Add picture shader container datatype
This commit is contained in:
@@ -21,7 +21,7 @@ data RenderData = RenderData
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, _colorBlurShader :: FullShader
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, _barrelShader :: FullShader
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, _grayscaleShader :: FullShader
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, _pictureShaders :: [VShader]
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, _pictureShaders :: PicShads VShader
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, _fbo2 :: (FramebufferObject, TextureObject)
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, _fbo3 :: (FramebufferObject, TextureObject)
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, _fboFourth1 :: (FramebufferObject, TextureObject)
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+16
-20
@@ -77,32 +77,30 @@ doDrawing pdata w = do
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if w ^. config . wall_textured
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then renderTextureWalls pdata nWalls
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else renderBlankWalls pdata nWalls
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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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--FIXME _ <- renderFoldable pdata $ polysToPic $ foregroundPics w
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vfore <- pokeBindFoldableLayer pdata $ polysToPic $ foregroundPics w
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mapM_ (uncurry $ drawShaderLay 0) (vfore IM.! 0)
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--_ <- renderFoldable pdata $ map snd $ filter ((==0).fst) pic
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_ <- renderFoldable pdata $ polysToPic $ foregroundPics w
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vnums <- pokeBindFoldableLayer pdata $ pic
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mapM_ (uncurry $ drawShaderLay 0) (vnums IM.! 0)
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let shads = _pictureShaders pdata
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--mapM_ (uncurry $ drawShaderLay 0) ((,) <$> shads <*> count)
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renderLayer 0 shads vnums
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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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mapM_ (uncurry $ drawShaderLay 1) (vnums IM.! 1)
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--mapM_ (uncurry $ drawShaderLay 1) (vnums IM.! 1)
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renderLayer 1 shads vnums
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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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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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--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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renderLayer 3 shads vnums
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renderLayer 4 shads vnums
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renderLayer 5 shads vnums
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depthMask $= Enabled
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bindFramebuffer Framebuffer $= fst (_fboFourth1 pdata)
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@@ -145,8 +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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mapM_ (uncurry $ drawShaderLay 2) (vnums IM.! 2)
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--mapM_ (uncurry $ drawShaderLay 2) (vnums IM.! 2)
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renderLayer 2 shads vnums
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renderWindows pdata windowPoints
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depthFunc $= Just Always
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@@ -178,9 +176,7 @@ doDrawing pdata w = do
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blend $= Enabled
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blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
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vovers <- pokeBindFoldableLayer pdata $ fixedCoordPictures w
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mapM_ (uncurry $ drawShaderLay 0) (vovers IM.! 0)
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--FIXME _ <- renderFoldable pdata $ fixedCoordPictures w
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_ <- renderFoldable pdata $ fixedCoordPictures w
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depthMask $= Enabled
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eTicks <- SDL.ticks
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+5
-5
@@ -55,8 +55,8 @@ import Geometry.Vector3D
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import Geometry.Data
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import Picture.Data
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import Data.List
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import Data.Bifunctor
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--import Data.List
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--import Data.Bifunctor
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--import qualified Data.DList as DL
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--import Graphics.Rendering.OpenGL (lineWidth, ($=))
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import Control.Lens
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@@ -64,8 +64,8 @@ import Control.Lens
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black :: RGBA
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black = (0,0,0,1)
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zl :: RenderType -> [(Int,RenderType)]
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zl rt = [(0,rt)]
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--zl :: RenderType -> [(Int,RenderType)]
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--zl rt = [(0,rt)]
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polygon :: [Point2] -> Picture
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{-# INLINE polygon #-}
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@@ -175,7 +175,7 @@ addDepth d = map $ overPos (\(x,y,z) -> (x,y,z+d))
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setLayer :: Int -> Picture -> Picture
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{-# INLINE setLayer #-}
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setLayer i = map $ f
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setLayer i = map f
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where
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f v = v {_vxLayer = i}
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+10
-3
@@ -38,7 +38,7 @@ preloadRender = do
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, nullPtr
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, DynamicDraw
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)
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let wpVBO = VBO {_vbo = wpVBOname, _vboPointer = wpVBOptr, _vboAttribSizes = [4,4]}
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let wpVBO = VBO {_vbo = wpVBOname, _vboPointer = wpVBOptr, _vboAttribSizes = [4,4], _vboStride = 8}
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wpVAOname <- genObjectName
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bindVertexArrayObject $= Just wpVAOname
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bindBuffer ArrayBuffer $= Just wpVBOname
