Start to move vbo objects to use DSA
This commit is contained in:
@@ -23,7 +23,7 @@ drawCPUShadows pdata s pos rad = do
|
||||
let theshad = pdata ^. positionalBlankShader
|
||||
theptr = _vboPtr $ _vaoVBO $ _shadVAO' theshad
|
||||
i <- VFSM.foldlM' (pokeShapeShad pos rad theptr) 0 $ VFSM.fromList s
|
||||
bindBuffer ArrayBuffer $= (theshad ^? shadVAO' . vaoVBO . vbo)
|
||||
glBindBuffer GL_ARRAY_BUFFER (theshad ^. shadVAO' . vaoVBO . vboName)
|
||||
bufferSubData
|
||||
ArrayBuffer
|
||||
WriteToBuffer
|
||||
|
||||
+13
-13
@@ -32,20 +32,20 @@ preloadRender = do
|
||||
bufferData UniformBuffer $= (64, nullPtr, StreamDraw)
|
||||
bindBufferBase IndexedUniformBuffer 0 $= Just theUBO
|
||||
-- setup wall points VBO, VAOs and shaders
|
||||
wpVBOname <- genObjectName
|
||||
wpVBOname <- mglCreateSingle glCreateBuffers
|
||||
wpVBOptr <- mallocArray (8 * numDrawableWalls)
|
||||
bindBuffer ArrayBuffer $= Just wpVBOname
|
||||
glBindBuffer GL_ARRAY_BUFFER wpVBOname
|
||||
bufferData ArrayBuffer
|
||||
$= ( fromIntegral $ floatSize * numDrawableWalls * 8
|
||||
, nullPtr
|
||||
, StreamDraw
|
||||
)
|
||||
let wpVBO = VBO{_vbo = wpVBOname, _vboPtr = wpVBOptr, _vboAttribSizes = [4, 4], _vboStride = 8}
|
||||
let wpVBO = VBO{_vboName = wpVBOname, _vboPtr = wpVBOptr, _vboAttribSizes = [4, 4], _vboStride = 8}
|
||||
-- wpVAOname <- genObjectName
|
||||
-- bindVertexArrayObject $= Just wpVAOname
|
||||
wpVAOname <- mglCreateSingle glCreateVertexArrays
|
||||
glBindVertexArray wpVAOname
|
||||
bindBuffer ArrayBuffer $= Just wpVBOname
|
||||
glBindBuffer GL_ARRAY_BUFFER wpVBOname
|
||||
setupVertexAttribPointer 0 4 8 0
|
||||
--wpColVAOname <- genObjectName
|
||||
--bindVertexArrayObject $= Just wpColVAOname
|
||||
@@ -56,15 +56,15 @@ preloadRender = do
|
||||
let wpVAO = VAO{_vaoName = wpVAOname, _vaoVBO = wpVBO}
|
||||
wpColVAO = VAO{_vaoName = wpColVAOname, _vaoVBO = wpVBO}
|
||||
-- setup window points VBO, VAOs and shaders
|
||||
winVBOname <- genObjectName
|
||||
winVBOname <- mglCreateSingle glCreateBuffers
|
||||
winVBOptr <- mallocArray (8 * numDrawableWalls)
|
||||
bindBuffer ArrayBuffer $= Just winVBOname
|
||||
glBindBuffer GL_ARRAY_BUFFER winVBOname
|
||||
bufferData ArrayBuffer
|
||||
$= ( fromIntegral $ floatSize * numDrawableWalls * 8
|
||||
, nullPtr
|
||||
, StreamDraw
|
||||
)
|
||||
let winVBO = VBO{_vbo = winVBOname, _vboPtr = winVBOptr, _vboAttribSizes = [4, 4], _vboStride = 8}
|
||||
let winVBO = VBO{_vboName = winVBOname, _vboPtr = winVBOptr, _vboAttribSizes = [4, 4], _vboStride = 8}
|
||||
--winColVAOname <- genObjectName
|
||||
--bindVertexArrayObject $= Just winColVAOname
|
||||
winColVAOname <- mglCreateSingle glCreateVertexArrays
|
||||
@@ -88,20 +88,20 @@ preloadRender = do
|
||||
nullPtr
|
||||
GL_STREAM_DRAW
|
||||
let shEBO = EBO{_eboName = shEBOname, _eboPtr = shEBOptr}
|
||||
shVBOname <- genObjectName
|
||||
shVBOname <- mglCreateSingle glCreateBuffers
|
||||
shVBOptr <- mallocArray (7 * numDrawableElements)
|
||||
bindBuffer ArrayBuffer $= Just shVBOname
|
||||
glBindBuffer GL_ARRAY_BUFFER shVBOname
|
||||
bufferData ArrayBuffer
|
||||
$= ( fromIntegral $ floatSize * numDrawableElements * 7
|
||||
, nullPtr
|
||||
, StreamDraw
|
||||
)
|
||||
let shVBO = VBO{_vbo = shVBOname, _vboPtr = shVBOptr, _vboAttribSizes = [4, 4], _vboStride = 8}
|
||||
let shVBO = VBO{_vboName = shVBOname, _vboPtr = shVBOptr, _vboAttribSizes = [4, 4], _vboStride = 8}
|
||||
--shPosColVAOname <- genObjectName
|
||||
--bindVertexArrayObject $= Just shPosColVAOname
|
||||
shPosColVAOname <- mglCreateSingle glCreateVertexArrays
|
||||
