--{-# LANGUAGE Strict #-} {-# LANGUAGE DeriveFoldable, StandaloneDeriving #-} module Picture.Render where import Control.Lens import Control.Monad import Control.Monad.Trans.State import qualified Control.Foldl as F import Data.Bifunctor import Picture import Geometry import Picture.Preload --import Control.Lens import Foreign import Codec.Picture import Graphics.Rendering.OpenGL hiding (Line,get,translate,scale,imageHeight,imageWidth,Polygon,Color,T) import qualified Graphics.Rendering.OpenGL as GL import Data.Foldable import Data.List import qualified Data.Vector.Storable as V import qualified Data.IntMap as IM import Control.DeepSeq polyToTris :: [s] -> [s] {-# INLINE polyToTris #-} polyToTris (a:b:c:as) = a : intercalate [a] (zipWith (\x y->[x,y]) (init (b:c:as)) (c:as)) polyToTris _ = [] 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) {-# INLINE scaleT #-} scaleT x (a,b,(o,s)) = (a,b,(o,s*x)) overPos :: (Point3 -> Point3) -> RenderType -> RenderType overPos f (RenderPoly vs) = RenderPoly $ map (first $ f) vs overPos f (RenderLine vs) = RenderLine $ map (first $ f) vs overPos f (RenderText vs) = RenderText $ map (\(a,b,c) -> (f a,b,c)) vs overPos f (RenderCirc (a,b,c)) = RenderCirc (f a,b,c) overPos f (RenderArc (a,b,c)) = RenderArc (f a,b,c) overPos _ RenderBlank = RenderBlank overCol :: (Point4 -> Point4) -> RenderType -> RenderType overCol f (RenderPoly vs) = RenderPoly $ map (second $ f) vs overCol f (RenderLine vs) = RenderLine $ map (second $ f) vs overCol f (RenderText vs) = RenderText $ map (\(a,b,c) -> (a,f b,c)) vs overCol f (RenderCirc (a,b,c)) = RenderCirc (a,f b,c) overCol f (RenderArc (a,b,c)) = RenderArc (a,f b,c) overCol _ RenderBlank = RenderBlank scaleRen,translateRen :: Float -> Float -> RenderType -> RenderType {-# INLINE scaleRen #-} scaleRen x y (RenderText vs) = overPos (scale3 x y) $ RenderText $ map (scaleT x) vs scaleRen x y rt = overPos (scale3 x y) rt {-# INLINE translateRen #-} translateRen x y = overPos $ translate3 x y rotateRen,setDepthRen :: Float -> RenderType -> RenderType {-# INLINE rotateRen #-} rotateRen a (RenderArc (p,c,(as,ae,r,w))) = overPos (rotate3 a) $ RenderArc (p,c,(f as,f ae,r,w)) --where f b = normalizeAngle $ a + b where f b = a + b rotateRen a pic = overPos (rotate3 a) pic {-# INLINE setDepthRen #-} setDepthRen d = overPos $ \(x,y,_) -> (x,y,-d) {-# INLINE colorRen #-} colorRen :: RGBA -> RenderType -> RenderType colorRen c = overCol $ const c stringToList :: String -> [(Point3,Point4,Point2)] {-# INLINE stringToList #-} stringToList s = zipWith (\x (a,b,c) -> (translate3 x 0 a,b,c)) [0,0.9*dimText..] $ map charToTuple s where dimText = 100 charToTuple :: Char -> (Point3,Point4,Point2) {-# INLINE charToTuple #-} charToTuple c = ((0,0,0),white,(offset,100)) where offset = fromIntegral (fromEnum c) - 32 --picToFTree :: Picture -> IM.IntMap (FTree RenderType) --{-# INLINE picToFTree #-} --picToFTree (Polygon i ps) = IM.singleton i $ FLeaf $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ repeat black --picToFTree (PolygonCol i vs) -- = let (ps,cs) = unzip vs -- in IM.singleton i $ FLeaf $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ polyToTris cs --picToFTree (Circle i r) = IM.singleton