Broken binding of central picture in one pass
This commit is contained in:
@@ -51,6 +51,8 @@ dependencies:
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library:
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source-dirs: src
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# ghc-options: -fwrite-ide-info
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# -hiedir=.hie
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executables:
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# loop-exe:
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@@ -69,6 +71,8 @@ executables:
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- -funfolding-keeness-factor1000
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- -fllvm
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- -optlo-O3
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# - -fwrite-ide-info
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# - -hiedir=.hie
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dependencies:
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- loop
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+17
-8
@@ -34,7 +34,7 @@ import qualified Control.Foldl as F
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--import Data.List
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--import Data.Bifunctor
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--import Data.Function
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--import qualified Data.IntMap.Strict as IM
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import qualified Data.IntMap.Strict as IM
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--import qualified Data.Map as M
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--import qualified Data.Set as S
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import Graphics.Rendering.OpenGL hiding (color,scale,translate,rotate)
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@@ -60,7 +60,7 @@ doDrawing pdata w = do
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-- poke foreground geometry and floor
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let addC (xx,yy) = (xx,yy,0)
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nsurfVs <- F.foldM (pokeShader (_lightingSurfaceShader pdata))
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$ (Render3 $ polyToTris $ map addC $ screenPolygon w)
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$ Render3 (polyToTris $ map addC $ screenPolygon w)
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: concatMap polyToGeoRender (foregroundPics w)
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-- bind wall points, silhouette data, surface geometry
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uncurry bindShaderBuffers $ unzip
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@@ -80,19 +80,27 @@ doDrawing pdata w = do
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--_ <- renderFoldable pdata $ (picToAlt (Just 0) (polysToPic $ foregroundPics w) :: [RenderType])
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--_ <- renderFoldable pdata $ (picToAlt (Just 0) pic :: [RenderType])
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_ <- renderFoldable pdata $ map snd (polysToPic $ foregroundPics w)
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_ <- renderFoldable pdata $ map snd $ filter ((==0).fst) pic
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--_ <- renderFoldable pdata $ map snd $ filter ((==0).fst) pic
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vnums <- pokeBindFoldableLayer pdata $ pic
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mapM_ (uncurry $ drawShaderLay 0) (vnums IM.! 0)
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_ <- renderShader (_textureArrayShader pdata) (_floorTiles w)
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bindFramebuffer Framebuffer $= fst (_fboBloom pdata)
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clear [ColorBuffer]
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blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
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_ <- renderFoldable pdata $ map snd $ filter ((==1).fst) pic
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--_ <- renderFoldable pdata $ map snd $ filter ((==1).fst) pic
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mapM_ (uncurry $ drawShaderLay 1) (vnums IM.! 1)
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bindFramebuffer Framebuffer $= fst (_fboColor pdata)
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clear [ColorBuffer]
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depthMask $= Disabled
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_ <- renderFoldable pdata $ map snd $ filter ((==3).fst) pic
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_ <- renderFoldable pdata $ map snd $ filter ((==4).fst) pic
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_ <- renderFoldable pdata $ map snd $ filter ((==5).fst) pic
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mapM_ (uncurry $ drawShaderLay 3) (vnums IM.! 3)
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mapM_ (uncurry $ drawShaderLay 4) (vnums IM.! 4)
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mapM_ (uncurry $ drawShaderLay 5) (vnums IM.! 5)
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--_ <- renderFoldable pdata $ map snd $ filter ((==3).fst) pic
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--_ <- renderFoldable pdata $ map snd $ filter ((==4).fst) pic
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--_ <- renderFoldable pdata $ map snd $ filter ((==5).fst) pic
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depthMask $= Enabled
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bindFramebuffer Framebuffer $= fst (_fboFourth1 pdata)
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@@ -135,7 +143,8 @@ doDrawing pdata w = do
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drawShader (_fullscreenShader pdata) 4
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depthFunc $= Just Lequal
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_ <- renderFoldable pdata $ map snd $ filter ((==2).fst) pic
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--_ <- renderFoldable pdata $ map snd $ filter ((==2).fst) pic
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mapM_ (uncurry $ drawShaderLay 2) (vnums IM.! 2)
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renderWindows pdata windowPoints
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depthFunc $= Just Always