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@@ -119,8 +119,14 @@ preloadRender = do
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clearColor $= Color4 0 0 0 1
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return $ RenderData
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{ _pictureShaders =
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[bslist,cslist,aslist,eslist,bezierQuadShader,basicTweakZShad]
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{ _pictureShaders = PicShads
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{ _psPoly = bslist
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, _psText = cslist
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, _psArc = aslist
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, _psEll = eslist
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, _psBez = bezierQuadShader
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, _psPolyz = basicTweakZShad
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}
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, _lightingSurfaceShader = lightingSurfaceShad
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, _lightingLineShadowShader = lightingLineShadowShad
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, _lightingOccludeShader = wsShad {_shaderVAO = wpVAO}
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@@ -238,6 +244,7 @@ poke33 :: RenderType -> [[Float]]
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poke33 Render3x3{_unRender3x3=((x,y,z),(a,b,c))} = [[x,y,z,a,b,c]]
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poke33 _ = undefined
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isPolyV, isArcV, isEllV, isTextV, isBezV, isPolyzV :: VertexType -> Bool
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isPolyV PolyV = True
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isPolyV _ = False
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isArcV (ArcV _) = True
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+28
-18
@@ -153,20 +153,33 @@ renderShader shad dat = do
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eticks <- SDL.ticks
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return $ eticks - sticks
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pokeBindFoldable
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:: Foldable f
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=> RenderData
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-> f Verx
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-> IO (PicShads Int)
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pokeBindFoldable pdata m = do
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let shads = _pictureShaders pdata
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counts = zeroCounts
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elist <- foldM (pokeVX' shads) counts m
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bindShader shads elist
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return elist
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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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-> f Verx
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-> IO (IM.IntMap [(VShader,Int)])
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-> IO (IM.IntMap (PicShads Int))
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pokeBindFoldableLayer pdata m = do
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let slist = (,) <$> [0..6] <*> _pictureShaders pdata
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slist' = IM.fromListWith (++) ((,) <$> [0..6] <*> map ((:[]) . (, 0)) (_pictureShaders pdata))
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let shads = _pictureShaders pdata
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slist' = (IM.fromList ((,) <$> [0..6] <*> [zeroCounts])) :: IM.IntMap (PicShads Int)
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slist'' <- foldM (pokeVX shads) slist' m
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bindShaderLay shads slist''
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-- is <- F.foldM (traverse pokeShaderLayer slist) m
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-- bindShaderLayer slist is
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slist'' <- foldM pokeVX slist' m
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bindShaderLay slist''
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--return $ IM.fromListWith (++) $ zipWith (\(i,fs) n -> (i,[(fs,n)])) slist is
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return slist''
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renderFoldable
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@@ -177,22 +190,19 @@ renderFoldable
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renderFoldable pdata struct = do
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pokeStartTicks <- SDL.ticks
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let slist = (,) <$> [0..6] <*> _pictureShaders pdata
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count <- pokeBindFoldable pdata struct
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let shads = _pictureShaders pdata
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-- poke data, returns list buffer sizes for each shader
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is <- F.foldM (traverse pokeShaderLayer slist) struct
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-- the idea of binding many buffers at once, rather than interweaving with draw
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-- calls, is to prevent opengl from waiting for a draw call to finish
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-- before it performs another state change
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bindShaderLayer slist is
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zipWithM_ (uncurry drawShaderLay) slist is
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mapM_ (uncurry (drawShaderLay 0)) ((,) <$> shads <*> count)
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pokeEndTicks <- SDL.ticks
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return $ pokeEndTicks - pokeStartTicks
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------------------------------end renderFoldable
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renderLayer :: Int -> PicShads VShader -> IM.IntMap (PicShads Int) -> IO ()
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renderLayer i shads counts =
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mapM_ (uncurry $ drawShaderLay i) ((,) <$> shads <*> counts IM.! i)
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pokeTwoOff
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:: Ptr Float
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-> Int
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+21
-11
@@ -2,6 +2,7 @@ module Shader
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( bindShaderLayer
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, bindShaderLay
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, bindShaderBuffers
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, bindShader
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, bindArrayBuffers
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, drawShader
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, freeShaderPointers
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@@ -18,6 +19,7 @@ import Control.Monad
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import Graphics.Rendering.OpenGL hiding (Point,translate,scale,imageHeight)
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import Graphics.GL.Core43
