477 lines
19 KiB
Haskell
477 lines
19 KiB
Haskell
--{-# LANGUAGE Strict #-}
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{-# LANGUAGE DeriveFoldable, StandaloneDeriving #-}
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module Picture.Render
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where
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import Control.Lens
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import Control.Monad
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--import Control.Monad.Trans.State
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--
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--
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import Linear.Matrix
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import Linear.V4
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import qualified Control.Foldl as F
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import Data.Bifunctor
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import Picture.Data
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import Geometry
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import Picture.Preload
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--import Control.Lens
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import Foreign hiding (rotate)
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import Codec.Picture
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import Graphics.Rendering.OpenGL hiding (Line,translate,scale,imageHeight,imageWidth,Polygon,Color,T)
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import qualified Graphics.Rendering.OpenGL as GL
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import Data.Foldable
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import Data.List
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import qualified Data.Vector.Storable as V
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import qualified Data.IntMap as IM
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import Control.DeepSeq
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white = (1,1,1,1)
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black = (0,0,0,1)
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polyToTris :: [s] -> [s]
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{-# INLINE polyToTris #-}
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polyToTris (a:b:c:as) = a : intercalate [a] (zipWith (\x y->[x,y]) (init (b:c:as)) (c:as))
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polyToTris _ = []
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tripFirst :: (a -> a') -> (a,b,c) -> (a',b,c)
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{-# INLINE tripFirst #-}
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tripFirst f (x,y,z) = (f x,y,z)
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tripSecond :: (b -> b') -> (a,b,c) -> (a,b',c)
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{-# INLINE tripSecond #-}
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tripSecond f (x,y,z) = (x,f y,z)
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scaleT :: Float -> (Point3,Point4,Point2) -> (Point3,Point4,Point2)
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{-# INLINE scaleT #-}
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scaleT x (a,b,(o,s)) = (a,b,(o,s*x))
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overPos :: (Point3 -> Point3) -> RenderType -> RenderType
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overPos f (RenderPoly vs) = RenderPoly $ map (first $ f) vs
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overPos f (RenderLine vs) = RenderLine $ map (first $ f) vs
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overPos f (RenderText vs) = RenderText $ map (\(a,b,c) -> (f a,b,c)) vs
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overPos f (RenderCirc (a,b,c)) = RenderCirc (f a,b,c)
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overPos f (RenderArc (a,b,c)) = RenderArc (f a,b,c)
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overPos _ RenderBlank = RenderBlank
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overCol :: (Point4 -> Point4) -> RenderType -> RenderType
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overCol f (RenderPoly vs) = RenderPoly $ map (second $ f) vs
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overCol f (RenderLine vs) = RenderLine $ map (second $ f) vs
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overCol f (RenderText vs) = RenderText $ map (\(a,b,c) -> (a,f b,c)) vs
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overCol f (RenderCirc (a,b,c)) = RenderCirc (a,f b,c)
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overCol f (RenderArc (a,b,c)) = RenderArc (a,f b,c)
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overCol _ RenderBlank = RenderBlank
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scaleRen,translateRen :: Float -> Float -> RenderType -> RenderType
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{-# INLINE scaleRen #-}
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scaleRen x y (RenderText vs) = overPos (scale3 x y) $ RenderText $ map (scaleT x) vs
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scaleRen x y rt = overPos (scale3 x y) rt
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{-# INLINE translateRen #-}
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translateRen x y = overPos $ translate3 x y
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rotateRen,setDepthRen :: Float -> RenderType -> RenderType
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{-# INLINE rotateRen #-}
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rotateRen a (RenderArc (p,c,(as,ae,r,w))) = overPos (rotate3 a) $ RenderArc (p,c,(f as,f ae,r,w))
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--where f b = normalizeAngle $ a + b
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where f b = a + b
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rotateRen a pic = overPos (rotate3 a) pic
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{-# INLINE setDepthRen #-}
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setDepthRen d = overPos $ \(x,y,_) -> (x,y,-d)
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{-# INLINE colorRen #-}
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colorRen :: RGBA -> RenderType -> RenderType
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colorRen c = overCol $ const c
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stringToList :: String -> [(Point3,Point4,Point2)]
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{-# INLINE stringToList #-}
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stringToList s = zipWith (\x (a,b,c) -> (translate3 x 0 a,b,c))
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[0,0.9*dimText..]
