geomancy-0.3.0.0: src/Geomancy/Mat4/Internal.hs
{-# LANGUAGE BangPatterns #-}
{-# LANGUAGE BlockArguments #-}
{-# LANGUAGE DataKinds #-}
{-# LANGUAGE MagicHash #-}
{-# LANGUAGE TypeFamilies #-}
{-# LANGUAGE UnboxedTuples #-}
-- | General matrix storage and operations.
module Geomancy.Mat4.Internal
( Mat4(..)
, fromMemory
, withMemory
, newMat4
-- * Order-independent operations
, identity
, transpose
, pointwise
, scalarMultiply
-- * List operations in memory order
, toListMemory
, toList2dMemory
, toListTrans
, toList2dTrans
, zipWith
) where
import Prelude hiding (zipWith)
import GHC.Exts hiding (VecCount(..), toList)
import Control.DeepSeq (NFData(rnf))
import Foreign (Storable(..))
import Foreign.Ptr.Diff (peekDiffOff, pokeDiffOff)
import GHC.IO (IO(..))
import qualified Data.List as List
import Graphics.Gl.Block (Block(..))
data Mat4 = Mat4 ByteArray#
instance NFData Mat4 where
rnf Mat4{} = ()
{- | Construct 'Mat4' from elements in memory order.
-}
{-# INLINE fromMemory #-}
fromMemory
:: Float -> Float -> Float -> Float
-> Float -> Float -> Float -> Float
-> Float -> Float -> Float -> Float
-> Float -> Float -> Float -> Float
-> Mat4
fromMemory
(F# e0) (F# e1) (F# e2) (F# e3)
(F# e4) (F# e5) (F# e6) (F# e7)
(F# e8) (F# e9) (F# ea) (F# eb)
(F# ec) (F# ed) (F# ee) (F# ef) =
runRW# \world ->
let
!(# world_, arr #) = newAlignedPinnedByteArray# 64# 16# world
world0 = writeFloatArray# arr 0x0# e0 world_
world1 = writeFloatArray# arr 0x1# e1 world0
world2 = writeFloatArray# arr 0x2# e2 world1
world3 = writeFloatArray# arr 0x3# e3 world2
world4 = writeFloatArray# arr 0x4# e4 world3
world5 = writeFloatArray# arr 0x5# e5 world4
world6 = writeFloatArray# arr 0x6# e6 world5
world7 = writeFloatArray# arr 0x7# e7 world6
world8 = writeFloatArray# arr 0x8# e8 world7
world9 = writeFloatArray# arr 0x9# e9 world8
worldA = writeFloatArray# arr 0xA# ea world9
worldB = writeFloatArray# arr 0xB# eb worldA
worldC = writeFloatArray# arr 0xC# ec worldB
worldD = writeFloatArray# arr 0xD# ed worldC
worldE = writeFloatArray# arr 0xE# ee worldD
worldF = writeFloatArray# arr 0xF# ef worldE
!(# _world', arr' #) = unsafeFreezeByteArray# arr worldF
in
Mat4 arr'
{- | Reduce 'Mat4' with a function with @memory@ notation for arguments.
-}
{-# INLINE withMemory #-}
withMemory
:: Mat4
->
( Float -> Float -> Float -> Float ->
Float -> Float -> Float -> Float ->
Float -> Float -> Float -> Float ->
Float -> Float -> Float -> Float ->
r
)
-> r
withMemory (Mat4 arr) f =
f
(F# (indexFloatArray# arr 0x0#))
(F# (indexFloatArray# arr 0x1#))
(F# (indexFloatArray# arr 0x2#))
(F# (indexFloatArray# arr 0x3#))
(F# (indexFloatArray# arr 0x4#))
(F# (indexFloatArray# arr 0x5#))
(F# (indexFloatArray# arr 0x6#))
(F# (indexFloatArray# arr 0x7#))
(F# (indexFloatArray# arr 0x8#))
(F# (indexFloatArray# arr 0x9#))
(F# (indexFloatArray# arr 0xA#))
(F# (indexFloatArray# arr 0xB#))
(F# (indexFloatArray# arr 0xC#))
(F# (indexFloatArray# arr 0xD#))
(F# (indexFloatArray# arr 0xE#))
(F# (indexFloatArray# arr 0xF#))
{- | @I@, the identity matrix.
Neutral element of its monoid, so you can use 'mempty'.
