248 lines
7.9 KiB
Haskell
248 lines
7.9 KiB
Haskell
module Shader.Poke
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( pokeVerxs
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, pokeLayVerxs
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, pokeArrayOff
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, pokePoint33s
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, pokeShape
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, pokeWallsWindowsFloor
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) where
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import Shader.Data
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import Shader.Parameters
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import Picture.Data
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import Shape.Data
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import Geometry.Data
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import Graphics.Rendering.OpenGL hiding (color,scale,translate,rotate)
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import Foreign
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import qualified Data.Vector as V
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import qualified Data.Vector.Unboxed as UV
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import qualified Data.Vector.Unboxed.Mutable as UMV
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import qualified Data.Vector.Mutable as MV
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import qualified Data.Vector.Fusion.Stream.Monadic as VS
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import Control.Monad.Primitive
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--import qualified Control.Monad.Parallel as MP
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pokeVerxs
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:: MV.MVector (PrimState IO) FullShader
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-> UMV.MVector (PrimState IO) Int
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-> Picture
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-> IO ()
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pokeVerxs vbos count = VS.mapM_ (pokeVerx vbos count) . VS.fromList
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pokeVerx :: MV.MVector (PrimState IO) FullShader -> UMV.MVector (PrimState IO) Int -> Verx -> IO ()
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pokeVerx vbos offsets Verx{_vxPos=thePos,_vxCol=theCol,_vxExt=ext,_vxShadNum=theShadNum} = do
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typeOff <- UMV.unsafeRead offsets sn
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basePtr <- _vboPtr . _vaoVBO . _shadVAO <$> MV.unsafeRead vbos sn
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let thePtr = plusPtr basePtr (typeOff * pokeStride sn * floatSize)
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poke34 thePtr thePos theCol
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pokeArrayOff thePtr 7 ext
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UMV.unsafeModify offsets (+1) sn
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where
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sn = _unShadNum theShadNum
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pokeWallsWindowsFloor
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:: Ptr Float
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-> Ptr Float
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-> Ptr Float
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-> UMV.MVector (PrimState IO) Int
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-> [ ( (Point2,Point2) , Point4 ) ]
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-> [ ( (Point2,Point2) , Point4 ) ]
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-> [ ( Point3 , Point3 ) ]
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-> IO ()
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pokeWallsWindowsFloor wlptr wiptr flptr counts wls wis fls = do
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VS.mapM_ (pokeW wlptr counts 0) (VS.fromList wls)
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VS.mapM_ (pokeW wiptr counts 1) (VS.fromList wis)
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VS.mapM_ (pokeF flptr counts) (VS.fromList fls)
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pokeF :: Ptr Float -> UMV.MVector (PrimState IO) Int -> (Point3,Point3) -> IO ()
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pokeF ptr counts (V3 a b c,V3 d e f) = do
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i' <- UMV.unsafeRead counts 2
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let i = i' * 6
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pokeElemOff ptr (i + 0) a
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pokeElemOff ptr (i + 1) b
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pokeElemOff ptr (i + 2) c
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pokeElemOff ptr (i + 3) d
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pokeElemOff ptr (i + 4) e
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pokeElemOff ptr (i + 5) f
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UMV.unsafeModify counts (+1) 2
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pokeW :: Ptr Float -> UMV.MVector (PrimState IO) Int -> Int -> ((Point2,Point2),Point4) -> IO ()
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pokeW ptr counts iv ((V2 a b,V2 c d),V4 e f g h) = do
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i' <- UMV.unsafeRead counts iv
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let i = i' * 8
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pokeElemOff ptr (i + 0) a
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pokeElemOff ptr (i + 1) b
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pokeElemOff ptr (i + 2) c
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pokeElemOff ptr (i + 3) d
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pokeElemOff ptr (i + 4) e
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pokeElemOff ptr (i + 5) f
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pokeElemOff ptr (i + 6) g
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pokeElemOff ptr (i + 7) h
