Interleave vertex buffer data
This commit is contained in:
+2
-2
@@ -136,7 +136,7 @@ renderBlankWalls
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-> GLmatrix GLfloat
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-> IO ()
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renderBlankWalls pdata wps pmat = do
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n <- F.foldM (pokeShader $ _wallBlankShader pdata) (map Render22x4 wps)
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n <- F.foldM (pokeShader' $ _wallBlankShader pdata) (map Render22x4 wps)
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bindShaderBuffers [_wallBlankShader pdata] [n]
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currentProgram $= Just (_shaderProgram $ _wallBlankShader pdata)
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uniform (_shaderMatrixUniform $ _wallBlankShader pdata) $= pmat
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@@ -150,7 +150,7 @@ renderTextureWalls
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-> GLmatrix GLfloat
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-> IO ()
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renderTextureWalls pdata wps pmat = do
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n <- F.foldM (pokeShader $ _wallTextureShader pdata) (map Render22x4 wps)
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n <- F.foldM (pokeShader' $ _wallTextureShader pdata) (map Render22x4 wps)
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bindShaderBuffers [_wallTextureShader pdata] [n]
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currentProgram $= Just (_shaderProgram $ _wallTextureShader pdata)
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uniform (_shaderMatrixUniform $ _wallTextureShader pdata) $= pmat
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+10
-6
@@ -38,8 +38,8 @@ makeLenses ''RenderData
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preloadRender :: IO RenderData
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preloadRender = do
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-- lighting shaders
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lightningFloorShad <- makeShader "lighting/floor" [vert,geom,frag] [4] Points
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(return . return . flat4 . _unRender1111)
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lightingFloorShad <- makeShader "lighting/floor" [vert,geom,frag] [4] Points
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pokeLightingFloorStrat
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wsShad <- makeShader "lighting/occlude" [vert,geom,frag] [4] Points pokeWPStrat
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>>= addUniforms ["lightPos"]
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wlLightShad
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@@ -62,21 +62,21 @@ preloadRender = do
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,[[-1,-1],[0,0]]
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,[[ 1,-1],[1,0]]
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]
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_ <- F.foldM (pokeShader fsShad) [RenderConst] -- fix fullscreen vertex positions now
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_ <- F.foldM (pokeShader' fsShad) [RenderConst] -- fix fullscreen vertex positions now
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boxBlurShad <- makeShader "texture/boxBlur" [vert,frag] [2,2] TriangleStrip $ const
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[[[-1, 1],[0,1]]
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,[[ 1, 1],[1,1]]
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,[[-1,-1],[0,0]]
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,[[ 1,-1],[1,0]]
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]
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_ <- F.foldM (pokeShader boxBlurShad) [RenderConst] -- fix fullscreen vertex positions now
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_ <- F.foldM (pokeShader' boxBlurShad) [RenderConst] -- fix fullscreen vertex positions now
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grayscaleShad <- makeShader "texture/grayscale" [vert,frag] [2,2] TriangleStrip $ const
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[[[-1, 1],[0,1]]
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,[[ 1, 1],[1,1]]
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,[[-1,-1],[0,0]]
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,[[ 1,-1],[1,0]]
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]
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_ <- F.foldM (pokeShader grayscaleShad) [RenderConst] -- fix fullscreen vertex positions now
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_ <- F.foldM (pokeShader' grayscaleShad) [RenderConst] -- fix fullscreen vertex positions now
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-- background shader
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bgShad <- makeShader "background" [vert,geom,frag] [4,2] Points pokeBGStrat
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>>= addTexture "data/texture/marbleSlabs.png"
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@@ -99,7 +99,7 @@ preloadRender = do
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bindFramebuffer Framebuffer $= defaultFramebufferObject
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return $ RenderData
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{ _pictureShaders = [bslist,lslist,cslist,aslist,eslist,bezierQuadShader]
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, _lightingFloorShader = lightningFloorShad
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, _lightingFloorShader = lightingFloorShad
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, _lightingOccludeShader = wsShad
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, _lightingWallShader = wlLightShad
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, _wallBlankShader = wlBlank
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@@ -193,6 +193,10 @@ pokeTriStrat,pokeCharStrat,pokeArcStrat,pokeLineStrat,pokeEllStrat :: RenderType
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pokeTriStrat (RenderPoly vs) = fmap (\(p,co) -> [flat3 p,flat4 co]) vs
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pokeTriStrat _ = []
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pokeLightingFloorStrat :: RenderType -> [[[Float]]]
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pokeLightingFloorStrat Render1111{_unRender1111=x} = [[flat4 x]]
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pokeLightingFloorStrat _ = undefined
