doukutsu-rs/src/framework/render_opengl.rs

1287 lines
47 KiB
Rust

use std::any::Any;
use std::cell::{RefCell, UnsafeCell};
use std::ffi::{c_void, CStr};
use std::hint::unreachable_unchecked;
use std::mem;
use std::mem::MaybeUninit;
use std::ptr::null;
use std::sync::Arc;
use imgui::{DrawCmd, DrawCmdParams, DrawData, DrawIdx, DrawVert, TextureId, Ui};
use crate::common::{Color, Rect};
use crate::framework::backend::{BackendRenderer, BackendShader, BackendTexture, SpriteBatchCommand, VertexData};
use crate::framework::context::Context;
use crate::framework::error::GameError;
use crate::framework::error::GameError::RenderError;
use crate::framework::error::GameResult;
use crate::framework::gl;
use crate::framework::gl::types::*;
use crate::framework::graphics::{BlendMode, VSyncMode};
use crate::framework::util::{field_offset, return_param};
use crate::game::GAME_SUSPENDED;
pub struct GLContext {
pub gles2_mode: bool,
pub is_sdl: bool,
pub get_proc_address: unsafe fn(user_data: &mut *mut c_void, name: &str) -> *const c_void,
pub swap_buffers: unsafe fn(user_data: &mut *mut c_void),
pub user_data: *mut c_void,
pub ctx: *mut Context,
}
pub struct OpenGLTexture {
width: u16,
height: u16,
texture_id: u32,
framebuffer_id: u32,
shader: RenderShader,
vbo: GLuint,
vertices: Vec<VertexData>,
context_active: Arc<RefCell<bool>>,
}
impl BackendTexture for OpenGLTexture {
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);
}
SpriteBatchCommand::DrawRectFlipTinted(mut src, dest, flip_x, flip_y, color) => {
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 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 {
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);
self.shader.bind_attrib_pointer(gl, self.vbo);
gl.gl.BindTexture(gl::TEXTURE_2D, self.texture_id);
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()))
}
}
}
fn as_any(&self) -> &dyn Any {
self
}
}
impl Drop for OpenGLTexture {
fn drop(&mut self) {
if *self.context_active.as_ref().borrow() {
unsafe {
if let Some(gl) = &GL_PROC {
if self.texture_id != 0 {
let texture_id = &self.texture_id;
gl.gl.DeleteTextures(1, texture_id as *const _);
}
if self.framebuffer_id != 0 {}
}
}
}
}
}
fn check_shader_compile_status(shader: u32, gl: &Gl) -> GameResult {
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);
return Err(GameError::RenderError(format!("Failed to compile shader {}: {}", shader, data)));
}
}
Ok(())
}
const VERTEX_SHADER_BASIC: &str = include_str!("shaders/opengl/vertex_basic_110.glsl");
const FRAGMENT_SHADER_TEXTURED: &str = include_str!("shaders/opengl/fragment_textured_110.glsl");
const FRAGMENT_SHADER_COLOR: &str = include_str!("shaders/opengl/fragment_color_110.glsl");
const FRAGMENT_SHADER_WATER: &str = include_str!("shaders/opengl/fragment_water_110.glsl");
const VERTEX_SHADER_BASIC_GLES: &str = include_str!("shaders/opengles/vertex_basic_100.glsl");
const FRAGMENT_SHADER_TEXTURED_GLES: &str = include_str!("shaders/opengles/fragment_textured_100.glsl");
const FRAGMENT_SHADER_COLOR_GLES: &str = include_str!("shaders/opengles/fragment_color_100.glsl");
#[derive(Copy, Clone)]
struct RenderShader {
program_id: GLuint,
texture: GLint,
proj_mtx: GLint,
scale: GLint,
time: GLint,
frame_offset: GLint,
position: GLuint,
uv: GLuint,
color: GLuint,
