2022-01-05 10:42:39 +00:00
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use std::any::Any;
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2021-02-24 08:28:47 +00:00
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use std::cell::{RefCell, UnsafeCell};
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2021-04-14 10:09:40 +00:00
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use std::ffi::{c_void, CStr};
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2021-02-24 08:28:47 +00:00
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use std::mem;
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2021-06-20 19:41:09 +00:00
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use std::mem::MaybeUninit;
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2021-10-14 07:43:17 +00:00
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use std::ptr::null;
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2021-02-24 08:28:47 +00:00
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use std::sync::Arc;
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2022-01-08 05:57:04 +00:00
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use imgui::{DrawCmd, DrawCmdParams, DrawData, DrawIdx, DrawVert, TextureId, Ui};
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2021-02-24 08:28:47 +00:00
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use crate::common::{Color, Rect};
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2021-06-20 19:41:09 +00:00
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use crate::framework::backend::{BackendRenderer, BackendShader, BackendTexture, SpriteBatchCommand, VertexData};
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2021-02-24 08:28:47 +00:00
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use crate::framework::error::GameError::RenderError;
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2021-02-26 00:02:03 +00:00
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use crate::framework::error::GameResult;
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2021-02-24 08:28:47 +00:00
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use crate::framework::gl;
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2021-04-14 10:09:40 +00:00
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use crate::framework::gl::types::*;
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2021-02-24 08:28:47 +00:00
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use crate::framework::graphics::BlendMode;
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2022-02-10 05:01:46 +00:00
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use crate::framework::util::{field_offset, return_param};
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2021-02-24 08:28:47 +00:00
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2021-04-14 10:09:40 +00:00
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pub struct GLContext {
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2021-06-20 19:41:09 +00:00
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pub gles2_mode: bool,
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2021-04-14 10:09:40 +00:00
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pub get_proc_address: unsafe fn(user_data: &mut *mut c_void, name: &str) -> *const c_void,
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pub swap_buffers: unsafe fn(user_data: &mut *mut c_void),
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pub user_data: *mut c_void,
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2021-02-24 08:28:47 +00:00
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}
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2021-04-14 10:09:40 +00:00
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pub struct OpenGLTexture {
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2021-02-24 08:28:47 +00:00
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width: u16,
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height: u16,
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texture_id: u32,
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2021-02-26 00:02:03 +00:00
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framebuffer_id: u32,
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2021-02-24 08:28:47 +00:00
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locs: Locs,
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2021-05-02 00:08:24 +00:00
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program: GLuint,
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2021-02-24 08:28:47 +00:00
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vbo: GLuint,
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vertices: Vec<VertexData>,
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context_active: Arc<RefCell<bool>>,
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}
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2021-04-14 10:09:40 +00:00
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impl BackendTexture for OpenGLTexture {
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2021-02-24 08:28:47 +00:00
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fn dimensions(&self) -> (u16, u16) {
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(self.width, self.height)
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}
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fn add(&mut self, command: SpriteBatchCommand) {
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let (tex_scale_x, tex_scale_y) = (1.0 / self.width as f32, 1.0 / self.height as f32);
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match command {
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SpriteBatchCommand::DrawRect(src, dest) => {
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let vertices = [
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VertexData {
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position: (dest.left, dest.bottom),
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uv: (src.left * tex_scale_x, src.bottom * tex_scale_y),
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color: (255, 255, 255, 255),
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},
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VertexData {
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position: (dest.left, dest.top),
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uv: (src.left * tex_scale_x, src.top * tex_scale_y),
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color: (255, 255, 255, 255),
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},
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VertexData {
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position: (dest.right, dest.top),
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uv: (src.right * tex_scale_x, src.top * tex_scale_y),
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color: (255, 255, 255, 255),
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},
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VertexData {
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position: (dest.left, dest.bottom),
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uv: (src.left * tex_scale_x, src.bottom * tex_scale_y),
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color: (255, 255, 255, 255),
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},
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VertexData {
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position: (dest.right, dest.top),
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uv: (src.right * tex_scale_x, src.top * tex_scale_y),
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color: (255, 255, 255, 255),
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},
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VertexData {
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position: (dest.right, dest.bottom),