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pokeCharStrat (RenderText vs) = fmap (\(a,b,c) -> [flat3 a, flat4 b, flat3 c]) vs
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pokeCharStrat _ = []
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@@ -34,7 +34,7 @@ setWallDepth
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setWallDepth pdata wallPoints (viewFromx,viewFromy) _ = do
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startTicks <- SDL.ticks
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colorMask $= Color4 Disabled Disabled Disabled Disabled
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nWalls <- F.foldM (pokeShader $ _lightingOccludeShader pdata) (map Render22 wallPoints)
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nWalls <- F.foldM (pokeShader' $ _lightingOccludeShader pdata) (map Render22 wallPoints)
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bindShaderBuffers [_lightingOccludeShader pdata] [nWalls]
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currentProgram $= Just (_shaderProgram $ _lightingOccludeShader pdata)
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@@ -76,9 +76,9 @@ createLightMap pdata resDiv wallPoints lightPoints (viewFromx,viewFromy) pmat _
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bindFramebuffer Framebuffer $= _spareFBO pdata
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-- store wall and light positions into buffer
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nWallLights <- F.foldM (pokeShader $ _lightingWallShader pdata) (map Render22 wallPoints)
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nWallLights <- F.foldM (pokeShader' $ _lightingWallShader pdata) (map Render22 wallPoints)
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bindShaderBuffers [_lightingWallShader pdata] [nWallLights]
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nWalls <- F.foldM (pokeShader $ _lightingOccludeShader pdata) (map Render22 wallPoints)
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nWalls <- F.foldM (pokeShader' $ _lightingOccludeShader pdata) (map Render22 wallPoints)
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bindShaderBuffers [_lightingOccludeShader pdata] [nWalls]
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-- set uniforms for shader that draws lights
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currentProgram $= Just (_shaderProgram $ _lightingWallShader pdata)
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@@ -114,8 +114,7 @@ createLightMap pdata resDiv wallPoints lightPoints (viewFromx,viewFromy) pmat _
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stencilTest $= Enabled
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forM_ lightPoints $ \(x,y,r,lum) -> do
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-- bind buffer for floor light circle
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let lightPtr = (\(_,ptr,_) -> ptr) $ head
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$ _vaoBufferTargets $ _shaderVAO $ _lightingFloorShader pdata
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let lightPtr = _vboPointer $ _vaoVBO $ _shaderVAO $ _lightingFloorShader pdata
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pokeFourOff lightPtr 0 (x,y,r,lum)
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-- stencil out walls
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colorMask $= Color4 Disabled Disabled Disabled Disabled
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@@ -200,7 +199,8 @@ renderBackground pdata rot camZoom (tranx,trany) (winx,winy) = do
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-- set drawing for on top
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--blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
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-- draw background
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bindArrayBuffers 1 $ _vaoBufferTargets $ _shaderVAO $ _backgroundShader pdata
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--bindArrayBuffers 1 $ _vaoBufferTargets $ _shaderVAO $ _backgroundShader pdata
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bindArrayBuffers' 1 $ _vaoVBO $ _shaderVAO $ _backgroundShader pdata
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currentProgram $= Just (_shaderProgram $ _backgroundShader pdata)
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bindVertexArrayObject $= Just (_vao $ _shaderVAO $ _backgroundShader pdata)
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let backPtr = (\(_,x,_) -> x) $ head $ _vaoBufferTargets $ _shaderVAO $ _backgroundShader pdata
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@@ -248,7 +248,7 @@ renderShader
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-> IO Word32
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renderShader shad dat = do
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sticks <- SDL.ticks
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i <- F.foldM (pokeShader shad) dat
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i <- F.foldM (pokeShader' shad) dat
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bindShaderBuffers [shad] [i]
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drawShader shad i
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eticks <- SDL.ticks
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+43
-6
@@ -3,8 +3,10 @@ module Shader
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, addTexture
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, addUniforms
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, pokeShaders
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, pokeShader
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, bindArrayBuffers
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--, pokeShader
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, pokeShader'
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--, bindArrayBuffers
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, bindArrayBuffers'
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, bindShaderBuffers
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, makeSourcedShader
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, setupVAO
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@@ -41,7 +43,8 @@ extractProgAndUnis :: FullShader -> (Program,UniformLocation)
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extractProgAndUnis s = (_shaderProgram s, _shaderMatrixUniform s)
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pokeShaders :: [FullShader] -> F.FoldM IO RenderType [Int]
