Implement poking using Verx lists

This commit is contained in:
jgk
2021-07-30 20:04:55 +02:00
parent 834464db51
commit d7649b951b
12 changed files with 109 additions and 155 deletions
+1
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@@ -1,4 +1,5 @@
{-# LANGUAGE TemplateHaskell #-}
{-# LANGUAGE StrictData #-}
{- |
Datatypes used to setup and pass data to shaders.
-}
+38 -79
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@@ -1,66 +1,38 @@
{-# LANGUAGE TupleSections #-}
{-# LANGUAGE BangPatterns #-}
{-# LANGUAGE TupleSections
, BangPatterns
#-}
module Shader.Poke
( pokeArrayOff
, pokeVX
, pokeVX'
, pokePoint3s
, pokePoint33s
, pokeVerxs
, pokeLayVerxs
, pokeWalls
, pokeLayVerxsM
, poke224s
) where
import Shader.Data
import Shader.Parameters
import Picture.Data
import Geometry.Data
import Layers
--import Data.Maybe
--import Data.List
import Foreign
--import Control.Monad
import Control.Monad
--import qualified Control.Foldl as F
import qualified Data.IntMap.Strict as IM
--import qualified Data.IntMap.Strict as IM
import Control.Lens
getterPicShad :: VertexType -> PicShads a -> a
--{-# INLINE getterPicShad #-}
getterPicShad PolyV = _psPoly
getterPicShad PolyzV{} = _psPolyz
getterPicShad BezV{} = _psBez
getterPicShad TextV{} = _psText
getterPicShad ArcV{} = _psArc
getterPicShad EllV = _psEll
setterPicShad :: VertexType -> ASetter (PicShads a) (PicShads a) a a
setterPicShad PolyV = psPoly
setterPicShad PolyzV{} = psPolyz
setterPicShad BezV{} = psBez
setterPicShad TextV{} = psText
setterPicShad ArcV{} = psArc
setterPicShad EllV = psEll
pokeVX' :: PicShads VShader -> PicShads Int -> Verx -> IO (PicShads Int)
pokeVX' shads count vx = do
let f = setterPicShad (_vxType vx)
g = getterPicShad (_vxType vx)
vshad = g shads
n = g count
theVBO = _vaoVBO $ _vshaderVAO vshad
ptr = _vboPtr theVBO
stride = _vboStride theVBO
pokeArrayOff ptr (stride * n) (toFls' vx)
return $ count & f +~ 1
pokeVerxs :: PicShads VBO -> [Verx] -> IO (PicShads Int)
pokeVerxs vbos vxs0 = go vxs0 (pure 0)
where
go [] count = return count
go [] !count = return count
go (!vx:vxs) !count = pokeVerx vbos count vx >> (go vxs $! addCountVerx count vx)
-- this is very brittle, but want to optimise speed if possible here
pokeVerx :: PicShads VBO -> PicShads Int -> Verx -> IO ()
{-# INLINE pokeVerx #-}
--{-# INLINE pokeVerx #-}
pokeVerx vbos offsets Verx{_vxPos=thePos,_vxCol=theCol,_vxType=theType} = case theType of
PolyV -> poke34 (plusPtr (_vboPtr $ _psPoly vbos) (_psPoly offsets * 7 * floatSize)) thePos theCol
PolyzV x -> poke34 thePtr thePos theCol
@@ -88,7 +60,7 @@ pokeVerx vbos offsets Verx{_vxPos=thePos,_vxCol=theCol,_vxType=theType} = case t
EllV -> poke34 (plusPtr (_vboPtr $ _psEll vbos) (_psEll offsets * 7 * floatSize)) thePos theCol
poke34 :: Ptr Float -> Point3 -> Point4 -> IO ()
{-# INLINE poke34 #-}
--{-# INLINE poke34 #-}
poke34 ptr (V3 a b c) (V4 d e f g) = do
pokeElemOff ptr 0 a
pokeElemOff ptr 1 b
@@ -99,15 +71,15 @@ poke34 ptr (V3 a b c) (V4 d e f g) = do
pokeElemOff ptr 6 g
addCountVerx :: PicShads Int -> Verx -> PicShads Int
{-# INLINE addCountVerx #-}
addCountVerx ps@PicShads
--{-# INLINE addCountVerx #-}
addCountVerx !ps@PicShads
{ _psPoly = sPoly
, _psPolyz = sPolyz
, _psBez = sBez
, _psText = sText
, _psArc = sArc
, _psEll = sEll
} Verx{_vxType=theType} = case theType of
} !Verx{_vxType=theType} = case theType of
PolyV -> ps {_psPoly = sPoly + 1}
PolyzV _ -> ps {_psPolyz = sPolyz + 1}
BezV _ -> ps {_psBez = sBez + 1}
@@ -115,31 +87,6 @@ addCountVerx ps@PicShads
ArcV _ -> ps {_psArc = sArc + 1}
EllV -> ps {_psEll = sEll + 1}
pokeVX :: PicShads VShader -> IM.IntMap (PicShads Int) -> Verx -> IO (IM.IntMap (PicShads Int))
pokeVX shads laycounts vx = do
let theType = _vxType vx
offset = _vxLayer vx
counts = laycounts IM.! offset
getF = getterPicShad theType
vshad = getF shads
n = getF counts
theVBO = _vaoVBO $ _vshaderVAO vshad
ptr = _vboPtr theVBO
stride = _vboStride theVBO
pokeArrayOff ptr (stride * (n+offset * numSubElements)) (toFls' vx)
return $ laycounts & ix offset . setterPicShad theType +~ 1
toFls' :: Verx -> [Float]
toFls' vx = flat3 (_vxPos vx) ++ flat4 (_vxCol vx) ++ f (_vxType vx)
where
f (PolyzV x) = [x]
f (BezV x) = flat4 x
f (TextV x) = flat2 x
f (ArcV x) = flat3 x
f _ = []
pokeArrayOff :: Storable a => Ptr a -> Int -> [a] -> IO ()
--{-# INLINE pokeArrayOff #-}
--pokeArrayOff ptr i = zipWithM_ (pokeElemOff ptr) [i..]
