lots of plumbing to automate stuff
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8 changed files with 203 additions and 132 deletions
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@ -31,6 +31,7 @@ executable pituicat
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, Classes.Graphics
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, Classes.Graphics.Bindable
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, Classes.Graphics.Buffer
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, Classes.Graphics.VertexLayout
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, State.Loading
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, State.Loading.Load
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, State.Loading.Update
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@ -59,5 +60,6 @@ executable pituicat
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, JuicyPixels-extra
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, bytestring
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, derive-storable
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, monad-loops
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hs-source-dirs: src
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default-language: Haskell2010
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@ -26,8 +26,8 @@ let
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}) {};
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f = { mkDerivation, aeson, base, bytestring, containers, derive-storable
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, JuicyPixels, JuicyPixels-extra, linear, OpenGL, OpenGLRaw, stdenv
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, sdl2, stm, text, vector}:
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, JuicyPixels, JuicyPixels-extra, linear, monad-loops, OpenGL, OpenGLRaw
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, stdenv, sdl2, stm, text, vector}:
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mkDerivation {
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pname = "pituicat";
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version = "0.0.0.0";
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@ -3,3 +3,5 @@ module Classes.Graphics
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) where
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import Classes.Graphics.Bindable as G
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import Classes.Graphics.Buffer as G
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import Classes.Graphics.VertexLayout as G
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@ -1,10 +1,13 @@
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{-# LANGUAGE TypeFamilies #-}
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{-# LANGUAGE FlexibleContexts #-}
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module Classes.Graphics.Buffer where
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import qualified Graphics.Rendering.OpenGL as GL
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import SDL (($=), get)
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import Foreign.Storable
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-- internal imports
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import Classes.Graphics.Bindable
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@ -12,28 +15,35 @@ import Classes.Graphics.Bindable
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-- | this aims to be a typeclass for all used buffer objects throughout the
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-- game. all buffer objects have to instanciate the Bindable typeclass.
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-- think of it as some kind of interface in the object oriented context
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class (Bindable a) => Buffer a where
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class (Bindable a, Storable (StoreType a)) =>
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Buffer a where
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type ObjName a :: *
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-- | datatype inside the buffer
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type StoreType a :: *
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-- | what buffer target does the buffer bind to
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target :: a -> GL.BufferTarget
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-- | container datatype for 'StoreType's
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type StoreContainer a :: * -> *
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-- | retrieve ID from buffer object
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glId :: a -> IO (ObjName a)
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-- | what buffer target does the buffer bind to
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target :: a -> GL.BufferTarget
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-- | bind the buffer object and fill it with null data
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initialize :: a -> IO ()
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-- | retrieve ID from buffer object
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glId :: a -> IO (GL.BufferObject)
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-- | fill the buffer with actual data
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write
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:: a
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-> Word -- ^ write offset from beginning of buffer in bytes
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-> b -- ^ Data to write
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-> IO ()
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-- | bind the buffer object and fill it with null data
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initialize :: a -> IO ()
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-- | expand the buffer to double of it's previous size.
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expand :: a -> IO ()
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-- | fill the buffer with actual data
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write
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:: a
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-> Word
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-- ^ write offset from beginning of buffer in bytes
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-> StoreContainer a (StoreType a)
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-- ^ Data to write
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-> IO ()
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-- | free resources and delete the object
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delete :: a -> IO ()
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-- | expand the buffer to double of it's previous size.
