doukutsu-rs/src/framework/backend_opengl.rs

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2021-02-24 08:28:47 +00:00
use std::cell::{RefCell, UnsafeCell};
use std::ffi::CStr;
use std::mem;
use std::rc::Rc;
use std::sync::Arc;
use glutin::event::{Event, TouchPhase, WindowEvent};
use glutin::event_loop::{ControlFlow, EventLoop};
use glutin::window::WindowBuilder;
use glutin::{Api, ContextBuilder, GlProfile, GlRequest, PossiblyCurrent, WindowedContext};
use imgui::{DrawCmd, DrawCmdParams, DrawData, DrawIdx, DrawVert};
use jni::sys::jintArray;
use gl::types::*;
use crate::common::{Color, Rect};
use crate::framework::backend::{Backend, BackendEventLoop, BackendRenderer, BackendTexture, SpriteBatchCommand};
use crate::framework::context::Context;
use crate::framework::error::GameError::RenderError;
use crate::framework::error::{GameError, GameResult};
use crate::framework::gl;
use crate::framework::graphics::BlendMode;
use crate::input::touch_controls::TouchPoint;
use crate::{Game, GAME_SUSPENDED};
pub struct GlutinBackend;
impl GlutinBackend {
pub fn new() -> GameResult<Box<dyn Backend>> {
Ok(Box::new(GlutinBackend))
}
}
impl Backend for GlutinBackend {
fn create_event_loop(&self) -> GameResult<Box<dyn BackendEventLoop>> {
#[cfg(target_os = "android")]
loop {
match ndk_glue::native_window().as_ref() {
Some(_) => {
log::info!("NativeWindow Found: {:?}", ndk_glue::native_window());
break;
}
None => (),
}
}
Ok(Box::new(GlutinEventLoop { refs: Rc::new(UnsafeCell::new(None)) }))
}
}
pub struct GlutinEventLoop {
refs: Rc<UnsafeCell<Option<WindowedContext<PossiblyCurrent>>>>,
}
impl GlutinEventLoop {
fn get_context(&self, event_loop: &EventLoop<()>) -> &mut WindowedContext<PossiblyCurrent> {
let mut refs = unsafe { &mut *self.refs.get() };
if refs.is_none() {
let window = WindowBuilder::new();
let windowed_context = ContextBuilder::new()
.with_gl(GlRequest::Specific(Api::OpenGlEs, (2, 0)))
.with_gl_profile(GlProfile::Core)
.with_gl_debug_flag(false)
.with_pixel_format(24, 8)
.with_vsync(true)
.build_windowed(window, event_loop)
.unwrap();
let windowed_context = unsafe { windowed_context.make_current().unwrap() };
#[cfg(target_os = "android")]
if let Some(nwin) = ndk_glue::native_window().as_ref() {
unsafe {
windowed_context.surface_created(nwin.ptr().as_ptr() as *mut std::ffi::c_void);
}
}
refs.replace(windowed_context);
}
refs.as_mut().unwrap()
}
}
#[cfg(target_os = "android")]
fn request_android_redraw() {
match ndk_glue::native_window().as_ref() {
Some(native_window) => {
let a_native_window: *mut ndk_sys::ANativeWindow = native_window.ptr().as_ptr();
let a_native_activity: *mut ndk_sys::ANativeActivity = ndk_glue::native_activity().ptr().as_ptr();
unsafe {
match (*(*a_native_activity).callbacks).onNativeWindowRedrawNeeded {
Some(callback) => callback(a_native_activity, a_native_window),
None => (),
};
};
}
None => (),
}
}
#[cfg(target_os = "android")]
fn get_insets() -> GameResult<(f32, f32, f32, f32)> {
unsafe {
let vm_ptr = ndk_glue::native_activity().vm();
let vm = unsafe { jni::JavaVM::from_raw(vm_ptr) }?;
let vm_env = vm.attach_current_thread()?;
//let class = vm_env.find_class("io/github/doukutsu_rs/MainActivity")?;
let class = vm_env.new_global_ref(ndk_glue::native_activity().activity())?;
let field = vm_env.get_field(class.as_obj(), "displayInsets", "[I")?.to_jni().l as jni::sys::jintArray;
let mut elements = [0; 4];
vm_env.get_int_array_region(field, 0, &mut elements)?;