i $ FLeaf $ RenderCirc $ ((0,0,0),black,r) --picToFTree (ThickArc i startA endA rad wdth) -- = IM.singleton i $ FLeaf $ RenderArc $ ((0,0,0),black,(startA,endA,rad,wdth)) --picToFTree Blank = IM.singleton 0 $ FLeaf $ RenderBlank --picToFTree (Line i ps) = IM.singleton 0 $ FLeaf $ RenderLine $ zip (map zeroZ $ doubleLine ps) $ repeat black --picToFTree (Text i s) = IM.singleton i $ FLeaf $ RenderText $ stringToList s --picToFTree (Scale x y pic) = fmap (FBranch (scaleRen x y)) $ picToFTree pic --picToFTree (Translate x y pic) = fmap (FBranch (translateRen x y)) $ picToFTree pic --picToFTree (Rotate a pic) = fmap (FBranch (rotateRen a)) $ picToFTree pic --picToFTree (SetDepth a pic) = fmap (FBranch (setDepthRen a)) $ picToFTree pic --picToFTree (Color c pic) = fmap (FBranch (colorRen c)) $ picToFTree pic --picToFTree (Pictures pics) = fmap FBranches $ IM.unionsWith (++) $ map (fmap return . picToFTree) pics picToFTree :: Int -> Picture -> FTree RenderType {-# INLINE picToFTree #-} picToFTree x (Polygon i ps) | i == x = FLeaf $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ repeat black | otherwise = FLeaf RenderBlank picToFTree x (PolygonCol i vs) | i /= x = FLeaf RenderBlank | otherwise = let (ps,cs) = unzip vs in FLeaf $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ polyToTris cs picToFTree x (Circle i r) | i == x = FLeaf $ RenderCirc $ ((0,0,0),black,r) | otherwise = FLeaf RenderBlank picToFTree x (ThickArc i startA endA rad wdth) | i == x = FLeaf $ RenderArc $ ((0,0,0),black,(startA,endA,rad,wdth)) | otherwise = FLeaf RenderBlank picToFTree x (Line i ps) | i == x = FLeaf $ RenderLine $ zip (map zeroZ $ doubleLine ps) $ repeat white | otherwise = FLeaf RenderBlank picToFTree x (Text i s) | i == x = FLeaf $ RenderText $ stringToList s | otherwise = FLeaf RenderBlank picToFTree j Blank = FLeaf RenderBlank picToFTree j (Scale x y pic) = FBranch (scaleRen x y) $ picToFTree j pic picToFTree j (Translate x y pic) = FBranch (translateRen x y) $ picToFTree j pic picToFTree j (Rotate a pic) = FBranch (rotateRen a) $ picToFTree j pic picToFTree j (SetDepth a pic) = FBranch (setDepthRen a) $ picToFTree j pic picToFTree j (Color c pic) = FBranch (colorRen c) $ picToFTree j pic picToFTree j (Pictures pics) = FBranches $ map (picToFTree j) pics doubleLine :: [Point2] -> [Point2] doubleLine (x:y:xs) = concat $ zipWith (:) (init (x:y:xs)) $ map (\a -> [a]) (y:xs) doubleLine _ = [] theFold :: TwoPtrs -> ThreePtrs -> ThreePtrs -> TwoPtrs -> ThreePtrs -> F.FoldM IO RenderType (Int,Int,Int,Int,Int) theFold pas pbs pcs pds pes -- = (,,,,) <$> pokeFold pas <*> pokeTextFold pbs <*> pokeCircFold pcs = (,,,,) <$> pokeTwoPtrsWith pokePoly pas <*> pokeThreePtrsWith pokeText pbs <*> pokeThreePtrsWith pokeCirc pcs <*> pokeTwoPtrsWith pokeLine pds <*> pokeThreePtrsWith pokeArc pes type ThreePtrs = (Ptr Float,Ptr Float,Ptr Float) type TwoPtrs = (Ptr Float,Ptr Float) pokeThreePtrsWith :: (ThreePtrs -> Int -> RenderType -> IO Int) -> ThreePtrs -> F.FoldM IO RenderType Int pokeThreePtrsWith pokeF ptrs = F.FoldM (pokeF ptrs) (return 0) return pokeTwoPtrsWith :: (TwoPtrs -> Int -> RenderType -> IO Int) -> TwoPtrs -> F.FoldM IO RenderType Int pokeTwoPtrsWith pokeF ptrs = F.FoldM (pokeF ptrs) (return 0) return pokeArc:: ThreePtrs -> Int -> RenderType -> IO Int pokeArc (pa,pb,pc) n (RenderArc (p,c,s)) | n > 20000 * 2 = return n | otherwise = do pokeThreeOff pa n p pokeFourOff pb n c pokeFourOff pc n s return $ n + 1 pokeArc _ n _ = return n pokeTwoOff :: Ptr Float -> Int -> (Float,Float) -> IO () pokeTwoOff ptr n (x,y) = do pokeElemOff ptr (2*n+0) x pokeElemOff ptr (2*n+1) y pokeThreeOff :: Ptr Float -> Int -> (Float,Float,Float) -> IO () pokeThreeOff ptr n (x,y,z) = do pokeElemOff ptr (3*n+0) x pokeElemOff ptr (3*n+1) y pokeElemOff ptr (3*n+2) z pokeFourOff :: Ptr Float -> Int -> (Float,Float,Float,Float) -> IO () pokeFourOff ptr n (x,y,z,w) = do pokeElemOff ptr (4*n+0) x pokeElemOff ptr (4*n+1) y pokeElemOff ptr (4*n+2) z pokeElemOff ptr (4*n+3) w pokeLine :: TwoPtrs -> Int -> RenderType -> IO Int pokeLine (pa,pb) n (RenderLine vs) = foldM (pokeLineVert pa pb) n vs pokeLine _ n _ = return n pokeLineVert :: Ptr Float -> Ptr Float -> Int -> (Point3, Point4) -> IO Int pokeLineVert pa pb n (p,c) | n > 20000 * 2 = return n | otherwise = do pokeThreeOff pa n p pokeFourOff pb n c return (n+1) pokeCirc :: ThreePtrs -> Int -> RenderType -> IO Int pokeCirc (pa,pb,pc) n (RenderCirc (p,c,s)) | n > 20000 * 2 = return n | otherwise = do pokeThreeOff pa n p pokeFourOff pb n c pokeElemOff pc n s return (n+1) pokeCirc _ n _ = return n 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 (p,c,t) | n > 20000 * 2 = return n | otherwise = do pokeThreeOff pa n p pokeFourOff pb n c pokeTwoOff pc n t return (n+1) pokePoly :: TwoPtrs -> Int -> RenderType -> IO Int 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 pa pb n (p,c) | n > 20000 * 2 = return n | otherwise = do pokeThreeOff pa n p pokeFourOff pb n c return (n+1) translate3 :: Float -> Float -> Point3 -> Point3 {-# INLINE translate3 #-} translate3 a b (x,y,z) = (x+a,y+b,z) scale3 :: Float -> Float -> Point3 -> Point3 {-# INLINE scale3 #-} scale3 a b (x,y,z) = (x*a,y*b,z) rotate3 :: Float -> Point3 -> Point3 {-# INLINE rotate3 #-} rotate3 a (x,y,z) = (x',y',z) where (x',y') = rotateV a (x,y) fSize = sizeOf (0 :: Float) bindArrayBuffers :: Int -> [(BufferObject,Ptr Float,Int)] -> IO () bindArrayBuffers numVs ps = do forM_ ps $ \(bo,ptr,i) -> do bindBuffer ArrayBuffer $= Just bo bufferData ArrayBuffer $= (fromIntegral $ fSize * numVs * i, ptr, StreamDraw) twoPtrsVAO :: VAO -> (Ptr Float, Ptr Float) twoPtrsVAO vao = case (\(_,ps,_) -> ps) $ unzip3 $ _vaoBufferTargets vao of (a:b:_) -> (a,b) threePtrsVAO :: VAO -> (Ptr Float, Ptr Float,Ptr Float) threePtrsVAO vao = case (\(_,ps,_) -> ps) $ unzip3 $ _vaoBufferTargets vao of (a:b:c:_) -> (a,b,c) renderPicture' :: RenderData -> Float -> Float -> (Float,Float) -> (Float,Float) -> [(Point2,Point2,Point2,Point2)] -> [Point4] -> Picture -> IO () renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints pic = do depthFunc $= Just Lequal -- draw lightmap bindVertexArrayObject $= Just (_vao $ _wallVAO pdata) let wallPtr = (\(_,x,_) -> x) $ head $ _vaoBufferTargets $ _wallVAO pdata wallPtr2 = (\(_,x,_) -> x) $ (_vaoBufferTargets $ _wallVAO pdata) !! 