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$ map charToTuple s
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where dimText = 100
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charToTuple :: Char -> (Point3,Point4,Point2)
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{-# INLINE charToTuple #-}
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charToTuple c = ((0,0,0),white,(offset,100))
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where offset = fromIntegral (fromEnum c) - 32
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picToList :: Int -> Picture -> [RenderType]
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--{-# INLINE picToList #-}
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picToList x (Polygon i ps)
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| i == x = [RenderPoly $ zip (map zeroZ $ polyToTris ps) $ repeat black]
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| otherwise = []
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picToList x (PolygonCol i vs)
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| i /= x = []
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| otherwise =
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let (ps,cs) = unzip vs
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in [RenderPoly $ zip (map zeroZ $ polyToTris ps) $ polyToTris cs]
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picToList x (Circle i r)
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| i == x = [RenderCirc $ ((0,0,0),black,r)]
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| otherwise = []
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picToList x (ThickArc i startA endA rad wdth)
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| i == x = [RenderArc $ ((0,0,0),black,(startA,endA,rad,wdth))]
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| otherwise = []
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picToList x (Line i ps)
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| i == x = [RenderLine $ zip (map zeroZ $ doubleLine ps) $ repeat white]
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| otherwise = []
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picToList x (Text i s)
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| i == x = [RenderText $ stringToList s]
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| otherwise = []
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picToList j Blank = []
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picToList j (Scale x y pic) = fmap (scaleRen x y) $ picToList j pic
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picToList j (Translate x y pic) = fmap (translateRen x y) $ picToList j pic
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picToList j (Rotate a pic) = fmap (rotateRen a) $ picToList j pic
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picToList j (SetDepth a pic) = fmap (setDepthRen a) $ picToList j pic
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picToList j (Color c pic) = fmap (colorRen c) $ picToList j pic
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picToList j (Pictures pics) = concatMap (picToList j) pics
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--picToFTree :: Picture -> IM.IntMap (FTree RenderType)
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--{-# INLINE picToFTree #-}
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--picToFTree (Polygon i ps) = IM.singleton i $ FLeaf $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ repeat black
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--picToFTree (PolygonCol i vs)
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-- = let (ps,cs) = unzip vs
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-- in IM.singleton i $ FLeaf $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ polyToTris cs
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--picToFTree (Circle i r) = IM.singleton i $ FLeaf $ RenderCirc $ ((0,0,0),black,r)
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--picToFTree (ThickArc i startA endA rad wdth)
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-- = IM.singleton i $ FLeaf $ RenderArc $ ((0,0,0),black,(startA,endA,rad,wdth))
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--picToFTree Blank = IM.singleton 0 $ FLeaf $ RenderBlank
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--picToFTree (Line i ps) = IM.singleton 0 $ FLeaf $ RenderLine $ zip (map zeroZ $ doubleLine ps) $ repeat black
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--picToFTree (Text i s) = IM.singleton i $ FLeaf $ RenderText $ stringToList s
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--picToFTree (Scale x y pic) = fmap (FBranch (scaleRen x y)) $ picToFTree pic
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--picToFTree (Translate x y pic) = fmap (FBranch (translateRen x y)) $ picToFTree pic
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--picToFTree (Rotate a pic) = fmap (FBranch (rotateRen a)) $ picToFTree pic
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--picToFTree (SetDepth a pic) = fmap (FBranch (setDepthRen a)) $ picToFTree pic
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--picToFTree (Color c pic) = fmap (FBranch (colorRen c)) $ picToFTree pic
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--picToFTree (Pictures pics) = fmap FBranches $ IM.unionsWith (++) $ map (fmap return . picToFTree) pics
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picToFTree :: Int -> Picture -> FTree RenderType
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--{-# INLINE picToFTree #-}
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picToFTree x (Polygon i ps)
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| i == x = FLeaf $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ repeat black
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| otherwise = FLeaf RenderBlank
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picToFTree x (PolygonCol i vs)
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| i /= x = FLeaf RenderBlank
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| otherwise =