Ok((elements[0] as f32, elements[1] as f32, elements[2] as f32, elements[3] as f32))
}
}
impl BackendEventLoop for GlutinEventLoop {
fn run(&mut self, game: &mut Game, ctx: &mut Context) {
let event_loop = EventLoop::new();
let state_ref = unsafe { &mut *game.state.get() };
let window: &'static mut WindowedContext<PossiblyCurrent> =
unsafe { std::mem::transmute(self.get_context(&event_loop)) };
{
let size = window.window().inner_size();
ctx.screen_size = (size.width.max(1) as f32, size.height.max(1) as f32);
state_ref.handle_resize(ctx).unwrap();
}
// it won't ever return
let (game, ctx): (&'static mut Game, &'static mut Context) =
unsafe { (std::mem::transmute(game), std::mem::transmute(ctx)) };
event_loop.run(move |event, _, control_flow| {
*control_flow = ControlFlow::Wait;
match event {
Event::WindowEvent { event: WindowEvent::CloseRequested, window_id }
if window_id == window.window().id() =>
{
state_ref.shutdown();
}
Event::Resumed => {
println!("resumed!");
{
let mut mutex = GAME_SUSPENDED.lock().unwrap();
*mutex = false;
}
#[cfg(target_os = "android")]
if let Some(nwin) = ndk_glue::native_window().as_ref() {
state_ref.graphics_reset();
unsafe {
window.surface_created(nwin.ptr().as_ptr() as *mut std::ffi::c_void);
request_android_redraw();
}
}
}
Event::Suspended => {
println!("suspended!");
{
let mut mutex = GAME_SUSPENDED.lock().unwrap();
*mutex = true;
}
#[cfg(target_os = "android")]
unsafe {
window.surface_destroyed();
}
}
Event::WindowEvent { event: WindowEvent::Resized(size), window_id }
if window_id == window.window().id() =>
{
if let Some(renderer) = ctx.renderer.as_ref() {
if let Ok(imgui) = renderer.imgui() {
imgui.io_mut().display_size = [size.width as f32, size.height as f32];
}
ctx.screen_size = (size.width as f32, size.height as f32);
state_ref.handle_resize(ctx).unwrap();
}
}
Event::WindowEvent { event: WindowEvent::Touch(touch), window_id }
if window_id == window.window().id() =>
{
let mut controls = &mut state_ref.touch_controls;
let scale = state_ref.scale as f64;
match touch.phase {
TouchPhase::Started | TouchPhase::Moved => {
if let Some(point) = controls.points.iter_mut().find(|p| p.id == touch.id) {
point.last_position = point.position;
point.position = (touch.location.x / scale, touch.location.y / scale);
} else {
controls.touch_id_counter = controls.touch_id_counter.wrapping_add(1);
let point = TouchPoint {
id: touch.id,
touch_id: controls.touch_id_counter,
position: (touch.location.x / scale, touch.location.y / scale),
last_position: (0.0, 0.0),
};
controls.points.push(point);
if touch.phase == TouchPhase::Started {
controls.clicks.push(point);
}
}
}
TouchPhase::Ended | TouchPhase::Cancelled => {
controls.points.retain(|p| p.id != touch.id);
controls.clicks.retain(|p| p.id != touch.id);
}
}
}
Event::RedrawRequested(id) if id == window.window().id() => {
{
let mutex = GAME_SUSPENDED.lock().unwrap();
if *mutex {
return;
}
}
#[cfg(not(target_os = "android"))]
{
if let Err(err) = game.draw(ctx) {
log::error!("Failed to draw frame: {}", err);
}
window.window().request_redraw();
}
#[cfg(target_os = "android")]
request_android_redraw();
}
Event::MainEventsCleared => {
if state_ref.shutdown {
log::info!("Shutting down...");
*control_flow = ControlFlow::Exit;
return;
}
{
let mutex = GAME_SUSPENDED.lock().unwrap();
if *mutex {
return;
}
}
game.update(ctx).unwrap();
#[cfg(target_os = "android")]
{
match get_insets() {
Ok(insets) => {