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expand :: a -> IO ()
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-- | free resources and delete the object
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delete :: a -> IO ()
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@ -18,7 +18,7 @@ import Linear
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import Types
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import Map
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import Classes.Scene
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import Classes
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data Test = Test
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{ testMap :: TMVar LevelMap
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@ -44,10 +44,9 @@ instance Scene Test where
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view = mkTransformationMat (identity :: M33 GL.GLfloat) (V3 0 0 0)
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model = mkTransformationMat (identity :: M33 GL.GLfloat) (V3 0 0 0)
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vertexArrayObject <- GL.genObjectName
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vertexArray <- newVertexArray
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GL.bindVertexArrayObject $= Just vertexArrayObject
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bind vertexArray
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void $ atomically $ do
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void $ takeTMVar progress
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@ -5,6 +5,12 @@ import qualified Graphics.Rendering.OpenGL as GL
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import SDL (($=), get)
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import qualified Data.Vector.Storable as VS
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import Control.Monad.Loops (whileM_)
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import Control.Concurent.STM
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import Foreign
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-- internal imports
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@ -13,21 +19,23 @@ import Classes.Graphics.Bindable
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import Classes.Graphics.Buffer
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-- layout of the IndexBuffer data object
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data IndexBuffer a = IndexBuffer
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{ iBufId :: GL.BufferObject -- buffer id
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, iBufSize :: GL.GLsizeiptr -- size of data
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, iBufData :: Ptr a -- pointer to data
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, iBufCount :: GL.GLint -- number of data elements
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data IndexBuffer = IndexBuffer
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{ iBufId :: TVar GL.BufferObject -- buffer id
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, iBufSize :: TVar GL.GLsizeiptr -- size of data
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-- , iBufData :: Ptr a -- pointer to data
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-- , iBufCount :: GL.GLint -- number of data elements
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}
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-- instanciate typeclass from BufferClass and fill in missing implementations
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instance Buffer (IndexBuffer a) where
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-- instanciate typeclass from Buffer and fill in missing implementations
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instance Buffer IndexBuffer where
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type ObjName (IndexBuffer a) = GL.BufferObject
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type StoreType IndexBuffer = GL.GLuint
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type StoreContainer IndexBuffer = VS.Vector
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target _ = GL.ElementArrayBuffer
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glId = iBufId
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glId = readTVarIO . iBufId
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initialize buf = do
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-- bind the buffer using the default iplementation of the typeclass
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@ -35,12 +43,60 @@ instance Buffer (IndexBuffer a) where
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-- fill in the data
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GL.bufferData (target buf) $=
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( iBufSize buf
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, iBufData buf
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, nullPtr
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, GL.DynamicDraw
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)
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-- release the buffer using the default implementation of the typeclass
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unbind buf
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write buf offset dat = do
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currentBufSize <- readTVarIO (iBufSize buf)
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whileM_
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(pure $ offset + VS.length dat * sizeOf (undefined :: StoreType IndexBuffer)
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> currentBufSize) $ do
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allocaArray
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(currentBufSize `div` sizeOf (undefined :: StoreType IndexBuffer))
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$ \ ptr -> do
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GL.bufferSubData
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(target buf)
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GL.ReadFromBuffer
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0
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currentBufSize
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ptr
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expand buf
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bind buf
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GL.bufferSubData
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(target buf)
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GL.WriteToBuffer
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0
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currentBufSize
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ptr
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-- bind buffer, just to be safe
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bind buf
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VS unsafeWith dat $ \ ptr ->
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GL.bufferSubData
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(target buf)
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GL.WriteToBuffer
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(CPtrdiff $ fromIntegral offset)
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(CPtrdiff $ fromIntegral $
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VS.length dat * sizeOf (undefined ::StoreType IndexBuffer))
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ptr
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expand buf = do
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unbind buf
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delete buf
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newId <- GL.genObjectName
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newSize <- (2 *) <$> readTVarIO (iBufSize buf)
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atomically $ do
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writeTvar (iBufId buf) newId
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writeTvar (iBUfSize buf) newSize
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initialize buf
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delete buf = do
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unbind buf
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GL.deleteObjectname ==< (readTVarIO $ vBufId buf)
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instance Bindable (IndexBuffer a) where
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-- bind the buffer
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@ -49,21 +105,20 @@ instance Bindable (IndexBuffer a) where
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-- unbind the buffer
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unbind buf = GL.bindBuffer (target buf) $= Nothing
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newIndexBuffer ::
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(Storable a) => -- we have to be able to get a pointer to provided data
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[a] -> -- list of data elements
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IO (IndexBuffer a) -- newly built IndexBuffer data object
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newIndexBuffer list = do
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newIndexBuffer
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:: Word
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-> IO IndexBuffer -- newly built IndexBuffer data object
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newIndexBuffer initLength = do
