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Copy pathlib.rs
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694 lines (574 loc) · 17.8 KB
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mod gl_buffer;
mod shader;
mod shaders;
pub mod texture;
use std::cell::RefCell;
use std::mem;
use std::ops::Deref;
use glam::{uvec2, UVec2, Vec3};
use glow::HasContext;
use inox2d::math::camera::Camera;
use inox2d::model::Model;
use inox2d::node::{
components::{BlendMode, Mask, MaskMode, Masks, TexturedMesh},
drawables::{CompositeComponents, TexturedMeshComponents},
InoxNodeUuid,
};
use inox2d::puppet::Puppet;
use inox2d::render::{CompositeRenderCtx, InoxRenderer, TexturedMeshRenderCtx};
use inox2d::texture::{decode_model_textures, TextureId};
use self::shader::ShaderCompileError;
use self::shaders::{CompositeMaskShader, CompositeShader, PartMaskShader, PartShader};
use self::texture::Texture;
use gl_buffer::{upload_array_to_gl, upload_deforms_to_gl};
#[derive(Debug, thiserror::Error)]
#[error("Could not initialize OpenGL renderer: {0}")]
pub enum OpenglRendererError {
ShaderCompile(#[from] ShaderCompileError),
Opengl(String),
}
#[derive(Default)]
struct GlCache {
pub camera: Option<Camera>,
pub viewport: Option<UVec2>,
pub blend_mode: Option<BlendMode>,
pub program: Option<glow::Program>,
pub albedo: Option<TextureId>,
}
impl GlCache {
pub fn clear(&mut self) {
*self = Self::default();
}
pub fn update_camera(&mut self, camera: &Camera) -> bool {
if let Some(prev_camera) = &mut self.camera {
let mut changed = false;
if prev_camera.position != camera.position {
prev_camera.position = camera.position;
changed = true;
}
if prev_camera.rotation != camera.rotation {
prev_camera.rotation = camera.rotation;
changed = true;
}
if prev_camera.scale != camera.scale {
prev_camera.scale = camera.scale;
changed = true;
}
changed
} else {
self.camera = Some(camera.clone());
true
}
}
pub fn update_viewport(&mut self, viewport: UVec2) -> bool {
if let Some(prev_viewport) = self.viewport.replace(viewport) {
prev_viewport != viewport
} else {
true
}
}
pub fn update_blend_mode(&mut self, blend_mode: BlendMode) -> bool {
if let Some(prev_mode) = self.blend_mode.replace(blend_mode) {
prev_mode != blend_mode
} else {
true
}
}
pub fn update_program(&mut self, program: glow::Program) -> bool {
if let Some(prev_program) = self.program.replace(program) {
prev_program != program
} else {
true
}
}
pub fn update_albedo(&mut self, albedo: TextureId) -> bool {
if let Some(prev_texture) = self.albedo.replace(albedo) {
prev_texture != albedo
} else {
true
}
}
}
pub struct OpenglRenderer {
gl: glow::Context,
support_debug_extension: bool,
pub camera: Camera,
pub viewport: UVec2,
cache: RefCell<GlCache>,
vao: glow::VertexArray,
deform_buffer: glow::Buffer,
surface_framebuffer: Option<glow::Framebuffer>,
composite_framebuffer: glow::Framebuffer,
cf_albedo: glow::Texture,
cf_emissive: glow::Texture,
cf_bump: glow::Texture,
cf_stencil: glow::Texture,
part_shader: PartShader,
part_mask_shader: PartMaskShader,
composite_shader: CompositeShader,
composite_mask_shader: CompositeMaskShader,
textures: Vec<Texture>,
}
impl OpenglRenderer {
/// Given a Model, create an OpenglRenderer:
/// - Setup buffers and shaders.
/// - Decode textures.
/// - Upload static buffer data and textures.
pub fn new(gl: glow::Context, model: &Model) -> Result<Self, OpenglRendererError> {
Self::new_with_framebuffer(gl, model, None)
}
/// Create an OpenGL renderer that renders to a particular framebuffer.
