Safe Haskell | None |
---|---|
Language | Haskell98 |
PrimitiveArrays (aka VAOs in OpenGl) are the main input to compiled shaders. A primitive array is created from one or more zipped vertex arrays. A primitive array may also be instanced, using one or more zipped vertex arrays as instance arrays. And lastly, an index array may also be used to pick vertices for the primitive array.
Any possible combination of interleaved or non-interleaved vertex buffers may be used, for example:
Buffer a
= {(A,B),(A,B),(A,B)...}
Buffer b
= {(X,Y,Z),(X,Y,Z),(X,Y,Z),...}
do aArr <- newVertexArray a bArr <- newVertexArray b let primArr = toPrimitiveArray TriangleList (zipVertices ((a,b) y -> (a,b,y)) aArr (fmap ((_,y,_) -> y) bArr))
will create a primitive array primArr
with this layout: {(A,B,Y),(A,B,Y),(A,B,Y)...}
Synopsis
- data VertexArray t a
- data Instances
- newVertexArray :: Buffer os a -> Render os (VertexArray t a)
- vertexArrayLength :: VertexArray t a -> Int
- zipVertices :: (a -> b -> c) -> VertexArray t a -> VertexArray t' b -> VertexArray (Combine t t') c
- type family Combine t t' where ...
- takeVertices :: Int -> VertexArray t a -> VertexArray t a
- dropVertices :: Int -> VertexArray () a -> VertexArray t a
- replicateEach :: Int -> VertexArray t a -> VertexArray Instances a
- data IndexArray
- newIndexArray :: forall os f b a. (BufferFormat b, Integral a, IndexFormat b ~ a) => Buffer os b -> Maybe a -> Render os IndexArray
- type family IndexFormat a where ...
- indexArrayLength :: IndexArray -> Int
- takeIndices :: Int -> IndexArray -> IndexArray
- dropIndices :: Int -> IndexArray -> IndexArray
- data PrimitiveArray p a
- data PrimitiveTopology p where
- data Triangles
- data Lines
- data Points
- toPrimitiveArray :: PrimitiveTopology p -> VertexArray () a -> PrimitiveArray p a
- toPrimitiveArrayIndexed :: PrimitiveTopology p -> IndexArray -> VertexArray () a -> PrimitiveArray p a
- toPrimitiveArrayInstanced :: PrimitiveTopology p -> (a -> b -> c) -> VertexArray () a -> VertexArray t b -> PrimitiveArray p c
- toPrimitiveArrayIndexedInstanced :: PrimitiveTopology p -> IndexArray -> (a -> b -> c) -> VertexArray () a -> VertexArray t b -> PrimitiveArray p c
- toB22 :: forall a. (Storable a, BufferFormat (B2 a)) => B4 a -> (B2 a, B2 a)
- toB3 :: forall a. (Storable a, BufferFormat (B3 a)) => B4 a -> B3 a
- toB21 :: forall a. (Storable a, BufferFormat (B a)) => B3 a -> (B2 a, B a)
- toB12 :: forall a. (Storable a, BufferFormat (B a)) => B3 a -> (B a, B2 a)
- toB11 :: forall a. (Storable a, BufferFormat (B a)) => B2 a -> (B a, B a)
Vertex arrays
data VertexArray t a Source #
A vertex array is the basic building block for a primitive array. It is created from the contents of a Buffer
, but unlike a Buffer
,
it may be truncated, zipped with other vertex arrays, and even morphed into arrays of a different type with the provided Functor
instance.
A VertexArray t a
has elements of type a
, and t
indicates whether the vertex array may be used as instances or not.
Instances
Functor (VertexArray t) Source # | |
Defined in Graphics.GPipe.Internal.PrimitiveArray fmap :: (a -> b) -> VertexArray t a -> VertexArray t b # (<$) :: a -> VertexArray t b -> VertexArray t a # |
A phantom type to indicate that a VertexArray
may only be used for instances (in toPrimitiveArrayInstanced
and toPrimitiveArrayIndexedInstanced
).
newVertexArray :: Buffer os a -> Render os (VertexArray t a) Source #
Create a VertexArray
from a Buffer
. The vertex array will have the same number of elements as the buffer, use takeVertices
and dropVertices
to make it smaller.
vertexArrayLength :: VertexArray t a -> Int Source #
Retrieve the number of elements in a VertexArray
.