}
impl Default for RenderShader {
fn default() -> Self {
Self {
program_id: 0,
texture: 0,
proj_mtx: 0,
scale: 0,
time: 0,
frame_offset: 0,
position: 0,
uv: 0,
color: 0,
}
}
}
impl RenderShader {
fn compile(gl: &Gl, vertex_shader: &str, fragment_shader: &str) -> GameResult<RenderShader> {
let mut shader = RenderShader::default();
unsafe {
shader.program_id = gl.gl.CreateProgram();
unsafe fn cleanup(shader: &mut RenderShader, gl: &Gl, vert: GLuint, frag: GLuint) {
if vert != 0 {
gl.gl.DeleteShader(vert);
}
if frag != 0 {
gl.gl.DeleteShader(frag);
}
if shader.program_id != 0 {
gl.gl.DeleteProgram(shader.program_id);
shader.program_id = 0;
}
*shader = RenderShader::default();
}
let vert_shader = gl.gl.CreateShader(gl::VERTEX_SHADER);
let frag_shader = gl.gl.CreateShader(gl::FRAGMENT_SHADER);
let vert_sources = [vertex_shader.as_ptr() as *const GLchar];
let frag_sources = [fragment_shader.as_ptr() as *const GLchar];
let vert_sources_len = [vertex_shader.len() as GLint - 1];
let frag_sources_len = [fragment_shader.len() as GLint - 1];
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);
if let Err(e) = check_shader_compile_status(vert_shader, gl) {
cleanup(&mut shader, gl, vert_shader, frag_shader);
return Err(e);
}
if let Err(e) = check_shader_compile_status(frag_shader, gl) {
cleanup(&mut shader, gl, vert_shader, frag_shader);
return Err(e);
}
gl.gl.AttachShader(shader.program_id, vert_shader);
gl.gl.AttachShader(shader.program_id, frag_shader);
gl.gl.LinkProgram(shader.program_id);
shader.texture = gl.gl.GetUniformLocation(shader.program_id, b"Texture\0".as_ptr() as _);
shader.proj_mtx = gl.gl.GetUniformLocation(shader.program_id, b"ProjMtx\0".as_ptr() as _);
shader.scale = gl.gl.GetUniformLocation(shader.program_id, b"Scale\0".as_ptr() as _) as _;
shader.time = gl.gl.GetUniformLocation(shader.program_id, b"Time\0".as_ptr() as _) as _;
shader.frame_offset = gl.gl.GetUniformLocation(shader.program_id, b"FrameOffset\0".as_ptr() as _) as _;
shader.position = gl.gl.GetAttribLocation(shader.program_id, b"Position\0".as_ptr() as _) as _;
shader.uv = gl.gl.GetAttribLocation(shader.program_id, b"UV\0".as_ptr() as _) as _;
shader.color = gl.gl.GetAttribLocation(shader.program_id, b"Color\0".as_ptr() as _) as _;
}
Ok(shader)
}
unsafe fn bind_attrib_pointer(&self, gl: &Gl, vbo: GLuint) -> GameResult {
gl.gl.UseProgram(self.program_id);
gl.gl.BindBuffer(gl::ARRAY_BUFFER, vbo);
gl.gl.EnableVertexAttribArray(self.position);
gl.gl.EnableVertexAttribArray(self.uv);
gl.gl.EnableVertexAttribArray(self.color);
gl.gl.VertexAttribPointer(
self.position,
2,
gl::FLOAT,
gl::FALSE,
mem::size_of::<VertexData>() as _,
field_offset::<VertexData, _, _>(|v| &v.position) as _,
);
gl.gl.VertexAttribPointer(
self.uv,
2,
gl::FLOAT,
gl::FALSE,
mem::size_of::<VertexData>() as _,
field_offset::<VertexData, _, _>(|v| &v.uv) as _,
);
gl.gl.VertexAttribPointer(
self.color,
4,
gl::UNSIGNED_BYTE,
gl::TRUE,
mem::size_of::<VertexData>() as _,
field_offset::<VertexData, _, _>(|v| &v.color) as _,
);
Ok(())
}
}
struct RenderData {
initialized: bool,
tex_shader: RenderShader,
fill_shader: RenderShader,
fill_water_shader: RenderShader,
vbo: GLuint,
ebo: GLuint,
font_texture: GLuint,
font_tex_size: (f32, f32),
surf_framebuffer: GLuint,
surf_texture: GLuint,