1 foldWalls n ((x,y),(z,w),(a,b),(c,d)) = do pokeFourOff wallPtr n (x,y,z,w) pokeFourOff wallPtr2 n (a,b,c,d) return $ n+1 nWalls <- foldM foldWalls 0 wallPoints forM_ lightPoints $ \(x,y,r,lum) -> do cullFace $= Just Front clear [DepthBuffer] currentProgram $= Just (_wallShadowShader pdata) bindArrayBuffers (length wallPoints) $ _vaoBufferTargets $ _wallVAO pdata bindVertexArrayObject $= Just (_vao $ _wallVAO pdata) uniform (_wssLightPos pdata) $= Vector2 (x) (y) blendFunc $= (Zero,One) drawArrays Points (fromIntegral 0) (fromIntegral $ length wallPoints) cullFace $= Nothing currentProgram $= Just (_fadeCircleShader pdata) bindVertexArrayObject $= Just (_vao $ _fadeCircVAO pdata) let fadeCircPtr = (\(_,ptr,_) -> ptr) $ head $ _vaoBufferTargets $ _fadeCircVAO pdata pokeFourOff fadeCircPtr 0 (x,y,r,lum) bindArrayBuffers (1) $ _vaoBufferTargets $ _fadeCircVAO pdata uniform (_fcsWinUni pdata) $= Vector2 winx winy uniform (_fcsZoomUni pdata) $= zoom -- to refactor: put these uniforms in a ubo blendFuncSeparate $= ((Zero,Zero),(Zero, OneMinusSrcAlpha)) drawArrays Points (fromIntegral 0) (fromIntegral 1) -- draw picture -- set drawing for on top blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One)) clear [DepthBuffer] -- draw layer 0 renderTree pdata rot zoom (tranx,trany) (winx,winy) (picToFTree 0 pic) renderTree pdata rot zoom (tranx,trany) (winx,winy) $ picToFTree 1 pic -- reset blend so that light map doesn't apply blendFunc $= (SrcAlpha,OneMinusSrcAlpha) renderTree pdata rot zoom (tranx,trany) (winx,winy) $ picToFTree 2 pic -- ---- poke necessary data -- (nTriVs,nTextVs,numCircVs,nLineVs,nArcVs) ---- <- F.foldM (theFold (_ptrPosVBO pdata, _ptrColVBO pdata) -- <- F.foldM (theFold (twoPtrsVAO $ _triVAO pdata) -- (threePtrsVAO $ _textVAO pdata) -- (threePtrsVAO $ _circVAO pdata) -- (twoPtrsVAO $ _lineVAO pdata) -- (threePtrsVAO $ _arcVAO pdata) -- ) $ (picToFTree 0 pic) -- -- depthFunc $= Just Less -- -- currentProgram $= Just (_backShader pdata) -- bindVertexArrayObject $= Just (_vao $ _backVAO pdata) -- let backPtr = (\(_,x,_) -> x) $ head $ _vaoBufferTargets $ _backVAO pdata -- backPtr2 = (\(_,x,_) -> x) $ (_vaoBufferTargets $ _backVAO pdata) !! 1 -- pokeFourOff backPtr 0 (tranx,trany,rot,zoom) -- pokeTwoOff backPtr2 0 (winx,winy) -- bindArrayBuffers 1 $ _vaoBufferTargets $ _backVAO pdata -- textureBinding Texture2D $= Just (_textures pdata !! 1) -- drawArrays Points (fromIntegral 0) (fromIntegral 1) -- ---- draw triangles -- currentProgram $= Just (_basicShader pdata) -- bindVertexArrayObject $= Just (_vao $ _triVAO pdata) -- bindArrayBuffers nTriVs $ _vaoBufferTargets $ _triVAO pdata -- drawArrays Triangles 0 (fromIntegral $ nTriVs) ---- draw circles -- currentProgram $= Just (_circShader pdata) -- uniform (_uniWinSize pdata) $= Vector2 winx winy -- uniform (_csZoomUni pdata) $= zoom -- bindVertexArrayObject $= Just (_vao $ _circVAO pdata) -- bindArrayBuffers numCircVs $ _vaoBufferTargets $ _circVAO pdata -- drawArrays Points 0 (fromIntegral $ numCircVs) ---- draw arcs -- currentProgram $= Just (_arcShader pdata) -- uniform (_asWinUni pdata) $= Vector2 winx winy -- uniform (_asZoomUni pdata) $= zoom -- bindVertexArrayObject $= Just (_vao $ _arcVAO pdata) -- bindArrayBuffers nArcVs $ _vaoBufferTargets $ _arcVAO pdata -- drawArrays Points 0 (fromIntegral $ nArcVs) -- ---- reset blend so that light map doesn't apply -- blendFunc $= (SrcAlpha,OneMinusSrcAlpha) -- ---- draw lines -- currentProgram $= Just (_basicShader pdata) -- bindVertexArrayObject $= Just (_vao $ _lineVAO pdata) -- bindArrayBuffers nTriVs $ _vaoBufferTargets $ _lineVAO pdata -- drawArrays Lines 0 (fromIntegral $ nLineVs) ---- draw text -- currentProgram $= Just (_textShader pdata) -- bindVertexArrayObject $= Just (_vao $ _textVAO pdata) -- bindArrayBuffers nTextVs $ _vaoBufferTargets $ _textVAO pdata -- textureBinding Texture2D $= Just (_textures pdata !! 0) -- drawArrays Points 0 (fromIntegral $ nTextVs) bufferOffset :: Integral a => a -> Ptr b bufferOffset = plusPtr nullPtr . fromIntegral -- the following code draws a picture tree -- it does not set nor change the blend function or depth buffer renderTree :: RenderData -> Float -> Float -> (Float,Float) -> (Float,Float) -> FTree RenderType -> IO () renderTree pdata rot zoom (tranx,trany) (winx,winy) tree = do -- poke necessary data (nTriVs,nTextVs,numCircVs,nLineVs,nArcVs) -- <- F.foldM (theFold (_ptrPosVBO pdata, _ptrColVBO pdata) <- F.foldM (theFold (twoPtrsVAO $ _triVAO pdata) (threePtrsVAO $ _textVAO pdata) (threePtrsVAO $ _circVAO pdata) (twoPtrsVAO $ _lineVAO pdata) (threePtrsVAO $ _arcVAO pdata) ) $ tree depthFunc $= Just Less currentProgram $= Just (_backShader pdata) bindVertexArrayObject $= Just (_vao $ _backVAO pdata) let backPtr = (\(_,x,_) -> x) $ head $ _vaoBufferTargets $ _backVAO pdata backPtr2 = (\(_,x,_) -> x) $ (_vaoBufferTargets $ _backVAO pdata) !! 1 pokeFourOff backPtr 0 (tranx,trany,rot,zoom) pokeTwoOff backPtr2 0 (winx,winy) bindArrayBuffers 1 $ _vaoBufferTargets $ _backVAO pdata textureBinding Texture2D $= Just (_textures pdata !! 1) drawArrays Points (fromIntegral 0) (fromIntegral 1) -- draw triangles currentProgram $= Just (_basicShader pdata) bindVertexArrayObject $= Just (_vao $ _triVAO pdata) bindArrayBuffers nTriVs $ _vaoBufferTargets $ _triVAO pdata drawArrays Triangles 0 (fromIntegral $ nTriVs) -- draw circles currentProgram $= Just (_circShader pdata) uniform (_uniWinSize pdata) $= Vector2 winx winy uniform (_csZoomUni pdata) $= zoom bindVertexArrayObject $= Just (_vao $ _circVAO pdata) bindArrayBuffers numCircVs $ _vaoBufferTargets $ _circVAO pdata drawArrays Points 0 (fromIntegral $ numCircVs) -- draw arcs currentProgram $= Just (_arcShader pdata) uniform (_asWinUni pdata) $= Vector2 winx winy uniform (_asZoomUni pdata) $= zoom bindVertexArrayObject $= Just (_vao $ _arcVAO pdata) bindArrayBuffers nArcVs $ _vaoBufferTargets $ _arcVAO pdata drawArrays Points 0 (fromIntegral $ nArcVs) -- reset blend so that light map doesn't apply -- blendFunc $= (SrcAlpha,OneMinusSrcAlpha) -- draw lines currentProgram $= Just (_basicShader pdata) bindVertexArrayObject $= Just (_vao $ _lineVAO pdata) bindArrayBuffers nLineVs $ _vaoBufferTargets $ _lineVAO pdata drawArrays Lines 0 (fromIntegral $ nLineVs) -- draw text currentProgram $= Just (_textShader pdata) bindVertexArrayObject $= Just (_vao $ _textVAO pdata) bindArrayBuffers nTextVs $ _vaoBufferTargets $ _textVAO pdata textureBinding Texture2D $= Just (_textures pdata !! 0) drawArrays Points 0 (fromIntegral $ nTextVs)