///
/// The framebuffer is treated as an externally-managed object and no
/// attempt is made to initialize it. Passing `None` will render to the
/// context's ordinary surface.
pub fn new_with_framebuffer(
gl: glow::Context,
model: &Model,
surface_framebuffer: Option<glow::Framebuffer>,
) -> Result<Self, OpenglRendererError> {
unsafe {
// Initialize framebuffers
let cf_albedo = gl.create_texture().map_err(OpenglRendererError::Opengl)?;
let cf_emissive = gl.create_texture().map_err(OpenglRendererError::Opengl)?;
let cf_bump = gl.create_texture().map_err(OpenglRendererError::Opengl)?;
let cf_stencil = gl.create_texture().map_err(OpenglRendererError::Opengl)?;
let composite_framebuffer = gl.create_framebuffer().map_err(OpenglRendererError::Opengl)?;
// Shaders
let part_shader = PartShader::new(&gl)?;
let part_mask_shader = PartMaskShader::new(&gl)?;
let composite_shader = CompositeShader::new(&gl)?;
let composite_mask_shader = CompositeMaskShader::new(&gl)?;
let support_debug_extension = gl.supported_extensions().contains("GL_KHR_debug");
let inox_buffers = (model.puppet.render_ctx.as_ref())
.expect("Rendering for a puppet must be initialized before creating a renderer.");
// setup GL buffers
let vao = gl.create_vertex_array().map_err(OpenglRendererError::Opengl)?;
gl.bind_vertex_array(Some(vao));
let verts = inox_buffers.vertex_buffers.verts.as_slice();
upload_array_to_gl(&gl, verts, glow::ARRAY_BUFFER, glow::STATIC_DRAW)?;
gl.vertex_attrib_pointer_f32(0, 2, glow::FLOAT, false, 0, 0);
gl.enable_vertex_attrib_array(0);
let uvs = inox_buffers.vertex_buffers.uvs.as_slice();
upload_array_to_gl(&gl, uvs, glow::ARRAY_BUFFER, glow::STATIC_DRAW)?;
gl.vertex_attrib_pointer_f32(1, 2, glow::FLOAT, false, 0, 0);
gl.enable_vertex_attrib_array(1);
let deforms = inox_buffers.vertex_buffers.deforms.as_slice();
let deform_buffer = upload_array_to_gl(&gl, deforms, glow::ARRAY_BUFFER, glow::DYNAMIC_DRAW)?;
gl.vertex_attrib_pointer_f32(2, 2, glow::FLOAT, false, 0, 0);
gl.enable_vertex_attrib_array(2);
let indices = inox_buffers.vertex_buffers.indices.as_slice();
upload_array_to_gl(&gl, indices, glow::ELEMENT_ARRAY_BUFFER, glow::STATIC_DRAW)?;
gl.bind_vertex_array(None);
// decode textures in parallel
let shalltexs = decode_model_textures(model.textures.iter());
let textures = (shalltexs.iter().enumerate())
.map(|e| {
tracing::debug!("Uploading shallow texture {:?}", e.0);
texture::Texture::from_shallow_texture(&gl, e.1)
.map_err(|e| OpenglRendererError::Opengl(e.to_string()))
})
.collect::<Result<Vec<_>, _>>()?;
let renderer = Self {
gl,
support_debug_extension,
camera: Camera::default(),
viewport: UVec2::default(),
cache: RefCell::new(GlCache::default()),
vao,
deform_buffer,
surface_framebuffer,
composite_framebuffer,
cf_albedo,
cf_emissive,
cf_bump,
cf_stencil,
part_shader,
part_mask_shader,
composite_shader,
composite_mask_shader,
textures,
};
// Set emission strength once (it doesn't change anywhere else)
renderer.bind_shader(&renderer.part_shader);
renderer.part_shader.set_emission_strength(&renderer.gl, 1.);
Ok(renderer)
}
}
pub fn context(&self) -> &glow::Context {
&self.gl
}
pub fn set_surface_framebuffer(&mut self, surface_framebuffer: Option<glow::Framebuffer>) {
self.surface_framebuffer = surface_framebuffer;
}
/// Pushes an OpenGL debug group.
/// This is very useful to debug OpenGL calls per node with `apitrace`, as it will nest calls inside of labels,
/// making it trivial to know which calls correspond to which nodes.
///
/// It is a no-op on platforms that don't support it (like Apple *OS).
#[inline]
fn push_debug_group(&self, name: &str) {
if self.support_debug_extension {
unsafe {
self.gl.push_debug_group(glow::DEBUG_SOURCE_APPLICATION, 0, name);
}
}
}
/// Pops the last OpenGL debug group.
