Files
loop/src/Picture/Render.hs
T

565 lines
22 KiB
Haskell

--{-# LANGUAGE Strict #-}
{-# LANGUAGE DeriveFoldable, StandaloneDeriving #-}
module Picture.Render
where
import Control.Lens
import Control.Monad
import qualified Control.Applicative as Ap
import Linear.Matrix
import Linear.V4
import qualified Control.Foldl as F
import Data.Bifunctor
import Picture.Data
import Geometry
import Picture.Preload
import Foreign hiding (rotate)
import Codec.Picture
import Graphics.GL.Core43
import Graphics.Rendering.OpenGL hiding (Line,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 qualified Data.DList as DL
import Control.DeepSeq
import qualified SDL as SDL
white = (1,1,1,1)
black = (0,0,0,1)
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,Float) -> (Point3,Point4,Point3) -> (Point3,Point4,Point3)
{-# INLINE scaleT #-}
scaleT (x,y) (a,b,(o,s,t)) = (a,b,(o,s*x,t*y))
overPos :: (Point3 -> Point3) -> RenderType -> RenderType
{-# INLINE overPos #-}
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 (RenderEllipse vs) = RenderEllipse $ map (first f) vs
overPos f (RenderCirc (a,b,c)) = RenderCirc (f a,b,c)
overPos f (RenderArc (a,b,c)) = RenderArc (f a,b,c)
overRot :: Float -> RenderType -> RenderType
{-# INLINE overRot #-}
overRot ang (RenderArc (a,b,(r,s,t,v))) = RenderArc (a,b,(r+ang,s+ang,t,v))
overRot _ ren = ren
overCol :: (Point4 -> Point4) -> RenderType -> RenderType
{-# INLINE overCol #-}
overCol f (RenderPoly vs) = RenderPoly $ map (second $ f) vs
overCol f (RenderLine vs) = RenderLine $ map (second $ f) vs
overCol f (RenderEllipse vs) = RenderEllipse $ 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)
overSca :: (Point2 -> Point2) -> RenderType -> RenderType
{-# INLINE overSca #-}
overSca f (RenderText vs) = RenderText $ map (scaleT (f (1,1))) vs
overSca f p = p
scaleRen,translateRen :: Float -> Float -> RenderType -> RenderType
{-# INLINE scaleRen #-}
scaleRen x y (RenderText vs) = overPos (scale3 x y) $ RenderText $ map (scaleT (x,y)) 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,Point3)]
{-# 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
dimText :: Float
dimText = 100
charToTuple :: Char -> (Point3,Point4,Point3)
{-# INLINE charToTuple #-}
charToTuple c = ((0,0,0),white,(offset,dimText,2*dimText))
where offset = fromIntegral (fromEnum c) - 32
picToAlt :: (Ap.Alternative f, Monoid (f RenderType)) => Int -> Picture -> f RenderType
{-# INLINE picToAlt #-}
picToAlt x (Polygon i ps)
| i == x = Ap.pure $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ repeat black
| otherwise = Ap.empty
picToAlt x (PolygonCol i vs)
| i /= x = Ap.empty
| otherwise =
let (ps,cs) = unzip vs
in Ap.pure $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ polyToTris cs
picToAlt x (Circle i r)
| i == x = Ap.pure $ RenderCirc $ ((0,0,0),black,r)
| otherwise = Ap.empty
picToAlt x (Ellipse i (ax,ay) (bx,by) r)
| i == x = Ap.pure $ RenderEllipse [((ax,ay+r,0),black)
,((ax,ay-r,0),black)
,((bx,by-r,0),black)
]
| otherwise = Ap.empty
picToAlt x (ThickArc i startA endA rad wdth)
| i == x = Ap.pure $ RenderArc $ ((0,0,0),black,(startA,endA,rad,wdth))
| otherwise = Ap.empty
picToAlt x (Line i ps)
| i == x = Ap.pure $ RenderLine $ zip (map zeroZ $ doubleLine ps) $ repeat white
| otherwise = Ap.empty
picToAlt x (Text i s)
| i == x = Ap.pure $ RenderText $ stringToList s
| otherwise = Ap.empty
picToAlt j Blank = Ap.empty
picToAlt j (Pictures pics) = mconcat $ fmap (picToAlt j) pics
collapseBranch :: (RenderType -> RenderType) -> FTree RenderType -> FTree RenderType
collapseBranch f (FBranch g t) = FBranch (f . g) t
collapseBranch f (FBranches ts) = FBranches $ map (collapseBranch f) ts
collapseBranch f (FLeaf x) = FLeaf (f x)