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import qualified Data.IntMap.Strict as IM
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import Data.Bifunctor
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--import Text.RawString.QQ
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--import Linear.Matrix
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--import Linear.V4
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@@ -32,6 +34,18 @@ 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' lay numVs 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 `plusPtr` (floatSize * stride * numSubElements * lay))
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where
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stride = sum $ _vboAttribSizes 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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@@ -44,11 +58,14 @@ bindArrayBuffersLayer numVs lay theVBO = do
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where
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stride = sum $ _vboAttribSizes theVBO
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bindShaderLay :: IM.IntMap [(VShader,Int)] -> IO ()
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bindShaderLay = mapM_ f . IM.toList
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bindShaderLay :: PicShads VShader -> IM.IntMap (PicShads Int) -> IO ()
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bindShaderLay shads = mapM_ f . IM.toList
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where
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f (lay,ps) = mapM_ (g lay) ps
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g l (fs,i) = bindArrayBuffersLayer i l $ _vaoVBO $ _vshaderVAO fs
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f (lay,counts) = sequence_ $ bindArrayBuffersLayer' lay <$> counts <*> (_vaoVBO . _vshaderVAO <$> shads)
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bindShader :: PicShads VShader -> PicShads Int -> IO ()
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bindShader shads counts = sequence_ $ bindArrayBuffers <$> counts <*> (_vaoVBO . _vshaderVAO <$> shads)
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--bindShader = mapM_ (uncurry (flip bindArrayBuffers) . first (_vaoVBO . _vshaderVAO))
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bindShaderLayer :: [(Int,VShader)] -> [Int] -> IO ()
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bindShaderLayer = zipWithM_ f
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@@ -60,13 +77,6 @@ bindShaderBuffers = zipWithM_ f
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where
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f fs i = bindArrayBuffers i $ _vaoVBO $ _shaderVAO fs
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drawShaderLays :: IM.IntMap [(VShader,Int)] -> IO ()
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{-# INLINE drawShaderLays #-}
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drawShaderLays = mapM_ f . IM.toList
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where
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f (lay,ps) = mapM_ (g lay) ps
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g lay (shad,i) = drawShaderLay lay shad i
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drawShaderLay :: Int -> VShader -> Int -> IO ()
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{-# INLINE drawShaderLay #-}
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drawShaderLay l fs i = do
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@@ -151,6 +151,7 @@ setupVBO sizes = do
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{ _vbo = vboName
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, _vboPointer = thePtr
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, _vboAttribSizes = sizes
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, _vboStride = sum sizes
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}
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where
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strd = sum sizes
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@@ -173,6 +174,7 @@ setupVBOSized sizes ndraw = do
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{ _vbo = vboName
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, _vboPointer = thePtr
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, _vboAttribSizes = sizes
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, _vboStride = sum sizes
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}
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where
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strd = sum sizes
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@@ -9,6 +9,7 @@ module Shader.Data
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, VShader (..)
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, ShaderTexture (..)
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, EPrimitiveMode (..)
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, PicShads (..)
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-- | Lens functions
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, vao
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, vaoVBO
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@@ -27,6 +28,14 @@ module Shader.Data
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, vshaderCustomUnis
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, vshaderPokeTest
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, psPoly
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, psPolyz
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, psBez
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, psText
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, psArc
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, psEll
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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 Picture.Data
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@@ -49,6 +58,7 @@ data VBO = VBO
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{ _vbo :: BufferObject
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, _vboPointer :: Ptr Float
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, _vboAttribSizes :: [Int] -- ^ It is not clear to me if this is necessary to store or not
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, _vboStride :: Int
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}
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data VShader = VShader
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{ _vshaderProgram :: Program
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@@ -58,6 +68,69 @@ data VShader = VShader
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, _vshaderCustomUnis :: [UniformLocation]
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, _vshaderPokeTest :: VertexType -> Bool
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}
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data PicShads a = PicShads
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{ _psPoly :: a
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, _psPolyz :: a
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, _psBez :: a
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, _psText :: a
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, _psArc :: a
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, _psEll :: a
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}
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-- boilerplate folows
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instance Functor PicShads where
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fmap f PicShads
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{ _psPoly = thePoly
