Broken binding of central picture in one pass

This commit is contained in:
jgk
2021-07-26 00:53:35 +02:00
parent 4f44b748bf
commit 5dfebd221d
9 changed files with 165 additions and 17 deletions
+55
View File
@@ -1,5 +1,6 @@
module Shader.Compile
( makeShader
, makeShaderSized
, makeShaderUsingShaderVAO
, makeSourcedShader
, setupVAO
@@ -52,6 +53,29 @@ makeShader s shaderlist sizes pm renStrat = do
, _shaderTexture = Nothing
, _shaderCustomUnis = []
}
{- |
Compiles a full shader found within the shader directory.
The shader is made up of files begining with the inputted string with extensions .vert, .geom etc.
-}
makeShaderSized
:: String -- ^ First part of the name of the shader
-> [ShaderType] -- ^ Filetype extensions
-> [Int] -- ^ The input vertex sizes
-> Int -- ^ Number of vertexes that can be poked
-> EPrimitiveMode
-> (RenderType -> [[Float]]) -- ^ Poke strategy: method for creating a list of vertex data to be bound
-> IO FullShader
makeShaderSized s shaderlist sizes ndraw pm renStrat = do
prog <- makeSourcedShader s shaderlist
vaob <- setupVAOSized sizes ndraw
return $ FullShader
{ _shaderProgram = prog
, _shaderVAO = vaob
, _shaderPokeStrategy = renStrat
, _shaderDrawPrimitive = pm
, _shaderTexture = Nothing
, _shaderCustomUnis = []
}
-- | Compile shader and get its uniform locations.
-- supposes the shader code is in the shader folder, with the string names
@@ -76,6 +100,15 @@ setupVAO sizes = do
{ _vao = theVAO
, _vaoVBO = theVBO
}
setupVAOSized :: [Int] -> Int -> IO VAO
setupVAOSized sizes ndraw = do
theVAO <- genObjectName
bindVertexArrayObject $= Just theVAO
theVBO <- setupVBOSized sizes ndraw
return $ VAO
{ _vao = theVAO
, _vaoVBO = theVBO
}
setupVBO :: [Int] -> IO VBO
setupVBO sizes = do
@@ -98,6 +131,28 @@ setupVBO sizes = do
where
strd = sum sizes
offs = scanl (+) 0 sizes
setupVBOSized :: [Int] -> Int -> IO VBO
setupVBOSized sizes ndraw = do
vboName <- genObjectName
bindBuffer ArrayBuffer $= Just vboName
forM_ (zip3 [0..] sizes offs) $ \(loc,siz,off) -> do
setupVertexAttribPointer loc siz strd off
thePtr <- mallocArray (strd * ndraw)
-- Allocate space
bufferData ArrayBuffer $=
(fromIntegral $ floatSize * ndraw * strd
, nullPtr
, DynamicDraw
)
return $ VBO
{ _vbo = vboName
, _vboPointer = thePtr
, _vboAttribSizes = sizes
}
where
strd = sum sizes
offs = scanl (+) 0 sizes
{- | Assumes the correct VBO is bound -}
setupVertexAttribPointer
+5 -1
View File
@@ -1,6 +1,7 @@
module Shader.Parameters
( floatSize
, numDrawableElements
, numSubElements
) where
import Graphics.Rendering.OpenGL hiding (Point,translate,scale,imageHeight)
import Foreign
@@ -11,5 +12,8 @@ floatSize = sizeOf (0.5 :: GLfloat)
numDrawableElements :: Int
{-# INLINE numDrawableElements #-}
numDrawableElements = 50000
numDrawableElements = 70000
numSubElements :: Int
{-# INLINE numSubElements #-}
numSubElements = 10000
+29
View File
@@ -1,8 +1,10 @@
module Shader.Poke
( pokeArrayOff
, pokeShader
, pokeShaderLayer
) where
import Shader.Data
import Shader.Parameters
import Picture.Data
import Foreign
@@ -17,6 +19,15 @@ pokeShader fs = F.FoldM (pokeVertices fls ptr stride) (return 0) return
stride = sum $ _vboAttribSizes theVBO
fls = _shaderPokeStrategy fs
pokeShaderLayer :: (Int,FullShader) -> F.FoldM IO (Int,RenderType) Int
pokeShaderLayer (l,fs) = F.FoldM (pokeVerticesOff fls ptr stride l) (return 0) return
where
theVBO = _vaoVBO $ _shaderVAO fs
ptr = _vboPointer theVBO
stride = sum $ _vboAttribSizes theVBO
fls = _shaderPokeStrategy fs
pokeVertices
:: (RenderType -> [[Float]])
-> Ptr Float
@@ -26,6 +37,24 @@ pokeVertices
-> IO Int
pokeVertices toFs ptr stride n rt = foldM (pokeVertex ptr stride) n (toFs rt)
pokeVerticesOff
:: (RenderType -> [[Float]])
-> Ptr Float
-> Int -- ^ stride
-> Int -- ^ offset
-> Int -- ^ number of vertices already poked
-> (Int,RenderType)
-> IO Int
pokeVerticesOff toFs ptr stride offset n (i,rt)
| offset == i = foldM (pokeVertexOff ptr stride offset) n (toFs rt)
| otherwise = return n
pokeVertexOff :: Ptr Float -> Int -> Int -> Int -> [Float] -> IO Int
pokeVertexOff ptr stride offset n fs = do
pokeArrayOff ptr (stride * (n + offset * numSubElements)) fs
return $ n + 1
pokeVertex :: Ptr Float -> Int -> Int -> [Float] -> IO Int
pokeVertex ptr stride n fs = do
pokeArrayOff ptr (stride * n) fs