try out some freshly discovered magic tricks
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7 changed files with 85 additions and 27 deletions
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@ -44,7 +44,7 @@ executable pituicat
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, StateMachine
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, Texture
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-- other-extensions:
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build-depends: base ^>=4.13.0.0
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build-depends: base >=4.13.0.0
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, affection
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, stm
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, OpenGL
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@ -58,5 +58,6 @@ executable pituicat
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, JuicyPixels
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, JuicyPixels-extra
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, bytestring
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, derive-storable
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hs-source-dirs: src
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default-language: Haskell2010
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Binary file not shown.
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@ -25,9 +25,9 @@ let
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license = stdenv.lib.licenses.lgpl3;
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}) {};
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f = { mkDerivation, aeson, base, bytestring, containers, JuicyPixels
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, JuicyPixels-extra, linear, OpenGL, OpenGLRaw, stdenv , sdl2, stm, text
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, vector}:
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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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mkDerivation {
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pname = "pituicat";
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version = "0.0.0.0";
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@ -9,18 +9,31 @@ import SDL (($=), get)
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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.
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-- think of it as some kind of interface in the object oriented context
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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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type ObjName a :: *
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-- what buffer target does te buffer bind to
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-- | what buffer target does the buffer bind to
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target :: a -> GL.BufferTarget
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-- what ID does the buffer have
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glId :: a -> ObjName a
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-- | retrieve ID from buffer object
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glId :: a -> IO (ObjName a)
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-- bind the buffer object and fill it with data
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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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-- | 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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-- | 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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@ -23,7 +23,7 @@ newtype MapLayer = MapLayer
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deriving (Eq, Show)
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data Tile = Tile
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{ tileOffset :: V2 Word -- | Offset of this tile on the tile map
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{ tileOffset :: V2 Word -- | Offset of this tile on the tile map
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, tileType :: TileType -- | Type of tile
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}
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deriving (Eq, Show)
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@ -36,7 +36,7 @@ data TileType
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data TileMap = TileMap
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{ tileMapDimensions :: V2 Word -- | Dimensions of tile map image in pixels
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, tileMapTecture :: Texture -- | Texture object on GPU
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, tileMapTexture :: Texture -- | Texture object on GPU
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}
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deriving (Eq, Show)
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@ -26,7 +26,7 @@ instance Buffer VertexArray where
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target _ = undefined
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glId = vArrId
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glId = return . vArrId
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initialize va = return ()
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@ -1,24 +1,31 @@
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{-# LANGUAGE TypeFamilies #-}
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{-# LANGUAGE DeriveGeneric #-}
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{-# LANGUAGE FlexibleInstances #-}
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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.Concurrent.STM
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import Linear
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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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import GHC.Generics
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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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-- layout of the VertexBuffer data object
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-- | layout of the VertexBuffer data object
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data VertexBuffer = VertexBuffer
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{ vBufId :: GL.BufferObject -- buffer id
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, vBufSize :: GL.GLsizeiptr -- size of data
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{ vBufId :: TVar GL.BufferObject -- ^ buffer id
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, vBufSize :: TVar GL.GLsizeiptr -- ^ size of data
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-- , vBufData :: Ptr a -- pointer to data
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}
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@ -29,6 +36,13 @@ data Vertex = Vertex
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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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-- | make vertices instances of 'Storable'. it's a kind of magic ^.^
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instance GStorable Vertex
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instance GStorable (V2 GL.GLfloat)
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instance GStorable (V3 GL.GLfloat)
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instance GStorable (V4 GL.GLfloat)
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-- | Smart constructor for a new Vertex
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newVertex
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@ -45,46 +59,76 @@ newVertex pos color texcoord index =
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index
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(fromIntegral $ 10 * (sizeOf (undefined :: GL.GLfloat)))
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-- instanciate typeclass from BufferClass and fill in missing implementations
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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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target _ = GL.ArrayBuffer
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glId = vBufId
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glId = readTVarIO . vBufId
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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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bind buf
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size <- readTVarIO (vBufSize buf)
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-- fill in the data
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GL.bufferData (target buf) $=
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( vBufSize buf
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( size
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, nullPtr
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, GL.DynamicDraw
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)
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-- release the buffer using the default implementation of the typeclass
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unbind buf
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-- | expand the buffer to double of it's previous size.
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-- This discards all previously written data and layouts, as internally the
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-- old buffer is discarded and a new buffer allocated.
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expand buf = do
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-- unbind the buffer before meddling with its innards
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unbind buf
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-- free the old buffer
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delete buf
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-- generate new buffer
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newId <- GL.genObjectName
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-- calculate new size
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newSize <- (2 *) <$> readTVarIO (vBufSize buf)
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-- update data object
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atomically $ do
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writeTVar (vBufId buf) newId
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writeTVar (vBufSize buf) newSize
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-- allocate and fill buffer with null data
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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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-- | Instanciate Bindable typeclass required by Buffer typeclass implement it
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instance Bindable VertexBuffer where
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-- bind the buffer
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bind buf = GL.bindBuffer (target buf) $= Just (glId buf)
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bind buf =
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(\a -> GL.bindBuffer (target buf) $= Just a) =<< glId buf
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-- unbind the buffer
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unbind buf = GL.bindBuffer (target buf) $= Nothing
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unbind buf =
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GL.bindBuffer (target buf) $= Nothing
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-- | smart constructor for a VertexBuffer data object
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newVertexBuffer
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:: IO VertexBuffer -- newly built VertexBuffer data object
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newVertexBuffer = do
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let dummyVertex = newVertex (V3 0 0 0) (V4 0 0 0 0) (V2 0 0) 0
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:: Word -- ^ initial Buffer size
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-> Vertex -- ^ (empty) dummy vertex for determining buffer size
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-> IO VertexBuffer -- ^ newly built VertexBuffer data object
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newVertexBuffer initSize dummyVertex = do
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-- let dummyVertex = newVertex (V3 0 0 0) (V4 0 0 0 0) (V2 0 0) 0
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-- create the buffer object in applicative style
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buf <- VertexBuffer
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-- generate the ID
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<$> GL.genObjectName
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<$> (newTVarIO =<< GL.genObjectName)
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-- compute buffer size
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<*> pure (CPtrdiff (fromIntegral $ 1024 * vertSize dummyVertex))
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<*> (newTVarIO (CPtrdiff (fromIntegral $
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fromIntegral initSize * vertSize dummyVertex)))
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-- make pointer out of list
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-- <*> newArray list
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-- fill the data in to the buffer
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