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let (ps,cs) = unzip vs
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in FLeaf $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ polyToTris cs
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picToFTree x (Circle i r)
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| i == x = FLeaf $ RenderCirc $ ((0,0,0),black,r)
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| otherwise = FLeaf RenderBlank
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picToFTree x (ThickArc i startA endA rad wdth)
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| i == x = FLeaf $ RenderArc $ ((0,0,0),black,(startA,endA,rad,wdth))
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| otherwise = FLeaf RenderBlank
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picToFTree x (Line i ps)
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| i == x = FLeaf $ RenderLine $ zip (map zeroZ $ doubleLine ps) $ repeat white
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| otherwise = FLeaf RenderBlank
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picToFTree x (Text i s)
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| i == x = FLeaf $ RenderText $ stringToList s
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| otherwise = FLeaf RenderBlank
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picToFTree j Blank = FLeaf RenderBlank
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picToFTree j (Scale x y pic) = collapseBranch (scaleRen x y) $ picToFTree j pic
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picToFTree j (Translate x y pic) = collapseBranch (translateRen x y) $ picToFTree j pic
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picToFTree j (Rotate a pic) = collapseBranch (rotateRen a) $ picToFTree j pic
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picToFTree j (SetDepth a pic) = collapseBranch (setDepthRen a) $ picToFTree j pic
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picToFTree j (Color c pic) = collapseBranch (colorRen c) $ picToFTree j pic
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picToFTree j (Pictures pics) = FBranches $ map (picToFTree j) pics
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collapseBranch :: (RenderType -> RenderType) -> FTree RenderType -> FTree RenderType
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collapseBranch f (FBranch g t) = FBranch (f . g) t
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collapseBranch f (FBranches ts) = FBranches $ map (collapseBranch f) ts
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collapseBranch f t = FBranch f t
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doubleLine :: [Point2] -> [Point2]
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doubleLine (x:y:xs) = concat $ zipWith (:) (init (x:y:xs)) $ map (\a -> [a]) (y:xs)
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doubleLine _ = []
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theFold :: TwoPtrs
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-> ThreePtrs
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-> ThreePtrs
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-> TwoPtrs
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-> ThreePtrs
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-> F.FoldM IO RenderType (Int,Int,Int,Int,Int)
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theFold pas pbs pcs pds pes
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-- = (,,,,) <$> pokeFold pas <*> pokeTextFold pbs <*> pokeCircFold pcs
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= (,,,,) <$> pokeTwoPtrsWith pokePoly pas
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<*> pokeThreePtrsWith pokeText pbs
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<*> pokeThreePtrsWith pokeCirc pcs
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<*> pokeTwoPtrsWith pokeLine pds
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<*> pokeThreePtrsWith pokeArc pes
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type ThreePtrs = (Ptr Float,Ptr Float,Ptr Float)
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type TwoPtrs = (Ptr Float,Ptr Float)
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pokeThreePtrsWith :: (ThreePtrs -> Int -> RenderType -> IO Int)
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-> ThreePtrs -> F.FoldM IO RenderType Int
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pokeThreePtrsWith pokeF ptrs = F.FoldM (pokeF ptrs) (return 0) return
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pokeTwoPtrsWith :: (TwoPtrs -> Int -> RenderType -> IO Int)
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-> TwoPtrs -> F.FoldM IO RenderType Int
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pokeTwoPtrsWith pokeF ptrs = F.FoldM (pokeF ptrs) (return 0) return
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pokeArc:: ThreePtrs -> Int -> RenderType -> IO Int
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pokeArc (pa,pb,pc) n (RenderArc (p,c,s))
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| n > 20000 * 2 = return n
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| otherwise = do
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pokeThreeOff pa n p
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pokeFourOff pb n c
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pokeFourOff pc n s
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return $ n + 1
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pokeArc _ n _ = return n
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pokeTwoOff :: Ptr Float -> Int -> (Float,Float) -> IO ()
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pokeTwoOff ptr n (x,y) = do
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pokeElemOff ptr (2*n+0) x
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pokeElemOff ptr (2*n+1) y
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pokeThreeOff :: Ptr Float -> Int -> (Float,Float,Float) -> IO ()
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pokeThreeOff ptr n (x,y,z) = do
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pokeElemOff ptr (3*n+0) x
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pokeElemOff ptr (3*n+1) y