last_size: (u32, u32),
}
impl RenderData {
fn new() -> Self {
RenderData {
initialized: false,
tex_shader: RenderShader::default(),
fill_shader: RenderShader::default(),
fill_water_shader: RenderShader::default(),
vbo: 0,
ebo: 0,
font_texture: 0,
font_tex_size: (1.0, 1.0),
surf_framebuffer: 0,
surf_texture: 0,
last_size: (320, 240),
}
}
fn init(&mut self, gles2_mode: bool, imgui: &mut imgui::Context, gl: &Gl) {
self.initialized = true;
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 fshdr_fill_water = if gles2_mode { FRAGMENT_SHADER_COLOR_GLES } else { FRAGMENT_SHADER_WATER };
unsafe {
self.tex_shader =
RenderShader::compile(gl, vshdr_basic, fshdr_tex).unwrap_or_else(|_| RenderShader::default());
self.fill_shader =
RenderShader::compile(gl, vshdr_basic, fshdr_fill).unwrap_or_else(|_| RenderShader::default());
self.fill_water_shader =
RenderShader::compile(gl, vshdr_basic, fshdr_fill_water).unwrap_or_else(|_| RenderShader::default());
self.vbo = return_param(|x| gl.gl.GenBuffers(1, x));
self.ebo = return_param(|x| gl.gl.GenBuffers(1, x));
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 _);
{
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();
}
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.TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_S, gl::CLAMP_TO_EDGE as _);
gl.gl.TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_T, gl::CLAMP_TO_EDGE 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;
}
}
}
pub struct Gl {
pub gl: gl::Gles2,
}
static mut GL_PROC: Option<Gl> = None;
pub fn load_gl(gl_context: &mut GLContext) -> &'static Gl {
unsafe {
if let Some(gl) = &GL_PROC {
return gl;
}
let gl = gl::Gles2::load_with(|ptr| (gl_context.get_proc_address)(&mut gl_context.user_data, ptr));
let version = {
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()
}
};
log::info!("OpenGL version {}", version);
GL_PROC = Some(Gl { gl });
GL_PROC.as_ref().unwrap()
}
}
pub struct OpenGLRenderer {
refs: GLContext,
imgui: UnsafeCell<imgui::Context>,
render_data: RenderData,
context_active: Arc<RefCell<bool>>,
def_matrix: [[f32; 4]; 4],
curr_matrix: [[f32; 4]; 4],
}
impl OpenGLRenderer {
pub fn new(refs: GLContext, imgui: UnsafeCell<imgui::Context>) -> OpenGLRenderer {
OpenGLRenderer {
refs,
imgui,
render_data: RenderData::new(),
context_active: Arc::new(RefCell::new(true)),
def_matrix: [[0.0; 4]; 4],
curr_matrix: [[0.0; 4]; 4],
}
}
fn get_context(&mut self) -> Option<(&mut GLContext, &'static Gl)> {
let imgui = unsafe { &mut *self.imgui.get() };
let gles2 = self.refs.gles2_mode;
let gl = load_gl(&mut self.refs);
if !self.render_data.initialized {
self.render_data.init(gles2, imgui, gl);
}
Some((&mut self.refs, gl))
}
}
impl BackendRenderer for OpenGLRenderer {
fn renderer_name(&self) -> String {
if self.refs.gles2_mode {
"OpenGL ES 2.0".to_string()
} else {
"OpenGL 2.1".to_string()
}
}
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(());
}
}
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]];
self.render_data.tex_shader.bind_attrib_pointer(gl, self.render_data.vbo);
gl.gl.UniformMatrix4fv(self.render_data.tex_shader.proj_mtx, 1, gl::FALSE, matrix.as_ptr() as _);
let color = (255, 255, 255, 255);
let vertices = [
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,
