Files
loop/src/Picture/Render.hs
T
2021-02-19 19:19:08 +01:00

323 lines
12 KiB
Haskell

--{-# 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 (RenderCirc (a,b,c)) = overPos (scale3 x y) $ RenderCirc (a,b,c)
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 = overPos $ rotate3 a
{-# 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),white,(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 _ = []
pokeFold :: (Ptr Float, Ptr Float) -> F.FoldM IO RenderType Int
pokeFold (pa,pb) = F.FoldM
(pokePoly pa pb)
(return 0)
return
pokeTextFold :: (Ptr Float, Ptr Float,Ptr Float) -> F.FoldM IO RenderType Int
pokeTextFold (pa,pb,pc) = F.FoldM
(pokeText pa pb pc)
(return 0)
return
pokeCircFold :: (Ptr Float, Ptr Float,Ptr Float) -> F.FoldM IO RenderType Int
pokeCircFold (pa,pb,pc) = F.FoldM
(pokeCirc pa pb pc)
(return 0)
return
theFold :: (Ptr Float,Ptr Float)
-> (Ptr Float,Ptr Float,Ptr Float)
-> (Ptr Float,Ptr Float,Ptr Float)
-> (Ptr Float,Ptr Float)
-> (Ptr Float,Ptr Float,Ptr Float)
-> F.FoldM IO RenderType (Int,Int,Int,Int,Int)
theFold pas pbs pcs pds pes
= (,,,,) <$> pokeFold pas <*> pokeTextFold pbs <*> pokeCircFold pcs
<*> pokeLineFold pds
<*> pokeThreePtrsWith pokeArc pes
type ThreePtrs = (Ptr Float,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
pokeArc:: ThreePtrs -> Int -> RenderType -> IO Int
pokeArc (pa,pb,pc) n (RenderArc ((x,y,z),(r,g,b,a),(s,t,u,v)))
| n > 20000 * 2 = return n
| otherwise = return n
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
pokeLineFold :: (Ptr Float, Ptr Float) -> F.FoldM IO RenderType Int
pokeLineFold (pa,pb) = F.FoldM
(pokeLine pa pb)
(return 0)
return
pokeLine :: Ptr Float -> Ptr Float -> 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 :: Ptr Float -> Ptr Float -> Ptr Float -> Int -> RenderType -> IO Int
pokeCirc pa pb pc n (RenderCirc vs) = pokeCircVert pa pb pc n vs
pokeCirc _ _ _ n _ = return n
pokeCircVert :: Ptr Float -> Ptr Float -> Ptr Float -> Int -> (Point3, Point4, Float) -> IO Int
pokeCircVert pa pb pc n (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)
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)
pokePic :: Ptr Float -> Ptr Float -> FTree RenderType -> IO Int
pokePic = go 0
where go n pa pb t = foldM (pokePoly pa pb) n t
pokePoly :: Ptr Float -> Ptr Float -> 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)
renderPicture' :: PreloadData -> Float -> (Float,Float) -> Picture -> IO ()
renderPicture' pdata zoom (winx,winy) pic = do
let firstIndex = 0
numArcVs = 0
(nTriVs,numVert',numCircVs,nLineVs,nArcVs)
<- F.foldM (theFold (_ptrPosVBO pdata, _ptrColVBO pdata)
(_ptrCharPos pdata, _ptrCharCol pdata, _ptrCharTex pdata)
(_ptrCircPos pdata, _ptrCircCol pdata, _ptrCircSca pdata)
(_ptrLinePos pdata, _ptrLineCol pdata)
(_ptrArcPos pdata, _ptrArcCol pdata, _ptrArcSca pdata)
) $ picToFTree pic
depthFunc $= Just Less
-- draw triangles
currentProgram $= Just (_basicShader pdata)
bindArrayBuffers nTriVs [(_posVBO pdata, _ptrPosVBO pdata, 3)
,(_colVBO pdata, _ptrColVBO pdata, 4)
]
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 (_circVAO pdata)
bindArrayBuffers numCircVs
[(_posVBO pdata, _ptrCircPos pdata, 3)
,(_colVBO pdata, _ptrCircCol pdata, 4)
,(_texVBO pdata, _ptrCircSca pdata, 1)
]
drawArrays Points (fromIntegral firstIndex) (fromIntegral $ numCircVs)
-- draw arcs
currentProgram $= Just (_arcShader pdata)
uniform (_asWinUni pdata) $= Vector2 winx winy
uniform (_asZoomUni pdata) $= zoom
bindVertexArrayObject $= Just (_arcVAO pdata)
bindArrayBuffers numArcVs
[(_posVBO pdata, _ptrArcPos pdata, 3)
,(_colVBO pdata, _ptrArcCol pdata, 4)
,(_texVBO pdata, _ptrArcSca pdata, 4)
]
drawArrays Points (fromIntegral firstIndex) (fromIntegral $ numArcVs)
-- draw text
currentProgram $= Just (_textShader pdata)
bindVertexArrayObject $= Just (_textVAO pdata)
bindArrayBuffers numVert'
[(_posVBO pdata, _ptrCharPos pdata, 3)
,(_colVBO pdata, _ptrCharCol pdata, 4)
,(_texVBO pdata, _ptrCharTex pdata, 2)
]
drawArrays Points (fromIntegral firstIndex) (fromIntegral $ numVert')
bufferOffset :: Integral a => a -> Ptr b
bufferOffset = plusPtr nullPtr . fromIntegral