rust/lib-hedgewars-engine/src/render/gl.rs
changeset 14723 29dbe9ce8b7d
child 14726 19122a329774
equal deleted inserted replaced
14722:5e2c892b0222 14723:29dbe9ce8b7d
       
     1  use integral_geometry::Rect;
       
     2 
       
     3 use std::{
       
     4     mem,
       
     5     slice,
       
     6     ptr,
       
     7     ffi,
       
     8     ffi::CString,
       
     9 };
       
    10 
       
    11 #[derive(Debug)]
       
    12 pub struct Texture2D {
       
    13     pub handle: u32,
       
    14 }
       
    15 
       
    16 impl Drop for Texture2D {
       
    17     fn drop(&mut self) {
       
    18         if self.handle != 0 {
       
    19             unsafe {
       
    20                 gl::DeleteTextures(1, &self.handle);
       
    21             }
       
    22         }
       
    23     }
       
    24 }
       
    25 
       
    26 impl Texture2D {
       
    27     pub fn with_data(
       
    28         data: &[u8],
       
    29         data_stride: u32,
       
    30         width: u32,
       
    31         height: u32,
       
    32         internal_format: u32,
       
    33         format: u32,
       
    34         ty: u32,
       
    35         filter: u32
       
    36     ) -> Self {
       
    37         let mut handle = 0;
       
    38         
       
    39         unsafe {
       
    40             gl::GenTextures(1, &mut handle);
       
    41             
       
    42             gl::BindTexture(gl::TEXTURE_2D, handle);
       
    43             gl::PixelStorei(gl::UNPACK_ROW_LENGTH, data_stride as i32);
       
    44             gl::TexImage2D(
       
    45                 gl::TEXTURE_2D,
       
    46                 0,
       
    47                 internal_format as i32,
       
    48                 width as i32,
       
    49                 height as i32,
       
    50                 0,
       
    51                 format as u32,
       
    52                 ty,
       
    53                 data.as_ptr() as *const _
       
    54             );
       
    55 
       
    56             gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_S, gl::CLAMP_TO_EDGE as i32);
       
    57             gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_T, gl::CLAMP_TO_EDGE as i32);
       
    58             gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, filter as i32);
       
    59             gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, filter as i32);
       
    60         }
       
    61 
       
    62         Texture2D {
       
    63             handle
       
    64         }
       
    65     }
       
    66 
       
    67     pub fn update(&self, region: Rect, data: &[u8], data_stride: u32, format: u32, ty: u32) {
       
    68         unsafe {
       
    69             gl::BindTexture(gl::TEXTURE_2D, self.handle);
       
    70             gl::PixelStorei(gl::UNPACK_ROW_LENGTH, data_stride as i32);
       
    71             gl::TexSubImage2D(
       
    72                 gl::TEXTURE_2D,
       
    73                 0, // texture level
       
    74                 region.left(), // texture region
       
    75                 region.top(),
       
    76                 region.width() as i32 - 1,
       
    77                 region.height() as i32 - 1,
       
    78                 format, // data format
       
    79                 ty, // data type
       
    80                 data.as_ptr() as *const _, // data ptr
       
    81             );
       
    82         }
       
    83     }
       
    84 }
       
    85 
       
    86 #[derive(Debug)]
       
    87 pub struct Buffer {
       
    88     pub handle: u32,
       
    89     pub ty: u32,
       
    90     pub usage: u32,
       
    91 }
       
    92 
       
    93 impl Buffer {
       
    94     pub fn empty(
       
    95         ty: u32,
       
    96         usage: u32,
       
    97         //size: isize
       
    98     ) -> Buffer {
       
    99         let mut buffer = 0;
       
   100 
       
   101         unsafe {
       
   102             gl::GenBuffers(1, &mut buffer);
       
   103             gl::BindBuffer(ty, buffer);
       
   104             //gl::BufferData(ty, size, ptr::null_mut(), usage);
       