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pokeElemOff ptr (3*n+2) z
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pokeFourOff :: Ptr Float -> Int -> (Float,Float,Float,Float) -> IO ()
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pokeFourOff ptr n (x,y,z,w) = do
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pokeElemOff ptr (4*n+0) x
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pokeElemOff ptr (4*n+1) y
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pokeElemOff ptr (4*n+2) z
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pokeElemOff ptr (4*n+3) w
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pokeLine :: TwoPtrs -> Int -> RenderType -> IO Int
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pokeLine (pa,pb) n (RenderLine vs) = foldM (pokeLineVert pa pb) n vs
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pokeLine _ n _ = return n
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pokeLineVert :: Ptr Float -> Ptr Float -> Int -> (Point3, Point4) -> IO Int
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pokeLineVert pa pb n (p,c)
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| n > 20000 * 2 = return n
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| otherwise = do
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pokeThreeOff pa n p
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pokeFourOff pb n c
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return (n+1)
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pokeCirc :: ThreePtrs -> Int -> RenderType -> IO Int
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pokeCirc (pa,pb,pc) n (RenderCirc (p,c,s))
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| n > 20000 * 2 = return n
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| otherwise = do
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pokeThreeOff pa n p
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pokeFourOff pb n c
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pokeElemOff pc n s
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return (n+1)
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pokeCirc _ n _ = return n
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pokeText :: (Ptr Float, Ptr Float, Ptr Float) -> Int -> RenderType -> IO Int
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pokeText (pa,pb,pc) n (RenderText vs) = foldM (pokeTextVert pa pb pc) n vs
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pokeText _ n _ = return n
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pokeTextVert :: Ptr Float -> Ptr Float -> Ptr Float -> Int -> (Point3, Point4, Point2) -> IO Int
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pokeTextVert pa pb pc n (p,c,t)
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| n > 20000 * 2 = return n
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| otherwise = do
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pokeThreeOff pa n p
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pokeFourOff pb n c
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pokeTwoOff pc n t
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return (n+1)
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pokePoly :: TwoPtrs -> Int -> RenderType -> IO Int
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pokePoly (pa,pb) n (RenderPoly vs) = foldM (pokeVert pa pb) n vs
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pokePoly _ n _ = return n
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pokeVert :: Ptr Float -> Ptr Float -> Int -> (Point3, Point4) -> IO Int
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pokeVert pa pb n (p,c)
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| n > 20000 * 2 = return n
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| otherwise = do
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pokeThreeOff pa n p
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pokeFourOff pb n c
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return (n+1)
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translate3 :: Float -> Float -> Point3 -> Point3
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{-# INLINE translate3 #-}
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translate3 a b (x,y,z) = (x+a,y+b,z)
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scale3 :: Float -> Float -> Point3 -> Point3
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{-# INLINE scale3 #-}
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scale3 a b (x,y,z) = (x*a,y*b,z)
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rotate3 :: Float -> Point3 -> Point3
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{-# INLINE rotate3 #-}
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rotate3 a (x,y,z) = (x',y',z)
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where (x',y') = rotateV a (x,y)
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fSize = sizeOf (0 :: Float)
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bindArrayBuffers :: Int -> [(BufferObject,Ptr Float,Int)] -> IO ()
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bindArrayBuffers numVs ps = do
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forM_ ps $ \(bo,ptr,i) -> do
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bindBuffer ArrayBuffer $= Just bo
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bufferData ArrayBuffer $= (fromIntegral $ fSize * numVs * i, ptr, StreamDraw)
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twoPtrsVAO :: VAO -> (Ptr Float, Ptr Float)
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twoPtrsVAO vao = case (\(_,ps,_) -> ps) $ unzip3 $ _vaoBufferTargets vao of
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(a:b:_) -> (a,b)
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threePtrsVAO :: VAO -> (Ptr Float, Ptr Float,Ptr Float)
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threePtrsVAO vao = case (\(_,ps,_) -> ps) $ unzip3 $ _vaoBufferTargets vao of
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(a:b:c:_) -> (a,b,c)
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renderPicture' :: RenderData -> Float -> Float -> (Float,Float) -> (Float,Float) ->