self.render_data.surf_texture,
BackendShader::Texture,
)?;
gl.gl.Finish();
}
if let Some((context, _)) = self.get_context() {
(context.swap_buffers)(&mut context.user_data);
}
}
Ok(())
}
fn set_vsync_mode(&mut self, mode: VSyncMode) -> GameResult {
if !self.refs.is_sdl {
return Ok(());
}
#[cfg(feature = "backend-sdl")]
unsafe {
let ctx = &mut *self.refs.ctx;
match mode {
VSyncMode::Uncapped => {
sdl2_sys::SDL_GL_SetSwapInterval(0);
}
VSyncMode::VSync => {
sdl2_sys::SDL_GL_SetSwapInterval(1);
}
_ => {
if sdl2_sys::SDL_GL_SetSwapInterval(-1) == -1 {
log::warn!("Failed to enable variable refresh rate, falling back to non-V-Sync.");
sdl2_sys::SDL_GL_SetSwapInterval(0);
}
}
}
}
Ok(())
}
fn prepare_draw(&mut self, width: f32, height: f32) -> GameResult {
if let Some((_, gl)) = self.get_context() {
unsafe {
let (width_u, height_u) = (width as u32, height as u32);
if self.render_data.last_size != (width_u, height_u) {
self.render_data.last_size = (width_u, height_u);
gl.gl.BindFramebuffer(gl::FRAMEBUFFER, 0);
gl.gl.BindTexture(gl::TEXTURE_2D, self.render_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.render_data.surf_framebuffer);
gl.gl.ClearColor(0.0, 0.0, 0.0, 0.0);
gl.gl.Clear(gl::COLOR_BUFFER_BIT);
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_u as _, height_u as _);
self.def_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],
];
self.curr_matrix = self.def_matrix;
gl.gl.BindBuffer(gl::ARRAY_BUFFER, 0);
gl.gl.BindBuffer(gl::ELEMENT_ARRAY_BUFFER, 0);
gl.gl.UseProgram(self.render_data.fill_shader.program_id);
gl.gl.UniformMatrix4fv(
self.render_data.fill_shader.proj_mtx,
1,
gl::FALSE,
self.curr_matrix.as_ptr() as _,
);
gl.gl.UseProgram(self.render_data.fill_water_shader.program_id);
gl.gl.Uniform1i(self.render_data.fill_water_shader.texture, 0);
gl.gl.UniformMatrix4fv(
self.render_data.fill_water_shader.proj_mtx,
1,
gl::FALSE,
self.curr_matrix.as_ptr() as _,
);
gl.gl.UseProgram(self.render_data.tex_shader.program_id);
gl.gl.Uniform1i(self.render_data.tex_shader.texture, 0);
gl.gl.UniformMatrix4fv(
self.render_data.tex_shader.proj_mtx,
1,
gl::FALSE,
self.curr_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>> {
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,
null() as _,
);
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 _);
gl.gl.ClearColor(0.0, 0.0, 0.0, 0.0);
gl.gl.Clear(gl::COLOR_BUFFER_BIT);
gl.gl.BindFramebuffer(gl::FRAMEBUFFER, 0);
// todo error checking: glCheckFramebufferStatus()
Ok(Box::new(OpenGLTexture {
texture_id,
framebuffer_id,
width,
height,
vertices: Vec::new(),
shader: self.render_data.tex_shader,
vbo: self.render_data.vbo,
context_active: self.context_active.clone(),
}))
}
} else {
Err(RenderError("No OpenGL context available!".to_string()))
}
}
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(OpenGLTexture {
texture_id,
framebuffer_id: 0,
width,
height,
vertices: Vec::new(),
shader: self.render_data.tex_shader,
vbo: self.render_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.Enable(gl::BLEND);
gl.gl.BlendEquation(gl::FUNC_ADD);
gl.gl.BlendFunc(gl::ONE, gl::ONE);
},
BlendMode::Alpha => unsafe {
gl.gl.Enable(gl::BLEND);
gl.gl.BlendEquation(gl::FUNC_ADD);
gl.gl.BlendFunc(gl::SRC_ALPHA, gl::ONE_MINUS_SRC_ALPHA);
},
BlendMode::Multiply => unsafe {