   105         }
       
   106 
       
   107         Buffer {
       
   108             handle: buffer,
       
   109             ty,
       
   110             usage,
       
   111         }
       
   112     }
       
   113     
       
   114     fn with_data(
       
   115         ty: u32,
       
   116         usage: u32,
       
   117         data: &[u8]
       
   118     ) -> Buffer {
       
   119         let mut buffer = 0;
       
   120 
       
   121         unsafe {
       
   122             gl::GenBuffers(1, &mut buffer);
       
   123             gl::BindBuffer(ty, buffer);
       
   124             gl::BufferData(ty, data.len() as isize, data.as_ptr() as _, usage);
       
   125         }
       
   126 
       
   127         Buffer {
       
   128             handle: buffer,
       
   129             ty,
       
   130             usage
       
   131         }
       
   132     }
       
   133 
       
   134     pub fn ty(&self) -> u32 {
       
   135         self.ty
       
   136     }
       
   137 
       
   138     pub fn handle(&self) -> u32 {
       
   139         self.handle
       
   140     }
       
   141 
       
   142     pub fn write_typed<T>(&self, data: &[T]) {
       
   143         unsafe {
       
   144             let data = slice::from_raw_parts(
       
   145                 data.as_ptr() as *const u8,
       
   146                 data.len() * mem::size_of::<T>(),
       
   147             );
       
   148             
       
   149             gl::BindBuffer(self.ty, self.handle);
       
   150             gl::BufferData(self.ty, data.len() as isize, data.as_ptr() as *const _ as *const _, self.usage);
       
   151         }
       
   152     }
       
   153     
       
   154     pub fn write(&self, data: &[u8]) {        
       
   155         unsafe {
       
   156             gl::BindBuffer(self.ty, self.handle);
       
   157             gl::BufferData(self.ty, data.len() as isize, data.as_ptr() as *const _ as *const _, self.usage);
       
   158         }
       
   159     }
       
   160 }
       
   161 
       
   162 impl Drop for Buffer {
       
   163     fn drop(&mut self) {
       
   164         unsafe {
       
   165             gl::DeleteBuffers(1, &self.handle);
       
   166         }
       
   167     }
       
   168 }
       
   169 
       
   170 #[derive(Debug)]
       
   171 pub enum VariableBinding<'a> {
       
   172     Attribute(&'a str, u32),
       
   173     Uniform(&'a str, u32),
       
   174     UniformBlock(&'a str, u32),
       
   175     Sampler(&'a str, u32),
       
   176 }
       
   177 
       
   178 #[derive(Debug)]
       
   179 pub struct Shader {
       
   180     pub program: u32,
       
   181 }
       
   182 
       
   183 impl Drop for Shader {
       
   184     fn drop(&mut self) {
       
   185         unsafe {
       
   186             gl::DeleteProgram(self.program);
       
   187         }
       
   188     }
       
   189 }
       
   190 
       
   191 impl Shader {
       
   192     pub fn new<'a>(
       
   193         vs: &str,
       
   194         ps: Option<&str>,
       
   195         bindings: &[VariableBinding<'a>]
       
   196     ) -> Result<Self, String> {
       
   197         unsafe fn compile_shader(ty: u32, shdr: &str) -> Result<u32, String> {
       
   198             let shader = gl::CreateShader(ty);
       
   199             let len = shdr.len() as i32;
       
   200             let shdr = shdr.as_ptr() as *const i8;
       
   201             gl::ShaderSource(shader, 1, &shdr, &len);
       
   202             gl::CompileShader(shader);
       
   203 
       
   204             let mut success = 0i32;
       
   205             gl::GetShaderiv(shader, gl::COMPILE_STATUS, &mut success as _);
       
   206 
       
   207             if success == gl::FALSE as i32 {
       
   208                 let mut log_size = 0i32;
       
   209                 gl::GetShaderiv(shader, gl::INFO_LOG_LENGTH, &mut log_size as _);
       
   210 
       
   211                 let mut log = vec![0u8; log_size as usize];
       
   212                 gl::GetShaderInfoLog(shader, log_size, ptr::null_mut(), log.as_mut_ptr() as _);
       