///
/// It is a no-op on platforms that don't support it (like Apple *OS).
#[inline]
fn pop_debug_group(&self) {
if self.support_debug_extension {
unsafe {
self.gl.pop_debug_group();
}
}
}
/// Updates the camera in the GL cache and returns whether it changed.
fn update_camera(&self) -> bool {
{
let mut cache = self.cache.borrow_mut();
if !cache.update_camera(&self.camera) && !cache.update_viewport(self.viewport) {
return false;
}
}
let matrix = self.camera.matrix(self.viewport.as_vec2());
self.bind_shader(&self.composite_shader);
self.composite_shader.set_mvp(&self.gl, matrix);
self.bind_shader(&self.composite_mask_shader);
self.composite_mask_shader.set_mvp(&self.gl, matrix);
true
}
/// Set blending mode. See `BlendMode` for supported blend modes.
fn set_blend_mode(&self, blend_mode: BlendMode) {
if !self.cache.borrow_mut().update_blend_mode(blend_mode) {
return;
}
let gl = &self.gl;
unsafe {
match blend_mode {
BlendMode::Normal => {
gl.blend_equation(glow::FUNC_ADD);
gl.blend_func(glow::ONE, glow::ONE_MINUS_SRC_ALPHA);
}
BlendMode::Multiply => {
gl.blend_equation(glow::FUNC_ADD);
gl.blend_func(glow::DST_COLOR, glow::ONE_MINUS_SRC_ALPHA);
}
BlendMode::ColorDodge => {
gl.blend_equation(glow::FUNC_ADD);
gl.blend_func(glow::DST_COLOR, glow::ONE);
}
BlendMode::LinearDodge => {
gl.blend_equation(glow::FUNC_ADD);
gl.blend_func(glow::ONE, glow::ONE);
}
BlendMode::Screen => {
gl.blend_equation(glow::FUNC_ADD);
gl.blend_func(glow::ONE, glow::ONE_MINUS_SRC_COLOR);
}
BlendMode::ClipToLower => {
gl.blend_equation(glow::FUNC_ADD);
gl.blend_func(glow::DST_ALPHA, glow::ONE_MINUS_SRC_ALPHA);
}
BlendMode::SliceFromLower => {
gl.blend_equation(glow::FUNC_SUBTRACT);
gl.blend_func(glow::ONE_MINUS_DST_ALPHA, glow::ONE_MINUS_SRC_ALPHA);
}
}
}
}
fn bind_shader<S: Deref<Target = glow::Program>>(&self, shader: &S) {
let program = **shader;
if !self.cache.borrow_mut().update_program(program) {
return;
}
unsafe { self.gl.use_program(Some(program)) };
}
fn bind_part_textures(&self, part: &TexturedMesh) {
if !self.cache.borrow_mut().update_albedo(part.tex_albedo) {
return;
}
let gl = &self.gl;
self.textures[part.tex_albedo.raw()].bind_on(gl, 0);
self.textures[part.tex_bumpmap.raw()].bind_on(gl, 1);
self.textures[part.tex_emissive.raw()].bind_on(gl, 2);
}
/// Clear the texture cache
/// This one method missing made me pull my hair out for an entire month.
