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gloss-1.4.0.1: Graphics/Gloss/Internals/Render/Picture.hs

{-# OPTIONS -fwarn-incomplete-patterns #-}
{-# OPTIONS_HADDOCK hide #-}
{-# LANGUAGE ImplicitParams, ScopedTypeVariables #-}

module Graphics.Gloss.Internals.Render.Picture
	( renderPicture )
where
import	Graphics.Gloss.Data.Picture
import	Graphics.Gloss.Data.Color
import	Graphics.Gloss.Internals.Interface.Backend
import	Graphics.Gloss.Internals.Interface.ViewPort
import	Graphics.Gloss.Internals.Render.State
import	Graphics.Gloss.Internals.Render.Common
import	Graphics.Gloss.Internals.Render.Circle
import	Graphics.Gloss.Internals.Render.Bitmap
import	Graphics.Rendering.OpenGL		(($=), get)
import	qualified Graphics.Rendering.OpenGL.GL	as GL
import	qualified Graphics.UI.GLUT		as GLUT
import  System.Mem.StableName
import	Data.IORef
import  Data.List
import  Data.ByteString                         (ByteString)
import  Control.Monad


-- ^ Render a picture using the given render options and viewport.
renderPicture
	:: forall a . Backend a
	=> IORef a
	-> State		-- ^ The render state
	-> ViewPort		-- ^ The current viewport.
	-> Picture 		-- ^ The picture to render.
	-> IO ()

renderPicture
	backendRef
	renderS
	viewS
	picture
 = do
	-- This GL state doesn't change during rendering, 
	--	so we can just read it once here
	(matProj_  :: GL.GLmatrix GL.GLdouble)	
			<- get $ GL.matrix (Just $ GL.Projection)
	viewport_  	<- get $ GL.viewport
	windowSize_	<- getWindowDimensions backendRef

	-- 
	let ?modeWireframe	= stateWireframe renderS
	    ?modeColor		= stateColor     renderS
	    ?refTextures        = stateTextures  renderS
	    ?matProj		= matProj_
	    ?viewport		= viewport_
	    ?windowSize		= windowSize_
	
	-- setup render state for world
	setLineSmooth	(stateLineSmooth renderS)
	setBlendAlpha	(stateBlendAlpha renderS)
	
	drawPicture (viewPortScale viewS) picture

drawPicture
	:: ( ?modeWireframe     :: Bool
	   , ?modeColor         :: Bool
	   , ?refTextures       :: IORef [Texture])
	=> Float -> Picture -> IO ()	  

drawPicture circScale picture
 = {-# SCC "drawComponent" #-}
   case picture of

	-- nothin'
	Blank
	 -> 	return ()

	-- line
 	Line path	
	 -> GL.renderPrimitive GL.LineStrip 
		$ vertexPFs path


	-- polygon (where?)
	Polygon path
	 | ?modeWireframe
	 -> GL.renderPrimitive GL.LineLoop
	 	$ vertexPFs path
		
	 | otherwise
	 -> GL.renderPrimitive GL.Polygon
	 	$ vertexPFs path

	-- circle
	Circle radius
	 ->  renderCircle 0 0 circScale radius 0
	
	ThickCircle radius thickness
	 ->  renderCircle 0 0 circScale radius thickness
	
	-- stroke text
	-- 	text looks weird when we've got blend on,
	--	so disable it during the renderString call.
	Text str 
	 -> do
	 	GL.blend	$= GL.Disabled
                GL.preservingMatrix $ GLUT.renderString GLUT.Roman str
		GL.blend	$= GL.Enabled

	-- colors with float components.
	Color col p
	 |  ?modeColor
	 ->  {-# SCC "draw.color" #-}
   	     do	oldColor 	 <- get GL.currentColor

		let (r, g, b, a) = rgbaOfColor col

		GL.currentColor	 $= GL.Color4 (gf r) (gf g) (gf b) (gf a)
		drawPicture circScale p
		GL.currentColor	$= oldColor		

	 |  otherwise
	 -> 	drawPicture circScale p


	-- ease up on GL.preservingMatrix
	--	This is an important optimisation for the Eden example,
	--	as it draws lots of translated circles.
	Translate posX posY (Circle radius)
	 -> renderCircle posX posY circScale radius 0

	Translate posX posY (ThickCircle radius thickness)
	 -> renderCircle posX posY circScale radius thickness

	Translate tx ty (Rotate deg p)
	 -> GL.preservingMatrix
	  $ do	GL.translate (GL.Vector3 (gf tx) (gf ty) 0)
		GL.rotate (gf deg) (GL.Vector3 0 0 (-1))
		drawPicture circScale p

	-----
	Translate tx ty	p
	 -> GL.preservingMatrix
	  $ do	GL.translate (GL.Vector3 (gf tx) (gf ty) 0)
		drawPicture circScale p

	Rotate deg p
	 -> GL.preservingMatrix
	  $ do	GL.rotate (gf deg) (GL.Vector3 0 0 (-1))
		drawPicture circScale p

	Scale sx sy p
	 -> GL.preservingMatrix
	  $ do	GL.scale (gf sx) (gf sy) 1
		let mscale	= max sx sy
		drawPicture (circScale * mscale) p
			