gl.gl.Enable(gl::BLEND);
gl.gl.BlendEquation(gl::FUNC_ADD);
gl.gl.BlendFuncSeparate(gl::ZERO, gl::SRC_COLOR, gl::ZERO, gl::SRC_ALPHA);
},
BlendMode::None => unsafe {
gl.gl.Disable(gl::BLEND);
},
}
Ok(())
} else {
Err(RenderError("No OpenGL context available!".to_string()))
}
}
fn set_render_target(&mut self, texture: Option<&Box<dyn BackendTexture>>) -> GameResult {
if let Some((_, gl)) = self.get_context() {
unsafe {
if let Some(texture) = texture {
let gl_texture = texture
.as_any()
.downcast_ref::<OpenGLTexture>()
.ok_or_else(|| RenderError("This texture was not created by OpenGL backend.".to_string()))?;
self.curr_matrix = [
[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],
];
gl.gl.UseProgram(self.render_data.fill_shader.program_id);
gl.gl.UniformMatrix4fv(
self.render_data.fill_shader.proj_mtx,
1,
gl::FALSE,
self.curr_matrix.as_ptr() as _,
);
gl.gl.UseProgram(self.render_data.fill_water_shader.program_id);
gl.gl.UniformMatrix4fv(
self.render_data.fill_water_shader.proj_mtx,
1,
gl::FALSE,
self.curr_matrix.as_ptr() as _,
);
gl.gl.UseProgram(self.render_data.tex_shader.program_id);
gl.gl.Uniform1i(self.render_data.tex_shader.texture, 0);
gl.gl.UniformMatrix4fv(
self.render_data.tex_shader.proj_mtx,
1,
gl::FALSE,
self.curr_matrix.as_ptr() as _,
);
gl.gl.BindFramebuffer(gl::FRAMEBUFFER, gl_texture.framebuffer_id);
gl.gl.Viewport(0, 0, gl_texture.width as _, gl_texture.height as _);
} else {
self.curr_matrix = self.def_matrix;
gl.gl.UseProgram(self.render_data.fill_shader.program_id);
gl.gl.UniformMatrix4fv(
self.render_data.fill_shader.proj_mtx,
1,
gl::FALSE,
self.curr_matrix.as_ptr() as _,
);
gl.gl.UseProgram(self.render_data.fill_water_shader.program_id);
gl.gl.UniformMatrix4fv(
self.render_data.fill_water_shader.proj_mtx,
1,
gl::FALSE,
self.curr_matrix.as_ptr() as _,
);
gl.gl.UseProgram(self.render_data.tex_shader.program_id);
gl.gl.Uniform1i(self.render_data.tex_shader.texture, 0);
gl.gl.UniformMatrix4fv(
self.render_data.tex_shader.proj_mtx,
1,
gl::FALSE,
self.curr_matrix.as_ptr() as _,
);
gl.gl.BindFramebuffer(gl::FRAMEBUFFER, self.render_data.surf_framebuffer);
gl.gl.Viewport(0, 0, self.render_data.last_size.0 as _, self.render_data.last_size.1 as _);
}
}
Ok(())
} else {
Err(RenderError("No OpenGL context available!".to_string()))
}
}
fn draw_rect(&mut self, rect: Rect<isize>, color: Color) -> GameResult {
unsafe {
if let Some(gl) = &GL_PROC {
let color = color.to_rgba();
let mut uv = self.render_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 },
];
self.render_data.fill_shader.bind_attrib_pointer(gl, self.render_data.vbo);
gl.gl.BindTexture(gl::TEXTURE_2D, self.render_data.font_texture);
gl.gl.BindBuffer(gl::ARRAY_BUFFER, self.render_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 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);
gl.gl.Scissor(
rect.left as GLint,
self.render_data.last_size.1 as GLint - rect.bottom as GLint,
rect.width() as GLint,
rect.height() as GLint,
);
} else {
gl.gl.Disable(gl::SCISSOR_TEST);
}
}
Ok(())
} else {
Err(RenderError("No OpenGL context available!".to_string()))
}
}
fn imgui(&self) -> GameResult<&mut imgui::Context> {
unsafe { Ok(&mut *self.imgui.get()) }
}
fn imgui_texture_id(&self, texture: &Box<dyn BackendTexture>) -> GameResult<TextureId> {
