwaveAt [] p 50 10 1 white w
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where
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fVs = replicateM 75 (randInCirc 1) & evalState $ _randGen w
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fPs'' = replicateM 75 (fmap (15 *.*.*) randInHemisphere) & evalState $ _randGen w
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fVs = replicateM 15 (randInCirc 1) & evalState $ _randGen w
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fPs'' = replicateM 15 (fmap (15 *.*.*) randInHemisphere) & evalState $ _randGen w
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(fPs',zs) = let (a,b,c) = unzip3 $ map fromV3 fPs''
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in (zipWith V2 a b, c)
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fPs = map (pushAgainstWalls . (+.+) p . (*.*) 0.5) fPs'
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inversePushOut v = (15 - magV v) * 0.01 *.* v
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fVs' = zipWith (+.+) fVs $ map inversePushOut fPs'
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sizes = randomRs (2,6) $ _randGen w
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sizes = randomRs (2,9) $ _randGen w
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times = randomRs (20,25) $ _randGen w
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mF q z v size time = makeFlameletTimed q z v Nothing size time
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newFs = zipWith5 mF fPs zs (fmap (3 *.*) fVs') sizes times
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+31
-12
@@ -63,7 +63,7 @@ import Picture.Data
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--import Data.Bifunctor
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--import qualified Data.DList as DL
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--import Graphics.Rendering.OpenGL (lineWidth, ($=))
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import Control.Lens
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--import Control.Lens
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blank :: Picture
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{-# INLINE blank #-}
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@@ -160,17 +160,16 @@ translate3 :: Float -> Float -> Point3 -> Point3
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translate3 !a !b !(V3 x y z) = V3 (x+a) (y+b) z
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translate :: Float -> Float -> Picture -> Picture
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--{-# INLINE translate #-}
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--translate x y = map $ second $ overPos (translate3 x y)
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{-# INLINE translate #-}
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translate !x !y = map $! overPos $! translate3 x y
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setDepth :: Float -> Picture -> Picture
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--{-# INLINE setDepth #-}
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{-# INLINE setDepth #-}
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--setDepth d = map $ second $ overPos (\(x,y,_) -> (x,y,d))
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setDepth d = map $ overPos (\(V3 x y _) -> V3 x y d)
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addDepth :: Float -> Picture -> Picture
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--{-# INLINE addDepth #-}
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{-# INLINE addDepth #-}
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--addDepth d = map $ second $ overPos (\(x,y,z) -> (x,y,z+d))
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addDepth d = map $ overPos (\(V3 x y z) -> V3 x y (z+d))
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@@ -185,12 +184,12 @@ scale3 :: Float -> Float -> Point3 -> Point3
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scale3 a b (V3 x y z) = (V3 (x*a) (y*b) (z))
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scale :: Float -> Float -> Picture -> Picture
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--{-# INLINE scale #-}
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{-# INLINE scale #-}
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--scale x y = map . second . overPos $ scale3 x y
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scale x y = map $ overPos $ scale3 x y
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rotate :: Float -> Picture -> Picture
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--{-# INLINE rotate #-}
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{-# INLINE rotate #-}
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rotate a = map $ overPos $ rotate3 a
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pictures :: [Picture] -> Picture
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@@ -230,12 +229,10 @@ text s = map f $ stringToList s
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line :: [Point2] -> Picture
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{-# INLINE line #-}
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--line = Line
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line = flip thickLine 1
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lineCol :: [(Point2,RGBA)] -> Picture
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{-# INLINE lineCol #-}
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--lineCol = LineCol
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lineCol = flip thickLineCol 1
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thickLine :: [Point2] -> Float -> Picture
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@@ -296,6 +293,7 @@ thickArc startA endA rad wdth
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w = 1 - wdth / r
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thickArcHelp :: Float -> Float -> Float -> Float -> [Verx]
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{-# INLINE thickArcHelp #-}
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thickArcHelp startA endA rad wdth = map f
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[( (V3 0 0 0),black,(V3 0 0 wdth))
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,((V3 xa ya 0),black,(V3 1 0 wdth))
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@@ -330,9 +328,23 @@ chartreuse= V4 0.5 1 0 1
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orange = V4 1 0.5 0 1
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white = V4 1 1 1 1
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black = V4 0 0 0 1
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{-# INLINE red #-}
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{-# INLINE green #-}
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{-# INLINE blue #-}
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{-# INLINE yellow #-}
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{-# INLINE cyan #-}
