1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
use crate::drawing::Uniforms;
use crate::{Canvas, Color, GeomBatch, ScreenDims, ScreenRectangle};
use glow::HasContext;
use std::cell::Cell;
use std::rc::Rc;

#[cfg(feature = "glow-backend")]
pub use crate::backend_glow_native::setup;

#[cfg(feature = "wasm-backend")]
pub use crate::backend_glow_wasm::setup;

// Represents one frame that's gonna be drawn
pub struct GfxCtxInnards<'a> {
    gl: &'a glow::Context,
    program: &'a <glow::Context as glow::HasContext>::Program,
    current_clip: Option<[i32; 4]>,
}

impl<'a> GfxCtxInnards<'a> {
    pub fn new(
        gl: &'a glow::Context,
        program: &'a <glow::Context as glow::HasContext>::Program,
    ) -> Self {
        GfxCtxInnards {
            gl,
            program,
            current_clip: None,
        }
    }

    pub fn clear(&mut self, color: Color) {
        unsafe {
            self.gl.clear_color(color.r, color.g, color.b, color.a);
            self.gl.clear(glow::COLOR_BUFFER_BIT);

            self.gl.clear_depth_f32(1.0);
            self.gl.clear(glow::DEPTH_BUFFER_BIT);
        }
    }

    pub fn redraw(&mut self, obj: &Drawable, uniforms: &Uniforms, _: &PrerenderInnards) {
        unsafe {
            let transform_loc = self
                .gl
                .get_uniform_location(*self.program, "transform")
                .unwrap();
            self.gl
                .uniform_3_f32_slice(Some(&transform_loc), &uniforms.transform);
            let window_loc = self
                .gl
                .get_uniform_location(*self.program, "window")
                .unwrap();
            self.gl
                .uniform_3_f32_slice(Some(&window_loc), &uniforms.window);

            self.gl.bind_vertex_array(Some(obj.vert_array.id));
            self.gl
                .draw_elements(glow::TRIANGLES, obj.num_indices, glow::UNSIGNED_INT, 0);
            self.gl.bind_vertex_array(None);
        }
    }

    pub fn enable_clipping(&mut self, rect: ScreenRectangle, scale_factor: f64, canvas: &Canvas) {
        assert!(self.current_clip.is_none());
        // The scissor rectangle is in units of physical pixles, as opposed to logical pixels
        let left = (rect.x1 * scale_factor) as i32;
        // Y-inversion
        let bottom = ((canvas.window_height - rect.y2) * scale_factor) as i32;
        let width = ((rect.x2 - rect.x1) * scale_factor) as i32;
        let height = ((rect.y2 - rect.y1) * scale_factor) as i32;
        unsafe {
            self.gl.scissor(left, bottom, width, height);
        }
        self.current_clip = Some([left, bottom, width, height]);
    }

    pub fn disable_clipping(&mut self, scale_factor: f64, canvas: &Canvas) {
        assert!(self.current_clip.is_some());
        self.current_clip = None;
        unsafe {
            self.gl.scissor(
                0,
                0,
                (canvas.window_width * scale_factor) as i32,
                (canvas.window_height * scale_factor) as i32,
            );
        }
    }

    pub fn take_clip(&mut self, scale_factor: f64, canvas: &Canvas) -> Option<[i32; 4]> {
        let clip = self.current_clip?;
        self.disable_clipping(scale_factor, canvas);
        Some(clip)
    }

    pub fn restore_clip(&mut self, clip: Option<[i32; 4]>) {
        self.current_clip = clip;
        if let Some(c) = clip {
            unsafe {
                self.gl.scissor(c[0], c[1], c[2], c[3]);
            }
        }
    }
}

// Something that's been sent to the GPU already.
pub struct Drawable {
    vert_array: VertexArray,
    vert_buffer: Buffer,
    elem_buffer: Buffer,
    num_indices: i32,
    gl: Rc<glow::Context>,
}

impl Drop for Drawable {
    #[inline]
    fn drop(&mut self) {
        self.elem_buffer.destroy(&self.gl);
        self.vert_buffer.destroy(&self.gl);
        self.vert_array.destroy(&self.gl);
    }
}

struct VertexArray {
    id: <glow::Context as glow::HasContext>::VertexArray,
    was_destroyed: bool,
}

impl VertexArray {
    fn new(gl: &glow::Context) -> VertexArray {
        let id = unsafe { gl.create_vertex_array().unwrap() };
        VertexArray {
            id,
            was_destroyed: false,
        }
    }

    fn destroy(&mut self, gl: &glow::Context) {
        assert!(!self.was_destroyed, "already destroyed");
        self.was_destroyed = true;
        unsafe {
            gl.delete_vertex_array(self.id);
        }
    }
}

impl Drop for VertexArray {
    fn drop(&mut self) {
        assert!(
            self.was_destroyed,
            "failed to call `destroy` before dropped. Memory leaked."
        );
    }
}

struct Buffer {
    id: <glow::Context as glow::HasContext>::Buffer,
    was_destroyed: bool,
}

impl Buffer {
    fn new(gl: &glow::Context) -> Buffer {
        let id = unsafe { gl.create_buffer().unwrap() };
        Buffer {
            id,
            was_destroyed: false,
        }
    }

    fn destroy(&mut self, gl: &glow::Context) {
        assert!(!self.was_destroyed, "already destroyed");
        self.was_destroyed = true;
        unsafe { gl.delete_buffer(self.id) };
    }
}

impl Drop for Buffer {
    fn drop(&mut self) {
        assert!(
            self.was_destroyed,
            "failed to call `destroy` before dropped. Memory leaked."
        );
    }
}

