Reimplement text rendering

This commit is contained in:
jgk
2021-02-17 18:19:54 +01:00
parent 6f838ed1ef
commit f4db9bf9a1
+93 -19
View File
@@ -57,24 +57,90 @@ stateBump xs _ = do
redT :: Foldable t => t () -> [Int] redT :: Foldable t => t () -> [Int]
redT x = evalState (foldM stateBump [] x) 0 redT x = evalState (foldM stateBump [] x) 0
picToFTree :: Picture -> FTree [(Point3,Point4)] tripFirst :: (a -> a') -> (a,b,c) -> (a',b,c)
{-# INLINE tripFirst #-}
tripFirst f (x,y,z) = (f x,y,z)
tripSecond :: (b -> b') -> (a,b,c) -> (a,b',c)
{-# INLINE tripSecond #-}
tripSecond f (x,y,z) = (x,f y,z)
scaleT :: Float -> (Point3,Point4,Point2) -> (Point3,Point4,Point2)
scaleT x (a,b,(o,s)) = (a,b,(o,s*x))
scaleRen,translateRen :: Float -> Float -> RenderType -> RenderType
scaleRen x y (RenderPoly xs) = RenderPoly $ map (first $ scale3 x y) xs
scaleRen x y (RenderText xs) = RenderText $ map (tripFirst (scale3 x y ) . scaleT x) xs
--scaleRen x y (RenderText xs) = RenderText $ map (\(a,b,c) -> (a,b, (0,0.2))) xs
scaleRen x y rt = rt
translateRen x y (RenderPoly xs) = RenderPoly $ map (first $ translate3 x y) xs
translateRen x y (RenderText xs) = RenderText $ map (tripFirst $ translate3 x y) xs
--translateRen x y (RenderText xs) = RenderText $ map (tripFirst $ const (0.2,0.2,0)) xs
translateRen x y rt = rt
rotateRen,setDepthRen :: Float -> RenderType -> RenderType
rotateRen a (RenderPoly xs) = RenderPoly $ map (first $ rotate3 a) xs
rotateRen a (RenderText xs) = RenderText $ map (tripFirst $ rotate3 a) xs
rotateRen a rt = rt
setDepthRen a (RenderPoly xs) = RenderPoly $ map (first $ (\(x,y,_) -> (x,y,a))) xs
setDepthRen a (RenderText xs) = RenderText $ map (tripFirst $ (\(x,y,_) -> (x,y,a))) xs
setDepthRen a rt = rt
colorRen :: RGBA -> RenderType -> RenderType
colorRen c (RenderPoly xs) = RenderPoly $ map (second $ const c) xs
colorRen c (RenderText xs) = RenderText $ map (tripSecond $ const c) xs
colorRen c rt = rt
stringToList :: String -> [(Point3,Point4,Point2)]
stringToList s = zipWith (\x (a,b,c) -> (translate3 x (0-dimText) a,b,c))
[0,0.9*dimText..]
$ map charToTuple s
where dimText = 100
charToTuple :: Char -> (Point3,Point4,Point2)
charToTuple c = ((0,0,0),white,(offset,100))
where offset = fromIntegral (fromEnum c) - 32
picToFTree :: Picture -> FTree RenderType
{-# INLINE picToFTree #-} {-# INLINE picToFTree #-}
picToFTree (Polygon ps) = FLeaf $ zip (map zeroZ $ polyToTris ps) $ repeat black picToFTree (Polygon ps) = FLeaf $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ repeat black
picToFTree Blank = FLeaf $ [] picToFTree Blank = FLeaf $ RenderBlank
picToFTree (Text _) = FLeaf $ [] picToFTree (Text s) = FLeaf $ RenderText $ stringToList s
picToFTree (Scale x y pic) = FBranch (map $ first $ scale3 x y) $ picToFTree pic picToFTree (Scale x y pic) = FBranch (scaleRen x y) $ picToFTree pic
picToFTree (Translate x y pic) = FBranch (map $ first $ translate3 x y) $ picToFTree pic picToFTree (Translate x y pic) = FBranch (translateRen x y) $ picToFTree pic
picToFTree (Rotate a pic) = FBranch (map $ first $ rotate3 a) $ picToFTree pic picToFTree (Rotate a pic) = FBranch (rotateRen a) $ picToFTree pic
picToFTree (SetDepth a pic) = FBranch (map $ first $ (\(x,y,_) -> (x,y,a))) $ picToFTree pic picToFTree (SetDepth a pic) = FBranch (setDepthRen a) $ picToFTree pic
picToFTree (Color c pic) = FBranch (map $ second $ const c) $ picToFTree pic picToFTree (Color c pic) = FBranch (colorRen c) $ picToFTree pic
picToFTree (Pictures pics) = FBranches $ map picToFTree pics picToFTree (Pictures pics) = FBranches $ map picToFTree pics
pokePic :: Ptr Float -> Ptr Float -> FTree [(Point3,Point4)] -> IO Int pokeTexts :: Ptr Float -> Ptr Float -> Ptr Float -> FTree RenderType -> IO Int
pokeTexts = go 0
where go n pa pb pc t = foldM (pokeText pa pb pc) n t