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-- create the buffer object in applicative style
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buf <- IndexBuffer
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-- generate the ID
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<$> GL.genObjectName
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-- compute buffer size
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<*> pure (fromIntegral (length list * sizeOf (head list)))
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-- make pointer out of list
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<*> newArray list
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-- get count
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<*> pure (fromIntegral $ length list)
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<*> pure (fromIntegral initLength)
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-- -- make pointer out of list
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-- <*> newArray list
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-- -- get count
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-- <*> pure (fromIntegral $ length list)
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-- fill the data in to the buffer
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initialize buf
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-- return the data object
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@ -5,32 +5,27 @@ import qualified Graphics.Rendering.OpenGL as GL
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import SDL (($=), get)
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import Foreign
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import qualified Data.Vector as V
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import Control.Concurrent.MVar
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import Foreign (sizeOf)
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import Foreign.Ptr
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import Control.Concurrent.STM
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import Control.Monad (void)
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-- internal imports
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import Classes.Graphics.Bindable
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import Classes.Graphics.Buffer
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import Classes.Graphics.VertexLayout
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import Types.Graphics.VertexBuffer
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data VertexArray = VertexArray
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newtype VertexArray = VertexArray
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{ vArrId :: GL.VertexArrayObject
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}
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deriving (Eq, Show)
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instance Buffer VertexArray where
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type ObjName VertexArray = GL.VertexArrayObject
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target _ = undefined
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glId = return . vArrId
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initialize va = return ()
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instance Bindable VertexArray where
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bind va = GL.bindVertexArrayObject $= Just (vArrId va)
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newVertexArray = VertexArray
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<$> GL.genObjectName
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addBuffer
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:: (Buffer buf)
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=> VertexArray
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-> buf
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-> VertexBufferLayout
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-> IO ()
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addBuffer va vb layout = do
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-- bind the provided vertex buffer
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bind va
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bind vb
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-- enable and fill out the vertex attrib pointer(s)
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list <- readMVar (vblElements layout)
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let dataElementSize e = case e of
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GL.Float -> sizeOf (undefined :: GL.GLfloat)
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x -> error ("No size computation implemented fof: " <> show x)
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mapM_
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(\(VertexBufferLayoutElement index type_ count offset handling) -> do
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GL.vertexAttribArray (GL.AttribLocation index) $=
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GL.Enabled
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GL.vertexAttribPointer (GL.AttribLocation index) $=
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( handling
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instance VertexLayout Vertex where
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type VertArray Vertex = VertexArray
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layoutElements vert =
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foldr
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(\a@(index, count) acc ->
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( index
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, GL.VertexArrayDescriptor
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-- number of components to our attribute
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count
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-- datatype of elements
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type_
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-- Stride (How big is one Vertex in bytes)
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(vblStride layout)
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-- offset from beginnning of vertex in bytes
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(plusPtr nullPtr offset)
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GL.Float
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(fromIntegral $ sizeOf (undefined :: Vertex))
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(nullPtr `plusPtr` (sizeOf (undefined :: GL.GLfloat) * fromIntegral
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(sum (map ((\(GL.VertexArrayDescriptor c _ _ _) -> c) . snd) acc))))
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) : acc
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)
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)
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list
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unbind va
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unbind vb
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[]
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(zip [0 ..] [3, 4, 2, 1])
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data VertexBufferLayout = VertexBufferLayout
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{ vblElements :: MVar [VertexBufferLayoutElement]
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, vblStride :: GL.GLsizei
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}
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data VertexBufferLayoutElement = VertexBufferLayoutElement
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{ vbleIndex :: GL.GLuint
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, vbleType :: GL.DataType
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, vbleCount :: GL.GLint
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, vbleOffset :: Int
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, vbleHandling :: GL.IntegerHandling
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}
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newVertexBufferLayout :: GL.GLsizei -> IO VertexBufferLayout
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newVertexBufferLayout stride = VertexBufferLayout
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<$> newMVar []
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<*> pure stride
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pushElements
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:: VertexBufferLayout
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-> GL.GLuint
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-> GL.DataType
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-> GL.GLint
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-> Int
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-> IO ()
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pushElements vbl index type_ count offset = do
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modifyMVar_ (vblElements vbl) $ \list ->
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return
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(list ++
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[VertexBufferLayoutElement
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index
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type_
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count
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offset