ctx.screen_insets = insets;
}
Err(e) => {
log::error!("Failed to update insets: {}", e);
}
}
if let Err(err) = game.draw(ctx) {
log::error!("Failed to draw frame: {}", err);
}
}
if state_ref.next_scene.is_some() {
mem::swap(&mut game.scene, &mut state_ref.next_scene);
state_ref.next_scene = None;
game.scene.as_mut().unwrap().init(state_ref, ctx).unwrap();
game.loops = 0;
state_ref.frame_time = 0.0;
}
}
_ => (),
}
});
}
fn new_renderer(&self) -> GameResult<Box<dyn BackendRenderer>> {
let mut imgui = imgui::Context::create();
imgui.io_mut().display_size = [640.0, 480.0];
Ok(Box::new(GlutinRenderer {
refs: self.refs.clone(),
imgui: UnsafeCell::new(imgui),
imgui_data: ImguiData::new(),
context_active: Arc::new(RefCell::new(true)),
}))
}
}
pub struct GlutinTexture {
width: u16,
height: u16,
texture_id: u32,
locs: Locs,
vbo: GLuint,
vertices: Vec<VertexData>,
context_active: Arc<RefCell<bool>>,
}
#[repr(C)]
#[derive(Copy, Clone)]
struct VertexData {
position: (f32, f32),
uv: (f32, f32),
color: (u8, u8, u8, u8),
}
impl BackendTexture for GlutinTexture {
fn dimensions(&self) -> (u16, u16) {
(self.width, self.height)
}
fn add(&mut self, command: SpriteBatchCommand) {
let (tex_scale_x, tex_scale_y) = (1.0 / self.width as f32, 1.0 / self.height as f32);
match command {
SpriteBatchCommand::DrawRect(src, dest) => {
let vertices = [
VertexData {
position: (dest.left, dest.bottom),
uv: (src.left * tex_scale_x, src.bottom * tex_scale_y),
color: (255, 255, 255, 255),
},
VertexData {
position: (dest.left, dest.top),
uv: (src.left * tex_scale_x, src.top * tex_scale_y),
color: (255, 255, 255, 255),
},
VertexData {
position: (dest.right, dest.top),
uv: (src.right * tex_scale_x, src.top * tex_scale_y),
color: (255, 255, 255, 255),
},
VertexData {
position: (dest.left, dest.bottom),
uv: (src.left * tex_scale_x, src.bottom * tex_scale_y),
color: (255, 255, 255, 255),
},
VertexData {
position: (dest.right, dest.top),
uv: (src.right * tex_scale_x, src.top * tex_scale_y),
color: (255, 255, 255, 255),
},
VertexData {
position: (dest.right, dest.bottom),
uv: (src.right * tex_scale_x, src.bottom * tex_scale_y),
color: (255, 255, 255, 255),
},
];
self.vertices.extend_from_slice(&vertices);
}
SpriteBatchCommand::DrawRectFlip(mut src, dest, flip_x, flip_y) => {
if flip_x {
std::mem::swap(&mut src.left, &mut src.right);
}
if flip_y {
std::mem::swap(&mut src.top, &mut src.bottom);
}
let vertices = [
VertexData {
position: (dest.left, dest.bottom),
uv: (src.left * tex_scale_x, src.bottom * tex_scale_y),
color: (255, 255, 255, 255),
},
VertexData {
position: (dest.left, dest.top),
uv: (src.left * tex_scale_x, src.top * tex_scale_y),
color: (255, 255, 255, 255),
},
VertexData {
position: (dest.right, dest.top),
uv: (src.right * tex_scale_x, src.top * tex_scale_y),
color: (255, 255, 255, 255),
},
VertexData {
position: (dest.left, dest.bottom),
uv: (src.left * tex_scale_x, src.bottom * tex_scale_y),
color: (255, 255, 255, 255),
},
VertexData {
position: (dest.right, dest.top),
uv: (src.right * tex_scale_x, src.top * tex_scale_y),
color: (255, 255, 255, 255),
},
VertexData {
position: (dest.right, dest.bottom),
uv: (src.right * tex_scale_x, src.bottom * tex_scale_y),
color: (255, 255, 255, 255),
},
];
self.vertices.extend_from_slice(&vertices);
}
SpriteBatchCommand::DrawRectTinted(src, dest, color) => {
let color = color.to_rgba();
let vertices = [
VertexData {
position: (dest.left, dest.bottom),