picToLTree :: Maybe Int -> Picture -> LTree RenderType
{-# INLINE picToLTree #-}
picToLTree mx (Polygon i ps)
| Just i == mx = LLeaf $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ repeat black
| Nothing == mx = LLeaf $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ repeat black
| otherwise = LBranches []
picToLTree mx (PolygonCol i vs)
| Just i == mx || Nothing == mx =
let (ps,cs) = unzip vs
in LLeaf $ RenderPoly $ zip (map zeroZ $ polyToTris ps) $ polyToTris cs
| otherwise = LBranches []
picToLTree mx (Circle i r)
| Just i == mx || Nothing == mx = LLeaf $ RenderEllipse
[((-r, r,0), black)
,((-r,-r,0), black)
,(( r,-r,0), black)
]
| otherwise = LBranches []
picToLTree mx (Ellipse i (ax,ay) (bx,by) r)
| Just i == mx || Nothing == mx = LLeaf $ RenderEllipse [((ax,ay+r,0),black)
,((ax,ay-r,0),black)
,((bx,by-r,0),black)
]
| otherwise = LBranches []
picToLTree mx (ThickArc i startA endA rad wdth)
| Just i == mx || Nothing == mx = LLeaf $ RenderArc $ ((0,0,0),black,(startA,endA,rad,wdth))
| otherwise = LBranches []
picToLTree mx (Line i ps)
| Just i == mx || Nothing == mx = LLeaf $ RenderLine $ zip (map zeroZ $ doubleLine ps) $ repeat white
| otherwise = LBranches []
picToLTree mx (LineCol i vs)
| Just i == mx || Nothing == mx =
let (ps,cs) = unzip vs
in LLeaf $ RenderLine $ zip (map zeroZ $ doubleLine ps) $ doubleLine cs
| otherwise = LBranches []
picToLTree mx (Text i s)
| Just i == mx || Nothing == mx = LLeaf $ RenderText $ stringToList s
| otherwise = LBranches []
picToLTree j Blank = LBranches []
picToLTree j (Pictures pics) = LBranches $ map (picToLTree j) pics
picToLTree j (OverPic f f' r f'' (OverPic g g' s g'' pic))
= picToLTree j $ OverPic (f . g) (f' . g') (r + s) (f'' . g'') pic
picToLTree j (OverPic f f' r f'' (Pictures ps)) = LBranches (map (picToLTree j . OverPic f f' r f'') ps)
picToLTree j (OverPic f f' r f'' pic) = fmap (overPos f . overSca f' . overRot r . overCol f'') $ picToLTree j pic
picToLTree (Just j) (OnLayer i pic) | j == i = picToLTree Nothing pic
| otherwise = LBranches []
picToLTree Nothing (OnLayer _ pic) = picToLTree Nothing pic
doubleLine :: [a] -> [a]
{-# INLINE doubleLine #-}
doubleLine (x:y:xs) = concat $ zipWith (:) (init (x:y:xs)) $ map (\a -> [a]) (y:xs)
doubleLine _ = []
theFold :: TwoPtrs
-> ThreePtrs
-> ThreePtrs
-> TwoPtrs
-> ThreePtrs
-> TwoPtrs
-> F.FoldM IO RenderType (Int,Int,Int,Int,Int,Int)
theFold pas pbs pcs pds pes pfs
= (,,,,,) <$> pokeTwoPtrsWith pokePoly pas
<*> pokeThreePtrsWith pokeText pbs
<*> pokeThreePtrsWith pokeCirc pcs
<*> pokeTwoPtrsWith pokeLine pds
<*> pokeThreePtrsWith pokeArc pes
<*> pokeTwoPtrsWith pokeEllipse pfs
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
{-# INLINE pokeThreePtrsWith #-}
pokeThreePtrsWith pokeF ptrs = F.FoldM (pokeF ptrs) (return 0) return
pokeTwoPtrsWith :: (TwoPtrs -> Int -> RenderType -> IO Int)
-> TwoPtrs -> F.FoldM IO RenderType Int
{-# INLINE pokeTwoPtrsWith #-}
pokeTwoPtrsWith pokeF ptrs = F.FoldM (pokeF ptrs) (return 0) return
pokeArc:: ThreePtrs -> Int -> RenderType -> IO Int
{-# INLINE pokeArc #-}
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
pokeEllipse:: TwoPtrs -> Int -> RenderType -> IO Int
{-# INLINE pokeEllipse #-}
pokeEllipse ptrs n (RenderEllipse vs) = foldM (pokeEllipseVert ptrs) n vs
pokeEllipse _ n _ = return n
pokeEllipseVert :: TwoPtrs -> Int -> (Point3,Point4) -> IO Int
{-# INLINE pokeEllipseVert #-}
pokeEllipseVert (pa,pb) n (p,c)
| n > 20000 * 2 = return n
| otherwise = do
pokeThreeOff pa n p
pokeFourOff pb n c
return $ n + 1
pokeTwoOff :: Ptr Float -> Int -> (Float,Float) -> IO ()
{-# INLINE pokeTwoOff #-}
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 ()
{-# INLINE pokeThreeOff #-}
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 ()