pokeText :: Ptr Float -> Ptr Float -> Ptr Float -> Int -> RenderType -> IO Int
pokeText pa pb pc n (RenderText vs) = foldM (pokeTextVert pa pb pc) n vs
pokeText _ _ _ n _ = return n
pokeTextVert :: Ptr Float -> Ptr Float -> Ptr Float -> Int -> (Point3, Point4, Point2) -> IO Int
pokeTextVert pa pb pc n ((x,y,z),(r,g,b,a),(s,t))
| n > 20000 * 2 = return n
| otherwise = do
pokeElemOff pa (3*n+0) x
pokeElemOff pa (3*n+1) y
pokeElemOff pa (3*n+2) z
pokeElemOff pb (4*n+0) r
pokeElemOff pb (4*n+1) g
pokeElemOff pb (4*n+2) b
pokeElemOff pb (4*n+3) a
pokeElemOff pc (2*n+0) s
pokeElemOff pc (2*n+1) t
return (n+1)
pokePic :: Ptr Float -> Ptr Float -> FTree RenderType -> IO Int
pokePic = go 0 pokePic = go 0
where go n pa pb t = foldM (pokePoly pa pb) n t where go n pa pb t = foldM (pokePoly pa pb) n t
pokePoly :: Ptr Float -> Ptr Float -> Int -> [(Point3,Point4)] -> IO Int pokePoly :: Ptr Float -> Ptr Float -> Int -> RenderType -> IO Int
pokePoly pa pb n vs = foldM (pokeVert pa pb) n vs pokePoly pa pb n (RenderPoly vs) = foldM (pokeVert pa pb) n vs
pokePoly _ _ n _ = return n
pokeVert :: Ptr Float -> Ptr Float -> Int -> (Point3, Point4) -> IO Int pokeVert :: Ptr Float -> Ptr Float -> Int -> (Point3, Point4) -> IO Int
pokeVert pa pb n ((x,y,z),(r,g,b,a)) pokeVert pa pb n ((x,y,z),(r,g,b,a))
@@ -129,21 +195,29 @@ rotate3 a (x,y,z) = (x',y',z)
renderPicture' :: PreloadData -> Picture -> IO () renderPicture' :: PreloadData -> Picture -> IO ()
renderPicture' pdata pic = do renderPicture' pdata pic = do
currentProgram $= Just (_basicShader pdata)
bindVertexArrayObject $= Just (_basicVAO pdata)
bindBuffer ArrayBuffer $= Just (_posVBO pdata)
let firstIndex = 0 let firstIndex = 0
fSize = sizeOf (0::Float) fSize = sizeOf (0::Float)
currentProgram $= Just (_basicShader pdata)
numVert <- pokePic (_ptrPosVBO pdata) (_ptrColVBO pdata) $ picToFTree pic numVert <- pokePic (_ptrPosVBO pdata) (_ptrColVBO pdata) $ picToFTree pic
bindVertexArrayObject $= Just (_basicVAO pdata)
bindBuffer ArrayBuffer $= Just (_posVBO pdata)
bufferData ArrayBuffer $= (fromIntegral $ fSize * numVert * 3, _ptrPosVBO pdata, StreamDraw) bufferData ArrayBuffer $= (fromIntegral $ fSize * numVert * 3, _ptrPosVBO pdata, StreamDraw)
-- marshallVs vertices $ \ptr -> do
-- bufferData ArrayBuffer $= (fromIntegral (numVertices * vertexSize), ptr, StreamDraw)
bindBuffer ArrayBuffer $= Just (_colVBO pdata) bindBuffer ArrayBuffer $= Just (_colVBO pdata)
bufferData ArrayBuffer $= (fromIntegral $ fSize * numVert * 4, _ptrColVBO pdata, StreamDraw) bufferData ArrayBuffer $= (fromIntegral $ fSize * numVert * 4, _ptrColVBO pdata, StreamDraw)
-- marshallVs colVs $ \ptr -> do
-- bufferData ArrayBuffer $= (fromIntegral (div (4 * numVertices * colVsize) 3), ptr, StreamDraw)
drawArrays Triangles (fromIntegral firstIndex) (fromIntegral $ numVert) drawArrays Triangles (fromIntegral firstIndex) (fromIntegral $ numVert)
currentProgram $= Just (_textShader pdata)
numVert' <- pokeTexts (_ptrPosVBO pdata) (_ptrColVBO pdata) (_ptrTexVBO pdata) $ picToFTree pic
bindVertexArrayObject $= Just (_textVAO pdata)
bindBuffer ArrayBuffer $= Just (_posVBO pdata)
bufferData ArrayBuffer $= (fromIntegral $ fSize * numVert' *3, _ptrPosVBO pdata, StreamDraw)
bindBuffer ArrayBuffer $= Just (_colVBO pdata)
bufferData ArrayBuffer $= (fromIntegral $ fSize * numVert' *4, _ptrColVBO pdata, StreamDraw)
bindBuffer ArrayBuffer $= Just (_texVBO pdata)
bufferData ArrayBuffer $= (fromIntegral $ fSize * numVert' *2, _ptrTexVBO pdata, StreamDraw)
drawArrays Points (fromIntegral firstIndex) (fromIntegral $ numVert')
renderPicture :: PreloadData -> Picture -> IO () renderPicture :: PreloadData -> Picture -> IO ()
renderPicture pdata pic = do renderPicture pdata pic = do
currentProgram $= Just (_basicShader pdata) currentProgram $= Just (_basicShader pdata)