@@ -149,7 +96,7 @@ pokePoint33s :: Ptr Float -> [(Point3,Point3)] -> IO Int
pokePoint33s ptr vals0 = go vals0 0
where
go [] n = return n
go ( ((V3 a b c),(V3 d e f)):vals) n = do
go ( !(!(V3 a b c),!(V3 d e f)):vals) !n = do
pokeElemOff ptr (off 0) a
pokeElemOff ptr (off 1) b
pokeElemOff ptr (off 2) c
@@ -164,7 +111,7 @@ pokePoint3s :: Ptr Float -> [Point3] -> IO Int
pokePoint3s ptr vals0 = go vals0 0
where
go [] n = return n
go ( (V3 a b c):vals) n = do
go ( !(V3 a b c):vals) !n = do
pokeElemOff ptr (off 0) a
pokeElemOff ptr (off 1) b
pokeElemOff ptr (off 2) c
@@ -172,15 +119,20 @@ pokePoint3s ptr vals0 = go vals0 0
where
off i = n*3 + i
pokeLayVerxs :: PicShads VBO -> [Verx] -> IO (IM.IntMap (PicShads Int))
pokeLayVerxs vbos vxs0 = go vxs0 (IM.fromList $ (, pure 0) <$> [0..5])
pokeLayVerxsM :: PicShads VBO -> [Verx] -> IO (Layers (PicShads Int))
pokeLayVerxsM !vbos = foldM f (pure $ pure 0)
where
f counts vx = pokeLayVerx vbos counts vx >> return (addLayCountVerx counts vx)
pokeLayVerxs :: PicShads VBO -> [Verx] -> IO (Layers (PicShads Int))
pokeLayVerxs !vbos vxs0 = go vxs0 (pure (pure 0))
where
go [] count = return count
go (!vx:vxs) !count = pokeLayVerx vbos count vx >> (go vxs $! addLayCountVerx count vx)
-- this is very brittle, but want to optimise speed if possible here
pokeLayVerx :: PicShads VBO -> IM.IntMap (PicShads Int) -> Verx -> IO ()
{-# INLINE pokeLayVerx #-}
pokeLayVerx :: PicShads VBO -> Layers (PicShads Int) -> Verx -> IO ()
--{-# INLINE pokeLayVerx #-}
pokeLayVerx vbos imoffsets Verx{_vxPos=thePos,_vxCol=theCol,_vxType=theType, _vxLayer = theLay} = case theType of
PolyV -> poke34 (plusPtr (_vboPtr $ _psPoly vbos) ((_psPoly offsets + layOff) * 7 * floatSize)) thePos theCol
PolyzV x -> poke34 thePtr thePos theCol
@@ -208,16 +160,23 @@ pokeLayVerx vbos imoffsets Verx{_vxPos=thePos,_vxCol=theCol,_vxType=theType, _vx
EllV -> poke34 (plusPtr (_vboPtr $ _psEll vbos) ((_psEll offsets + layOff) * 7 * floatSize)) thePos theCol
where
layOff = theLay * numSubElements
offsets = imoffsets IM.! theLay
offsets = getLay theLay imoffsets
addLayCountVerx :: IM.IntMap (PicShads Int) -> Verx -> IM.IntMap (PicShads Int)
{-# INLINE addLayCountVerx #-}
addLayCountVerx m vx = IM.adjust f (_vxLayer vx) m
addLayCountVerx :: Layers (PicShads Int) -> Verx -> Layers (PicShads Int)
--{-# INLINE addLayCountVerx #-}
addLayCountVerx !m !vx = case _vxLayer vx of
0 -> m & lay0 %~ f
1 -> m & lay1 %~ f
2 -> m & lay2 %~ f
3 -> m & lay3 %~ f
4 -> m & lay4 %~ f
5 -> m & lay5 %~ f
_ -> undefined
where
f = flip addCountVerx vx
pokeWalls :: Ptr Float -> [((Point2,Point2),Point4)] -> IO Int
pokeWalls ptr vals0 = go vals0 0
poke224s :: Ptr Float -> [((Point2,Point2),Point4)] -> IO Int
poke224s ptr vals0 = go vals0 0
where
go [] n = return n
go ((((V2 a b),(V2 c d)),(V4 e f g h)):vals) !n = do