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uv: (src.right * tex_scale_x, src.bottom * tex_scale_y),
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color: (255, 255, 255, 255),
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},
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];
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self.vertices.extend_from_slice(&vertices);
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}
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SpriteBatchCommand::DrawRectFlip(mut src, dest, flip_x, flip_y) => {
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if flip_x {
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std::mem::swap(&mut src.left, &mut src.right);
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}
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if flip_y {
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std::mem::swap(&mut src.top, &mut src.bottom);
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}
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let vertices = [
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VertexData {
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position: (dest.left, dest.bottom),
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uv: (src.left * tex_scale_x, src.bottom * tex_scale_y),
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color: (255, 255, 255, 255),
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},
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VertexData {
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position: (dest.left, dest.top),
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uv: (src.left * tex_scale_x, src.top * tex_scale_y),
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color: (255, 255, 255, 255),
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},
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VertexData {
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position: (dest.right, dest.top),
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uv: (src.right * tex_scale_x, src.top * tex_scale_y),
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color: (255, 255, 255, 255),
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},
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VertexData {
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position: (dest.left, dest.bottom),
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uv: (src.left * tex_scale_x, src.bottom * tex_scale_y),
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color: (255, 255, 255, 255),
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},
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VertexData {
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position: (dest.right, dest.top),
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uv: (src.right * tex_scale_x, src.top * tex_scale_y),
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color: (255, 255, 255, 255),
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},
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VertexData {
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position: (dest.right, dest.bottom),
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uv: (src.right * tex_scale_x, src.bottom * tex_scale_y),
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color: (255, 255, 255, 255),
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},
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];
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self.vertices.extend_from_slice(&vertices);
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}
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SpriteBatchCommand::DrawRectTinted(src, dest, color) => {
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let color = color.to_rgba();
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let vertices = [
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VertexData {
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position: (dest.left, dest.bottom),
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uv: (src.left * tex_scale_x, src.bottom * tex_scale_y),
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color,
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},
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VertexData {
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position: (dest.left, dest.top),
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uv: (src.left * tex_scale_x, src.top * tex_scale_y),
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color,
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},
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VertexData {
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position: (dest.right, dest.top),
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uv: (src.right * tex_scale_x, src.top * tex_scale_y),
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color,
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},
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VertexData {
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position: (dest.left, dest.bottom),
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uv: (src.left * tex_scale_x, src.bottom * tex_scale_y),
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color,
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},
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VertexData {
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position: (dest.right, dest.top),
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uv: (src.right * tex_scale_x, src.top * tex_scale_y),
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color,
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},
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VertexData {
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position: (dest.right, dest.bottom),
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uv: (src.right * tex_scale_x, src.bottom * tex_scale_y),
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color,
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},
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];
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self.vertices.extend_from_slice(&vertices);
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}
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}
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}
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fn clear(&mut self) {
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self.vertices.clear();
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}
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fn draw(&mut self) -> GameResult {
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unsafe {
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2022-01-17 22:29:30 +00:00
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if let Some(gl) = &GL_PROC {
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2021-02-24 08:28:47 +00:00
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if self.texture_id == 0 {
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return Ok(());
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}
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if gl.gl.BindSampler.is_loaded() {
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gl.gl.BindSampler(0, 0);
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}
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gl.gl.Enable(gl::TEXTURE_2D);
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gl.gl.Enable(gl::BLEND);
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gl.gl.Disable(gl::DEPTH_TEST);
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gl.gl.BindTexture(gl::TEXTURE_2D, self.texture_id);
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gl.gl.BindBuffer(gl::ARRAY_BUFFER, self.vbo);
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2021-05-02 00:08:24 +00:00