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{-# INLINE magenta #-}
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{-# INLINE rose #-}
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{-# INLINE violet #-}
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{-# INLINE azure #-}
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{-# INLINE aquamarine #-}
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{-# INLINE chartreuse #-}
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{-# INLINE orange #-}
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{-# INLINE white #-}
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{-# INLINE black #-}
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mixColors :: Float -> Float -> Color -> Color -> Color
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{-# INLINE mixColors #-}
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mixColors rata ratb (V4 r0 g0 b0 a0) (V4 r2 g2 b2 a2) =
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let fullrat = rata + ratb
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normrata = rata / fullrat
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@@ -341,26 +353,33 @@ mixColors rata ratb (V4 r0 g0 b0 a0) (V4 r2 g2 b2 a2) =
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in (V4 (f r0 r2 ) ( f g0 g2 ) ( f b0 b2 ) ( normrata * a0 + normratb * a2))
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light :: Color -> Color
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{-# INLINE light #-}
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light (V4 r g b a) = (V4 (r+0.2) (g+0.2) (b+0.2) (a))
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dark :: Color -> Color
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{-# INLINE dark #-}
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dark (V4 r g b a) = (V4 (r-0.2) (g-0.2) (b-0.2) (a))
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dim :: Color -> Color
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{-# INLINE dim #-}
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dim (V4 r g b a) = (V4 (r/1.2) (g/1.2) (b/1.2) (a))
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bright :: Color -> Color
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{-# INLINE bright #-}
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bright (V4 r g b a) = (V4 (r*1.2) (g*1.2) (b*1.2) (a))
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greyN :: Float -> Color
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{-# INLINE greyN #-}
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greyN x = toV4 (x,x,x,1)
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overPos :: (Point3 -> Point3) -> Verx -> Verx
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{-# INLINE overPos #-}
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overPos = over vxPos
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--overPos = over vxPos
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overPos f vx = vx {_vxPos = f (_vxPos vx)}
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overCol :: (Point4 -> Point4) -> Verx -> Verx
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overCol = over vxCol
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{-# INLINE overCol #-}
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overCol f vx = vx {_vxCol = f (_vxCol vx)}
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-- no premature optimisation, consider changing to use texture arrays
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stringToList :: String -> [(Point3,Point4,Point2)]
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+10
-4
@@ -157,15 +157,21 @@ pokeBindFoldable pdata m = do
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zeroCounts :: PicShads Int
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zeroCounts = PicShads 0 0 0 0 0 0
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pokeBindFoldableLayer
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-- :: Foldable f
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:: RenderData
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pokeVerxLayers
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:: PicShads VBO
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-> [Verx]
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-> Layers (PicShads Int)
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-> IO (Layers (PicShads Int))
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pokeVerxLayers = undefined
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pokeBindFoldableLayer
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:: RenderData
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-> Picture
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-> IO (Layers (PicShads Int))
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pokeBindFoldableLayer pdata m = do
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let shads = _pictureShaders pdata
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slist'' <- pokeLayVerxs (fmap (_vaoVBO . _vshaderVAO) shads) m
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slist'' <- pokeLayVerxsPart (fmap (_vaoVBO . _vshaderVAO) shads) m (pure $ pure 0)
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bindShaderLay shads slist''
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return slist''
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@@ -37,6 +37,8 @@ module Shader.Data
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-- TODO make lenses for VBO object
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-- , textureObject
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) where
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--import Geometry.Data
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import Graphics.Rendering.OpenGL
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import Foreign
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import Control.Lens
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@@ -139,6 +141,14 @@ data FullShader = FullShader
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{- | Datatype containing the reference to a texture object. -}
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newtype ShaderTexture = ShaderTexture
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{ _textureObject :: TextureObject }
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--data PicVerxs = PicVerxs
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-- { _pvPoly :: (Point3,Point4)
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-- , _pvPolyz :: (Point3,Point4,Float)
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-- , _pvBez :: (Point3,Point4,Point4)
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-- , _pvText :: (Point3,Point4,Point2)
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-- , _pvArc :: (Point3,Point3,Point3)
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-- , _pvEll :: (Point3,Point4)
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-- }