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pokeShaders = traverse pokeShader
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pokeShaders = traverse pokeShader'
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--pokeShaders = traverse pokeShader
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pokeShader :: FullShader -> F.FoldM IO RenderType Int
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pokeShader fs = F.FoldM (pokeRender fls (zip ptrs nAtss)) (return 0) return
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@@ -49,13 +52,39 @@ pokeShader fs = F.FoldM (pokeRender fls (zip ptrs nAtss)) (return 0) return
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(_,ptrs,nAtss) = unzip3 $ _vaoBufferTargets $ _shaderVAO fs
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fls = _shaderPokeStrategy fs
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pokeShader' :: FullShader -> F.FoldM IO RenderType Int
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pokeShader' fs = F.FoldM (pokeRender' fls ptr stride) (return 0) return
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where
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theVBO = _vaoVBO $ _shaderVAO fs
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ptr = _vboPointer theVBO
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stride = sum $ _vboAttribSizes theVBO
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fls = _shaderPokeStrategy fs
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pokeRender :: (RenderType -> [[[Float]]])
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-> [(Ptr Float,Int)] -> Int -> RenderType -> IO Int
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pokeRender toFs ptrs n rt = pokeList ptrs n (toFs rt)
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pokeRender'
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:: (RenderType
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-> [[[Float]]])
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-> Ptr Float
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-> Int -- ^ stride
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-> Int
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-> RenderType
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-> IO Int
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pokeRender' toFs ptr stride n rt = pokeList' ptr stride n (toFs rt)
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pokeList :: [(Ptr Float,Int)] -> Int -> [[[Float]]] -> IO Int
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pokeList ptrs = foldM (pokePtrs ptrs)
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pokeList' :: Ptr Float -> Int -> Int -> [[[Float]]] -> IO Int
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pokeList' ptr stride = foldM (pokePtrs' ptr stride)
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pokePtrs' :: Ptr Float -> Int -> Int -> [[Float]] -> IO Int
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pokePtrs' ptr stride n fss = do
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pokeArrayOff ptr (stride * n) (concat fss)
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return $ n + 1
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pokePtrs :: [(Ptr Float,Int)] -> Int -> [[Float]] -> IO Int
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pokePtrs ptrIs n fss = do
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zipWithM_ f ptrIs fss
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@@ -73,10 +102,18 @@ bindArrayBuffers numVs ps = do
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bindBuffer ArrayBuffer $= Just bo
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bufferData ArrayBuffer $= (fromIntegral $ floatSize * numVs * i, ptr, DynamicDraw)
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bindArrayBuffers' :: Int -> VBO -> IO ()
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bindArrayBuffers' numVs theVBO = do
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bindBuffer ArrayBuffer $= Just (_vbo theVBO)
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bufferData ArrayBuffer $=
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(fromIntegral $ floatSize * numVs * (sum $ _vboAttribSizes theVBO), _vboPointer theVBO, DynamicDraw)
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bindShaderBuffers :: [FullShader] -> [Int] -> IO ()
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bindShaderBuffers = zipWithM_ f
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where
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f fs i = bindArrayBuffers i $ _vaoBufferTargets $ _shaderVAO fs
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--f fs i = bindArrayBuffers i $ _vaoBufferTargets $ _shaderVAO fs
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f fs i = bindArrayBuffers' i $ _vaoVBO $ _shaderVAO fs
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drawShaders :: [FullShader] -> [Int] -> IO ()
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drawShaders = zipWithM_ drawShader
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@@ -137,7 +174,7 @@ floatSize = sizeOf (0.5 :: GLfloat)
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{-# INLINE floatSize #-}
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bufferOffset :: Integral a => a -> Ptr b
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bufferOffset = plusPtr nullPtr . fromIntegral
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bufferOffset = plusPtr nullPtr . (* floatSize) . fromIntegral
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numDrawableElements :: Int
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{-# INLINE numDrawableElements #-}
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@@ -147,9 +184,9 @@ setupVAO :: [Int] -> IO VAO
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setupVAO sizes = do
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theVAO <- genObjectName
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bindVertexArrayObject $= Just theVAO
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theVBO <- setupVBO $ sizes
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vbos <- forM (zip (map fromIntegral [(0::Int)..]) sizes) setupArrayBuffer
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ptrs <- forM (zip vbos sizes) setupVBOPointers
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theVBO <- setupVBO $ sizes
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return $ VAO
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{ _vao = theVAO
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, _vaoBufferTargets = ptrs
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