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UMV.unsafeModify counts (+1) iv
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pokeShape
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:: Ptr Float
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-> Ptr GLushort
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-> Ptr GLushort
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-> UMV.MVector (PrimState IO) Int
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-> [ShapeObj]
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-> IO ()
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pokeShape ptr iptr ieptr counts = VS.mapM_ (pokeShapeObj ptr iptr ieptr counts) . VS.fromList
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pokeShapeObj
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:: Ptr Float
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-> Ptr GLushort
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-> Ptr GLushort
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-> UMV.MVector (PrimState IO) Int
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-> ShapeObj
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-> IO ()
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pokeShapeObj ptr iptr ieptr counts (ShapeObj shType shVerts) = case shType of
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TopPrism size -> pokeTopPrism (size - 2) ptr iptr ieptr counts shVerts
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pokeTopPrism :: Int -> Ptr Float -> Ptr GLushort
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-> Ptr GLushort
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-> UMV.MVector (PrimState IO) Int
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-> [ShapeV]
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-> IO ()
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pokeTopPrism size ptr iptr ieptr counts svs = do
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nv <- UMV.unsafeRead counts 0
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-- MP.bindM3 (\_ _ _ -> return ())
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-- (UV.mapM_ (pokeTopPrismIndex nv iptr counts) (memoTopPrismIndices V.! size))
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-- (UV.mapM_ (pokeTopPrismEdgeIndex nv ieptr counts) (memoTopPrismEdgeIndices V.! size))
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-- (VS.mapM_ (pokeJustV ptr counts) (VS.fromList svs) )
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UV.mapM_ (pokeTopPrismIndex nv iptr counts) (memoTopPrismIndices V.! size)
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UV.mapM_ (pokeTopPrismEdgeIndex nv ieptr counts) (memoTopPrismEdgeIndices V.! size)
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VS.mapM_ (pokeJustV ptr counts) (VS.fromList svs)
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pokeTopPrismEdgeIndex :: Int -> Ptr GLushort
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-> UMV.MVector (PrimState IO) Int
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-> Int
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-> IO ()
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pokeTopPrismEdgeIndex nv eiptr counts ioff = do
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nei <- UMV.unsafeRead counts 2
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pokeElemOff eiptr nei (fromIntegral $ nv + ioff)
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UMV.unsafeModify counts (+1) 2
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pokeTopPrismIndex :: Int -> Ptr GLushort
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-> UMV.MVector (PrimState IO) Int
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-> Int
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-> IO ()
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pokeTopPrismIndex nv iptr counts ioff = do
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ni <- UMV.unsafeRead counts 1
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pokeElemOff iptr ni (fromIntegral $ nv + ioff)
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UMV.unsafeModify counts (+1) 1
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memoTopPrismEdgeIndices :: V.Vector (UV.Vector Int)
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memoTopPrismEdgeIndices = V.generate 10
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$ UV.fromList . topPrismEdgeIndices . (+ 2)
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memoTopPrismIndices :: V.Vector (UV.Vector Int)
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memoTopPrismIndices = V.generate 10
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$ UV.fromList . topPrismIndices . (+ 2)
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topPrismEdgeIndices :: Int -> [Int]
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topPrismEdgeIndices n = concatMap f [0..n-1]
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where
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f i = map g
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[ 0 , 2 , 1 , 4
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, 0 , 1 ,-2 , 3
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, 1 , 3 ,-1 , 2
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]
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where
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g j = (2 * i + j) `mod` (2*n)
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topPrismIndices :: Int -> [Int]
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topPrismIndices n = concatMap f [1..n-2] -- triangles on top face
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++ concatMap f' [1..n-2] -- triangles on bottom face
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-- these should be checked
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++ [2*n-2,2*n-1,1
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,2*n-2,1,0] -- last side triangle (applies mod 2n)
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++ concatMap g [0..n-2] -- other triangles on sides
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where
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f x = [0,2*x,2*x+2]