fn clear_texture_cache(&self) {
self.cache.borrow_mut().albedo = None;
}
unsafe fn attach_framebuffer_textures(&self) {
let gl = &self.gl;
gl.bind_framebuffer(glow::FRAMEBUFFER, Some(self.composite_framebuffer));
gl.framebuffer_texture_2d(
glow::FRAMEBUFFER,
glow::COLOR_ATTACHMENT0,
glow::TEXTURE_2D,
Some(self.cf_albedo),
0,
);
gl.framebuffer_texture_2d(
glow::FRAMEBUFFER,
glow::COLOR_ATTACHMENT1,
glow::TEXTURE_2D,
Some(self.cf_emissive),
0,
);
gl.framebuffer_texture_2d(
glow::FRAMEBUFFER,
glow::COLOR_ATTACHMENT2,
glow::TEXTURE_2D,
Some(self.cf_bump),
0,
);
gl.framebuffer_texture_2d(
glow::FRAMEBUFFER,
glow::DEPTH_STENCIL_ATTACHMENT,
glow::TEXTURE_2D,
Some(self.cf_stencil),
0,
);
gl.bind_framebuffer(glow::FRAMEBUFFER, self.surface_framebuffer);
}
pub fn resize(&mut self, w: u32, h: u32) {
self.viewport = uvec2(w, h);
let gl = &self.gl;
unsafe {
gl.viewport(0, 0, w as i32, h as i32);
// Reupload composite framebuffer textures
texture::upload_empty(gl, self.cf_albedo, w, h, glow::UNSIGNED_BYTE);
texture::upload_empty(gl, self.cf_emissive, w, h, glow::FLOAT);
texture::upload_empty(gl, self.cf_bump, w, h, glow::UNSIGNED_BYTE);
gl.bind_texture(glow::TEXTURE_2D, Some(self.cf_stencil));
gl.tex_image_2d(
glow::TEXTURE_2D,
0,
glow::DEPTH24_STENCIL8 as i32,
w as i32,
h as i32,
0,
glow::DEPTH_STENCIL,
glow::UNSIGNED_INT_24_8,
None,
);
self.attach_framebuffer_textures();
}
self.update_camera();
}
pub fn clear(&self) {
self.cache.borrow_mut().clear();
unsafe {
self.gl.clear(glow::COLOR_BUFFER_BIT);
}
}
}
impl InoxRenderer for OpenglRenderer {
fn on_begin_masks(&self, masks: &Masks) {
self.push_debug_group("inox2d - begin masks");
let gl = &self.gl;
unsafe {
gl.enable(glow::STENCIL_TEST);
gl.clear_stencil(!masks.has_masks() as i32);
gl.clear(glow::STENCIL_BUFFER_BIT);
gl.color_mask(false, false, false, false);
gl.stencil_op(glow::KEEP, glow::KEEP, glow::REPLACE);
gl.stencil_mask(0xff);
}
let part_mask_shader = &self.part_mask_shader;
self.bind_shader(part_mask_shader);
part_mask_shader.set_threshold(gl, masks.threshold.clamp(0.0, 1.0));
self.pop_debug_group();
}
fn on_begin_mask(&self, mask: &Mask) {
self.push_debug_group("inox2d - begin mask");
let gl = &self.gl;
unsafe {
gl.stencil_func(glow::ALWAYS, (mask.mode == MaskMode::Mask) as i32, 0xff);
}
}
fn on_begin_masked_content(&self) {
self.push_debug_group("inox2d - begin masked content");
let gl = &self.gl;
unsafe {
gl.stencil_func(glow::EQUAL, 1, 0xff);
gl.stencil_mask(0x00);
gl.color_mask(true, true, true, true);
}
self.pop_debug_group();
}
fn on_end_mask(&self) {
let gl = &self.gl;
unsafe {
gl.stencil_mask(0xff);
gl.stencil_func(glow::ALWAYS, 1, 0xff);
gl.disable(glow::STENCIL_TEST);
}
self.pop_debug_group();
}
fn draw_textured_mesh_content(
&self,
as_mask: bool,
components: &TexturedMeshComponents,
render_ctx: &TexturedMeshRenderCtx,
_id: InoxNodeUuid,
) {
self.push_debug_group("inox2d - draw textured content");
let gl = &self.gl;
// TODO: plain masks, meshes as masks without textures
/*
maskShader.use();
maskShader.setUniform(offset, data.origin);
maskShader.setUniform(mvp, inGetCamera().matrix * transform.matrix());
// Enable points array
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, null);
// Bind index buffer
this.bindIndex();
// Disable the vertex attribs after use
glDisableVertexAttribArray(0);
*/
self.bind_part_textures(components.texture);
self.set_blend_mode(components.drawable.blending.mode);
let mvp = self.camera.matrix(self.viewport.as_vec2()) * *components.transform;
if as_mask {
// if as_mask is set, in .on_begin_masks():
// - part_mask_shader must have been bound and prepared.
// - mask threshold must have been uploaded.