-}
{-# INLINE identity #-}
identity :: Mat4
identity = fromMemory
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
-- TODO: simdify
{-# INLINE transpose #-}
transpose :: Mat4 -> Mat4
transpose =
flip withMemory
\ e0 e1 e2 e3
e4 e5 e6 e7
e8 e9 eA eB
eC eD eE eF ->
fromMemory
e0 e4 e8 eC
e1 e5 e9 eD
e2 e6 eA eE
e3 e7 eB eF
pointwise :: Mat4 -> Mat4 -> (Float -> Float -> Float) -> Mat4
pointwise a b f =
withMemory a
\ a0 a1 a2 a3
a4 a5 a6 a7
a8 a9 aA aB
aC aD aE aF ->
withMemory b
\ b0 b1 b2 b3
b4 b5 b6 b7
b8 b9 bA bB
bC bD bE bF ->
fromMemory
(f a0 b0) (f a1 b1) (f a2 b2) (f a3 b3)
(f a4 b4) (f a5 b5) (f a6 b6) (f a7 b7)
(f a8 b8) (f a9 b9) (f aA bA) (f aB bB)
(f aC bC) (f aD bD) (f aE bE) (f aF bF)
{-# INLINE newMat4 #-}
newMat4 :: IO Mat4
newMat4 =
IO \world ->
let
!(# world_, arr_ #) = newAlignedPinnedByteArray# 64# 16# world
!(# _world', arr #) = unsafeFreezeByteArray# arr_ world_
in
(# world, Mat4 arr #)
{-# INLINE scalarMultiply #-}
scalarMultiply :: Float -> Mat4 -> Mat4
scalarMultiply x m =
withMemory m
\ e0 e1 e2 e3
e4 e5 e6 e7
e8 e9 eA eB
eC eD eE eF ->
fromMemory
(e0 * x) (e1 * x) (e2 * x) (e3 * x)
(e4 * x) (e5 * x) (e6 * x) (e7 * x)
(e8 * x) (e9 * x) (eA * x) (eB * x)
(eC * x) (eD * x) (eE * x) (eF * x)
instance Storable Mat4 where
sizeOf _mat4 = 64
alignment _mat4 = 16
{-# INLINE poke #-}
poke (Ptr addr) (Mat4 arr) = IO \world ->
let
world' = copyByteArrayToAddr# arr 0# addr 64# world
in
(# world', () #)
{-# INLINE peek #-}
peek (Ptr addr) = IO \world ->
let
!(# world0, arr #) = newAlignedPinnedByteArray# 64# 16# world
world1 = copyAddrToByteArray# addr arr 0# 64# world0
!(# world', arr' #) = unsafeFreezeByteArray# arr world1
in
(# world', Mat4 arr' #)
instance Block Mat4 where
type PackedSize Mat4 = 64
alignment140 _ = 16
sizeOf140 = sizeOfPacked
alignment430 = alignment140
sizeOf430 = sizeOf140
isStruct _ = False
read140 = peekDiffOff
write140 = pokeDiffOff
read430 = read140
write430 = write140
readPacked = read140
writePacked = write140
{-# INLINE alignment140 #-}
{-# INLINE sizeOf140 #-}
{-# INLINE alignment430 #-}
{-# INLINE sizeOf430 #-}
{-# INLINE isStruct #-}
{-# INLINE read140 #-}
{-# INLINE write140 #-}
{-# INLINE read430 #-}
{-# INLINE write430 #-}
{-# INLINE readPacked #-}
{-# INLINE writePacked #-}
toListMemory :: Mat4 -> [Float]
toListMemory = flip withMemory
\ e0 e1 e2 e3
e4 e5 e6 e7
e8 e9 eA eB
eC eD eE eF ->
[ e0, e1, e2, e3
, e4, e5, e6, e7
, e8, e9, eA, eB
, eC, eD, eE, eF
]
toList2dMemory :: Mat4 -> [[Float]]
toList2dMemory = flip withMemory
\ e0 e1 e2 e3
e4 e5 e6 e7
e8 e9 eA eB
eC eD eE eF ->
[ [e0, e1, e2, e3]
, [e4, e5, e6, e7]
, [e8, e9, eA, eB]
, [eC, eD, eE, eF]
]
toListTrans :: Mat4 -> [Float]
toListTrans = flip withMemory
\ e0 e1 e2 e3
e4 e5 e6 e7
e8 e9 eA eB
eC eD eE eF ->
[ e0, e4, e8, eC
, e1, e5, e9, eD
, e2, e6, eA, eE
, e3, e7, eB, eF
]
toList2dTrans :: Mat4 -> [[Float]]
toList2dTrans = flip withMemory
\ e0 e1 e2 e3
e4 e5 e6 e7
e8 e9 eA eB
eC eD eE eF ->
[ [e0, e4, e8, eC]
, [e1, e5, e9, eD]
, [e2, e6, eA, eE]
, [e3, e7, eB, eF]
]
zipWith :: (Float -> Float -> c) -> Mat4 -> Mat4 -> [c]
zipWith f a b = List.zipWith f (toListMemory a) (toListMemory b)