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, _psPolyz = thePolyz
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, _psBez = theBez
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, _psText = theText
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, _psArc = theArc
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, _psEll = theEll
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}
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= PicShads
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{ _psPoly = f thePoly
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, _psPolyz = f thePolyz
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, _psBez = f theBez
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, _psText = f theText
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, _psArc = f theArc
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, _psEll = f theEll
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}
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instance Applicative PicShads where
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pure a = PicShads a a a a a a
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(<*>) PicShads
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{ _psPoly = fPoly
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, _psPolyz = fPolyz
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, _psBez = fBez
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, _psText = fText
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, _psArc = fArc
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, _psEll = fEll
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}
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PicShads
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{ _psPoly = thePoly
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, _psPolyz = thePolyz
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, _psBez = theBez
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, _psText = theText
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, _psArc = theArc
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, _psEll = theEll
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}
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= PicShads
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{ _psPoly = fPoly thePoly
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, _psPolyz = fPolyz thePolyz
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, _psBez = fBez theBez
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, _psText = fText theText
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, _psArc = fArc theArc
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, _psEll = fEll theEll
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}
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instance Foldable PicShads where
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foldr f x PicShads
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{ _psPoly = thePoly
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, _psPolyz = thePolyz
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, _psBez = theBez
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, _psText = theText
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, _psArc = theArc
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, _psEll = theEll
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}
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= f thePoly . f thePolyz . f theBez . f theText . f theArc $ f theEll x
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{- | Datatype containing the necessary information for a single shader. -}
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data FullShader = FullShader
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@@ -89,3 +162,4 @@ data EPrimitiveMode
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makeLenses ''VAO
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makeLenses ''FullShader
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makeLenses ''VShader
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makeLenses ''PicShads
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+44
-20
@@ -1,9 +1,10 @@
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{-# LANGUAGE TupleSections #-}
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--{-# LANGUAGE TupleSections #-}
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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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, pokeVX
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, pokeVX'
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) where
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import Shader.Data
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import Shader.Parameters
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@@ -22,11 +23,9 @@ pokeShader fs = F.FoldM (pokeVertices 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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stride = _vboStride 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
|
||||
@@ -36,23 +35,47 @@ pokeVertices
|
||||
-> IO Int
|
||||
pokeVertices toFs ptr stride n rt = foldM (pokeVertex ptr stride) n (toFs rt)
|
||||
|
||||
pokeSL :: [(Int,[VShader])] -> [Verx] -> IO (IM.IntMap [(VShader,Int)])
|
||||
pokeSL vslist vxs = do
|
||||
foldM pokeVX (f vslist) vxs
|
||||
where
|
||||
f = IM.map (map (, 0)) . IM.fromList
|
||||
getterPicShad :: VertexType -> Getting a (PicShads a) a
|
||||
getterPicShad PolyV = psPoly
|
||||
getterPicShad PolyzV{} = psPolyz
|
||||
getterPicShad BezV{} = psBez
|
||||
getterPicShad TextV{} = psText
|
||||
getterPicShad ArcV{} = psArc
|
||||
getterPicShad EllV = psEll
|
||||
|
||||
pokeVX :: IM.IntMap [(VShader,Int)] -> Verx -> IO (IM.IntMap [(VShader,Int)])
|
||||
pokeVX count vx = do
|
||||
let offset = _vxLayer vx
|
||||
lshads = count IM.! offset
|
||||
(vshad,n) = fromJust $ find (\(s,_) -> _vshaderPokeTest s $ _vxType vx) lshads
|
||||
i = fromJust $ findIndex (\(s,_) -> _vshaderPokeTest s $ _vxType vx) lshads
|
||||
--setterPicShad :: VertexType -> ASetter
|
||||
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 = shads ^. g
|
||||
n = count ^. g
|
||||
theVBO = _vaoVBO $ _vshaderVAO vshad
|
||||
ptr = _vboPointer theVBO
|
||||
stride = sum $ _vboAttribSizes theVBO
|
||||
stride = _vboStride theVBO
|
||||
pokeArrayOff ptr (stride * n) (toFls' vx)
|
||||
return $ count & f +~ 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 = shads ^. getF
|
||||
n = counts ^. getF
|
||||
theVBO = _vaoVBO $ _vshaderVAO vshad
|
||||
ptr = _vboPointer theVBO
|
||||
stride = _vboStride theVBO
|
||||
pokeArrayOff ptr (stride * (n+offset * numSubElements)) (toFls' vx)
|
||||
return $ count & ix offset . ix i . _2 +~ 1
|
||||
return $ laycounts & ix offset . setterPicShad theType +~ 1
|
||||
|
||||
|
||||
pokeShaderLayer :: (Int,VShader) -> F.FoldM IO Verx Int
|
||||
@@ -60,7 +83,7 @@ pokeShaderLayer (l,fs) = F.FoldM (pokeVerticesOff ptr (_vshaderPokeTest fs) stri
|
||||
where
|
||||
theVBO = _vaoVBO $ _vshaderVAO fs
|
||||
ptr = _vboPointer theVBO
|
||||
stride = sum $ _vboAttribSizes theVBO
|
||||
stride = _vboStride theVBO
|
||||
|
||||
pokeVerticesOff
|
||||
:: Ptr Float
|
||||
@@ -108,5 +131,6 @@ pokeVertex ptr stride n fs = do
|
||||
return $ n + 1
|
||||
|
||||
pokeArrayOff :: Storable a => Ptr a -> Int -> [a] -> IO ()
|
||||
{-# INLINE pokeArrayOff #-}
|
||||
pokeArrayOff ptr i = zipWithM_ (pokeElemOff ptr) [i..]
|
||||
--{-# INLINE pokeArrayOff #-}
|
||||
--pokeArrayOff ptr i = zipWithM_ (pokeElemOff ptr) [i..]
|
||||
pokeArrayOff ptr i = pokeArray (plusPtr ptr (floatSize * i))
|
||||
|
||||
Reference in New Issue
Block a user