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+2
-2
@@ -176,11 +176,11 @@ scale3 a b (x,y,z) = (x*a,y*b,z)
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scale :: Float -> Float -> Picture -> Picture
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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 . second . overPos $ scale3 x y
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rotate :: Float -> Picture -> Picture
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{-# INLINE rotate #-}
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rotate a = map $ second $ overPos $ (rotate3 a)
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rotate a = map . second . overPos $ rotate3 a
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pictures :: [Picture] -> Picture
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{-# INLINE pictures #-}
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@@ -19,6 +19,9 @@ import Graphics.GL.Core43
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--import Control.Monad
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import Foreign
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numDrawableWalls :: Int
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numDrawableWalls = 5000
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preloadRender :: IO RenderData
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preloadRender = do
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-- set up uniform buffer object
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@@ -28,10 +31,10 @@ preloadRender = do
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bindBufferBase IndexedUniformBuffer 0 $= Just theUBO
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-- setup wall points VBO, VAOs and shaders
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wpVBOname <- genObjectName
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wpVBOptr <- mallocArray (8 * numDrawableElements)
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wpVBOptr <- mallocArray (8 * numDrawableWalls)
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bindBuffer ArrayBuffer $= Just wpVBOname
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bufferData ArrayBuffer $=
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(fromIntegral $ floatSize * numDrawableElements * 8
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(fromIntegral $ floatSize * numDrawableWalls * 8
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, nullPtr
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, DynamicDraw
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)
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@@ -69,11 +72,11 @@ preloadRender = do
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-- this should really be a 2d texture array
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basicTweakZShad <- makeShader "twoD/basicTweakZ" [vert,frag] [4,4] ETriangles pokeTriTweakZ
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-- fullscreen shaders
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fullscreenAlphaHalveShad <- makeShader "fullscreen/alphaHalve" [vert,frag] [2] ETriangleStrip $
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fullscreenAlphaHalveShad <- makeShaderSized "fullscreen/alphaHalve" [vert,frag] [2] 4 ETriangleStrip $
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const cornerListNoCoord
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pokeArray (_vboPointer $ _vaoVBO $ _shaderVAO fullscreenAlphaHalveShad) $ concat cornerListNoCoord
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-- texture shaders, no textures attached
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fsShad <- makeShader "texture/simple" [vert,frag] [2,2] ETriangleStrip $ const cornerList
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fsShad <- makeShaderSized "texture/simple" [vert,frag] [2,2] 4 ETriangleStrip $ const cornerList
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-- note we directly poke the shader vertex data here
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pokeArray (_vboPointer $ _vaoVBO $ _shaderVAO fsShad) $ concat cornerList
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bloomBlurShad <- makeShaderUsingShaderVAO "texture/bloomBlur" [vert,frag] ETriangleStrip fsShad
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+13
-1
@@ -19,7 +19,7 @@ import Foreign hiding (rotate)
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import Graphics.Rendering.OpenGL hiding (Line,translate,scale,imageHeight,Polygon,Color,T)
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--import Data.Foldable
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--import Data.Tuple.Extra
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--import qualified Data.IntMap.Strict as IM
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import qualified Data.IntMap.Strict as IM
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import qualified SDL
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divideSize :: Int -> Size -> Size
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@@ -152,6 +152,18 @@ renderShader shad dat = do
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eticks <- SDL.ticks
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return $ eticks - sticks
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pokeBindFoldableLayer
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:: Foldable f
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=> RenderData
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-> f (Int,RenderType)
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-> IO (IM.IntMap [(FullShader,Int)])
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pokeBindFoldableLayer pdata m = do
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let slist = (,) <$> [0..6] <*> _pictureShaders pdata
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is <- F.foldM (traverse pokeShaderLayer slist) m
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bindShaderLayer slist is
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return $ IM.fromListWith (++) $ zipWith (\(i,fs) n -> (i,[(fs,n)])) slist is
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renderFoldable
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:: Foldable f
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=> RenderData
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+33
-1
@@ -1,8 +1,10 @@
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module Shader
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( bindArrayBuffers