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[(Point2,Point2,Point2,Point2)] -> [Point4] -> Picture -> IO ()
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renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints pic = do
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depthFunc $= Just Lequal
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-- calculate world transformation matrix
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let scalMat = Linear.Matrix.transpose $
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V4 (V4 (2*zoom/winx) 0 0 (0::GLfloat))
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(V4 0 (2*zoom/winy) 0 0)
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(V4 0 0 1 0)
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(V4 0 0 0 1)
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let rotMat = Linear.Matrix.transpose $
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V4 (V4 (cos rot) (sin (-rot)) 0 0)
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(V4 (sin rot) (cos rot) 0 0)
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(V4 0 0 1 0)
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(V4 0 0 0 1)
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let tranMat = Linear.Matrix.transpose $
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V4 (V4 1 0 0 0)
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(V4 0 1 0 0)
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(V4 0 0 1 0)
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(V4 (-tranx) (-trany) 0 1)
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let wmat = scalMat !*! rotMat !*! tranMat
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vToL (V4 a b c d) = [a,b,c,d]
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wmata <- (newMatrix RowMajor $ concatMap vToL $ vToL wmat) :: IO (GLmatrix GLfloat)
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-- set common uniforms
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forM_ [_basicShader pdata
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,_textShader pdata
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,_circShader pdata
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,_arcShader pdata
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,_fadeCircleShader pdata
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,_backShader pdata
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,_wallShadowShader pdata
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] $ \shad -> do
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currentProgram $= Just (fst shad)
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uniform (snd shad !! 0) $= Vector2 winx winy
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uniform (snd shad !! 1) $= zoom
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uniform (snd shad !! 2) $= rot
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uniform (snd shad !! 3) $= Vector2 tranx trany
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-- matrixMode $= Projection
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-- loadIdentity
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uniform (snd shad !! 4) $= wmata
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-- draw lightmap
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bindVertexArrayObject $= Just (_vao $ _wallVAO pdata)
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let wallPtr = (\(_,x,_) -> x) $ head $ _vaoBufferTargets $ _wallVAO pdata
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wallPtr2 = (\(_,x,_) -> x) $ (_vaoBufferTargets $ _wallVAO pdata) !! 1
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foldWalls n ((x,y),(z,w),(a,b),(c,d)) = do
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pokeFourOff wallPtr n (x,y,z,w)
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pokeFourOff wallPtr2 n (a,b,c,d)
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return $ n+1
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nWalls <- foldM foldWalls 0 wallPoints
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forM_ lightPoints $ \(x,y,r,lum) -> do
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cullFace $= Just Front
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clear [DepthBuffer]
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currentProgram $= Just (fst $ _wallShadowShader pdata)
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bindArrayBuffers (length wallPoints) $ _vaoBufferTargets $ _wallVAO pdata
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bindVertexArrayObject $= Just (_vao $ _wallVAO pdata)
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uniform (_wssLightPos pdata) $= Vector2 (x) (y)
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blendFunc $= (Zero,One)
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drawArrays Points (fromIntegral 0) (fromIntegral $ length wallPoints)
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cullFace $= Nothing
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currentProgram $= Just (fst $ _fadeCircleShader pdata)
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bindVertexArrayObject $= Just (_vao $ _fadeCircVAO pdata)
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let fadeCircPtr = (\(_,ptr,_) -> ptr) $ head $ _vaoBufferTargets $ _fadeCircVAO pdata
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pokeFourOff fadeCircPtr 0 (x,y,r,lum)
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bindArrayBuffers (1) $ _vaoBufferTargets $ _fadeCircVAO pdata
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blendFuncSeparate $= ((Zero,Zero),(Zero, OneMinusSrcAlpha))
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drawArrays Points (fromIntegral 0) (fromIntegral 1)
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-- draw picture
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-- set drawing for on top
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blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
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clear [DepthBuffer]
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-- draw layer 0
