--{-# 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.DList as DL import Control.DeepSeq concat34 :: (Point3,RGBA) -> [Float] concat34 ((x,y,z),(r,g,b,a)) = [x,y,z,r,g,b,a] toVec2 (x,y) = Vector2 x y toVec3 (x,y,z) = Vector3 x y z toVec4 (x,y,z,w) = Vector4 x y z w 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 -> FTree RenderType {-# INLINE picToFTree #-} picToFTree (Polygon ps) = FLeaf $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ repeat black picToFTree (PolygonCol vs) = let (ps,cs) = unzip vs in FLeaf $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ polyToTris cs picToFTree (Circle r) = FLeaf $ RenderCirc $ ((0,0,0),black,r) picToFTree (ThickArc startA endA rad wdth) = FLeaf $ RenderArc $ ((0,0,0),black,(startA,endA,rad,wdth)) picToFTree Blank = FLeaf $ RenderBlank picToFTree (Text s) = FLeaf $ RenderText $ stringToList s picToFTree (Scale x y pic) = FBranch (scaleRen x y) $ picToFTree pic picToFTree (Translate x y pic) = FBranch (translateRen x y) $ picToFTree pic picToFTree (Rotate a pic) = FBranch (rotateRen a) $ picToFTree pic picToFTree (SetDepth a pic) = FBranch (setDepthRen a) $ picToFTree pic picToFTree (Color c pic) = FBranch (colorRen c) $ picToFTree pic picToFTree (Pictures pics) = FBranches $ map picToFTree pics picToFTree (Line ps) = FLeaf $ RenderLine $ zip (map zeroZ $ doubleLine ps) $ repeat black 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' :: PreloadData -> Float -> (Float,Float) -> Picture -> IO () renderPicture' pdata zoom (winx,winy) pic = do let firstIndex = 0 (nTriVs,nTextVs,numCircVs,nLineVs,nArcVs) -- <- F.foldM (theFold (_ptrPosVBO pdata, _ptrColVBO pdata) <- F.foldM (theFold (twoPtrsVAO $ _triVAO pdata) (threePtrsVAO $ _textVAO' pdata) (threePtrsVAO $ _circVAO' pdata) (_ptrLinePos pdata, _ptrLineCol pdata) (threePtrsVAO $ _arcVAO' pdata) ) $ picToFTree pic depthFunc $= Just Less -- draw triangles currentProgram $= Just (_basicShader pdata) bindVertexArrayObject $= Just (_vao $ _triVAO pdata) bindArrayBuffers nTriVs $ _vaoBufferTargets $ _triVAO pdata drawArrays Triangles (fromIntegral firstIndex) (fromIntegral $ nTriVs) -- draw lines, don't need to change the program or vaos, just need to bind the -- vbos and draw bindArrayBuffers nLineVs [(_posVBO pdata, _ptrLinePos pdata, 3) ,(_colVBO pdata, _ptrLineCol pdata, 4) ] drawArrays Lines (fromIntegral firstIndex) (fromIntegral $ nLineVs) -- 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 (fromIntegral firstIndex) (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 (fromIntegral firstIndex) (fromIntegral $ nArcVs) -- draw text currentProgram $= Just (_textShader pdata) bindVertexArrayObject $= Just (_vao $ _textVAO' pdata) bindArrayBuffers nTextVs $ _vaoBufferTargets $ _textVAO' pdata drawArrays Points (fromIntegral firstIndex) (fromIntegral $ nTextVs) bufferOffset :: Integral a => a -> Ptr b bufferOffset = plusPtr nullPtr . fromIntegral