{-# LANGUAGE TupleSections, RecordWildCards #-} module LambdaCube.GL.Mesh ( addMeshToObjectArray, uploadMeshToGPU, disposeMesh, updateMesh, Mesh(..), MeshPrimitive(..), MeshAttribute(..), GPUMesh, meshData ) where import Data.Maybe import Control.Applicative import Control.Monad import Foreign.Ptr import Data.Int import Foreign.Storable import Foreign.Marshal.Utils import System.IO.Unsafe import Data.Map (Map) import qualified Data.Map as Map import qualified Data.Vector as V import qualified Data.Vector.Storable as SV import qualified Data.Vector.Storable.Mutable as MV import qualified Data.ByteString.Char8 as SB import qualified Data.ByteString.Lazy as LB import LambdaCube.GL import LambdaCube.GL.Type as T import LambdaCube.IR as IR import LambdaCube.Linear as IR import LambdaCube.Mesh data GPUData = GPUData { dPrimitive :: Primitive , dStreams :: Map String (Stream Buffer) , dIndices :: Maybe (IndexStream Buffer) , dBuffers :: [Buffer] } data GPUMesh = GPUMesh { meshData :: Mesh , gpuData :: GPUData } addMeshToObjectArray :: GLStorage -> String -> [String] -> GPUMesh -> IO Object addMeshToObjectArray input slotName objUniNames (GPUMesh _ (GPUData prim streams indices _)) = do -- select proper attributes let (ObjectArraySchema slotPrim slotStreams) = fromMaybe (error $ "addMeshToObjectArray - missing object array: " ++ slotName) $ Map.lookup slotName $! objectArrays $! schema input filterStream n _ = Map.member n slotStreams addObject input slotName prim indices (Map.filterWithKey filterStream streams) objUniNames withV w a f = w a (\p -> f $ castPtr p) meshAttrToArray :: MeshAttribute -> Array meshAttrToArray (A_Float v) = Array ArrFloat (1 * V.length v) $ withV SV.unsafeWith $ V.convert v meshAttrToArray (A_V2F v) = Array ArrFloat (2 * V.length v) $ withV SV.unsafeWith $ V.convert v meshAttrToArray (A_V3F v) = Array ArrFloat (3 * V.length v) $ withV SV.unsafeWith $ V.convert v meshAttrToArray (A_V4F v) = Array ArrFloat (4 * V.length v) $ withV SV.unsafeWith $ V.convert v meshAttrToArray (A_M22F v) = Array ArrFloat (4 * V.length v) $ withV SV.unsafeWith $ V.convert v meshAttrToArray (A_M33F v) = Array ArrFloat (9 * V.length v) $ withV SV.unsafeWith $ V.convert v meshAttrToArray (A_M44F v) = Array ArrFloat (16 * V.length v) $ withV SV.unsafeWith $ V.convert v meshAttrToArray (A_Int v) = Array ArrInt32 (1 * V.length v) $ withV SV.unsafeWith $ V.convert v meshAttrToArray (A_Word v) = Array ArrWord32 (1 * V.length v) $ withV SV.unsafeWith $ V.convert v meshAttrToStream :: Buffer -> Int -> MeshAttribute -> Stream Buffer meshAttrToStream b i (A_Float v) = Stream Attribute_Float b i 0 (V.length v) meshAttrToStream b i (A_V2F v) = Stream Attribute_V2F b i 0 (V.length v) meshAttrToStream b i (A_V3F v) = Stream Attribute_V3F b i 0 (V.length v) meshAttrToStream b i (A_V4F v) = Stream Attribute_V4F b i 0 (V.length v) meshAttrToStream b i (A_M22F v) = Stream Attribute_M22F b i 0 (V.length v) meshAttrToStream b i (A_M33F v) = Stream Attribute_M33F b i 0 (V.length v) meshAttrToStream b i (A_M44F v) = Stream Attribute_M44F b i 0 (V.length v) meshAttrToStream b i (A_Int v) = Stream Attribute_Int b i 0 (V.length v) meshAttrToStream b i (A_Word v) = Stream Attribute_Word b i 0 (V.length v) updateMesh :: GPUMesh -> [(String,MeshAttribute)] -> Maybe MeshPrimitive -> IO () updateMesh (GPUMesh (Mesh dMA dMP) (GPUData _ dS dI _)) al mp = do -- check type match let arrayChk (Array t1 s1 _) (Array t2 s2 _) = t1 == t2 && s1 == s2 ok = and [Map.member n dMA && arrayChk (meshAttrToArray a1) (meshAttrToArray a2) | (n,a1) <- al, let a2 = fromMaybe (error $ "missing mesh attribute: " ++ n) $ Map.lookup n dMA] if not ok then putStrLn "updateMesh: attribute mismatch!" else do forM_ al $ \(n,a) -> do case Map.lookup n dS of Just (Stream _ b i _ _) -> updateBuffer b [(i,meshAttrToArray a)] _ -> return () {- case mp of Nothing -> return () Just p -> do let ok2 = case (dMP,p) of (Just (P_TriangleStripI v1, P_TriangleStripI v2) -> V.length v1 == V.length v2 (P_TrianglesI v1, P_TrianglesI v2) -> V.length v1 == V.length v2 (a,b) -> a == b -} uploadMeshToGPU :: Mesh -> IO GPUMesh uploadMeshToGPU mesh@(Mesh attrs mPrim) = do let mkIndexBuf v = do iBuf <- compileBuffer [Array ArrWord32 (V.length v) $ withV SV.unsafeWith $ V.convert v] return $! Just $! IndexStream iBuf 0 0 (V.length v) vBuf <- compileBuffer [meshAttrToArray a | a <- Map.elems attrs] (indices,prim) <- case mPrim of P_Points -> return (Nothing,PointList) P_TriangleStrip -> return (Nothing,TriangleStrip) P_Triangles -> return (Nothing,TriangleList) P_TriangleStripI v -> (,TriangleStrip) <$> mkIndexBuf v P_TrianglesI v -> (,TriangleList) <$> mkIndexBuf v let streams = Map.fromList $! zipWith (\i (n,a) -> (n,meshAttrToStream vBuf i a)) [0..] (Map.toList attrs) return $! GPUMesh mesh (GPUData prim streams indices (vBuf:[iBuf | IndexStream iBuf _ _ _ <- maybeToList indices])) disposeMesh :: GPUMesh -> IO () disposeMesh (GPUMesh _ GPUData{..}) = mapM_ disposeBuffer dBuffers