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GL.ToNormalizedFloat
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]
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addBuffer vert va vb = do
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-- bind vertex array and vertex buffer ot associate them
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bind va
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bind vb
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-- enable and fill vertex attrib pointer(s)
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let list = layoutElements vert
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mapM_
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(\(index, descriptor) -> do
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GL.vertexAttribArray (GL.AttribLocation index) $= GL.Enabled
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GL.vertexAttribPointer (GL.AttribLocation index) $=
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( GL.ToNormalizedFloat
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, descriptor
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)
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)
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list
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unbind va
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unbind vb
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@ -1,16 +1,22 @@
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{-# LANGUAGE TypeFamilies #-}
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{-# LANGUAGE DeriveGeneric #-}
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{-# LANGUAGE FlexibleInstances #-}
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{-# LANGUAGE ScopedTypeVariables #-}
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module Types.Graphics.VertexBuffer where
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import qualified Graphics.Rendering.OpenGL as GL
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import SDL (($=), get)
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import Control.Monad.Loops (whileM_)
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import Control.Concurrent.STM
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import qualified Data.Vector.Storable as VS
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import Linear
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import Foreign
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import Foreign
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import Foreign.C.Types
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import Foreign.Storable.Generic
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@ -34,7 +40,6 @@ data Vertex = Vertex
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, vertColor :: V4 GL.GLfloat
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, vertTexCoord :: V2 GL.GLfloat
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, vertTexID :: GL.GLfloat
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, vertSize :: GL.GLsizei
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}
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deriving (Generic)
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@ -57,12 +62,13 @@ newVertex pos color texcoord index =
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color
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texcoord
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index
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(fromIntegral $ 10 * (sizeOf (undefined :: GL.GLfloat)))
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-- | Instanciate typeclass Buffer and fill in missing implementations
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instance Buffer VertexBuffer where
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type ObjName VertexBuffer = GL.BufferObject
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type StoreType VertexBuffer = Vertex
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type StoreContainer VertexBuffer = VS.Vector
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target _ = GL.ArrayBuffer
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|
@ -81,7 +87,47 @@ instance Buffer VertexBuffer where
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-- release the buffer using the default implementation of the typeclass
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unbind buf
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-- | expand the buffer to double of it's previous size.
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write buf offset dat = do
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currentBufSize <- readTVarIO (vBufSize buf)
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whileM_
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(pure $ fromIntegral offset +
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VS.length dat * sizeOf (undefined :: StoreType VertexBuffer)
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> fromIntegral currentBufSize) $ do
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allocaArray
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(fromIntegral currentBufSize `div`
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sizeOf (undefined :: StoreType VertexBuffer))
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$ \ (ptr :: Ptr (StoreType VertexBuffer)) -> do
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GL.bufferSubData
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(target buf)
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GL.ReadFromBuffer
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0
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currentBufSize
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ptr
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expand buf
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bind buf
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GL.bufferSubData
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(target buf)
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GL.WriteToBuffer
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0
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currentBufSize
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ptr
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-- bind buffer, just to be safe
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bind buf
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VS.unsafeWith dat $ \ ptr ->
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GL.bufferSubData
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(target buf)
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-- target buffer type
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GL.WriteToBuffer
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-- data access direction
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(CPtrdiff $ fromIntegral offset)
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-- offset from buffer start
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(CPtrdiff $ fromIntegral $
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VS.length dat * sizeOf (undefined :: StoreType VertexBuffer))
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-- length of data to write
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ptr
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-- pointer to first data object
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--le | expand the buffer to double of it's previous size.
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-- This discards all previously written data and layouts, as internally the
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-- old buffer is discarded and a new buffer allocated.
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expand buf = do
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|
@ -118,9 +164,8 @@ instance Bindable VertexBuffer where
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-- | smart constructor for a VertexBuffer data object
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newVertexBuffer
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:: Word -- ^ initial Buffer size
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-> Vertex -- ^ (empty) dummy vertex for determining buffer size
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-> IO VertexBuffer -- ^ newly built VertexBuffer data object
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newVertexBuffer initSize dummyVertex = do
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newVertexBuffer initSize = do
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-- let dummyVertex = newVertex (V3 0 0 0) (V4 0 0 0 0) (V2 0 0) 0
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-- create the buffer object in applicative style
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buf <- VertexBuffer
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|
@ -128,7 +173,7 @@ newVertexBuffer initSize dummyVertex = do
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<$> (newTVarIO =<< GL.genObjectName)
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-- compute buffer size
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<*> (newTVarIO (CPtrdiff (fromIntegral $
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fromIntegral initSize * vertSize dummyVertex)))
|
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fromIntegral initSize * sizeOf (undefined :: StoreType VertexBuffer))))
|
||||
-- make pointer out of list
|
||||
-- <*> newArray list
|
||||
-- fill the data in to the buffer
|
||||
|
|
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Reference in a new issue