   213 
       
   214                 gl::DeleteShader(shader);
       
   215                 Err(String::from_utf8_unchecked(log))
       
   216             } else {
       
   217                 Ok(shader)
       
   218             }
       
   219         }
       
   220         
       
   221         let vs = unsafe { compile_shader(gl::VERTEX_SHADER, vs)? };
       
   222         let ps = if let Some(ps) = ps {
       
   223             Some(unsafe { compile_shader(gl::FRAGMENT_SHADER, ps)? })
       
   224         } else {
       
   225             None
       
   226         };
       
   227 
       
   228         unsafe {
       
   229             let program = gl::CreateProgram();
       
   230             
       
   231             gl::AttachShader(program, vs);
       
   232             if let Some(ps) = ps {
       
   233                 gl::AttachShader(program, ps);
       
   234             }
       
   235 
       
   236             for bind in bindings {
       
   237                 match bind {
       
   238                     &VariableBinding::Attribute(ref name, id) => {
       
   239                         let c_str = CString::new(name.as_bytes()).unwrap();
       
   240                         gl::BindAttribLocation(program, id, c_str.to_bytes_with_nul().as_ptr() as *const _);     
       
   241                     },
       
   242                     _ => {}
       
   243                 }
       
   244             }
       
   245 
       
   246             gl::LinkProgram(program);
       
   247 
       
   248             let mut success = 0i32;
       
   249             gl::GetProgramiv(program, gl::LINK_STATUS, &mut success);
       
   250             if success == gl::FALSE as i32 {
       
   251                 let mut log_size = 0i32;
       
   252                 gl::GetProgramiv(program, gl::INFO_LOG_LENGTH, &mut log_size as _);
       
   253 
       
   254                 let mut log = vec![0u8; log_size as usize];
       
   255                 gl::GetProgramInfoLog(program, log_size, ptr::null_mut(), log.as_mut_ptr() as _);
       
   256 
       
   257                 gl::DeleteProgram(program);
       
   258                 return Err(String::from_utf8_unchecked(log));
       
   259             }
       
   260 
       
   261             //gl::DetachShader(program, vs);
       
   262             if let Some(ps) = ps {
       
   263                 //gl::DetachShader(program, ps);
       
   264             }
       
   265 
       
   266             gl::UseProgram(program);
       
   267 
       
   268             // after linking we setup sampler bindings as specified in the shader
       
   269             for bind in bindings {
       
   270                 match bind {
       
   271                     VariableBinding::Uniform(name, id) => {
       
   272                         let c_str = CString::new(name.as_bytes()).unwrap();
       
   273                         let index = gl::GetUniformLocation(program, c_str.to_bytes_with_nul().as_ptr() as *const _);
       
   274 
       
   275                         // TODO: impl for block?
       
   276                     },
       
   277                     VariableBinding::UniformBlock(name, id) => {
       
   278                         let c_str = CString::new(name.as_bytes()).unwrap();
       
   279                         let index = gl::GetUniformBlockIndex(program, c_str.to_bytes_with_nul().as_ptr() as *const _);
       
   280 
       
   281                         gl::UniformBlockBinding(program, index, *id);
       
   282                     }
       
   283                     VariableBinding::Sampler(name, id) => {
       
   284                         let c_str = CString::new(name.as_bytes()).unwrap();
       
   285                         let index = gl::GetUniformLocation(program, c_str.to_bytes_with_nul().as_ptr() as *const _);
       
   286                         
       
   287                         gl::Uniform1i(index, *id as i32);
       
   288                     },
       
   289                     _ => {}
       
   290                 }
       
   291             }
       
   292 
       
   293             Ok(Shader {
       
   294                 program
       
   295             })
       
   296         }
       
   297     }
       
   298 
       
   299     pub fn bind(&self) {
       
   300         unsafe {
       
   301             gl::UseProgram(self.program);
       
   302         }
       
   303     }
       
   304 
       
   305     pub fn set_matrix(&self, name: &str, matrix: *const f32) {
       
   306         unsafe {
       
   307             let c_str = CString::new(name).unwrap();
       