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renderTree pdata rot zoom (tranx,trany) (winx,winy) (picToFTree 0 pic)
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-- reset blend so that light map doesn't apply
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blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
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renderTree pdata rot zoom (tranx,trany) (winx,winy) $ picToFTree 1 pic
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-- set drawing for on top
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blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
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renderTree pdata rot zoom (tranx,trany) (winx,winy) $ picToFTree 2 pic
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-- reset uniforms (hacky for now)
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forM_ [_basicShader pdata
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,_textShader pdata
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,_circShader pdata
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,_arcShader pdata
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-- ,_fadeCircleShader pdata
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-- ,_backShader pdata
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-- ,_wallShadowShader pdata
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] $ \shad -> do
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currentProgram $= Just (fst shad)
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uniform (snd shad !! 0) $= Vector2 (2::Float) 2
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uniform (snd shad !! 1) $= (1::Float)
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uniform (snd shad !! 2) $= (0::Float)
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uniform (snd shad !! 3) $= Vector2 (0::Float) 0
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bufferOffset :: Integral a => a -> Ptr b
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bufferOffset = plusPtr nullPtr . fromIntegral
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-- the following code draws a picture tree
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-- it does not set nor change the blend function or depth buffer
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-- nor does it set uniforms
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renderTree :: Foldable f => RenderData -> Float -> Float -> (Float,Float) -> (Float,Float)
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-> f RenderType -> IO ()
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renderTree pdata rot zoom (tranx,trany) (winx,winy) tree = do
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-- poke necessary data
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(nTriVs,nTextVs,numCircVs,nLineVs,nArcVs)
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-- <- F.foldM (theFold (_ptrPosVBO pdata, _ptrColVBO pdata)
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<- F.foldM (theFold (twoPtrsVAO $ _triVAO pdata)
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(threePtrsVAO $ _textVAO pdata)
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(threePtrsVAO $ _circVAO pdata)
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(twoPtrsVAO $ _lineVAO pdata)
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(threePtrsVAO $ _arcVAO pdata)
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) $ tree
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|
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depthFunc $= Just Less
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currentProgram $= Just (fst $ _backShader pdata)
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bindVertexArrayObject $= Just (_vao $ _backVAO pdata)
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let backPtr = (\(_,x,_) -> x) $ head $ _vaoBufferTargets $ _backVAO pdata
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backPtr2 = (\(_,x,_) -> x) $ (_vaoBufferTargets $ _backVAO pdata) !! 1
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pokeFourOff backPtr 0 (tranx,trany,rot,zoom)
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pokeTwoOff backPtr2 0 (winx,winy)
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bindArrayBuffers 1 $ _vaoBufferTargets $ _backVAO pdata
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textureBinding Texture2D $= Just (_textures pdata !! 1)
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drawArrays Points (fromIntegral 0) (fromIntegral 1)
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|
|
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depthFunc $= Just Lequal
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|
-- draw triangles
|
|
currentProgram $= Just (fst $ _basicShader pdata)
|
|
bindVertexArrayObject $= Just (_vao $ _triVAO pdata)
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bindArrayBuffers nTriVs $ _vaoBufferTargets $ _triVAO pdata
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|
drawArrays Triangles 0 (fromIntegral $ nTriVs)
|
|
-- draw circles
|
|
currentProgram $= Just (fst $ _circShader pdata)
|
|
bindVertexArrayObject $= Just (_vao $ _circVAO pdata)
|
|
bindArrayBuffers numCircVs $ _vaoBufferTargets $ _circVAO pdata
|
|
drawArrays Points 0 (fromIntegral $ numCircVs)
|
|
-- draw arcs
|
|
-- assumes that the uniforms are set
|
|
currentProgram $= Just (fst $ _arcShader pdata)
|
|
bindVertexArrayObject $= Just (_vao $ _arcVAO pdata)
|
|
bindArrayBuffers nArcVs $ _vaoBufferTargets $ _arcVAO pdata
|
|
drawArrays Points 0 (fromIntegral $ nArcVs)
|
|
-- draw lines
|
|
currentProgram $= Just (fst $ _basicShader pdata)
|
|
bindVertexArrayObject $= Just (_vao $ _lineVAO pdata)
|
|
bindArrayBuffers nLineVs $ _vaoBufferTargets $ _lineVAO pdata
|
|
drawArrays Lines 0 (fromIntegral $ nLineVs)
|
|
-- draw text
|
|
currentProgram $= Just (fst $ _textShader pdata)
|
|
bindVertexArrayObject $= Just (_vao $ _textVAO pdata)
|
|
bindArrayBuffers nTextVs $ _vaoBufferTargets $ _textVAO pdata
|
|
textureBinding Texture2D $= Just (_textures pdata !! 0)
|
|
drawArrays Points 0 (fromIntegral $ nTextVs)
|