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f' x = [1,2*x+3,2*x+1]
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g x = [2*x,2*x+1,2*x+3
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,2*x,2*x+3,2*x+2]
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pokeJustV :: Ptr Float -> UMV.MVector (PrimState IO) Int -> ShapeV -> IO ()
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pokeJustV ptr counts sh = do
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nv <- UMV.unsafeRead counts 0
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let off i = nv*7 + i
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pokeElemOff ptr (off 0) a
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pokeElemOff ptr (off 1) b
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pokeElemOff ptr (off 2) c
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pokeElemOff ptr (off 3) d
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pokeElemOff ptr (off 4) e
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pokeElemOff ptr (off 5) f
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pokeElemOff ptr (off 6) g
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UMV.unsafeModify counts (+1) 0
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where
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V3 a b c = _svPos sh
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V4 d e f g = _svCol sh
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pokeLayVerxs
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:: MV.MVector (PrimState IO) FullShader
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-> UMV.MVector (PrimState IO) Int
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-> Picture
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-> IO ()
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pokeLayVerxs vbos counts = VS.mapM_ (pokeLayVerx vbos counts) . VS.fromList
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pokeLayVerx :: MV.MVector (PrimState IO) FullShader -> UMV.MVector (PrimState IO) Int -> Verx -> IO ()
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--{-# INLINE pokeLayVerx #-}
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pokeLayVerx vbos counts vx = do
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theOff <- UMV.unsafeRead counts vecPos
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basePtr <- _vboPtr . _vaoVBO . _shadVAO <$> MV.unsafeRead vbos sn
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let thePtr = plusPtr basePtr ((theOff + layOff) * theStride * floatSize)
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poke34 thePtr thePos theCol
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pokeArrayOff thePtr 7 (_vxExt vx)
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UMV.unsafeModify counts (+ 1) vecPos
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where
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sn = _unShadNum (_vxShadNum vx)
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vecPos = theLayer * numLayers + sn
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theLayer = layerNum $ _vxLayer vx
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thePos = _vxPos vx
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theCol = _vxCol vx
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layOff = theLayer * numSubElements
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theStride = pokeStride sn
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pokeStride :: Int -> Int
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{-# INLINE pokeStride #-}
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pokeStride 0 = 7
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pokeStride 1 = 8
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pokeStride 2 = 11
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pokeStride 3 = 9
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pokeStride 4 = 10
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pokeStride 5 = 7
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pokeStride _ = undefined
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poke34 :: Ptr Float -> Point3 -> Point4 -> IO ()
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{-# INLINE poke34 #-}
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poke34 ptr (V3 a b c) (V4 d e f g) = do
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pokeElemOff ptr 0 a
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pokeElemOff ptr 1 b
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pokeElemOff ptr 2 c
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pokeElemOff ptr 3 d
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pokeElemOff ptr 4 e
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pokeElemOff ptr 5 f
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pokeElemOff ptr 6 g
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pokeArrayOff :: Ptr Float -> Int -> [Float] -> IO ()
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{-# INLINE pokeArrayOff #-}
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pokeArrayOff ptr i = pokeArray (plusPtr ptr (floatSize * i))
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pokePoint33s :: Ptr Float -> [(Point3,Point3)] -> IO Int
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pokePoint33s ptr = VS.foldlM' (pokePoint33 ptr) 0 . VS.fromList
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pokePoint33 :: Ptr Float -> Int -> (Point3,Point3) -> IO Int
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pokePoint33 ptr n (V3 a b c,V3 d e f) = do
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pokeElemOff ptr (off 0) a
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pokeElemOff ptr (off 1) b
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pokeElemOff ptr (off 2) c
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pokeElemOff ptr (off 3) d
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pokeElemOff ptr (off 4) e
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pokeElemOff ptr (off 5) f
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return (n+1)
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where
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off i = n*6 + i
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