#[cfg(feature = "wasm-backend")]
type WindowAdapter = crate::backend_glow_wasm::WindowAdapter;

#[cfg(feature = "glow-backend")]
type WindowAdapter = crate::backend_glow_native::WindowAdapter;

pub struct PrerenderInnards {
    gl: Rc<glow::Context>,
    window_adapter: WindowAdapter,
    program: <glow::Context as glow::HasContext>::Program,

    // TODO Prerender doesn't know what things are temporary and permanent. Could make the API more
    // detailed.
    pub total_bytes_uploaded: Cell<usize>,
}

impl PrerenderInnards {
    pub fn new(
        gl: glow::Context,
        program: <glow::Context as glow::HasContext>::Program,
        window_adapter: WindowAdapter,
    ) -> PrerenderInnards {
        PrerenderInnards {
            gl: Rc::new(gl),
            program,
            window_adapter,
            total_bytes_uploaded: Cell::new(0),
        }
    }

    pub fn actually_upload(&self, permanent: bool, batch: GeomBatch) -> Drawable {
        let mut vertices: Vec<[f32; 8]> = Vec::new();
        let mut indices: Vec<u32> = Vec::new();

        for (color, poly, z) in batch.consume() {
            let idx_offset = vertices.len() as u32;
            let (pts, raw_indices) = poly.raw_for_rendering();
            for pt in pts {
                let style = color.shader_style(*pt);
                vertices.push([
                    pt.x() as f32,
                    pt.y() as f32,
                    z as f32,
                    style[0],
                    style[1],
                    style[2],
                    style[3],
                    style[4],
                ]);
            }
            for idx in raw_indices {
                indices.push(idx_offset + (*idx as u32));
            }
        }

        let (vert_buffer, vert_array, elem_buffer) = unsafe {
            let vert_array = VertexArray::new(&self.gl);
            let vert_buffer = Buffer::new(&self.gl);
            let elem_buffer = Buffer::new(&self.gl);

            self.gl.bind_vertex_array(Some(vert_array.id));

            self.gl
                .bind_buffer(glow::ARRAY_BUFFER, Some(vert_buffer.id));
            self.gl.buffer_data_u8_slice(
                glow::ARRAY_BUFFER,
                &vertices.align_to::<u8>().1,
                // TODO Use permanent
                glow::STATIC_DRAW,
            );

            self.gl
                .bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(elem_buffer.id));
            self.gl.buffer_data_u8_slice(
                glow::ELEMENT_ARRAY_BUFFER,
                &indices.align_to::<u8>().1,
                glow::STATIC_DRAW,
            );

            let vertex_attributes: [i32; 3] = [
                3, // position is vec2
                4, // color is vec4
                1, // texture_id is float
            ];
            let stride = vertex_attributes.iter().sum::<i32>() * std::mem::size_of::<f32>() as i32;
            let mut offset = 0;
            for (i, size) in vertex_attributes.iter().enumerate() {
                self.gl.enable_vertex_attrib_array(i as u32);
                self.gl.vertex_attrib_pointer_f32(
                    i as u32,
                    *size,
                    glow::FLOAT,
                    false,
                    stride,
                    offset,
                );
                offset += size * std::mem::size_of::<f32>() as i32;
            }

            // Safety?
            self.gl.bind_vertex_array(None);
            self.gl.bind_buffer(glow::ARRAY_BUFFER, None);
            self.gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, None);

            (vert_buffer, vert_array, elem_buffer)
        };
        let num_indices = indices.len() as i32;

        if permanent {
            /*self.total_bytes_uploaded.set(
                self.total_bytes_uploaded.get()
                    + vertex_buffer.get_size()
                    + index_buffer.get_size(),
            );*/
        }

        Drawable {
            vert_array,
            vert_buffer,
            elem_buffer,
            num_indices,
            gl: self.gl.clone(),
        }
    }

    fn window(&self) -> &winit::window::Window {
        self.window_adapter.window()
    }

    pub fn request_redraw(&self) {
        self.window().request_redraw();
    }

    pub fn set_cursor_icon(&self, icon: winit::window::CursorIcon) {
        self.window().set_cursor_icon(icon);
    }

    pub fn draw_new_frame(&self) -> GfxCtxInnards {
        GfxCtxInnards::new(&self.gl, &self.program)
    }

    pub fn window_resized(&self, new_size: ScreenDims, scale_factor: f64) {
        let physical_size = winit::dpi::LogicalSize::from(new_size).to_physical(scale_factor);
        self.window_adapter.window_resized(new_size, scale_factor);
        unsafe {
            self.gl
                .viewport(0, 0, physical_size.width, physical_size.height);
            // I think it's safe to assume there's not a clip right now.
            self.gl
                .scissor(0, 0, physical_size.width, physical_size.height);
        }
    }

    pub fn window_size(&self, scale_factor: f64) -> ScreenDims {
        self.window().inner_size().to_logical(scale_factor).into()
    }

    pub fn set_window_icon(&self, icon: winit::window::Icon) {
        self.window().set_window_icon(Some(icon));
    }

    pub fn monitor_scale_factor(&self) -> f64 {
        self.window().scale_factor()
    }

    pub fn draw_finished(&self, gfc_ctx_innards: GfxCtxInnards) {
        self.window_adapter.draw_finished(gfc_ctx_innards)
    }
}