uv: (src.left * tex_scale_x, src.bottom * tex_scale_y),
color,
},
VertexData {
position: (dest.left, dest.top),
uv: (src.left * tex_scale_x, src.top * tex_scale_y),
color,
},
VertexData {
position: (dest.right, dest.top),
uv: (src.right * tex_scale_x, src.top * tex_scale_y),
color,
},
VertexData {
position: (dest.left, dest.bottom),
uv: (src.left * tex_scale_x, src.bottom * tex_scale_y),
color,
},
VertexData {
position: (dest.right, dest.top),
uv: (src.right * tex_scale_x, src.top * tex_scale_y),
color,
},
VertexData {
position: (dest.right, dest.bottom),
uv: (src.right * tex_scale_x, src.bottom * tex_scale_y),
color,
},
];
self.vertices.extend_from_slice(&vertices);
}
}
}
fn clear(&mut self) {
self.vertices.clear();
}
fn draw(&mut self) -> GameResult {
unsafe {
if let Some(gl) = GL_PROC.as_ref() {
if self.texture_id == 0 {
return Ok(());
}
if gl.gl.BindSampler.is_loaded() {
gl.gl.BindSampler(0, 0);
}
gl.gl.Enable(gl::TEXTURE_2D);
gl.gl.Enable(gl::BLEND);
gl.gl.Disable(gl::DEPTH_TEST);
gl.gl.BindTexture(gl::TEXTURE_2D, self.texture_id);
gl.gl.BindBuffer(gl::ARRAY_BUFFER, self.vbo);
gl.gl.EnableVertexAttribArray(self.locs.position);
gl.gl.EnableVertexAttribArray(self.locs.uv);
gl.gl.EnableVertexAttribArray(self.locs.color);
gl.gl.VertexAttribPointer(
self.locs.position,
2,
gl::FLOAT,
gl::FALSE,
mem::size_of::<VertexData>() as _,
field_offset::<VertexData, _, _>(|v| &v.position) as _,
);
gl.gl.VertexAttribPointer(
self.locs.uv,
2,
gl::FLOAT,
gl::FALSE,
mem::size_of::<VertexData>() as _,
field_offset::<VertexData, _, _>(|v| &v.uv) as _,
);
gl.gl.VertexAttribPointer(
self.locs.color,
4,
gl::UNSIGNED_BYTE,
gl::TRUE,
mem::size_of::<VertexData>() as _,
field_offset::<VertexData, _, _>(|v| &v.color) as _,
);
gl.gl.BindBuffer(gl::ARRAY_BUFFER, self.vbo);
gl.gl.BufferData(
gl::ARRAY_BUFFER,
(self.vertices.len() * mem::size_of::<VertexData>()) as _,
self.vertices.as_ptr() as _,
gl::STREAM_DRAW,
);
gl.gl.DrawArrays(gl::TRIANGLES, 0, self.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()))
}
}
}
}
impl Drop for GlutinTexture {
fn drop(&mut self) {
if *self.context_active.as_ref().borrow() {
unsafe {
if let Some(gl) = GL_PROC.as_ref() {
let texture_id = &self.texture_id;
gl.gl.DeleteTextures(1, texture_id as *const _);
}
}
}
}
}
fn check_shader_compile_status(shader: u32, gl: &Gl) -> bool {
unsafe {
let mut status: GLint = 0;
gl.gl.GetShaderiv(shader, gl::COMPILE_STATUS, (&mut status) as *mut _);
if status == (gl::FALSE as GLint) {
let mut max_length: GLint = 0;
let mut msg_length: GLsizei = 0;
gl.gl.GetShaderiv(shader, gl::INFO_LOG_LENGTH, (&mut max_length) as *mut _);
let mut data: Vec<u8> = vec![0; max_length as usize];
gl.gl.GetShaderInfoLog(
shader,
max_length as GLsizei,
(&mut msg_length) as *mut _,
data.as_mut_ptr() as *mut _,
);
let data = String::from_utf8_lossy(&data);
log::error!("Failed to compile shader {}: {}", shader, data);
return false;
}
}
true
}
const IMGUI_SHADER_VERT: &str = r"
#version 100
precision mediump float;
uniform mat4 ProjMtx;
attribute vec2 Position;
attribute vec2 UV;
attribute vec4 Color;
varying vec2 Frag_UV;
varying vec4 Frag_Color;
void main()
{
Frag_UV = UV;
Frag_Color = Color;
gl_Position = ProjMtx * vec4(Position.xy, 0.0, 1.0);
}
";
const IMGUI_SHADER_FRAG: &str = r"
#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);
}
";
#[derive(Copy, Clone)]
struct Locs {
texture: GLint,
proj_mtx: GLint,
position: GLuint,
uv: GLuint,
color: GLuint,
}
struct ImguiData {