glBindVertexArray shPosColVAOname
|
||||
bindBuffer ArrayBuffer $= Just shVBOname
|
||||
glBindBuffer GL_ARRAY_BUFFER shVBOname
|
||||
setupVertexAttribPointer 0 3 7 0
|
||||
setupVertexAttribPointer 1 4 7 3
|
||||
--bindBuffer ElementArrayBuffer $= Just shEBOname
|
||||
@@ -110,7 +110,7 @@ preloadRender = do
|
||||
--bindVertexArrayObject $= Just shPosVAOname
|
||||
shPosVAOname <- mglCreateSingle glCreateVertexArrays
|
||||
glBindVertexArray shPosVAOname
|
||||
bindBuffer ArrayBuffer $= Just shVBOname
|
||||
glBindBuffer GL_ARRAY_BUFFER shVBOname
|
||||
setupVertexAttribPointer 0 3 7 0
|
||||
--bindBuffer ElementArrayBuffer $= Just shEBOname
|
||||
glBindBuffer GL_ELEMENT_ARRAY_BUFFER shEBOname
|
||||
@@ -121,7 +121,7 @@ preloadRender = do
|
||||
--bindVertexArrayObject $= Just shEdgeVAOname
|
||||
shEdgeVAOname <- mglCreateSingle glCreateVertexArrays
|
||||
glBindVertexArray shEdgeVAOname
|
||||
bindBuffer ArrayBuffer $= Just shVBOname
|
||||
glBindBuffer GL_ARRAY_BUFFER shVBOname
|
||||
setupVertexAttribPointer 0 3 7 0
|
||||
--setup ebo for silhouette edges
|
||||
silEBOname <- mglCreateSingle glCreateBuffers
|
||||
|
||||
+3
-2
@@ -14,11 +14,12 @@ import qualified Data.Vector.Mutable as MV
|
||||
import qualified Data.Vector.Fusion.Stream.Monadic as VFSM
|
||||
import Control.Monad.Primitive
|
||||
import Control.Monad
|
||||
import Graphics.GL.Core45
|
||||
|
||||
bindArrayBuffers :: Int -> VBO -> IO ()
|
||||
{-# INLINABLE bindArrayBuffers #-}
|
||||
bindArrayBuffers numVs theVBO = do
|
||||
bindBuffer ArrayBuffer $= Just (_vbo theVBO)
|
||||
glBindBuffer GL_ARRAY_BUFFER (_vboName theVBO)
|
||||
bufferSubData
|
||||
ArrayBuffer
|
||||
WriteToBuffer
|
||||
@@ -32,7 +33,7 @@ bindShaderLayers shads counts = MV.imapM_ f shads
|
||||
f i shad = do
|
||||
let theVBO = _vaoVBO $ _shadVAO' shad
|
||||
stride = sum $ _vboAttribSizes theVBO
|
||||
bindBuffer ArrayBuffer $= (Just . _vbo $ theVBO)
|
||||
glBindBuffer GL_ARRAY_BUFFER (_vboName $ theVBO)
|
||||
VFSM.mapM_ (g stride theVBO) $ VFSM.enumFromStepN 0 1 6 -- [0..5]
|
||||
--S.mapM_ (g stride theVBO) $ S.each [0..5]
|
||||
|
||||
|
||||
@@ -141,8 +141,10 @@ setupVAOSized ndraw sizes = do
|
||||
|
||||
setupVBOSized :: Int -> [Int] -> IO VBO
|
||||
setupVBOSized ndraw sizes = do
|
||||
vboName <- genObjectName
|
||||
bindBuffer ArrayBuffer $= Just vboName
|
||||
--vboName <- genObjectName
|
||||
--bindBuffer ArrayBuffer $= Just vboName
|
||||
vboname <- mglCreateSingle glCreateBuffers
|
||||
glBindBuffer GL_ARRAY_BUFFER vboname
|
||||
forM_ (zip3 [0 ..] sizes offs) $ \(loc, siz, off) -> do
|
||||
setupVertexAttribPointer loc siz strd off
|
||||
thePtr <- mallocArray (strd * ndraw)
|
||||
@@ -154,7 +156,7 @@ setupVBOSized ndraw sizes = do
|
||||
)
|
||||
return $
|
||||
VBO
|
||||
{ _vbo = vboName
|
||||
{ _vboName = vboname
|
||||
, _vboPtr = thePtr
|
||||
, _vboAttribSizes = sizes
|
||||
, _vboStride = sum sizes
|
||||
|
||||
+2
-2
@@ -12,7 +12,7 @@ module Shader.Data
|
||||
-- | Lens functions
|
||||
, vaoName
|
||||
, vaoVBO
|
||||
, vbo
|
||||
, vboName
|
||||
, vboPtr
|
||||
, vboAttribSizes
|
||||
, vboStride
|
||||
@@ -53,7 +53,7 @@ a pointer to a location with space that can be written to the buffer,
|
||||
and a list of attribute pointer sizes.
|
||||
Vertex attributes are interleaved within the vbo. -}
|
||||
data VBO = VBO
|
||||
{ _vbo :: BufferObject
|
||||
{ _vboName :: GLuint
|
||||
, _vboPtr :: Ptr Float
|
||||
, _vboAttribSizes :: [Int] -- ^ It is not clear to me if this is necessary to store or not
|
||||
, _vboStride :: Int
|
||||
|
||||
Reference in New Issue
Block a user