let gl_texture = texture
.as_any()
.downcast_ref::<OpenGLTexture>()
.ok_or_else(|| RenderError("This texture was not created by OpenGL backend.".to_string()))?;
Ok(TextureId::new(gl_texture.texture_id as usize))
}
fn prepare_imgui(&mut self, _ui: &Ui) -> GameResult {
Ok(())
}
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.render_data.tex_shader.program_id);
gl.gl.Uniform1i(self.render_data.tex_shader.texture, 0);
gl.gl.UniformMatrix4fv(self.render_data.tex_shader.proj_mtx, 1, gl::FALSE, matrix.as_ptr() as _);
if gl.gl.BindSampler.is_loaded() {
gl.gl.BindSampler(0, 0);
}
gl.gl.BindBuffer(gl::ARRAY_BUFFER, self.render_data.vbo);
gl.gl.EnableVertexAttribArray(self.render_data.tex_shader.position);
gl.gl.EnableVertexAttribArray(self.render_data.tex_shader.uv);
gl.gl.EnableVertexAttribArray(self.render_data.tex_shader.color);
gl.gl.VertexAttribPointer(
self.render_data.tex_shader.position,
2,
gl::FLOAT,
gl::FALSE,
mem::size_of::<DrawVert>() as _,
field_offset::<DrawVert, _, _>(|v| &v.pos) as _,
);
gl.gl.VertexAttribPointer(
self.render_data.tex_shader.uv,
2,
gl::FLOAT,
gl::FALSE,
mem::size_of::<DrawVert>() as _,
field_offset::<DrawVert, _, _>(|v| &v.uv) as _,
);
gl.gl.VertexAttribPointer(
self.render_data.tex_shader.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.render_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.render_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.Disable(gl::SCISSOR_TEST);
}
}
Ok(())
}
fn supports_vertex_draw(&self) -> bool {
true
}
fn draw_triangle_list(
&mut self,
vertices: &[VertexData],
texture: Option<&Box<dyn BackendTexture>>,
shader: BackendShader,
) -> GameResult<()> {
self.draw_arrays(gl::TRIANGLES, vertices, texture, shader)
}
}
impl OpenGLRenderer {
fn draw_arrays(
&mut self,
vert_type: GLenum,
vertices: &[VertexData],
texture: Option<&Box<dyn BackendTexture>>,
shader: BackendShader,
) -> GameResult<()> {
if vertices.is_empty() {
return Ok(());
}
let texture_id = if let Some(texture) = texture {
let gl_texture = texture
.as_any()
.downcast_ref::<OpenGLTexture>()
.ok_or_else(|| RenderError("This texture was not created by OpenGL backend.".to_string()))?;
gl_texture.texture_id
} else {
0
};
unsafe { self.draw_arrays_tex_id(vert_type, vertices, texture_id, shader) }
}
unsafe fn draw_arrays_tex_id(
&mut self,
vert_type: GLenum,
vertices: &[VertexData],
mut texture: u32,
shader: BackendShader,
) -> GameResult<()> {
if let Some(gl) = &GL_PROC {
match shader {
BackendShader::Fill => {
self.render_data.fill_shader.bind_attrib_pointer(gl, self.render_data.vbo)?;
}
BackendShader::Texture => {
self.render_data.tex_shader.bind_attrib_pointer(gl, self.render_data.vbo)?;
}
BackendShader::WaterFill(scale, t, frame_pos) => {
self.render_data.fill_water_shader.bind_attrib_pointer(gl, self.render_data.vbo)?;
gl.gl.Uniform1f(self.render_data.fill_water_shader.scale, scale);
gl.gl.Uniform1f(self.render_data.fill_water_shader.time, t);
gl.gl.Uniform2f(self.render_data.fill_water_shader.frame_offset, frame_pos.0, frame_pos.1);
texture = self.render_data.surf_texture;
}
}
gl.gl.BindTexture(gl::TEXTURE_2D, texture);
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()))
}
}
}
impl Drop for OpenGLRenderer {
fn drop(&mut self) {
*self.context_active.as_ref().borrow_mut() = false;
}
}