initialized: bool,
program: GLuint,
locs: Locs,
vbo: GLuint,
ebo: GLuint,
font_texture: GLuint,
font_tex_size: (f32, f32),
}
impl ImguiData {
fn new() -> Self {
ImguiData {
initialized: false,
program: 0,
locs: Locs { texture: 0, proj_mtx: 0, position: 0, uv: 0, color: 0 },
vbo: 0,
ebo: 0,
font_texture: 0,
font_tex_size: (1.0, 1.0),
}
}
fn init(&mut self, imgui: &mut imgui::Context, gl: &Gl) {
self.initialized = true;
let vert_sources = [IMGUI_SHADER_VERT.as_ptr() as *const GLchar];
let frag_sources = [IMGUI_SHADER_FRAG.as_ptr() as *const GLchar];
let vert_sources_len = [IMGUI_SHADER_VERT.len() as GLint - 1];
let frag_sources_len = [IMGUI_SHADER_FRAG.len() as GLint - 1];
unsafe {
self.program = gl.gl.CreateProgram();
let vert_shader = gl.gl.CreateShader(gl::VERTEX_SHADER);
let frag_shader = gl.gl.CreateShader(gl::FRAGMENT_SHADER);
gl.gl.ShaderSource(vert_shader, 1, vert_sources.as_ptr(), vert_sources_len.as_ptr());
gl.gl.ShaderSource(frag_shader, 1, frag_sources.as_ptr(), frag_sources_len.as_ptr());
gl.gl.CompileShader(vert_shader);
gl.gl.CompileShader(frag_shader);
gl.gl.AttachShader(self.program, vert_shader);
gl.gl.AttachShader(self.program, frag_shader);
gl.gl.LinkProgram(self.program);
if !check_shader_compile_status(vert_shader, gl) {
gl.gl.DeleteShader(vert_shader);
}
if !check_shader_compile_status(frag_shader, gl) {
gl.gl.DeleteShader(frag_shader);
}
self.locs = Locs {
texture: gl.gl.GetUniformLocation(self.program, b"Texture\0".as_ptr() as _),
proj_mtx: gl.gl.GetUniformLocation(self.program, b"ProjMtx\0".as_ptr() as _),
position: gl.gl.GetAttribLocation(self.program, b"Position\0".as_ptr() as _) as _,
uv: gl.gl.GetAttribLocation(self.program, b"UV\0".as_ptr() as _) as _,
color: gl.gl.GetAttribLocation(self.program, b"Color\0".as_ptr() as _) as _,
};
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();
}
gl.gl.BindTexture(gl::TEXTURE_2D, current_texture as _);
}
}
}
pub struct GlutinRenderer {
refs: Rc<UnsafeCell<Option<WindowedContext<PossiblyCurrent>>>>,
imgui: UnsafeCell<imgui::Context>,
imgui_data: ImguiData,
context_active: Arc<RefCell<bool>>,
}
pub struct Gl {
pub gl: gl::Gles2,
}
static mut GL_PROC: Option<Gl> = None;
pub fn load_gl(gl_context: &glutin::Context<PossiblyCurrent>) -> &'static Gl {
unsafe {
if let Some(gl) = GL_PROC.as_ref() {
return gl;
}
let gl = gl::Gles2::load_with(|ptr| gl_context.get_proc_address(ptr) as *const _);
let version = unsafe {
let data = CStr::from_ptr(gl.GetString(gl::VERSION) as *const _).to_bytes().to_vec();
String::from_utf8(data).unwrap()
};
log::info!("OpenGL version {}", version);
GL_PROC = Some(Gl { gl });
GL_PROC.as_ref().unwrap()
}
}
impl GlutinRenderer {
fn get_context(&mut self) -> Option<(&mut WindowedContext<PossiblyCurrent>, &'static Gl)> {
let (refs, imgui) = unsafe { ((&mut *self.refs.get()).as_mut(), &mut *self.imgui.get()) };
refs.map(|context| {
let gl = load_gl(context);
if !self.imgui_data.initialized {
self.imgui_data.init(imgui, gl);
}
(context, gl)
})
}
}
fn field_offset<T, U, F: for<'a> FnOnce(&'a T) -> &'a U>(f: F) -> usize {
unsafe {
let instance = mem::zeroed::<T>();
let offset = {
let field: &U = f(&instance);
field as *const U as usize - &instance as *const T as usize
};
mem::forget(instance);
offset
}
}
fn return_param<T, F>(f: F) -> T
where
F: FnOnce(&mut T),
{
let mut val = unsafe { mem::zeroed() };
f(&mut val);
val
}
impl BackendRenderer for GlutinRenderer {