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gl.gl.UseProgram(self.program);
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2021-02-24 08:28:47 +00:00
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gl.gl.EnableVertexAttribArray(self.locs.position);
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gl.gl.EnableVertexAttribArray(self.locs.uv);
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gl.gl.EnableVertexAttribArray(self.locs.color);
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gl.gl.VertexAttribPointer(
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self.locs.position,
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2,
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gl::FLOAT,
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gl::FALSE,
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mem::size_of::<VertexData>() as _,
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field_offset::<VertexData, _, _>(|v| &v.position) as _,
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);
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gl.gl.VertexAttribPointer(
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self.locs.uv,
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2,
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gl::FLOAT,
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gl::FALSE,
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mem::size_of::<VertexData>() as _,
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field_offset::<VertexData, _, _>(|v| &v.uv) as _,
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);
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gl.gl.VertexAttribPointer(
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self.locs.color,
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4,
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gl::UNSIGNED_BYTE,
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gl::TRUE,
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mem::size_of::<VertexData>() as _,
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field_offset::<VertexData, _, _>(|v| &v.color) as _,
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);
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gl.gl.BindBuffer(gl::ARRAY_BUFFER, self.vbo);
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gl.gl.BufferData(
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gl::ARRAY_BUFFER,
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(self.vertices.len() * mem::size_of::<VertexData>()) as _,
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self.vertices.as_ptr() as _,
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gl::STREAM_DRAW,
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);
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gl.gl.DrawArrays(gl::TRIANGLES, 0, self.vertices.len() as _);
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gl.gl.BindTexture(gl::TEXTURE_2D, 0);
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gl.gl.BindBuffer(gl::ARRAY_BUFFER, 0);
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Ok(())
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} else {
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Err(RenderError("No OpenGL context available!".to_string()))
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}
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}
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}
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2022-01-05 10:42:39 +00:00
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fn as_any(&self) -> &dyn Any {
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self
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}
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2021-02-24 08:28:47 +00:00
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}
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2021-04-14 10:09:40 +00:00
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impl Drop for OpenGLTexture {
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2021-02-24 08:28:47 +00:00
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fn drop(&mut self) {
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if *self.context_active.as_ref().borrow() {
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unsafe {
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2022-01-17 22:29:30 +00:00
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if let Some(gl) = &GL_PROC {
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2021-02-26 00:02:03 +00:00
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if self.texture_id != 0 {
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let texture_id = &self.texture_id;
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gl.gl.DeleteTextures(1, texture_id as *const _);
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}
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if self.framebuffer_id != 0 {}
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2021-02-24 08:28:47 +00:00
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}
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}
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}
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}
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}
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fn check_shader_compile_status(shader: u32, gl: &Gl) -> bool {
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unsafe {
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let mut status: GLint = 0;
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gl.gl.GetShaderiv(shader, gl::COMPILE_STATUS, (&mut status) as *mut _);
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if status == (gl::FALSE as GLint) {
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let mut max_length: GLint = 0;
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let mut msg_length: GLsizei = 0;
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gl.gl.GetShaderiv(shader, gl::INFO_LOG_LENGTH, (&mut max_length) as *mut _);
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let mut data: Vec<u8> = vec![0; max_length as usize];
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gl.gl.GetShaderInfoLog(
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shader,
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max_length as GLsizei,
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(&mut msg_length) as *mut _,
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data.as_mut_ptr() as *mut _,
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);
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let data = String::from_utf8_lossy(&data);
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log::error!("Failed to compile shader {}: {}", shader, data);
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return false;
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}
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}
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true
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}
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2021-04-14 10:09:40 +00:00
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const VERTEX_SHADER_BASIC: &str = r"
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2021-08-13 01:46:41 +00:00
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#version 110
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uniform mat4 ProjMtx;
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attribute vec2 Position;
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attribute vec2 UV;
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attribute vec4 Color;
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varying vec2 Frag_UV;
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varying vec4 Frag_Color;
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void main()
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{
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Frag_UV = UV;