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( bindShaderLayer
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, bindShaderBuffers
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, bindArrayBuffers
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, drawShader
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, freeShaderPointers
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, drawShaderLay
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) where
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--import Geometry.Data
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import Shader.Data
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@@ -28,11 +30,41 @@ bindArrayBuffers numVs theVBO = do
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(fromIntegral $ floatSize * numVs * sum (_vboAttribSizes theVBO))
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(_vboPointer theVBO)
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bindArrayBuffersLayer :: Int -> Int -> VBO -> IO ()
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bindArrayBuffersLayer numVs lay theVBO = do
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bindBuffer ArrayBuffer $= Just (_vbo theVBO)
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bufferSubData
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ArrayBuffer
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WriteToBuffer
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(fromIntegral $ floatSize * stride * numSubElements * lay)
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(fromIntegral $ floatSize * numVs * stride)
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(_vboPointer theVBO)
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where
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stride = sum $ _vboAttribSizes theVBO
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bindShaderLayer :: [(Int,FullShader)] -> [Int] -> IO ()
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bindShaderLayer = zipWithM_ f
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where
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f (l,fs) i = bindArrayBuffersLayer i l $ _vaoVBO $ _shaderVAO fs
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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 $ _vaoVBO $ _shaderVAO fs
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drawShaderLay :: Int -> FullShader -> Int -> IO ()
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{-# INLINE drawShaderLay #-}
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drawShaderLay l fs i = do
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currentProgram $= Just (_shaderProgram fs)
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bindVertexArrayObject $= Just (_vao $ _shaderVAO fs)
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case _shaderTexture fs of
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Just ShaderTexture{_textureObject = txo}
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-> textureBinding Texture2D $= Just txo
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_ -> return ()
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glDrawArrays (marshalEPrimitiveMode $ _shaderDrawPrimitive fs) (fromIntegral $ l*stride*floatSize) (fromIntegral i)
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where
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stride = sum $ _vboAttribSizes $ _vaoVBO $ _shaderVAO fs
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drawShader :: FullShader -> Int -> IO ()
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{-# INLINE drawShader #-}
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drawShader fs i = do
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@@ -1,5 +1,6 @@
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module Shader.Compile
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( makeShader
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, makeShaderSized
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, makeShaderUsingShaderVAO
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, makeSourcedShader
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, setupVAO
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@@ -52,6 +53,29 @@ makeShader s shaderlist sizes pm renStrat = do
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, _shaderTexture = Nothing
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, _shaderCustomUnis = []
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}
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{- |
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Compiles a full shader found within the shader directory.
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The shader is made up of files begining with the inputted string with extensions .vert, .geom etc.
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-}
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makeShaderSized
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:: String -- ^ First part of the name of the shader
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-> [ShaderType] -- ^ Filetype extensions
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-> [Int] -- ^ The input vertex sizes
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-> Int -- ^ Number of vertexes that can be poked
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-> EPrimitiveMode
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-> (RenderType -> [[Float]]) -- ^ Poke strategy: method for creating a list of vertex data to be bound
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-> IO FullShader
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makeShaderSized s shaderlist sizes ndraw pm renStrat = do
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prog <- makeSourcedShader s shaderlist
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vaob <- setupVAOSized sizes ndraw
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return $ FullShader
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{ _shaderProgram = prog
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, _shaderVAO = vaob
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, _shaderPokeStrategy = renStrat
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, _shaderDrawPrimitive = pm
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, _shaderTexture = Nothing
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, _shaderCustomUnis = []
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}
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-- | Compile shader and get its uniform locations.
