use std::cell::Cell;
use std::rc::Rc;
use glow::HasContext;
use crate::drawing::Uniforms;
use crate::{Canvas, Color, EventCtx, GeomBatch, ScreenDims, ScreenRectangle};
#[cfg(feature = "native-backend")]
pub use crate::backend_glow_native::setup;
#[cfg(feature = "wasm-backend")]
pub use crate::backend_glow_wasm::setup;
pub(crate) unsafe fn build_program(
gl: &glow::Context,
vertex_shader_src: &str,
fragment_shader_src: &str,
) -> anyhow::Result<glow::Program> {
let program = gl.create_program().expect("Cannot create program");
let shaders = [
compile_shader(gl, glow::VERTEX_SHADER, vertex_shader_src)?,
compile_shader(gl, glow::FRAGMENT_SHADER, fragment_shader_src)?,
];
for shader in &shaders {
gl.attach_shader(program, *shader);
}
gl.link_program(program);
if !gl.get_program_link_status(program) {
error!("Linking error: {}", gl.get_program_info_log(program));
panic!("{}", gl.get_program_info_log(program));
}
for shader in &shaders {
gl.detach_shader(program, *shader);
gl.delete_shader(*shader);
}
gl.use_program(Some(program));
gl.enable(glow::SCISSOR_TEST);
gl.enable(glow::DEPTH_TEST);
gl.depth_func(glow::LEQUAL);
gl.enable(glow::BLEND);
gl.blend_func_separate(
glow::ONE,
glow::ONE_MINUS_SRC_ALPHA,
glow::ONE_MINUS_DST_ALPHA,
glow::ONE,
);
Ok(program)
}
unsafe fn compile_shader(
gl: &glow::Context,
shader_type: u32,
shader_source: &str,
) -> anyhow::Result<glow::Shader> {
let shader = gl.create_shader(shader_type).map_err(|e| anyhow!(e))?;
gl.shader_source(shader, shader_source);
gl.compile_shader(shader);
if !gl.get_shader_compile_status(shader) {
bail!("error compiling shader: {}", gl.get_shader_info_log(shader));
}
Ok(shader)
}
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());
let left = (rect.x1 * scale_factor) as i32;
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]);
}
}
}
}
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);
}
}
impl Drawable {
pub fn empty(ctx: &EventCtx) -> Drawable {
ctx.upload(GeomBatch::new())
}
}
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 = "native-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,
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,
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,
4,
1,
];
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;
}
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 {
}
Drawable {
vert_array,
vert_buffer,
elem_buffer,
num_indices,
gl: self.gl.clone(),
}
}
pub(crate) 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 set_cursor_visible(&self, visible: bool) {
self.window().set_cursor_visible(visible);
}
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);
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)
}
pub(crate) fn screencap(&self, dims: ScreenDims, filename: String) -> anyhow::Result<()> {
let width = dims.width as u32;
let height = dims.height as u32;
let mut img = image::DynamicImage::new_rgba8(width, height);
let pixels = img.as_mut_rgba8().unwrap();
unsafe {
self.gl.pixel_store_i32(glow::PACK_ALIGNMENT, 1);
self.gl.read_pixels(
0,
0,
width as i32,
height as i32,
glow::RGBA,
glow::UNSIGNED_BYTE,
glow::PixelPackData::Slice(pixels),
);
}
image::save_buffer(
&filename,
&image::imageops::flip_vertical(&img),
width,
height,
image::ColorType::Rgba8,
)?;
Ok(())
}
}
pub struct SpriteTexture {
texture_bytes: Vec<u8>,
sprite_width: u32,
sprite_height: u32,
sprite_count: u32,
}
impl SpriteTexture {
pub fn new(
sprite_bytes: Vec<u8>,
sprite_width: u32,
sprite_height: u32,
) -> anyhow::Result<Self> {
let dynamic_img = image::load_from_memory(&sprite_bytes)?;
let img = if let image::DynamicImage::ImageRgba8(img) = dynamic_img {
img
} else {
todo!("support other image formats");
};
let bytes_per_pixel = 4;
let (img_width, img_height) = img.dimensions();
let sprites_per_row = img_width / sprite_width;
let sprites_per_column = img_height / sprite_height;
let sprite_count = sprites_per_row * sprites_per_column;
assert_eq!(
sprites_per_row * sprite_width,
img_width,
"sprites must align exactly"
);
assert_eq!(
sprites_per_column * sprite_height,
img_height,
"sprites must align exactly"
);
info!(
"img_size: {}x{}px ({} px), sprite_size: {}x{}px, sprites: {}x{} ({} sprites)",
img_width,
img_height,
img.pixels().len(),
sprite_width,
sprite_height,
sprites_per_row,
sprites_per_column,
sprite_count
);
let mut texture_bytes: Vec<u8> = Vec::with_capacity(img.pixels().len() * bytes_per_pixel);
texture_bytes.append(&mut vec![
255;
(sprite_width * sprite_height) as usize
* bytes_per_pixel
]);
use image::GenericImageView;
for y in 0..sprites_per_column {
for x in 0..sprites_per_row {
let sprite_cell = img.view(
x * sprite_width,
y * sprite_height,
sprite_width,
sprite_height,
);
for p in sprite_cell.pixels() {
texture_bytes.extend_from_slice(&p.2 .0);
}
}
}
Ok(Self {
texture_bytes,
sprite_width,
sprite_height,
sprite_count,
})
}
#[allow(unused)]
pub fn upload_webgl1(&self, _gl: &glow::Context) -> anyhow::Result<()> {
warn!(
"texture uploading for WebGL 1.0 is not yet supported. Enable WebGL 2.0 on your \
browser."
);
Ok(())
}
#[allow(unused)]
pub fn upload_gl2(&self, gl: &glow::Context) -> anyhow::Result<()> {
let texture_id = unsafe {
gl.create_texture()
.map_err(|err| anyhow!("error creating texture: {}", err))?
};
let format = glow::RGBA;
let target = glow::TEXTURE_2D_ARRAY;
let mipmap_levels: u32 = 2;
let internal_format = glow::RGBA;
unsafe {
gl.bind_texture(target, Some(texture_id));
}
unsafe {
gl.tex_storage_3d(
target,
mipmap_levels as i32,
internal_format,
self.sprite_width as i32,
self.sprite_height as i32,
self.sprite_count as i32,
);
}
unsafe {
for mipmap_level in 0..mipmap_levels {
let width = self.sprite_width as i32 / 2i32.pow(mipmap_level);
let height = self.sprite_height as i32 / 2i32.pow(mipmap_level);
gl.tex_image_3d(
target,
mipmap_level as i32,
format as i32,
width,
height,
self.sprite_count as i32,
0,
format,
glow::UNSIGNED_BYTE,
Some(&self.texture_bytes),
);
}
gl.generate_mipmap(target);
}
Ok(())
}
}