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Frag_Color = Color;
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gl_Position = ProjMtx * vec4(Position.xy, 0.0, 1.0);
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}
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";
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const FRAGMENT_SHADER_TEXTURED: &str = r"
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#version 110
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uniform sampler2D Texture;
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varying vec2 Frag_UV;
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varying vec4 Frag_Color;
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void main()
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{
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gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);
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}
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";
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const FRAGMENT_SHADER_COLOR: &str = r"
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#version 110
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varying vec2 Frag_UV;
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varying vec4 Frag_Color;
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void main()
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{
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gl_FragColor = Frag_Color;
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}
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";
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const VERTEX_SHADER_BASIC_GLES: &str = r"
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2021-02-24 08:28:47 +00:00
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#version 100
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precision mediump float;
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uniform mat4 ProjMtx;
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attribute vec2 Position;
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attribute vec2 UV;
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attribute vec4 Color;
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varying vec2 Frag_UV;
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varying vec4 Frag_Color;
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void main()
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{
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Frag_UV = UV;
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Frag_Color = Color;
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|
|
gl_Position = ProjMtx * vec4(Position.xy, 0.0, 1.0);
|
|
|
|
}
|
|
|
|
|
|
|
|
";
|
|
|
|
|
2021-08-13 01:46:41 +00:00
|
|
|
const FRAGMENT_SHADER_TEXTURED_GLES: &str = r"
|
2021-02-24 08:28:47 +00:00
|
|
|
#version 100
|
|
|
|
|
|
|
|
precision mediump float;
|
|
|
|
|
|
|
|
uniform sampler2D Texture;
|
|
|
|
varying vec2 Frag_UV;
|
|
|
|
varying vec4 Frag_Color;
|
|
|
|
|
|
|
|
void main()
|
|
|
|
{
|
|
|
|
gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);
|
|
|
|
}
|
|
|
|
|
|
|
|
";
|
|
|
|
|
2021-08-13 01:46:41 +00:00
|
|
|
const FRAGMENT_SHADER_COLOR_GLES: &str = r"
|
2021-04-14 10:09:40 +00:00
|
|
|
#version 100
|
|
|
|
|
|
|
|
precision mediump float;
|
|
|
|
|
|
|
|
varying vec2 Frag_UV;
|
|
|
|
varying vec4 Frag_Color;
|
|
|
|
|
|
|
|
void main()
|
|
|
|
{
|
|
|
|
gl_FragColor = Frag_Color;
|
|
|
|
}
|
|
|
|
|
|
|
|
";
|
|
|
|
|
2021-02-24 08:28:47 +00:00
|
|
|
#[derive(Copy, Clone)]
|
|
|
|
struct Locs {
|
|
|
|
texture: GLint,
|
|
|
|
proj_mtx: GLint,
|
|
|
|
position: GLuint,
|
|
|
|
uv: GLuint,
|
|
|
|
color: GLuint,
|
|
|
|
}
|
|
|
|
|
|
|
|
struct ImguiData {
|
|
|
|
initialized: bool,
|
2021-05-02 00:08:24 +00:00
|
|
|
program_tex: GLuint,
|
|
|
|
program_fill: GLuint,
|
|
|
|
tex_locs: Locs,
|
|
|
|
fill_locs: Locs,
|
2021-02-24 08:28:47 +00:00
|
|
|
vbo: GLuint,
|
|
|
|
ebo: GLuint,
|
|
|
|
font_texture: GLuint,
|
|
|
|
font_tex_size: (f32, f32),
|
2021-10-14 07:43:17 +00:00
|
|
|
surf_framebuffer: GLuint,
|
|
|
|
surf_texture: GLuint,
|
|
|
|
last_size: (u32, u32),
|
2021-02-24 08:28:47 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
impl ImguiData {
|
|
|
|
fn new() -> Self {
|
|
|
|
ImguiData {
|
|
|
|
initialized: false,
|
2021-05-02 00:08:24 +00:00
|
|
|
program_tex: 0,
|
|
|
|
program_fill: 0,
|
|
|
|
tex_locs: Locs { texture: 0, proj_mtx: 0, position: 0, uv: 0, color: 0 },
|
|
|
|
fill_locs: Locs { texture: 0, proj_mtx: 0, position: 0, uv: 0, color: 0 },
|
2021-02-24 08:28:47 +00:00
|
|
|
vbo: 0,
|
|
|
|
ebo: 0,
|
|
|
|
font_texture: 0,
|
|
|
|
font_tex_size: (1.0, 1.0),
|
2021-10-14 07:43:17 +00:00
|
|
|
surf_framebuffer: 0,
|
|
|
|
surf_texture: 0,
|
|
|
|
last_size: (320, 240),
|
2021-02-24 08:28:47 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-08-13 01:46:41 +00:00
|
|
|
fn init(&mut self, gles2_mode: bool, imgui: &mut imgui::Context, gl: &Gl) {
|
2021-02-24 08:28:47 +00:00
|
|
|
self.initialized = true;
|
|
|
|
|
2021-08-13 01:46:41 +00:00
|
|
|
let vshdr_basic = if gles2_mode { VERTEX_SHADER_BASIC_GLES } else { VERTEX_SHADER_BASIC };
|
|
|
|
let fshdr_tex = if gles2_mode { FRAGMENT_SHADER_TEXTURED_GLES } else { FRAGMENT_SHADER_TEXTURED };
|
|
|
|
let fshdr_fill = if gles2_mode { FRAGMENT_SHADER_COLOR_GLES } else { FRAGMENT_SHADER_COLOR };
|
|
|
|
|
|
|
|
let vert_sources = [vshdr_basic.as_ptr() as *const GLchar];
|
|
|
|
let frag_sources_tex = [fshdr_tex.as_ptr() as *const GLchar];
|
|
|
|
let frag_sources_fill = [fshdr_fill.as_ptr() as *const GLchar];
|
|
|
|
let vert_sources_len = [vshdr_basic.len() as GLint - 1];
|
|
|
|
let frag_sources_tex_len = [fshdr_tex.len() as GLint - 1];
|
|
|
|
let frag_sources_fill_len = [fshdr_fill.len() as GLint - 1];
|
2021-02-24 08:28:47 +00:00
|
|
|
|
|
|
|
unsafe {
|
2021-05-02 00:08:24 +00:00
|
|
|
self.program_tex = gl.gl.CreateProgram();
|
|
|
|
self.program_fill = gl.gl.CreateProgram();
|
2021-02-24 08:28:47 +00:00
|
|
|
let vert_shader = gl.gl.CreateShader(gl::VERTEX_SHADER);
|
2021-05-02 00:08:24 +00:00
|
|
|
let frag_shader_tex = gl.gl.CreateShader(gl::FRAGMENT_SHADER);
|
|
|
|
let frag_shader_fill = gl.gl.CreateShader(gl::FRAGMENT_SHADER);
|
|
|
|
|
2021-02-24 08:28:47 +00:00
|
|
|
gl.gl.ShaderSource(vert_shader, 1, vert_sources.as_ptr(), vert_sources_len.as_ptr());
|
2021-05-02 00:08:24 +00:00
|
|
|
gl.gl.ShaderSource(frag_shader_tex, 1, frag_sources_tex.as_ptr(), frag_sources_tex_len.as_ptr());
|
|
|
|
gl.gl.ShaderSource(frag_shader_fill, 1, frag_sources_fill.as_ptr(), frag_sources_fill_len.as_ptr());
|
2021-02-24 08:28:47 +00:00
|
|
|
|
2021-05-02 00:08:24 +00:00
|
|
|
gl.gl.CompileShader(vert_shader);
|
|
|
|
gl.gl.CompileShader(frag_shader_tex);
|
|
|
|
gl.gl.CompileShader(frag_shader_fill);
|
2021-02-24 08:28:47 +00:00
|
|
|
|
|
|
|
if !check_shader_compile_status(vert_shader, gl) {
|
|
|
|
gl.gl.DeleteShader(vert_shader);
|
|
|
|
}
|
|
|
|
|
2021-05-02 00:08:24 +00:00
|
|
|
if !check_shader_compile_status(frag_shader_tex, gl) {
|
|
|
|
gl.gl.DeleteShader(frag_shader_tex);
|
2021-02-24 08:28:47 +00:00
|
|
|
}
|
|
|
|
|
2021-05-02 00:08:24 +00:00
|
|
|
if !check_shader_compile_status(frag_shader_fill, gl) {
|
|
|
|
gl.gl.DeleteShader(frag_shader_fill);
|
|
|
|
}
|
|
|
|
|
|
|
|
gl.gl.AttachShader(self.program_tex, vert_shader);
|
|
|
|
gl.gl.AttachShader(self.program_tex, frag_shader_tex);
|
|
|
|
gl.gl.LinkProgram(self.program_tex);
|
|
|
|
|
|
|
|
gl.gl.AttachShader(self.program_fill, vert_shader);
|
|
|
|
gl.gl.AttachShader(self.program_fill, frag_shader_fill);
|
|
|
|
gl.gl.LinkProgram(self.program_fill);
|
|
|
|
|
|
|
|
self.tex_locs = Locs {
|
|
|
|
texture: gl.gl.GetUniformLocation(self.program_tex, b"Texture\0".as_ptr() as _),
|
|
|
|
proj_mtx: gl.gl.GetUniformLocation(self.program_tex, b"ProjMtx\0".as_ptr() as _),
|
|
|
|
position: gl.gl.GetAttribLocation(self.program_tex, b"Position\0".as_ptr() as _) as _,
|