{-# INLINE pokeFourOff #-}
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
{-# INLINE pokeLine #-}
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
{-# INLINE pokeLineVert #-}
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
{-# INLINE pokeCirc #-}
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
{-# INLINE pokeText #-}
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, Point3) -> IO Int
{-# INLINE pokeTextVert #-}
pokeTextVert pa pb pc n (p,c,t)
| n > 20000 * 2 = return n
| otherwise = do
pokeThreeOff pa n p
pokeFourOff pb n c
pokeThreeOff pc n t
return (n+1)
pokePoly :: TwoPtrs -> Int -> RenderType -> IO Int
{-# INLINE pokePoly #-}
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
{-# INLINE pokeVert #-}
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)
{-# INLINE twoPtrsVAO #-}
twoPtrsVAO vao = case (\(_,ps,_) -> ps) $ unzip3 $ _vaoBufferTargets vao of
(a:b:_) -> (a,b)
threePtrsVAO :: VAO -> (Ptr Float, Ptr Float,Ptr Float)
{-# INLINE threePtrsVAO #-}
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 (Word32,Word32)
renderPicture' pdata rot zoom (tranx,trany) (winx,winy) wallPoints lightPoints pic = do
wallPokeStart <- SDL.ticks
-- setting the depth function to less, instead of lequal,
-- seems to stop a lot of unecessary drawing
-- of wall shadows when creating the light map
depthFunc $= Just Less
-- calculate world transformation matrix
let scalMat = Linear.Matrix.transpose $
V4 (V4 (2*zoom/winx) 0 0 (0::GLfloat))
(V4 0 (2*zoom/winy) 0 0)
(V4 0 0 1 0)
(V4 0 0 0 1)
let rotMat = Linear.Matrix.transpose $
V4 (V4 (cos rot) (sin (-rot)) 0 0)
(V4 (sin rot) (cos rot) 0 0)
(V4 0 0 1 0)
(V4 0 0 0 1)
let tranMat = Linear.Matrix.transpose $
V4 (V4 1 0 0 0)
(V4 0 1 0 0)
(V4 0 0 1 0)
(V4 (-tranx) (-trany) 0 1)
let wmat = scalMat !*! rotMat !*! tranMat
vToL (V4 a b c d) = [a,b,c,d]
wmata <- (newMatrix RowMajor $ concatMap vToL $ vToL wmat) :: IO (GLmatrix GLfloat)
-- set common uniforms
forM_ [_basicShader pdata
,_textShader pdata
,_circShader pdata
,_arcShader pdata
,_ellipseShader pdata
,_lightmapCircleShader pdata
,_backShader pdata
,_wallShadowShader pdata
] $ \shad -> do
currentProgram $= Just (fst shad)
uniform (snd shad !! 0) $= Vector2 winx winy
uniform (snd shad !! 1) $= zoom
uniform (snd shad !! 2) $= rot
uniform (snd shad !! 3) $= Vector2 tranx trany
uniform (snd shad !! 4) $= wmata
-- 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)
-- pokeElemOff (_dummyPtr pdata) n (fromIntegral n)
pokeFourOff wallPtr2 n (a,b,c,d)
return $ n+1
nWalls <- foldM foldWalls 0 wallPoints
bindArrayBuffers (length wallPoints) $ _vaoBufferTargets $ _wallVAO pdata
forM_ lightPoints $ \(x,y,r,lum) -> do
cullFace $= Just Front
clear [DepthBuffer]
currentProgram $= Just (fst $ _wallShadowShader pdata)
bindVertexArrayObject $= Just (_vao $ _wallVAO pdata)
uniform (_wssLightPos pdata) $= Vector2 (x) (y)
blendFunc $= (Zero,One)
-- drawElements Points (fromIntegral nWalls) UnsignedByte (_dummyPtr pdata)
-- withArray [0..(nWalls-1)::Int] $ \ptr ->
---- --drawElements Points (fromIntegral nWalls) UnsignedByte ptr
-- glDrawElements GL_POINTS (fromIntegral $ length wallPoints) GL_UNSIGNED_BYTE ptr
drawArrays Points (fromIntegral 0) (fromIntegral $ nWalls)
cullFace $= Nothing
currentProgram $= Just (fst $ _lightmapCircleShader 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
blendFuncSeparate $= ((Zero,Zero),(Zero, OneMinusSrcAlpha))
drawArrays Points (fromIntegral 0) (fromIntegral 1)
startWallTicks <- SDL.ticks
wallPokeEnd <- SDL.ticks
ticksS <- SDL.ticks
ticksAfterL <- SDL.ticks
-- draw picture
-- set drawing for on top
blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
clear [DepthBuffer]
-- draw layer 0