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data EPrimitiveMode
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= EPoints
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+31
-10
@@ -7,6 +7,8 @@ module Shader.Poke
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, pokePoint33s
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, pokeVerxs
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, pokeLayVerxs
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, pokeLayVerxsPart
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, pokeLayVerxsPartM
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, pokeLayVerxsM
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, poke224s
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) where
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@@ -22,7 +24,7 @@ import Foreign
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import Control.Monad
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--import qualified Control.Foldl as F
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--import qualified Data.IntMap.Strict as IM
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import Control.Lens
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--import Control.Lens
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pokeVerxs :: PicShads VBO -> [Verx] -> IO (PicShads Int)
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pokeVerxs vbos vxs0 = go vxs0 (pure 0)
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@@ -32,7 +34,7 @@ pokeVerxs vbos vxs0 = go vxs0 (pure 0)
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-- this is very brittle, but want to optimise speed if possible here
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pokeVerx :: PicShads VBO -> PicShads Int -> Verx -> IO ()
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--{-# INLINE pokeVerx #-}
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{-# INLINE pokeVerx #-}
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pokeVerx vbos offsets Verx{_vxPos=thePos,_vxCol=theCol,_vxType=theType} = case theType of
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PolyV -> poke34 (plusPtr (_vboPtr $ _psPoly vbos) (_psPoly offsets * 7 * floatSize)) thePos theCol
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PolyzV x -> poke34 thePtr thePos theCol
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@@ -124,6 +126,17 @@ pokeLayVerxsM !vbos = foldM f (pure $ pure 0)
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where
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f counts vx = pokeLayVerx vbos counts vx >> return (addLayCountVerx counts vx)
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pokeLayVerxsPartM :: PicShads VBO -> [Verx] -> Layers (PicShads Int) -> IO (Layers (PicShads Int))
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pokeLayVerxsPartM !vbos vxs0 count0 = foldM f count0 vxs0
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where
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f counts vx = pokeLayVerx vbos counts vx >> return (addLayCountVerx counts vx)
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pokeLayVerxsPart :: PicShads VBO -> [Verx] -> Layers (PicShads Int) -> IO (Layers (PicShads Int))
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pokeLayVerxsPart !vbos vxs0 count0 = go vxs0 count0
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where
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go [] count = return count
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go (!vx:vxs) !count = pokeLayVerx vbos count vx >> (go vxs $! addLayCountVerx count vx)
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pokeLayVerxs :: PicShads VBO -> [Verx] -> IO (Layers (PicShads Int))
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pokeLayVerxs !vbos vxs0 = go vxs0 (pure (pure 0))
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where
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@@ -132,7 +145,7 @@ pokeLayVerxs !vbos vxs0 = go vxs0 (pure (pure 0))
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-- this is very brittle, but want to optimise speed if possible here
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pokeLayVerx :: PicShads VBO -> Layers (PicShads Int) -> Verx -> IO ()
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--{-# INLINE pokeLayVerx #-}
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{-# INLINE pokeLayVerx #-}
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pokeLayVerx vbos imoffsets Verx{_vxPos=thePos,_vxCol=theCol,_vxType=theType, _vxLayer = theLay} = case theType of
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PolyV -> poke34 (plusPtr (_vboPtr $ _psPoly vbos) ((_psPoly offsets + layOff) * 7 * floatSize)) thePos theCol
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PolyzV x -> poke34 thePtr thePos theCol
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@@ -164,13 +177,21 @@ pokeLayVerx vbos imoffsets Verx{_vxPos=thePos,_vxCol=theCol,_vxType=theType, _vx
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addLayCountVerx :: Layers (PicShads Int) -> Verx -> Layers (PicShads Int)
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--{-# INLINE addLayCountVerx #-}
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addLayCountVerx !m !vx = case _vxLayer vx of
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0 -> m & lay0 %~ f
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1 -> m & lay1 %~ f
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2 -> m & lay2 %~ f
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3 -> m & lay3 %~ f
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4 -> m & lay4 %~ f
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5 -> m & lay5 %~ f
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addLayCountVerx !m@Layers
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{ _lay0 = a0
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, _lay1 = a1
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, _lay2 = a2
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, _lay3 = a3
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, _lay4 = a4
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, _lay5 = a5
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}
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!vx = case _vxLayer vx of
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0 -> m { _lay0 = f a0 }
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1 -> m { _lay1 = f a1 }
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2 -> m { _lay2 = f a2 }
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3 -> m { _lay3 = f a3 }
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4 -> m { _lay4 = f a4 }
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5 -> m { _lay5 = f a5 }
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_ -> undefined
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where
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f = flip addCountVerx vx
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