|
|
|
uv: gl.gl.GetAttribLocation(self.program_tex, b"UV\0".as_ptr() as _) as _,
|
|
|
|
color: gl.gl.GetAttribLocation(self.program_tex, b"Color\0".as_ptr() as _) as _,
|
|
|
|
};
|
|
|
|
|
|
|
|
self.fill_locs = Locs {
|
|
|
|
texture: gl.gl.GetUniformLocation(self.program_fill, b"Texture\0".as_ptr() as _),
|
|
|
|
proj_mtx: gl.gl.GetUniformLocation(self.program_fill, b"ProjMtx\0".as_ptr() as _),
|
|
|
|
position: gl.gl.GetAttribLocation(self.program_fill, b"Position\0".as_ptr() as _) as _,
|
|
|
|
uv: gl.gl.GetAttribLocation(self.program_fill, b"UV\0".as_ptr() as _) as _,
|
|
|
|
color: gl.gl.GetAttribLocation(self.program_fill, b"Color\0".as_ptr() as _) as _,
|
2021-02-24 08:28:47 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
self.vbo = return_param(|x| gl.gl.GenBuffers(1, x));
|
|
|
|
self.ebo = return_param(|x| gl.gl.GenBuffers(1, x));
|
|
|
|
|
|
|
|
let mut current_texture = 0;
|
|
|
|
gl.gl.GetIntegerv(gl::TEXTURE_BINDING_2D, &mut current_texture);
|
|
|
|
|
|
|
|
self.font_texture = return_param(|x| gl.gl.GenTextures(1, x));
|
|
|
|
gl.gl.BindTexture(gl::TEXTURE_2D, self.font_texture);
|
|
|
|
gl.gl.TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::LINEAR as _);
|
|
|
|
gl.gl.TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::LINEAR as _);
|
|
|
|
//gl.gl.PixelStorei(gl::UNPACK_ROW_LENGTH, 0);
|
|
|
|
|
|
|
|
{
|
|
|
|
let mut atlas = imgui.fonts();
|
|
|
|
|
|
|
|
let texture = atlas.build_rgba32_texture();
|
|
|
|
self.font_tex_size = (texture.width as _, texture.height as _);
|
|
|
|
|
|
|
|
gl.gl.TexImage2D(
|
|
|
|
gl::TEXTURE_2D,
|
|
|
|
0,
|
|
|
|
gl::RGBA as _,
|
|
|
|
texture.width as _,
|
|
|
|
texture.height as _,
|
|
|
|
0,
|
|
|
|
gl::RGBA,
|
|
|
|
gl::UNSIGNED_BYTE,
|
|
|
|
texture.data.as_ptr() as _,
|
|
|
|
);
|
|
|
|
|
|
|
|
atlas.tex_id = (self.font_texture as usize).into();
|
|
|
|
}
|
|
|
|
|
2021-10-14 07:43:17 +00:00
|
|
|
let texture_id = return_param(|x| gl.gl.GenTextures(1, x));
|
|
|
|
|
|
|
|
gl.gl.BindTexture(gl::TEXTURE_2D, texture_id);
|
|
|
|
gl.gl.TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::LINEAR as _);
|
|
|
|
gl.gl.TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::LINEAR as _);
|
|
|
|
|
|
|
|
gl.gl.TexImage2D(
|
|
|
|
gl::TEXTURE_2D,
|
|
|
|
0,
|
|
|
|
gl::RGBA as _,
|
|
|
|
320 as _,
|
|
|
|
240 as _,
|
|
|
|
0,
|
|
|
|
gl::RGBA,
|
|
|
|
gl::UNSIGNED_BYTE,
|
|
|
|
null() as _,
|
|
|
|
);
|
|
|
|
|
|
|
|
gl.gl.BindTexture(gl::TEXTURE_2D, 0 as _);
|
|
|
|
|
|
|
|
self.surf_texture = texture_id;
|
|
|
|
|
|
|
|
let framebuffer_id = return_param(|x| gl.gl.GenFramebuffers(1, x));
|
|
|
|
|
|
|
|
gl.gl.BindFramebuffer(gl::FRAMEBUFFER, framebuffer_id);
|
|
|
|
gl.gl.FramebufferTexture2D(gl::FRAMEBUFFER, gl::COLOR_ATTACHMENT0, gl::TEXTURE_2D, texture_id, 0);
|
|
|
|
let draw_buffers = [gl::COLOR_ATTACHMENT0];
|
|
|
|
gl.gl.DrawBuffers(1, draw_buffers.as_ptr() as _);
|
|
|
|
|
|
|
|
self.surf_framebuffer = framebuffer_id;
|
2021-02-24 08:28:47 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
pub struct Gl {
|
|
|
|
pub gl: gl::Gles2,
|
|
|
|
}
|
|
|
|
|
|
|
|
static mut GL_PROC: Option<Gl> = None;
|
|
|
|
|
2021-04-14 10:09:40 +00:00
|
|
|
pub fn load_gl(gl_context: &mut GLContext) -> &'static Gl {
|
2021-02-24 08:28:47 +00:00
|
|
|
unsafe {
|
2022-01-17 22:29:30 +00:00
|
|
|
if let Some(gl) = &GL_PROC {
|
2021-02-24 08:28:47 +00:00
|
|
|
return gl;
|
|
|
|
}
|
|
|
|
|
2021-04-14 10:09:40 +00:00
|
|
|
let gl = gl::Gles2::load_with(|ptr| (gl_context.get_proc_address)(&mut gl_context.user_data, ptr));
|
2021-02-24 08:28:47 +00:00
|
|
|
|
2021-08-16 06:51:21 +00:00
|
|
|
let version = {
|
2021-04-14 10:09:40 +00:00
|
|
|
let p = gl.GetString(gl::VERSION);
|
|
|
|
if p.is_null() {
|
|
|
|
"unknown".to_owned()
|
|
|
|
} else {
|
|
|
|
let data = CStr::from_ptr(p as *const _).to_bytes().to_vec();
|
|
|
|
String::from_utf8(data).unwrap()
|
|
|
|
}
|
2021-02-24 08:28:47 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
log::info!("OpenGL version {}", version);
|
|
|
|
|
|
|
|
GL_PROC = Some(Gl { gl });
|
|
|
|
GL_PROC.as_ref().unwrap()
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-04-14 10:09:40 +00:00
|
|
|
pub struct OpenGLRenderer {
|
|
|
|
refs: GLContext,
|
|
|
|
imgui: UnsafeCell<imgui::Context>,
|
|
|
|
imgui_data: ImguiData,
|
|
|
|
context_active: Arc<RefCell<bool>>,
|
|
|
|
def_matrix: [[f32; 4]; 4],
|
2021-06-20 19:41:09 +00:00
|
|
|
curr_matrix: [[f32; 4]; 4],
|
2021-04-14 10:09:40 +00:00
|
|
|
}
|
2021-02-24 08:28:47 +00:00
|
|
|
|
2021-04-14 10:09:40 +00:00
|
|
|
impl OpenGLRenderer {
|
|
|
|
pub fn new(refs: GLContext, imgui: UnsafeCell<imgui::Context>) -> OpenGLRenderer {
|
|
|
|
OpenGLRenderer {
|
|
|
|
refs,
|
|
|
|
imgui,
|
|
|
|
imgui_data: ImguiData::new(),
|
|
|
|
context_active: Arc::new(RefCell::new(true)),
|
|
|
|
def_matrix: [[0.0; 4]; 4],
|
2021-06-20 19:41:09 +00:00
|
|
|
curr_matrix: [[0.0; 4]; 4],
|
2021-04-14 10:09:40 +00:00
|
|
|
}
|
|
|
|
}
|
2021-02-24 08:28:47 +00:00
|
|
|
|
2021-04-14 10:09:40 +00:00
|
|
|
fn get_context(&mut self) -> Option<(&mut GLContext, &'static Gl)> {
|
2021-06-20 19:41:09 +00:00
|
|
|
let imgui = unsafe { &mut *self.imgui.get() };
|
2021-02-24 08:28:47 +00:00
|
|
|
|
2021-08-13 01:46:41 +00:00
|
|
|
let gles2 = self.refs.gles2_mode;
|
2021-04-14 10:09:40 +00:00
|
|
|
let gl = load_gl(&mut self.refs);
|
|
|
|
|
|
|
|
if !self.imgui_data.initialized {
|
2021-08-13 01:46:41 +00:00
|
|
|
self.imgui_data.init(gles2, imgui, gl);
|
2021-04-14 10:09:40 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
Some((&mut self.refs, gl))
|
2021-02-24 08:28:47 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-04-14 10:09:40 +00:00
|
|
|
impl BackendRenderer for OpenGLRenderer {
|
|
|
|
fn renderer_name(&self) -> String {
|
2021-06-20 19:41:09 +00:00
|
|
|
if self.refs.gles2_mode {
|
|
|
|
"OpenGL ES 2.0".to_string()
|
|
|
|
} else {
|
|
|
|
"OpenGL 3".to_string()
|
|
|
|
}
|
2021-04-14 10:09:40 +00:00
|
|
|
}
|
|
|
|
|
2021-02-24 08:28:47 +00:00
|
|
|
fn clear(&mut self, color: Color) {
|
|
|
|
if let Some((_, gl)) = self.get_context() {
|
|
|
|
unsafe {
|
|
|
|
gl.gl.ClearColor(color.r, color.g, color.b, color.a);
|
|
|
|
gl.gl.Clear(gl::COLOR_BUFFER_BIT);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn present(&mut self) -> GameResult {
|
|
|
|
{
|
2021-04-14 10:09:40 +00:00
|
|
|
let mutex = crate::GAME_SUSPENDED.lock().unwrap();
|
2021-02-24 08:28:47 +00:00
|
|
|
if *mutex {
|
|
|
|
return Ok(());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-10-14 07:43:17 +00:00
|
|
|
let ImguiData { program_tex, surf_texture, tex_locs: Locs { proj_mtx, .. }, .. } = self.imgui_data;
|
|
|
|
|
|
|
|
unsafe {
|
|
|
|
if let Some((_, gl)) = self.get_context() {
|
|
|
|
gl.gl.BindFramebuffer(gl::FRAMEBUFFER, 0);
|
|
|
|
gl.gl.ClearColor(0.0, 0.0, 0.0, 1.0);
|
|
|
|
gl.gl.Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT);
|
|
|
|
|
|
|
|
let matrix =
|
|
|
|
[[2.0f32, 0.0, 0.0, 0.0], [0.0, -2.0, 0.0, 0.0], [0.0, 0.0, -1.0, 0.0], [-1.0, 1.0, 0.0, 1.0]];
|
|
|
|
|
|
|
|
gl.gl.UseProgram(program_tex);
|
|
|
|
gl.gl.UniformMatrix4fv(proj_mtx, 1, gl::FALSE, matrix.as_ptr() as _);
|
|
|
|
|
|
|
|
let color = (255, 255, 255, 255);
|
|
|
|
let vertices = vec![
|
|
|
|
VertexData { position: (0.0, 1.0), uv: (0.0, 0.0), color },
|
|
|
|
VertexData { position: (0.0, 0.0), uv: (0.0, 1.0), color },
|
|
|
|
VertexData { position: (1.0, 0.0), uv: (1.0, 1.0), color },
|
|
|
|
VertexData { position: (0.0, 1.0), uv: (0.0, 0.0), color },
|
|
|
|
VertexData { position: (1.0, 0.0), uv: (1.0, 1.0), color },
|
|
|
|
VertexData { position: (1.0, 1.0), uv: (1.0, 0.0), color },
|
|
|
|
];
|
|
|
|
|
|
|
|
self.draw_arrays_tex_id(gl::TRIANGLES, vertices, surf_texture, BackendShader::Texture)?;
|
|
|
|
|
2021-02-24 08:28:47 +00:00
|
|
|
gl.gl.Finish();
|
2021-10-14 07:43:17 +00:00
|
|
|
}
|
2021-02-24 08:28:47 +00:00
|
|
|
|
2021-10-14 07:43:17 +00:00
|
|
|
if let Some((context, _)) = self.get_context() {
|
2021-04-14 10:09:40 +00:00
|
|
|
(context.swap_buffers)(&mut context.user_data);
|
|
|
|
}
|