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-- supposes the shader code is in the shader folder, with the string names
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@@ -76,6 +100,15 @@ setupVAO sizes = do
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{ _vao = theVAO
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, _vaoVBO = theVBO
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}
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setupVAOSized :: [Int] -> Int -> IO VAO
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setupVAOSized sizes ndraw = do
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theVAO <- genObjectName
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bindVertexArrayObject $= Just theVAO
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theVBO <- setupVBOSized sizes ndraw
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return $ VAO
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{ _vao = theVAO
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, _vaoVBO = theVBO
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}
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setupVBO :: [Int] -> IO VBO
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setupVBO sizes = do
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@@ -98,6 +131,28 @@ setupVBO sizes = do
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where
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strd = sum sizes
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offs = scanl (+) 0 sizes
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setupVBOSized :: [Int] -> Int -> IO VBO
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setupVBOSized sizes ndraw = do
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vboName <- genObjectName
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bindBuffer ArrayBuffer $= Just vboName
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forM_ (zip3 [0..] sizes offs) $ \(loc,siz,off) -> do
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setupVertexAttribPointer loc siz strd off
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thePtr <- mallocArray (strd * ndraw)
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-- Allocate space
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bufferData ArrayBuffer $=
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(fromIntegral $ floatSize * ndraw * strd
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, nullPtr
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, DynamicDraw
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)
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return $ VBO
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{ _vbo = vboName
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, _vboPointer = thePtr
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, _vboAttribSizes = sizes
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}
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where
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strd = sum sizes
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offs = scanl (+) 0 sizes
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{- | Assumes the correct VBO is bound -}
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setupVertexAttribPointer
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@@ -1,6 +1,7 @@
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module Shader.Parameters
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( floatSize
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, numDrawableElements
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, numSubElements
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) where
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import Graphics.Rendering.OpenGL hiding (Point,translate,scale,imageHeight)
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import Foreign
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@@ -11,5 +12,8 @@ floatSize = sizeOf (0.5 :: GLfloat)
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numDrawableElements :: Int
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{-# INLINE numDrawableElements #-}
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numDrawableElements = 50000
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numDrawableElements = 70000
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numSubElements :: Int
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{-# INLINE numSubElements #-}
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numSubElements = 10000
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@@ -1,8 +1,10 @@
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module Shader.Poke
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( pokeArrayOff
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, pokeShader
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, pokeShaderLayer
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) where
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import Shader.Data
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import Shader.Parameters
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import Picture.Data
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import Foreign
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@@ -17,6 +19,15 @@ pokeShader fs = F.FoldM (pokeVertices fls ptr stride) (return 0) return
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stride = sum $ _vboAttribSizes theVBO
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fls = _shaderPokeStrategy fs
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pokeShaderLayer :: (Int,FullShader) -> F.FoldM IO (Int,RenderType) Int
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pokeShaderLayer (l,fs) = F.FoldM (pokeVerticesOff fls ptr stride l) (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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pokeVertices
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:: (RenderType -> [[Float]])
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-> Ptr Float
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@@ -26,6 +37,24 @@ pokeVertices
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-> IO Int
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pokeVertices toFs ptr stride n rt = foldM (pokeVertex ptr stride) n (toFs rt)
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pokeVerticesOff
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:: (RenderType -> [[Float]])
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-> Ptr Float
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-> Int -- ^ stride
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-> Int -- ^ offset
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-> Int -- ^ number of vertices already poked
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-> (Int,RenderType)
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-> IO Int
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pokeVerticesOff toFs ptr stride offset n (i,rt)
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| offset == i = foldM (pokeVertexOff ptr stride offset) n (toFs rt)
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| otherwise = return n
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pokeVertexOff :: Ptr Float -> Int -> Int -> Int -> [Float] -> IO Int
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pokeVertexOff ptr stride offset n fs = do
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pokeArrayOff ptr (stride * (n + offset * numSubElements)) fs
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return $ n + 1
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pokeVertex :: Ptr Float -> Int -> Int -> [Float] -> IO Int
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pokeVertex ptr stride n fs = do
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pokeArrayOff ptr (stride * n) fs
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Reference in New Issue
Block a user