zipVertices :: (a -> b -> c) -> VertexArray t a -> VertexArray t' b -> VertexArray (Combine t t') c Source #
Zip two VertexArray
s using the function given as first argument. If either of the argument VertexArray
s are restriced to Instances
only, then so will the resulting
array be, as depicted by the Combine
type family.
takeVertices :: Int -> VertexArray t a -> VertexArray t a Source #
takeVertices n a
creates a shorter vertex array by taking the n
first elements of the array a
.
dropVertices :: Int -> VertexArray () a -> VertexArray t a Source #
dropVertices n a
creates a shorter vertex array by dropping the n
first elements of the array a
. The argument array a
must not be
constrained to only Instances
.
replicateEach :: Int -> VertexArray t a -> VertexArray Instances a Source #
replicateEach n a
will create a longer vertex array, only to be used for instances, by replicating each element of the array a
n
times. E.g.
replicateEach 3 {ABCD...}
will yield {AAABBBCCCDDD...}
. This is particulary useful before zipping the array with another that has a different replication rate.
Index arrays
data IndexArray Source #
An index array is like a vertex array, but contains only integer indices. These indices must come from a tightly packed Buffer
, hence the lack of
a Functor
instance and no conversion from VertexArray
s.
newIndexArray :: forall os f b a. (BufferFormat b, Integral a, IndexFormat b ~ a) => Buffer os b -> Maybe a -> Render os IndexArray Source #
Create an IndexArray
from a Buffer
of unsigned integers (as constrained by the closed IndexFormat
type family instances). The index array will have the same number of elements as the buffer, use takeIndices
and dropIndices
to make it smaller.
The Maybe a
argument is used to optionally denote a primitive restart index.
type family IndexFormat a where ... Source #
IndexFormat (B Word32) = Word32 | |
IndexFormat (BPacked Word16) = Word16 | |
IndexFormat (BPacked Word8) = Word8 |
indexArrayLength :: IndexArray -> Int Source #
Numer of indices in an IndexArray
.
takeIndices :: Int -> IndexArray -> IndexArray Source #
takeIndices n a
creates a shorter index array by taking the n
first indices of the array a
.
dropIndices :: Int -> IndexArray -> IndexArray Source #
dropIndices n a
creates a shorter index array by dropping the n
first indices of the array a
.
Primitive arrays
data PrimitiveArray p a Source #
An array of primitives
Instances
Functor (PrimitiveArray p) Source # | |
Defined in Graphics.GPipe.Internal.PrimitiveArray fmap :: (a -> b) -> PrimitiveArray p a -> PrimitiveArray p b # (<$) :: a -> PrimitiveArray p b -> PrimitiveArray p a # | |
Semigroup (PrimitiveArray p a) Source # | |
Defined in Graphics.GPipe.Internal.PrimitiveArray (<>) :: PrimitiveArray p a -> PrimitiveArray p a -> PrimitiveArray p a # sconcat :: NonEmpty (PrimitiveArray p a) -> PrimitiveArray p a # stimes :: Integral b => b -> PrimitiveArray p a -> PrimitiveArray p a # | |
Monoid (PrimitiveArray p a) Source # | |
Defined in Graphics.GPipe.Internal.PrimitiveArray mempty :: PrimitiveArray p a # mappend :: PrimitiveArray p a -> PrimitiveArray p a -> PrimitiveArray p a # mconcat :: [PrimitiveArray p a] -> PrimitiveArray p a # |
data PrimitiveTopology p where Source #
toPrimitiveArray :: PrimitiveTopology p -> VertexArray () a -> PrimitiveArray p a Source #
toPrimitiveArrayIndexed :: PrimitiveTopology p -> IndexArray -> VertexArray () a -> PrimitiveArray p a Source #
toPrimitiveArrayInstanced :: PrimitiveTopology p -> (a -> b -> c) -> VertexArray () a -> VertexArray t b -> PrimitiveArray p c Source #
toPrimitiveArrayIndexedInstanced :: PrimitiveTopology p -> IndexArray -> (a -> b -> c) -> VertexArray () a -> VertexArray t b -> PrimitiveArray p c Source #
Operations on buffer values
You may split up a B4 a
, B3 a
and B2 a
value into its components, if the parts are representable buffer types (e.g. due to alignment, you may for instance not split a B4 Word8
).
Note that there are no functions to combine smaller parts together again.