2021-02-24 08:28:47 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
Ok(())
|
|
|
|
}
|
|
|
|
|
|
|
|
fn prepare_draw(&mut self, width: f32, height: f32) -> GameResult {
|
|
|
|
if let Some((_, gl)) = self.get_context() {
|
|
|
|
unsafe {
|
2021-10-14 07:43:17 +00:00
|
|
|
let (width_u, height_u) = (width as u32, height as u32);
|
|
|
|
if self.imgui_data.last_size != (width_u, height_u) {
|
2022-01-16 01:35:36 +00:00
|
|
|
self.imgui_data.last_size = (width_u, height_u);
|
2021-10-14 07:43:17 +00:00
|
|
|
gl.gl.BindFramebuffer(gl::FRAMEBUFFER, 0);
|
|
|
|
gl.gl.BindTexture(gl::TEXTURE_2D, self.imgui_data.surf_texture);
|
|
|
|
|
|
|
|
gl.gl.TexImage2D(
|
|
|
|
gl::TEXTURE_2D,
|
|
|
|
0,
|
|
|
|
gl::RGBA as _,
|
|
|
|
width_u as _,
|
|
|
|
height_u as _,
|
|
|
|
0,
|
|
|
|
gl::RGBA,
|
|
|
|
gl::UNSIGNED_BYTE,
|
|
|
|
null() as _,
|
|
|
|
);
|
|
|
|
|
|
|
|
gl.gl.BindTexture(gl::TEXTURE_2D, 0 as _);
|
|
|
|
}
|
|
|
|
|
|
|
|
gl.gl.BindFramebuffer(gl::FRAMEBUFFER, self.imgui_data.surf_framebuffer);
|
|
|
|
gl.gl.ClearColor(0.0, 0.0, 0.0, 0.0);
|
|
|
|
gl.gl.Clear(gl::COLOR_BUFFER_BIT);
|
|
|
|
|
2021-02-24 08:28:47 +00:00
|
|
|
gl.gl.ActiveTexture(gl::TEXTURE0);
|
|
|
|
gl.gl.BlendEquation(gl::FUNC_ADD);
|
|
|
|
gl.gl.BlendFunc(gl::SRC_ALPHA, gl::ONE_MINUS_SRC_ALPHA);
|
|
|
|
|
2021-10-14 07:43:17 +00:00
|
|
|
gl.gl.Viewport(0, 0, width_u as _, height_u as _);
|
2021-02-24 08:28:47 +00:00
|
|
|
|
2021-02-26 00:02:03 +00:00
|
|
|
self.def_matrix = [
|
2021-02-24 08:28:47 +00:00
|
|
|
[2.0 / width, 0.0, 0.0, 0.0],
|
|
|
|
[0.0, 2.0 / -height, 0.0, 0.0],
|
|
|
|
[0.0, 0.0, -1.0, 0.0],
|
|
|
|
[-1.0, 1.0, 0.0, 1.0],
|
|
|
|
];
|
2021-06-20 19:41:09 +00:00
|
|
|
self.curr_matrix = self.def_matrix;
|
2021-02-24 08:28:47 +00:00
|
|
|
|
|
|
|
gl.gl.BindBuffer(gl::ARRAY_BUFFER, 0);
|
|
|
|
gl.gl.BindBuffer(gl::ELEMENT_ARRAY_BUFFER, 0);
|
2021-05-02 00:08:24 +00:00
|
|
|
gl.gl.UseProgram(self.imgui_data.program_fill);
|
|
|
|
gl.gl.UniformMatrix4fv(self.imgui_data.fill_locs.proj_mtx, 1, gl::FALSE, self.def_matrix.as_ptr() as _);
|
|
|
|
gl.gl.UseProgram(self.imgui_data.program_tex);
|
|
|
|
gl.gl.Uniform1i(self.imgui_data.tex_locs.texture, 0);
|
|
|
|
gl.gl.UniformMatrix4fv(self.imgui_data.tex_locs.proj_mtx, 1, gl::FALSE, self.def_matrix.as_ptr() as _);
|
2021-02-24 08:28:47 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
Ok(())
|
|
|
|
} else {
|
|
|
|
Err(RenderError("No OpenGL context available!".to_string()))
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn create_texture_mutable(&mut self, width: u16, height: u16) -> GameResult<Box<dyn BackendTexture>> {
|
2021-02-26 00:02:03 +00:00
|
|
|
if let Some((_, gl)) = self.get_context() {
|
|
|
|
unsafe {
|
|
|
|
let current_texture_id = return_param(|x| gl.gl.GetIntegerv(gl::TEXTURE_BINDING_2D, x)) as u32;
|
|
|
|
let texture_id = return_param(|x| gl.gl.GenTextures(1, x));
|
|
|
|
|
|
|
|
gl.gl.BindTexture(gl::TEXTURE_2D, texture_id);
|
|
|
|
gl.gl.TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::NEAREST as _);
|
|
|
|
gl.gl.TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::NEAREST as _);
|
|
|
|
|
|
|
|
gl.gl.TexImage2D(
|
|
|
|
gl::TEXTURE_2D,
|
|
|
|
0,
|
|
|
|
gl::RGBA as _,
|
|
|
|
width as _,
|
|
|
|
height as _,
|
|
|
|
0,
|
|
|
|
gl::RGBA,
|
|
|
|
gl::UNSIGNED_BYTE,
|
2021-10-14 07:43:17 +00:00
|
|
|
null() as _,
|
2021-02-26 00:02:03 +00:00
|
|
|
);
|
|
|
|
|
|
|
|
gl.gl.BindTexture(gl::TEXTURE_2D, current_texture_id);
|
|
|
|
|
|
|
|
let framebuffer_id = return_param(|x| gl.gl.GenFramebuffers(1, x));
|
|
|
|
|
|
|
|
gl.gl.BindFramebuffer(gl::FRAMEBUFFER, framebuffer_id);
|
|
|
|
gl.gl.FramebufferTexture2D(gl::FRAMEBUFFER, gl::COLOR_ATTACHMENT0, gl::TEXTURE_2D, texture_id, 0);
|
|
|
|
let draw_buffers = [gl::COLOR_ATTACHMENT0];
|
|
|
|
gl.gl.DrawBuffers(1, draw_buffers.as_ptr() as _);
|
|
|
|
|
|
|
|
gl.gl.Viewport(0, 0, width as _, height as _);
|
2021-10-14 07:43:17 +00:00
|
|
|
gl.gl.ClearColor(0.0, 0.0, 0.0, 0.0);
|
|
|
|
gl.gl.Clear(gl::COLOR_BUFFER_BIT);
|
2021-02-26 00:02:03 +00:00
|
|
|
gl.gl.BindFramebuffer(gl::FRAMEBUFFER, 0);
|
|
|
|
|
|
|
|
// todo error checking: glCheckFramebufferStatus()
|
|
|
|
|
2021-04-14 10:09:40 +00:00
|
|
|
Ok(Box::new(OpenGLTexture {
|
2021-02-26 00:02:03 +00:00
|
|
|
texture_id,
|
|
|
|
framebuffer_id,
|
|
|
|
width,
|
|
|
|
height,
|
|
|
|
vertices: Vec::new(),
|
2021-05-02 00:08:24 +00:00
|
|
|
locs: self.imgui_data.tex_locs,
|
|
|
|
program: self.imgui_data.program_tex,
|
2021-02-26 00:02:03 +00:00
|
|
|
vbo: self.imgui_data.vbo,
|
|
|
|
context_active: self.context_active.clone(),
|
|
|
|
}))
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
Err(RenderError("No OpenGL context available!".to_string()))
|
|
|
|
}
|
2021-02-24 08:28:47 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
fn create_texture(&mut self, width: u16, height: u16, data: &[u8]) -> GameResult<Box<dyn BackendTexture>> {
|
|
|
|
if let Some((_, gl)) = self.get_context() {
|
|
|
|
unsafe {
|
|
|
|
let current_texture_id = return_param(|x| gl.gl.GetIntegerv(gl::TEXTURE_BINDING_2D, x)) as u32;
|
|
|
|
let texture_id = return_param(|x| gl.gl.GenTextures(1, x));
|
|
|
|
gl.gl.BindTexture(gl::TEXTURE_2D, texture_id);
|
|
|
|
gl.gl.TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::NEAREST as _);
|
|
|
|
gl.gl.TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::NEAREST as _);
|
|
|
|
|
|
|
|
gl.gl.TexImage2D(
|
|
|
|
gl::TEXTURE_2D,
|
|
|
|
0,
|
|
|
|
gl::RGBA as _,
|
|
|
|
width as _,
|
|
|
|
height as _,
|
|
|
|
0,
|
|
|
|
gl::RGBA,
|
|
|
|
gl::UNSIGNED_BYTE,
|
|
|
|
data.as_ptr() as _,
|
|
|
|
);
|
|
|
|
|
|
|
|
gl.gl.BindTexture(gl::TEXTURE_2D, current_texture_id);
|
|
|
|
|
2021-04-14 10:09:40 +00:00
|
|
|
Ok(Box::new(OpenGLTexture {
|
2021-02-24 08:28:47 +00:00
|
|
|
texture_id,
|
2021-02-26 00:02:03 +00:00
|
|
|
framebuffer_id: 0,
|
2021-02-24 08:28:47 +00:00
|
|
|
width,
|
|
|
|
height,
|
|
|
|
vertices: Vec::new(),
|
2021-05-02 00:08:24 +00:00
|
|
|
locs: self.imgui_data.tex_locs,
|
|
|
|
program: self.imgui_data.program_tex,
|
2021-02-24 08:28:47 +00:00
|
|
|
vbo: self.imgui_data.vbo,
|
|
|
|
context_active: self.context_active.clone(),
|
|
|
|
}))
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
Err(RenderError("No OpenGL context available!".to_string()))
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn set_blend_mode(&mut self, blend: BlendMode) -> GameResult {
|
|
|
|
if let Some((_, gl)) = self.get_context() {
|
|
|
|
match blend {
|
|
|
|
BlendMode::Add => unsafe {
|
|
|
|
gl.gl.BlendEquation(gl::FUNC_ADD);
|
|
|
|
gl.gl.BlendFunc(gl::ONE, gl::ONE);
|
|
|
|
},
|
|
|
|
BlendMode::Alpha => unsafe {
|
|
|
|
gl.gl.BlendEquation(gl::FUNC_ADD);
|
|
|
|
gl.gl.BlendFunc(gl::SRC_ALPHA, gl::ONE_MINUS_SRC_ALPHA);
|
|
|
|
},
|
|
|
|
BlendMode::Multiply => unsafe {
|
|
|
|
gl.gl.BlendEquation(gl::FUNC_ADD);
|
|
|
|
gl.gl.BlendFuncSeparate(gl::ZERO, gl::SRC_COLOR, gl::ZERO, gl::SRC_ALPHA);
|
|
|
|
},
|
|
|
|
}
|
|
|
|
|
|
|
|
Ok(())
|
|
|
|
} else {
|
|
|
|
Err(RenderError("No OpenGL context available!".to_string()))
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn set_render_target(&mut self, texture: Option<&Box<dyn BackendTexture>>) -> GameResult {
|
2021-02-26 00:02:03 +00:00
|
|
|
if let Some((_, gl)) = self.get_context() {
|
|
|
|
unsafe {
|
|
|
|
if let Some(texture) = texture {
|
2022-01-05 10:42:39 +00:00
|
|
|
let gl_texture = texture
|
|
|
|
.as_any()
|
|
|
|
.downcast_ref::<OpenGLTexture>()
|
2022-01-17 22:29:30 +00:00
|
|
|
.ok_or_else(|| RenderError("This texture was not created by OpenGL backend.".to_string()))?;
|
2021-02-26 00:02:03 +00:00
|
|
|
|
2021-06-20 19:41:09 +00:00
|
|
|
self.curr_matrix = [
|
2021-02-26 00:02:03 +00:00
|
|
|
[2.0 / (gl_texture.width as f32), 0.0, 0.0, 0.0],
|
|
|
|
[0.0, 2.0 / (gl_texture.height as f32), 0.0, 0.0],
|
|
|
|
[0.0, 0.0, -1.0, 0.0],
|
|
|
|
[-1.0, -1.0, 0.0, 1.0],
|
|
|
|
];
|
2021-06-20 19:41:09 +00:00
|
|
|
|
2021-05-02 00:08:24 +00:00
|
|
|
gl.gl.UseProgram(self.imgui_data.program_fill);
|
2021-10-14 07:43:17 +00:00
|
|
|
gl.gl.UniformMatrix4fv(
|
|
|
|
self.imgui_data.fill_locs.proj_mtx,
