Add picture shader container datatype
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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
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@@ -36,23 +35,47 @@ 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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pokeSL :: [(Int,[VShader])] -> [Verx] -> IO (IM.IntMap [(VShader,Int)])
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pokeSL vslist vxs = do
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foldM pokeVX (f vslist) vxs
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where
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f = IM.map (map (, 0)) . IM.fromList
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getterPicShad :: VertexType -> Getting a (PicShads a) a
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getterPicShad PolyV = psPoly
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getterPicShad PolyzV{} = psPolyz
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getterPicShad BezV{} = psBez
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getterPicShad TextV{} = psText
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getterPicShad ArcV{} = psArc
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getterPicShad EllV = psEll
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pokeVX :: IM.IntMap [(VShader,Int)] -> Verx -> IO (IM.IntMap [(VShader,Int)])
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pokeVX count vx = do
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let offset = _vxLayer vx
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lshads = count IM.! offset
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(vshad,n) = fromJust $ find (\(s,_) -> _vshaderPokeTest s $ _vxType vx) lshads
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i = fromJust $ findIndex (\(s,_) -> _vshaderPokeTest s $ _vxType vx) lshads
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--setterPicShad :: VertexType -> ASetter
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setterPicShad PolyV = psPoly
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setterPicShad PolyzV{} = psPolyz
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setterPicShad BezV{} = psBez
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setterPicShad TextV{} = psText
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setterPicShad ArcV{} = psArc
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setterPicShad EllV = psEll
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pokeVX' :: PicShads VShader -> PicShads Int -> Verx -> IO (PicShads Int)
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pokeVX' shads count vx = do
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let f = setterPicShad (_vxType vx)
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g = getterPicShad (_vxType vx)
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vshad = shads ^. g
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n = count ^. g
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theVBO = _vaoVBO $ _vshaderVAO vshad
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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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pokeArrayOff ptr (stride * n) (toFls' vx)
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return $ count & f +~ 1
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pokeVX :: PicShads VShader -> IM.IntMap (PicShads Int) -> Verx -> IO (IM.IntMap (PicShads Int))
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pokeVX shads laycounts vx = do
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let theType = _vxType vx
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offset = _vxLayer vx
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counts = laycounts IM.! offset
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getF = getterPicShad theType
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vshad = shads ^. getF
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n = counts ^. getF
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theVBO = _vaoVBO $ _vshaderVAO vshad
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ptr = _vboPointer theVBO
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stride = _vboStride theVBO
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pokeArrayOff ptr (stride * (n+offset * numSubElements)) (toFls' vx)
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return $ count & ix offset . ix i . _2 +~ 1
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return $ laycounts & ix offset . setterPicShad theType +~ 1
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pokeShaderLayer :: (Int,VShader) -> F.FoldM IO Verx Int
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@@ -60,7 +83,7 @@ pokeShaderLayer (l,fs) = F.FoldM (pokeVerticesOff ptr (_vshaderPokeTest fs) stri
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where
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theVBO = _vaoVBO $ _vshaderVAO 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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pokeVerticesOff
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:: Ptr Float
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@@ -108,5 +131,6 @@ pokeVertex ptr stride n fs = do
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return $ n + 1
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pokeArrayOff :: Storable a => Ptr a -> Int -> [a] -> IO ()
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{-# INLINE pokeArrayOff #-}
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pokeArrayOff ptr i = zipWithM_ (pokeElemOff ptr) [i..]
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--{-# INLINE pokeArrayOff #-}
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--pokeArrayOff ptr i = zipWithM_ (pokeElemOff ptr) [i..]
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pokeArrayOff ptr i = pokeArray (plusPtr ptr (floatSize * i))
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