	-----
	Bitmap width height imgData cacheMe
	 -> do	
                -- Load the image data into a texture,
                -- or grab it from the cache if we've already done that before.
	        tex     <- loadTexture ?refTextures width height imgData cacheMe
	 
		-- Set up wrap and filtering mode
		GL.textureWrapMode GL.Texture2D GL.S $= (GL.Repeated, GL.Repeat)
		GL.textureWrapMode GL.Texture2D GL.T $= (GL.Repeated, GL.Repeat)
		GL.textureFilter   GL.Texture2D      $= ((GL.Nearest, Nothing), GL.Nearest)
		
		-- Enable texturing
		GL.texture GL.Texture2D $= GL.Enabled
		GL.textureFunction      $= GL.Combine
		
		-- Set current texture
		GL.textureBinding GL.Texture2D $= Just (texObject tex)
		
		-- Set to opaque
		GL.currentColor $= GL.Color4 1.0 1.0 1.0 1.0
		
		-- Draw textured polygon
		GL.renderPrimitive GL.Polygon
		 $ do zipWithM_
		        (\(pX, pY) (tX, tY)
			  -> do GL.texCoord $ GL.TexCoord2 (gf tX) (gf tY)
		           	GL.vertex   $ GL.Vertex2   (gf pX) (gf pY))

			(bitmapPath (fromIntegral width) (fromIntegral height))
			        [(0,0), (1.0,0), (1.0,1.0), (0,1.0)]

		-- Disable texturing
		GL.texture GL.Texture2D $= GL.Disabled

                -- Free uncachable texture objects.
                freeTexture tex
                

	Pictures ps
	 -> mapM_ (drawPicture circScale) ps
	
-- Textures ---------------------------------------------------------------------------------------
-- | Load a texture.
--   If we've seen it before then use the pre-installed one from the texture cache,
--   otherwise load it into OpenGL.
loadTexture
        :: IORef [Texture]
        -> Int -> Int -> ByteString
        -> Bool
        -> IO Texture

loadTexture refTextures width height imgData cacheMe
 = do   textures        <- readIORef refTextures

        -- Try and find this same texture in the cache.
        name            <- makeStableName imgData
        let mTexCached      
                = find (\tex -> texName   tex == name
                             && texWidth  tex == width
                             && texHeight tex == height)
                $ textures
                
        case mTexCached of
         Just tex
          ->    return tex
                
         Nothing
          -> do tex     <- installTexture width height imgData cacheMe
                when cacheMe
                 $ writeIORef refTextures (tex : textures)
                return tex


-- | Install a texture into OpenGL.
installTexture     
        :: Int -> Int
        -> ByteString
        -> Bool
        -> IO Texture

installTexture width height imgData cacheMe
 = do   
        -- As OpenGL reads texture pixels as ABGR (instead of RGBA)
	--  each pixel's value needs to be reversed we also need to
	--  Convert imgData from ByteString to Ptr Word8
	ptrData <- reverseRGBA $ imgData

	-- Allocate texture handle for texture
	[tex] <- GL.genObjectNames 1
	GL.textureBinding GL.Texture2D $= Just tex

	-- Sets the texture in imgData as the current texture
	GL.texImage2D
		Nothing
		GL.NoProxy
		0
		GL.RGBA8
		(GL.TextureSize2D
			(gsizei width)
			(gsizei height))
		0
		(GL.PixelData GL.RGBA GL.UnsignedInt8888 ptrData)

        -- Make a stable name that we can use to identify this data again.
        -- If the user gives us the same texture data at the same size then we
        -- can avoid loading it into texture memory again.
        name    <- makeStableName imgData

        return  Texture
                { texName       = name
                , texWidth      = width
                , texHeight     = height
                , texData       = ptrData
                , texObject     = tex
                , texCacheMe    = cacheMe }


-- | If this texture does not have its `cacheMe` flag set then delete it from 
--   OpenGL and free the memory.
freeTexture :: Texture -> IO ()
freeTexture tex
 | texCacheMe tex       = return ()
 | otherwise            = deleteTexture tex


-- | Delete a texture object from OpenGL.
deleteTexture :: Texture -> IO ()
deleteTexture tex
 = do   -- Delete texture
	GL.deleteObjectNames [texObject tex]

	-- Free image data
	freeBitmapData (texData tex)


-- Utils ------------------------------------------------------------------------------------------
-- | Turn alpha blending on or off
setBlendAlpha :: Bool -> IO ()
setBlendAlpha state
 	| state	
 	= do	GL.blend	$= GL.Enabled
		GL.blendFunc	$= (GL.SrcAlpha, GL.OneMinusSrcAlpha)

	| otherwise
 	= do	GL.blend	$= GL.Disabled
		GL.blendFunc	$= (GL.One, GL.Zero) 	

-- | Turn line smoothing on or off
setLineSmooth :: Bool -> IO ()
setLineSmooth state
	| state		= GL.lineSmooth	$= GL.Enabled
	| otherwise	= GL.lineSmooth $= GL.Disabled


vertexPFs ::	[(Float, Float)] -> IO ()
{-# INLINE vertexPFs #-}
vertexPFs []	= return ()
vertexPFs ((x, y) : rest)
 = do	GL.vertex $ GL.Vertex2 (gf x) (gf y)
 	vertexPFs rest