|
|
|
|
1,
|
|
|
|
gl::FALSE,
|
|
|
|
self.curr_matrix.as_ptr() as _,
|
|
|
|
);
|
2021-05-02 00:08:24 +00:00
|
|
|
gl.gl.UseProgram(self.imgui_data.program_tex);
|
|
|
|
gl.gl.Uniform1i(self.imgui_data.tex_locs.texture, 0);
|
2021-10-14 07:43:17 +00:00
|
|
|
gl.gl.UniformMatrix4fv(
|
|
|
|
self.imgui_data.tex_locs.proj_mtx,
|
|
|
|
1,
|
|
|
|
gl::FALSE,
|
|
|
|
self.curr_matrix.as_ptr() as _,
|
|
|
|
);
|
2021-02-26 00:02:03 +00:00
|
|
|
|
|
|
|
gl.gl.BindFramebuffer(gl::FRAMEBUFFER, gl_texture.framebuffer_id);
|
2022-01-23 04:55:50 +00:00
|
|
|
gl.gl.Viewport(0, 0, gl_texture.width as _, gl_texture.height as _);
|
2021-02-26 00:02:03 +00:00
|
|
|
} else {
|
2021-06-20 19:41:09 +00:00
|
|
|
self.curr_matrix = self.def_matrix;
|
|
|
|
|
2021-05-02 00:08:24 +00:00
|
|
|
gl.gl.UseProgram(self.imgui_data.program_fill);
|
2021-06-20 19:41:09 +00:00
|
|
|
gl.gl.UniformMatrix4fv(
|
|
|
|
self.imgui_data.fill_locs.proj_mtx,
|
|
|
|
1,
|
|
|
|
gl::FALSE,
|
|
|
|
self.def_matrix.as_ptr() as _,
|
|
|
|
);
|
2021-05-02 00:08:24 +00:00
|
|
|
gl.gl.UseProgram(self.imgui_data.program_tex);
|
|
|
|
gl.gl.Uniform1i(self.imgui_data.tex_locs.texture, 0);
|
2021-06-20 19:41:09 +00:00
|
|
|
gl.gl.UniformMatrix4fv(
|
|
|
|
self.imgui_data.tex_locs.proj_mtx,
|
|
|
|
1,
|
|
|
|
gl::FALSE,
|
|
|
|
self.def_matrix.as_ptr() as _,
|
|
|
|
);
|
2021-10-14 07:43:17 +00:00
|
|
|
gl.gl.BindFramebuffer(gl::FRAMEBUFFER, self.imgui_data.surf_framebuffer);
|
2022-01-23 04:55:50 +00:00
|
|
|
gl.gl.Viewport(0, 0, self.imgui_data.last_size.0 as _, self.imgui_data.last_size.1 as _);
|
2021-02-26 00:02:03 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
Ok(())
|
|
|
|
} else {
|
|
|
|
Err(RenderError("No OpenGL context available!".to_string()))
|
|
|
|
}
|
2021-02-24 08:28:47 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
fn draw_rect(&mut self, rect: Rect<isize>, color: Color) -> GameResult {
|
|
|
|
unsafe {
|
2022-01-17 22:29:30 +00:00
|
|
|
if let Some(gl) = &GL_PROC {
|
2021-02-24 08:28:47 +00:00
|
|
|
let color = color.to_rgba();
|
|
|
|
let mut uv = self.imgui_data.font_tex_size;
|
|
|
|
uv.0 = 0.0 / uv.0;
|
|
|
|
uv.1 = 0.0 / uv.1;
|
|
|
|
|
|
|
|
let vertices = [
|
|
|
|
VertexData { position: (rect.left as _, rect.bottom as _), uv, color },
|
|
|
|
VertexData { position: (rect.left as _, rect.top as _), uv, color },
|
|
|
|
VertexData { position: (rect.right as _, rect.top as _), uv, color },
|
|
|
|
VertexData { position: (rect.left as _, rect.bottom as _), uv, color },
|
|
|
|
VertexData { position: (rect.right as _, rect.top as _), uv, color },
|
|
|
|
VertexData { position: (rect.right as _, rect.bottom as _), uv, color },
|
|
|
|
];
|
|
|
|
|
|
|
|
if gl.gl.BindSampler.is_loaded() {
|
|
|
|
gl.gl.BindSampler(0, 0);
|
|
|
|
}
|
|
|
|
|
2021-05-02 00:08:24 +00:00
|
|
|
gl.gl.UseProgram(self.imgui_data.program_fill);
|
2021-02-24 08:28:47 +00:00
|
|
|
gl.gl.BindBuffer(gl::ARRAY_BUFFER, self.imgui_data.vbo);
|
2021-05-02 00:08:24 +00:00
|
|
|
gl.gl.EnableVertexAttribArray(self.imgui_data.fill_locs.position);
|
|
|
|
gl.gl.EnableVertexAttribArray(self.imgui_data.fill_locs.uv);
|
|
|
|
gl.gl.EnableVertexAttribArray(self.imgui_data.fill_locs.color);
|
2021-02-24 08:28:47 +00:00
|
|
|
|
|
|
|
gl.gl.VertexAttribPointer(
|
2021-05-02 00:08:24 +00:00
|
|
|
self.imgui_data.fill_locs.position,
|
2021-02-24 08:28:47 +00:00
|
|
|
2,
|
|
|
|
gl::FLOAT,
|
|
|
|
gl::FALSE,
|
|
|
|
mem::size_of::<VertexData>() as _,
|
|
|
|
field_offset::<VertexData, _, _>(|v| &v.position) as _,
|
|
|
|
);
|
|
|
|
|
|
|
|
gl.gl.VertexAttribPointer(
|
2021-05-02 00:08:24 +00:00
|
|
|
self.imgui_data.fill_locs.uv,
|
2021-02-24 08:28:47 +00:00
|
|
|
2,
|
|
|
|
gl::FLOAT,
|
|
|
|
gl::FALSE,
|
|
|
|
mem::size_of::<VertexData>() as _,
|
|
|
|
field_offset::<VertexData, _, _>(|v| &v.uv) as _,
|
|
|
|
);
|
|
|
|
|
|
|
|
gl.gl.VertexAttribPointer(
|
2021-05-02 00:08:24 +00:00
|
|
|
self.imgui_data.fill_locs.color,
|
2021-02-24 08:28:47 +00:00
|
|
|
4,
|
|
|
|
gl::UNSIGNED_BYTE,
|
|
|
|
gl::TRUE,
|
|
|
|
mem::size_of::<VertexData>() as _,
|
|
|
|
field_offset::<VertexData, _, _>(|v| &v.color) as _,
|
|
|
|
);
|
|
|
|
|
|
|
|
gl.gl.BindTexture(gl::TEXTURE_2D, self.imgui_data.font_texture);
|
|
|
|
gl.gl.BindBuffer(gl::ARRAY_BUFFER, self.imgui_data.vbo);
|
|
|
|
gl.gl.BufferData(
|
|
|
|
gl::ARRAY_BUFFER,
|
|
|
|
(vertices.len() * mem::size_of::<VertexData>()) as _,
|
|
|
|
vertices.as_ptr() as _,
|
|
|
|
gl::STREAM_DRAW,
|
|
|
|
);
|
|
|
|
|
|
|
|
gl.gl.DrawArrays(gl::TRIANGLES, 0, vertices.len() as _);
|
|
|
|
|
|
|
|
gl.gl.BindTexture(gl::TEXTURE_2D, 0);
|
|
|
|
gl.gl.BindBuffer(gl::ARRAY_BUFFER, 0);
|
|
|
|
|
|
|
|
Ok(())
|
|
|
|
} else {
|
|
|
|
Err(RenderError("No OpenGL context available!".to_string()))
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-10-10 00:11:58 +00:00
|
|
|
fn draw_outline_rect(&mut self, _rect: Rect<isize>, _line_width: usize, _color: Color) -> GameResult {
|
2021-02-24 08:28:47 +00:00
|
|
|
Ok(())
|
|
|
|
}
|
|
|
|
|
2022-01-05 10:42:39 +00:00
|
|
|
fn set_clip_rect(&mut self, rect: Option<Rect>) -> GameResult {
|
|
|
|
if let Some((_, gl)) = self.get_context() {
|
|
|
|
unsafe {
|
|
|
|
if let Some(rect) = &rect {
|
|
|
|
gl.gl.Enable(gl::SCISSOR_TEST);
|
2022-01-16 01:35:36 +00:00
|
|
|
gl.gl.Scissor(
|
|
|
|
rect.left as GLint,
|
|
|
|
self.imgui_data.last_size.1 as GLint - rect.bottom as GLint,
|
|
|
|
rect.width() as GLint,
|
|
|
|
rect.height() as GLint,
|
|
|
|
);
|
2022-01-05 10:42:39 +00:00
|
|
|
} else {
|
|
|
|
gl.gl.Disable(gl::SCISSOR_TEST);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
Ok(())
|
|
|
|
} else {
|
|
|
|
Err(RenderError("No OpenGL context available!".to_string()))
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-02-24 08:28:47 +00:00
|
|
|
fn imgui(&self) -> GameResult<&mut imgui::Context> {
|
|
|
|
unsafe { Ok(&mut *self.imgui.get()) }
|
|
|
|
}
|
|
|
|
|
2022-01-05 10:42:39 +00:00
|
|
|
fn imgui_texture_id(&self, texture: &Box<dyn BackendTexture>) -> GameResult<TextureId> {
|
|
|
|
let gl_texture = texture
|
|
|
|
.as_any()
|
|
|
|
.downcast_ref::<OpenGLTexture>()
|
2022-01-17 22:29:30 +00:00
|
|
|
.ok_or_else(|| RenderError("This texture was not created by OpenGL backend.".to_string()))?;
|
2022-01-05 10:42:39 +00:00
|
|
|
|
|
|
|
Ok(TextureId::new(gl_texture.texture_id as usize))
|
|
|
|
}
|
|
|
|
|
2022-01-08 05:57:04 +00:00
|
|
|
fn prepare_imgui(&mut self, _ui: &Ui) -> GameResult {
|
|
|
|
Ok(())
|
|
|
|
}
|
|
|
|
|
2021-02-24 08:28:47 +00:00
|
|
|
fn render_imgui(&mut self, draw_data: &DrawData) -> GameResult {
|
|
|
|
// https://github.com/michaelfairley/rust-imgui-opengl-renderer
|
|
|
|
if let Some((_, gl)) = self.get_context() {
|
|
|
|
unsafe {
|
|
|
|
gl.gl.ActiveTexture(gl::TEXTURE0);
|
|
|
|
gl.gl.Enable(gl::BLEND);
|
|
|
|
gl.gl.BlendEquation(gl::FUNC_ADD);
|
|
|
|
gl.gl.BlendFunc(gl::SRC_ALPHA, gl::ONE_MINUS_SRC_ALPHA);
|
|
|
|
gl.gl.Disable(gl::CULL_FACE);
|
|
|
|
gl.gl.Disable(gl::DEPTH_TEST);
|
|
|
|
gl.gl.Enable(gl::SCISSOR_TEST);
|
|
|
|
|
|
|
|
let imgui = self.imgui()?;
|
|
|
|
let [width, height] = imgui.io().display_size;
|
|
|
|
let [scale_w, scale_h] = imgui.io().display_framebuffer_scale;
|
|
|
|
|
|
|
|
let fb_width = width * scale_w;
|
|
|
|
let fb_height = height * scale_h;
|
|
|
|
|
|
|
|
gl.gl.Viewport(0, 0, fb_width as _, fb_height as _);
|
|
|
|
let matrix = [
|
|
|
|
[2.0 / width as f32, 0.0, 0.0, 0.0],
|
|
|
|
[0.0, 2.0 / -(height as f32), 0.0, 0.0],
|
|
|
|
[0.0, 0.0, -1.0, 0.0],
|
|
|
|
[-1.0, 1.0, 0.0, 1.0],
|
|
|
|
];
|
2021-06-20 19:41:09 +00:00
|
|
|
|
2021-05-02 00:08:24 +00:00
|
|
|
gl.gl.UseProgram(self.imgui_data.program_tex);
|
|
|
|
gl.gl.Uniform1i(self.imgui_data.tex_locs.texture, 0);
|
|
|
|
gl.gl.UniformMatrix4fv(self.imgui_data.tex_locs.proj_mtx, 1, gl::FALSE, matrix.as_ptr() as _);
|
2021-02-24 08:28:47 +00:00
|
|
|
|
|
|
|
if gl.gl.BindSampler.is_loaded() {
|
|
|
|
gl.gl.BindSampler(0, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
// let vao = return_param(|x| gl.gl.GenVertexArrays(1, x));
|
|
|
|
//gl.gl.BindVertexArray(vao);
|
|
|
|