// vert uniforms
self.part_mask_shader.set_mvp(gl, mvp);
} else {
let part_shader = &self.part_shader;
self.bind_shader(part_shader);
// vert uniforms
part_shader.set_mvp(gl, mvp);
// frag uniforms
part_shader.set_opacity(gl, components.drawable.blending.opacity);
part_shader.set_mult_color(gl, components.drawable.blending.tint);
part_shader.set_screen_color(gl, components.drawable.blending.screen_tint);
}
unsafe {
gl.draw_elements(
glow::TRIANGLES,
render_ctx.index_len as i32,
glow::UNSIGNED_INT,
render_ctx.index_offset as i32 * mem::size_of::<u32>() as i32,
);
}
self.pop_debug_group();
}
fn begin_composite_content(
&self,
_as_mask: bool,
_components: &CompositeComponents,
_render_ctx: &CompositeRenderCtx,
_id: InoxNodeUuid,
) {
self.push_debug_group("inox2d - begin composite content");
self.clear_texture_cache();
let gl = &self.gl;
unsafe {
gl.bind_framebuffer(glow::DRAW_FRAMEBUFFER, Some(self.composite_framebuffer));
gl.disable(glow::DEPTH_TEST);
gl.draw_buffers(&[
glow::COLOR_ATTACHMENT0,
glow::COLOR_ATTACHMENT1,
glow::COLOR_ATTACHMENT2,
]);
gl.clear_color(0.0, 0.0, 0.0, 0.0);
gl.clear(glow::COLOR_BUFFER_BIT);
// Everything else is the actual texture used by the meshes at id 0
gl.active_texture(glow::TEXTURE0);
gl.blend_func(glow::ONE, glow::ONE_MINUS_SRC_ALPHA);
}
self.pop_debug_group();
self.push_debug_group("inox2d - composite content");
}
fn finish_composite_content(
&self,
as_mask: bool,
components: &CompositeComponents,
_render_ctx: &CompositeRenderCtx,
_id: InoxNodeUuid,
) {
self.pop_debug_group();
self.push_debug_group("inox2d - finish composite content");
let gl = &self.gl;
self.clear_texture_cache();
unsafe {
gl.bind_framebuffer(glow::FRAMEBUFFER, self.surface_framebuffer);
}
let blending = &components.drawable.blending;
if as_mask {
/*
cShaderMask.use();
cShaderMask.setUniform(mopacity, opacity);
cShaderMask.setUniform(mthreshold, threshold);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
*/
todo!()
} else {
unsafe {
gl.active_texture(glow::TEXTURE0);
gl.bind_texture(glow::TEXTURE_2D, Some(self.cf_albedo));
gl.active_texture(glow::TEXTURE1);
gl.bind_texture(glow::TEXTURE_2D, Some(self.cf_emissive));
gl.active_texture(glow::TEXTURE2);
gl.bind_texture(glow::TEXTURE_2D, Some(self.cf_bump));
}
self.set_blend_mode(blending.mode);
let opacity = blending.opacity.clamp(0.0, 1.0);
let tint = blending.tint.clamp(Vec3::ZERO, Vec3::ONE);
let screen_tint = blending.screen_tint.clamp(Vec3::ZERO, Vec3::ONE);
let composite_shader = &self.composite_shader;
self.bind_shader(composite_shader);
composite_shader.set_opacity(gl, opacity);
composite_shader.set_mult_color(gl, tint);
composite_shader.set_screen_color(gl, screen_tint);
}
unsafe {
gl.draw_elements(glow::TRIANGLES, 6, glow::UNSIGNED_INT, 0);
}
self.pop_debug_group();
}
}
impl OpenglRenderer {
/// Update the renderer with latest puppet data.
pub fn on_begin_draw(&self, puppet: &Puppet) {
self.push_debug_group("inox2d - begin draw");
let gl = &self.gl;
// TODO: calculate this matrix only once per draw pass.
// let matrix = self.camera.matrix(self.viewport.as_vec2());
unsafe {
gl.bind_vertex_array(Some(self.vao));
upload_deforms_to_gl(
gl,
puppet
.render_ctx
.as_ref()
.expect("Rendering for a puppet must be initialized by now.")
.vertex_buffers
.deforms
.as_slice(),
self.deform_buffer,
);
gl.enable(glow::BLEND);
gl.disable(glow::DEPTH_TEST);
}
self.pop_debug_group();
self.push_debug_group("inox2d - draw");
}
/// Renderer cleaning up after one frame.
pub fn on_end_draw(&self, _puppet: &Puppet) {
self.pop_debug_group();
self.push_debug_group("inox2d - end draw");
let gl = &self.gl;
unsafe {
gl.bind_vertex_array(None);
}
self.pop_debug_group();
}
}