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 {
{
let mutex = GAME_SUSPENDED.lock().unwrap();
if *mutex {
return Ok(());
}
}
if let Some((context, gl)) = self.get_context() {
unsafe {
gl.gl.Finish();
}
context.swap_buffers().map_err(|e| RenderError(e.to_string()))?;
}
Ok(())
}
fn prepare_draw(&mut self, width: f32, height: f32) -> GameResult {
if let Some((_, gl)) = self.get_context() {
unsafe {
gl.gl.ActiveTexture(gl::TEXTURE0);
gl.gl.BlendEquation(gl::FUNC_ADD);
gl.gl.BlendFunc(gl::SRC_ALPHA, gl::ONE_MINUS_SRC_ALPHA);
gl.gl.Viewport(0, 0, width as _, height as _);
let matrix = [
[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],
];
gl.gl.BindBuffer(gl::ARRAY_BUFFER, 0);
gl.gl.BindBuffer(gl::ELEMENT_ARRAY_BUFFER, 0);
gl.gl.UseProgram(self.imgui_data.program);
gl.gl.Uniform1i(self.imgui_data.locs.texture, 0);
gl.gl.UniformMatrix4fv(self.imgui_data.locs.proj_mtx, 1, gl::FALSE, matrix.as_ptr() as _);
}
Ok(())
} else {
Err(RenderError("No OpenGL context available!".to_string()))
}
}
fn create_texture_mutable(&mut self, width: u16, height: u16) -> GameResult<Box<dyn BackendTexture>> {
Ok(Box::new(GlutinTexture {
texture_id: 0,
width,
height,
vertices: Vec::new(),
locs: self.imgui_data.locs,
vbo: self.imgui_data.vbo,
context_active: self.context_active.clone(),
}))
}
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);
Ok(Box::new(GlutinTexture {
texture_id,
width,
height,
vertices: Vec::new(),
locs: self.imgui_data.locs,
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 {
Ok(())
}
fn draw_rect(&mut self, rect: Rect<isize>, color: Color) -> GameResult {
unsafe {
if let Some(gl) = GL_PROC.as_ref() {
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);
}
gl.gl.BindBuffer(gl::ARRAY_BUFFER, self.imgui_data.vbo);
gl.gl.EnableVertexAttribArray(self.imgui_data.locs.position);
gl.gl.EnableVertexAttribArray(self.imgui_data.locs.uv);
gl.gl.EnableVertexAttribArray(self.imgui_data.locs.color);
gl.gl.VertexAttribPointer(
self.imgui_data.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.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.locs.color,
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()))
}
}
}
fn draw_outline_rect(&mut self, rect: Rect<isize>, line_width: usize, color: Color) -> GameResult {
Ok(())
}
fn imgui(&self) -> GameResult<&mut imgui::Context> {
unsafe { Ok(&mut *self.imgui.get()) }
}
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],
];
gl.gl.UseProgram(self.imgui_data.program);
gl.gl.Uniform1i(self.imgui_data.locs.texture, 0);
gl.gl.UniformMatrix4fv(self.imgui_data.locs.proj_mtx, 1, gl::FALSE, matrix.as_ptr() as _);
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);
gl.gl.EnableVertexAttribArray(self.imgui_data.locs.position);
gl.gl.EnableVertexAttribArray(self.imgui_data.locs.uv);
gl.gl.EnableVertexAttribArray(self.imgui_data.locs.color);
gl.gl.VertexAttribPointer(
self.imgui_data.locs.position,
2,
gl::FLOAT,
gl::FALSE,
mem::size_of::<DrawVert>() as _,
field_offset::<DrawVert, _, _>(|v| &v.pos) as _,
);
gl.gl.VertexAttribPointer(
self.imgui_data.locs.uv,
2,
gl::FLOAT,
gl::FALSE,
mem::size_of::<DrawVert>() as _,
field_offset::<DrawVert, _, _>(|v| &v.uv) as _,
);
gl.gl.VertexAttribPointer(
self.imgui_data.locs.color,
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 { .. } => {}
}
}
}
//gl.gl.DeleteVertexArrays(1, &vao);
}
}
Ok(())
}
}
impl Drop for GlutinRenderer {
fn drop(&mut self) {
*self.context_active.as_ref().borrow_mut() = false;
}
}