gl.gl.BindBuffer(gl::ARRAY_BUFFER, self.imgui_data.vbo);
|
2021-05-02 00:08:24 +00:00
|
|
|
gl.gl.EnableVertexAttribArray(self.imgui_data.tex_locs.position);
|
|
|
|
gl.gl.EnableVertexAttribArray(self.imgui_data.tex_locs.uv);
|
|
|
|
gl.gl.EnableVertexAttribArray(self.imgui_data.tex_locs.color);
|
2021-02-24 08:28:47 +00:00
|
|
|
|
|
|
|
gl.gl.VertexAttribPointer(
|
2021-05-02 00:08:24 +00:00
|
|
|
self.imgui_data.tex_locs.position,
|
2021-02-24 08:28:47 +00:00
|
|
|
2,
|
|
|
|
gl::FLOAT,
|
|
|
|
gl::FALSE,
|
|
|
|
mem::size_of::<DrawVert>() as _,
|
|
|
|
field_offset::<DrawVert, _, _>(|v| &v.pos) as _,
|
|
|
|
);
|
|
|
|
|
|
|
|
gl.gl.VertexAttribPointer(
|
2021-05-02 00:08:24 +00:00
|
|
|
self.imgui_data.tex_locs.uv,
|
2021-02-24 08:28:47 +00:00
|
|
|
2,
|
|
|
|
gl::FLOAT,
|
|
|
|
gl::FALSE,
|
|
|
|
mem::size_of::<DrawVert>() as _,
|
|
|
|
field_offset::<DrawVert, _, _>(|v| &v.uv) as _,
|
|
|
|
);
|
|
|
|
|
|
|
|
gl.gl.VertexAttribPointer(
|
2021-05-02 00:08:24 +00:00
|
|
|
self.imgui_data.tex_locs.color,
|
2021-02-24 08:28:47 +00:00
|
|
|
4,
|
|
|
|
gl::UNSIGNED_BYTE,
|
|
|
|
gl::TRUE,
|
|
|
|
mem::size_of::<DrawVert>() as _,
|
|
|
|
field_offset::<DrawVert, _, _>(|v| &v.col) as _,
|
|
|
|
);
|
|
|
|
|
|
|
|
for draw_list in draw_data.draw_lists() {
|
|
|
|
let vtx_buffer = draw_list.vtx_buffer();
|
|
|
|
let idx_buffer = draw_list.idx_buffer();
|
|
|
|
|
|
|
|
gl.gl.BindBuffer(gl::ARRAY_BUFFER, self.imgui_data.vbo);
|
|
|
|
gl.gl.BufferData(
|
|
|
|
gl::ARRAY_BUFFER,
|
|
|
|
(vtx_buffer.len() * mem::size_of::<DrawVert>()) as _,
|
|
|
|
vtx_buffer.as_ptr() as _,
|
|
|
|
gl::STREAM_DRAW,
|
|
|
|
);
|
|
|
|
|
|
|
|
gl.gl.BindBuffer(gl::ELEMENT_ARRAY_BUFFER, self.imgui_data.ebo);
|
|
|
|
gl.gl.BufferData(
|
|
|
|
gl::ELEMENT_ARRAY_BUFFER,
|
|
|
|
(idx_buffer.len() * mem::size_of::<DrawIdx>()) as _,
|
|
|
|
idx_buffer.as_ptr() as _,
|
|
|
|
gl::STREAM_DRAW,
|
|
|
|
);
|
|
|
|
|
|
|
|
for cmd in draw_list.commands() {
|
|
|
|
match cmd {
|
|
|
|
DrawCmd::Elements {
|
|
|
|
count,
|
|
|
|
cmd_params: DrawCmdParams { clip_rect: [x, y, z, w], texture_id, idx_offset, .. },
|
|
|
|
} => {
|
|
|
|
gl.gl.BindTexture(gl::TEXTURE_2D, texture_id.id() as _);
|
|
|
|
|
|
|
|
gl.gl.Scissor(
|
|
|
|
(x * scale_w) as GLint,
|
|
|
|
(fb_height - w * scale_h) as GLint,
|
|
|
|
((z - x) * scale_w) as GLint,
|
|
|
|
((w - y) * scale_h) as GLint,
|
|
|
|
);
|
|
|
|
|
|
|
|
let idx_size =
|
|
|
|
if mem::size_of::<DrawIdx>() == 2 { gl::UNSIGNED_SHORT } else { gl::UNSIGNED_INT };
|
|
|
|
|
|
|
|
gl.gl.DrawElements(
|
|
|
|
gl::TRIANGLES,
|
|
|
|
count as _,
|
|
|
|
idx_size,
|
|
|
|
(idx_offset * mem::size_of::<DrawIdx>()) as _,
|
|
|
|
);
|
|
|
|
}
|
|
|
|
DrawCmd::ResetRenderState => {}
|
|
|
|
DrawCmd::RawCallback { .. } => {}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-04-14 10:09:40 +00:00
|
|
|
gl.gl.Disable(gl::SCISSOR_TEST);
|
2021-02-24 08:28:47 +00:00
|
|
|
//gl.gl.DeleteVertexArrays(1, &vao);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
Ok(())
|
|
|
|
}
|
2021-06-20 19:41:09 +00:00
|
|
|
|
2022-01-05 10:42:39 +00:00
|
|
|
fn supports_vertex_draw(&self) -> bool {
|
|
|
|
true
|
|
|
|
}
|
|
|
|
|
2021-06-20 19:41:09 +00:00
|
|
|
fn draw_triangle_list(
|
|
|
|
&mut self,
|
|
|
|
vertices: Vec<VertexData>,
|
|
|
|
texture: Option<&Box<dyn BackendTexture>>,
|
|
|
|
shader: BackendShader,
|
|
|
|
) -> GameResult<()> {
|
2022-01-05 10:42:39 +00:00
|
|
|
self.draw_arrays(gl::TRIANGLES, vertices, texture, shader)
|
2021-12-02 05:57:44 +00:00
|
|
|
}
|
2021-06-20 19:41:09 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
impl OpenGLRenderer {
|
2022-01-05 10:42:39 +00:00
|
|
|
fn draw_arrays(
|
2021-06-20 19:41:09 +00:00
|
|
|
&mut self,
|
|
|
|
vert_type: GLenum,
|
|
|
|
vertices: Vec<VertexData>,
|
|
|
|
texture: Option<&Box<dyn BackendTexture>>,
|
|
|
|
shader: BackendShader,
|
|
|
|
) -> GameResult<()> {
|
2022-01-17 22:29:30 +00:00
|
|
|
if vertices.is_empty() {
|
2021-06-20 19:41:09 +00:00
|
|
|
return Ok(());
|
|
|
|
}
|
|
|
|
|
2021-10-14 07:43:17 +00:00
|
|
|
let texture_id = if let Some(texture) = texture {
|
2022-01-05 10:42:39 +00:00
|
|
|
let gl_texture = texture
|
|
|
|
.as_any()
|
|
|
|
.downcast_ref::<OpenGLTexture>()
|
2022-01-17 22:29:30 +00:00
|
|
|
.ok_or_else(|| RenderError("This texture was not created by OpenGL backend.".to_string()))?;
|
2022-01-05 10:42:39 +00:00
|
|
|
|
2021-10-14 07:43:17 +00:00
|
|
|
gl_texture.texture_id
|
|
|
|
} else {
|
|
|
|
0
|
|
|
|
};
|
|
|
|
|
2022-01-05 10:42:39 +00:00
|
|
|
unsafe { self.draw_arrays_tex_id(vert_type, vertices, texture_id, shader) }
|
2021-10-14 07:43:17 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
unsafe fn draw_arrays_tex_id(
|
|
|
|
&mut self,
|
|
|
|
vert_type: GLenum,
|
|
|
|
vertices: Vec<VertexData>,
|
|
|
|
texture: u32,
|
|
|
|
shader: BackendShader,
|
|
|
|
) -> GameResult<()> {
|
2022-01-17 22:29:30 +00:00
|
|
|
if let Some(gl) = &GL_PROC {
|
2021-06-20 19:41:09 +00:00
|
|
|
match shader {
|
|
|
|
BackendShader::Fill => {
|
|
|
|
gl.gl.UseProgram(self.imgui_data.program_fill);
|
|
|
|
gl.gl.BindBuffer(gl::ARRAY_BUFFER, self.imgui_data.vbo);
|
|
|
|
gl.gl.EnableVertexAttribArray(self.imgui_data.fill_locs.position);
|
|
|
|
gl.gl.EnableVertexAttribArray(self.imgui_data.fill_locs.uv);
|
|
|
|
gl.gl.EnableVertexAttribArray(self.imgui_data.fill_locs.color);
|
|
|
|
|
|
|
|
gl.gl.VertexAttribPointer(
|
|
|
|
self.imgui_data.fill_locs.position,
|
|
|
|
2,
|
|
|
|
gl::FLOAT,
|
|
|
|
gl::FALSE,
|
|
|
|
mem::size_of::<VertexData>() as _,
|
|
|
|
field_offset::<VertexData, _, _>(|v| &v.position) as _,
|
|
|
|
);
|
|
|
|
|
|
|
|
gl.gl.VertexAttribPointer(
|
|
|
|
self.imgui_data.fill_locs.uv,
|
|
|
|
2,
|
|
|
|
gl::FLOAT,
|
|
|
|
gl::FALSE,
|
|
|
|
mem::size_of::<VertexData>() as _,
|
|
|
|
field_offset::<VertexData, _, _>(|v| &v.uv) as _,
|
|
|
|
);
|
|
|
|
|
|
|
|
gl.gl.VertexAttribPointer(
|
|
|
|
self.imgui_data.fill_locs.color,
|
|
|
|
4,
|
|
|
|
gl::UNSIGNED_BYTE,
|
|
|
|
gl::TRUE,
|
|
|
|
mem::size_of::<VertexData>() as _,
|
|
|
|
field_offset::<VertexData, _, _>(|v| &v.color) as _,
|
|
|
|
);
|
|
|
|
}
|
|
|
|
BackendShader::Texture => {
|
|
|
|
gl.gl.UseProgram(self.imgui_data.program_tex);
|
|
|
|
gl.gl.BindBuffer(gl::ARRAY_BUFFER, self.imgui_data.vbo);
|
|
|
|
gl.gl.EnableVertexAttribArray(self.imgui_data.tex_locs.position);
|
|
|
|
gl.gl.EnableVertexAttribArray(self.imgui_data.tex_locs.uv);
|
|
|
|
gl.gl.EnableVertexAttribArray(self.imgui_data.tex_locs.color);
|
|
|
|
|
|
|
|
gl.gl.VertexAttribPointer(
|
|
|
|
self.imgui_data.tex_locs.position,
|
|
|
|
2,
|
|
|
|
gl::FLOAT,
|
|
|
|
gl::FALSE,
|
|
|
|
mem::size_of::<VertexData>() as _,
|
|
|
|
field_offset::<VertexData, _, _>(|v| &v.position) as _,
|
|
|
|
);
|
|
|
|
|
|
|
|
gl.gl.VertexAttribPointer(
|
|
|
|
self.imgui_data.tex_locs.uv,
|
|
|
|
2,
|
|
|
|
gl::FLOAT,
|
|
|
|
gl::FALSE,
|
|
|
|
mem::size_of::<VertexData>() as _,
|
|
|
|
field_offset::<VertexData, _, _>(|v| &v.uv) as _,
|
|
|
|
);
|
|
|
|
|
|
|
|
gl.gl.VertexAttribPointer(
|
|
|
|
self.imgui_data.tex_locs.color,
|
|
|
|
4,
|
|
|
|
gl::UNSIGNED_BYTE,
|
|
|
|
gl::TRUE,
|
|
|
|
mem::size_of::<VertexData>() as _,
|
|
|
|
field_offset::<VertexData, _, _>(|v| &v.color) as _,
|
|
|
|
);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-10-14 07:43:17 +00:00
|
|
|
gl.gl.BindTexture(gl::TEXTURE_2D, texture);
|
2021-06-20 19:41:09 +00:00
|
|
|
gl.gl.BufferData(
|
|
|
|
gl::ARRAY_BUFFER,
|
|
|
|
(vertices.len() * mem::size_of::<VertexData>()) as _,
|
|
|
|
vertices.as_ptr() as _,
|
|
|
|
gl::STREAM_DRAW,
|
|
|
|
);
|
|
|
|
|
|
|
|
gl.gl.DrawArrays(vert_type, 0, vertices.len() as _);
|
|
|
|
|
|
|
|
gl.gl.BindTexture(gl::TEXTURE_2D, 0);
|
|
|
|
gl.gl.BindBuffer(gl::ARRAY_BUFFER, 0);
|
|
|
|
|
|
|
|
Ok(())
|
|
|
|
} else {
|
|
|
|
Err(RenderError("No OpenGL context available!".to_string()))
|
|
|
|
}
|
|
|
|
}
|
2021-02-24 08:28:47 +00:00
|
|
|
}
|
|
|
|
|
2021-04-14 10:09:40 +00:00
|
|
|
impl Drop for OpenGLRenderer {
|
2021-02-24 08:28:47 +00:00
|
|
|
fn drop(&mut self) {
|
|
|
|
*self.context_active.as_ref().borrow_mut() = false;
|
|
|
|
}
|
|
|
|
}
|