ticks2 <- renderTree pdata rot zoom (tranx,trany) (winx,winy) $ picToLTree (Just 0) pic
--((picToAlt 0 pic) :: [RenderType])
-- reset blend so that light map doesn't apply
blendFunc $= (SrcAlpha,OneMinusSrcAlpha)
ticks3 <- renderTree pdata rot zoom (tranx,trany) (winx,winy) $ picToLTree (Just 1) pic
-- set drawing for on top
aticks <- SDL.ticks
blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
ticks4 <- renderTree pdata rot zoom (tranx,trany) (winx,winy) $ picToLTree (Just 2) pic
bticks <- SDL.ticks
-- reset uniforms (hacky for now)
idmat <- (newMatrix RowMajor [1,0,0,0
,0,1,0,0
,0,0,1,0
,0,0,0,1
]
) :: IO (GLmatrix GLfloat)
forM_ [_basicShader pdata
,_textShader pdata
,_circShader pdata
,_arcShader pdata
,_ellipseShader pdata
] $ \shad -> do
currentProgram $= Just (fst shad)
uniform (snd shad !! 0) $= Vector2 (2::Float) 2
uniform (snd shad !! 1) $= (1::Float)
uniform (snd shad !! 2) $= (0::Float)
uniform (snd shad !! 3) $= Vector2 (0::Float) 0
uniform (snd shad !! 4) $= idmat
endWallTicks <- SDL.ticks
--return (ticksAfterL, ticks2+ticks3+ticks4, endWallTicks - startWallTicks)
ticksE <- SDL.ticks
--return (ticksAfterL, ticksE - ticksS)
--return (ticksAfterL, ticks2 + ticks3 + ticks4)
return (ticksAfterL, wallPokeEnd - wallPokeStart)
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
-- nor does it set uniforms
renderTree :: Foldable f => RenderData -> Float -> Float -> (Float,Float) -> (Float,Float)
-> f RenderType -> IO Word32
renderTree pdata rot zoom (tranx,trany) (winx,winy) tree = do
pokeStartTicks <- SDL.ticks
-- poke necessary data
(nTriVs,nTextVs,nCircVs,nLineVs,nArcVs,nEllVs)
-- <- 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)
(twoPtrsVAO $ _ellipseVAO pdata)
) $ tree
pokeEndTicks <-SDL.ticks
-- bind buffers
-- the idea of doing as much of this at once, rather than interweaving with draw
-- calls, is to prevent opengl from waiting for a draw call to finish
-- before it performs another state change
bindArrayBuffers 1 $ _vaoBufferTargets $ _backVAO pdata
bindArrayBuffers nTriVs $ _vaoBufferTargets $ _triVAO pdata
bindArrayBuffers nCircVs $ _vaoBufferTargets $ _circVAO pdata
bindArrayBuffers nArcVs $ _vaoBufferTargets $ _arcVAO pdata
bindArrayBuffers nLineVs $ _vaoBufferTargets $ _lineVAO pdata
bindArrayBuffers nTextVs $ _vaoBufferTargets $ _textVAO pdata
bindArrayBuffers nEllVs $ _vaoBufferTargets $ _ellipseVAO pdata
depthFunc $= Just Less
currentProgram $= Just (fst $ _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)
textureBinding Texture2D $= Just (_textures pdata !! 1)
drawArrays Points (fromIntegral 0) (fromIntegral 1)
depthFunc $= Just Lequal
-- draw triangles
currentProgram $= Just (fst $ _basicShader pdata)
bindVertexArrayObject $= Just (_vao $ _triVAO pdata)
drawArrays Triangles 0 (fromIntegral $ nTriVs)
-- draw circles
currentProgram $= Just (fst $ _circShader pdata)
bindVertexArrayObject $= Just (_vao $ _circVAO pdata)
drawArrays Points 0 (fromIntegral $ nCircVs)
-- draw ellipses
currentProgram $= Just (fst $ _ellipseShader pdata)
bindVertexArrayObject $= Just (_vao $ _ellipseVAO pdata)
drawArrays Triangles 0 (fromIntegral $ nEllVs)
-- draw arcs
currentProgram $= Just (fst $ _arcShader pdata)
bindVertexArrayObject $= Just (_vao $ _arcVAO pdata)
drawArrays Points 0 (fromIntegral $ nArcVs)
-- draw lines
currentProgram $= Just (fst $ _basicShader pdata)
bindVertexArrayObject $= Just (_vao $ _lineVAO pdata)
drawArrays Lines 0 (fromIntegral $ nLineVs)
-- draw text
currentProgram $= Just (fst $ _textShader pdata)
bindVertexArrayObject $= Just (_vao $ _textVAO pdata)
textureBinding Texture2D $= Just (_textures pdata !! 0)
drawArrays Points 0 (fromIntegral $ nTextVs)
return (pokeEndTicks - pokeStartTicks)