{-# OPTIONS_HADDOCK hide #-} module Graphics.Gloss.Internals.Rendering.Polygon(renderComplexPolygon) where import Graphics.Gloss.Internals.Rendering.Common import Graphics.Rendering.OpenGL.GLU.Tessellation import qualified Graphics.Rendering.OpenGL.GL as GL combiner :: a -> b -> () combiner _ _ = () -- written this way to measurably improve performance zipLoop :: [a] -> [(a,a)] zipLoop [] = [] zipLoop (x:xs) = go x xs where go y [] = [(y,x)] go y (z:rs) = (y,z) : go z rs zipWithLoop :: (a->a->b) -> [a] -> [b] zipWithLoop f = map (uncurry f) . zipLoop -- signed angle between 2 vectors -- https://stackoverflow.com/a/16544330/1779797 -- Note: `isConvex` would remain correct if this returned a value between theta*7/2pi and theta*7/4pi which probably provides an opportunity for optimisation angle :: (Float,Float) -> (Float,Float) -> Float angle (x1,y1) (x2,y2) = let dot = x1*x2 + y1*y2 -- cos theta * |v1||v2| det = y2*x1 - x2*y1 -- sin theta * |v1||v2| in atan2 det dot -- Approximating 2pi by 7 is reasonable here. -- The total rotation theoretically must be a multiple of 2pi, -- so a little generosity doesn't break anything, but might save some cases that would fail due to floating point errors isConvex :: [(Float,Float)] -> Bool isConvex ps = -- check that it doesn't turn more than one full circle in total all (\theta -> (theta <= 7) && (theta > -7)) $ scanl angleAdd 0 $ -- check that the path's direction is consistent zipWithLoop angle $ -- compute angles of turns at each vertex filter (/= (0,0)) $ -- discard edges arising from duplicated vertices zipWithLoop (\(x1,y1) (x2,y2) -> (x2-x1,y2-y1) ) -- produce vectors for each edge ps where -- Combine angles, but return a value greater than 7 if they have opposite signs angleAdd :: Float -> Float -> Float angleAdd a b = if signum a*signum b < -0.5 then 10 else a + b renderComplexPolygon :: [(Float,Float)] -> IO () renderComplexPolygon path = if isConvex path then GL.renderPrimitive GL.Polygon $ vertexPFs path else do Triangulation ts <- triangulate TessWindingOdd 0 ( GL.Normal3 0 0 1) combiner (ComplexPolygon [ComplexContour [AnnotatedVertex (GL.Vertex3 (realToFrac a) (realToFrac b) 0) () | (a,b) <- path]]) GL.renderPrimitive GL.Triangles (trisToGLVertices ts) return () trisToGLVertices :: [Triangle a] -> IO () trisToGLVertices [] = return () trisToGLVertices ((Triangle (AnnotatedVertex v1 _) (AnnotatedVertex v2 _) (AnnotatedVertex v3 _)) : rest) = do GL.vertex $ v1 GL.vertex $ v2 GL.vertex $ v3 trisToGLVertices rest {-# INLINE trisToGLVertices #-} vertexPFs :: [(Float, Float)] -> IO () vertexPFs [] = return () vertexPFs ((x, y) : rest) = do GL.vertex $ GL.Vertex2 (gf x) (gf y) vertexPFs rest {-# INLINE vertexPFs #-}