   308             let index = gl::GetUniformLocation(self.program, c_str.to_bytes_with_nul().as_ptr() as *const _);
       
   309             
       
   310             gl::UniformMatrix4fv(index, 1, gl::FALSE, matrix);
       
   311         }
       
   312     }
       
   313 
       
   314     pub fn bind_texture_2d(&self, index: u32, texture: &Texture2D) {
       
   315         self.bind();
       
   316         
       
   317         unsafe {
       
   318             gl::ActiveTexture(gl::TEXTURE0 + index);
       
   319             gl::BindTexture(gl::TEXTURE_2D, texture.handle);
       
   320         }
       
   321     }
       
   322 }
       
   323 
       
   324 pub enum InputFormat {
       
   325     Float(u32, bool),
       
   326     Integer(u32),
       
   327 }
       
   328 
       
   329 pub struct InputElement {
       
   330     pub shader_slot: u32,
       
   331     pub buffer_slot: u32,
       
   332     pub format: InputFormat,
       
   333     pub components: u32,
       
   334     pub stride: u32,
       
   335     pub offset: u32,
       
   336 }
       
   337 
       
   338 // TODO: 
       
   339 pub struct InputLayout {
       
   340     pub elements: Vec<InputElement>,
       
   341 }
       
   342 
       
   343 pub struct LayoutGuard {
       
   344     vao: u32
       
   345 }
       
   346 
       
   347 impl Drop for LayoutGuard {
       
   348     fn drop(&mut self) {
       
   349         unsafe {
       
   350             gl::DeleteVertexArrays(1, [self.vao].as_ptr());
       
   351             gl::BindVertexArray(0);
       
   352         }
       
   353     }
       
   354 }
       
   355 
       
   356 impl InputLayout {
       
   357     pub fn new(elements: Vec<InputElement>) -> Self {
       
   358         InputLayout {
       
   359             elements,
       
   360         }
       
   361     }
       
   362 
       
   363     pub fn bind(&mut self, buffers: &[(u32, &Buffer)], index_buffer: Option<&Buffer>) -> LayoutGuard {
       
   364         let mut vao = 0;
       
   365         
       
   366         unsafe {
       
   367             gl::GenVertexArrays(1, &mut vao);
       
   368             gl::BindVertexArray(vao);
       
   369         }
       
   370         
       
   371         for &(slot, ref buffer) in buffers {
       
   372             unsafe {
       
   373                 gl::BindBuffer(buffer.ty(), buffer.handle());
       
   374             }
       
   375             
       
   376             for attr in self.elements.iter().filter(|a| a.buffer_slot == slot) {
       
   377                 unsafe {
       
   378                     gl::EnableVertexAttribArray(attr.shader_slot);
       
   379                     match attr.format {
       
   380                         InputFormat::Float(fmt, normalized) => {
       
   381                             gl::VertexAttribPointer(
       
   382                                 attr.shader_slot,
       
   383                                 attr.components as i32,
       
   384                                 fmt,
       
   385                                 if normalized {
       
   386                                     gl::TRUE
       
   387                                 } else {
       
   388                                     gl::FALSE
       
   389                                 },
       
   390                                 attr.stride as i32,
       
   391                                 attr.offset as *const _
       
   392                             );
       
   393                         }
       
   394                         InputFormat::Integer(fmt) => {
       
   395                             gl::VertexAttribIPointer(
       
   396                                 attr.shader_slot,
       
   397                                 attr.components as i32,
       
   398                                 fmt,
       
   399                                 attr.stride as i32,
       
   400                                 attr.offset as *const _
       
   401                             );
       
   402                         }
       
   403                     }
       
   404 
       
   405                 }
       
   406             }
       
   407         }
       
   408 
       
   409         if let Some(buf) = index_buffer {
       
   410             unsafe {
       
   411                 gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, buf.handle());
       
   412             }
       
   413         }
       
   414 
       
   415         LayoutGuard {
       
   416             vao
       
   417         }
       
   418     }
       
   419 }