glium 0.36.0

Elegant and safe OpenGL wrapper. Glium is an intermediate layer between OpenGL and your application. You still need to manually handle the graphics pipeline, but without having to use OpenGL's old and error-prone API. Its objectives: - Be safe to use. Many aspects of OpenGL that can trigger a crash if misused are automatically handled by glium. - Provide an API that enforces good pratices such as RAII or stateless function calls. - Be compatible with all OpenGL versions that support shaders, providing unified API when things diverge. - Avoid all OpenGL errors beforehand. - Produce optimized OpenGL function calls, and allow the user to easily use modern OpenGL techniques.
Documentation
use crate::context::CommandContext;
use crate::version::Api;
use crate::version::Version;

use crate::DrawError;
use crate::gl;

/// Represents the depth parameters of a draw command.
#[derive(Debug, Copy, Clone)]
pub struct Depth {
    /// The function that the GPU will use to determine whether to write over an existing pixel
    /// on the target. Don't forget to set `depth_write` appropriately if you use a depth test.
    ///
    /// See the `DepthTest` documentation for more details.
    ///
    /// The default is `Overwrite`.
    pub test: DepthTest,

    /// Sets whether the GPU will write the depth values on the depth buffer if they pass the
    /// depth test.
    ///
    /// The default is `false`. You most likely want `true` if you're doing depth testing.
    ///
    /// If you pass `true` but don't have a depth buffer available, drawing will produce
    /// a `NoDepthBuffer` error.
    pub write: bool,

    /// The range of possible Z values in surface coordinates.
    ///
    /// Just like OpenGL turns X and Y coordinates between `-1.0` and `1.0` into surface
    /// coordinates, it will also map your Z coordinates to a certain range which you can
    /// specify here.
    ///
    /// The two values must be between `0.0` and `1.0`, anything outside this range will result
    /// in a panic. By default the depth range is `(0.0, 1.0)`.
    ///
    /// The first value of the tuple must be the "near" value, where `-1.0` will be mapped.
    /// The second value must be the "far" value, where `1.0` will be mapped.
    /// It is possible for the "near" value to be greater than the "far" value.
    pub range: (f32, f32),

    /// Sets whether the depth values of samples should be clamped to `0.0` and `1.0`.
    ///
    /// The default value is `NoClamp`.
    pub clamp: DepthClamp,
}

impl Default for Depth {
    #[inline]
    fn default() -> Depth {
        Depth {
            test: DepthTest::Overwrite,
            write: false,
            range: (0.0, 1.0),
            clamp: DepthClamp::NoClamp,
        }
    }
}

/// The function that the GPU will use to determine whether to write over an existing pixel
/// on the target.
///
/// # Depth buffers
///
/// After the fragment shader has been run, the GPU maps the output Z coordinates to the depth
/// range (which you can specify in the draw parameters) in order to obtain the depth value in
/// in window coordinates. This depth value is always between `0.0` and `1.0`.
///
/// In addition to the buffer where pixel colors are stored, you can also have a buffer
/// which contains the depth value of each pixel. Whenever the GPU tries to write a pixel,
/// it will first compare the depth value of the pixel to be written with the depth value that
/// is stored at this location. If `depth_write` is set to `true` in the draw parameters, it will
/// then write the depth value in the buffer.
///
/// The most common value for depth testing is to set `depth_test` to `IfLess`, and `depth_write`
/// to `true`.
///
/// If you don't have a depth buffer available, you can only pass `Overwrite`. Glium detects if
/// you pass any other value and reports an error.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum DepthTest {
    /// Never replace the target pixel.
    ///
    /// This option doesn't really make sense, but is here for completeness.
    Ignore,

    /// Always replace the target pixel.
    ///
    /// This is the default mode.
    Overwrite,

    /// Replace if the z-value of the source is equal to the destination.
    IfEqual,

    /// Replace if the z-value of the source is different than the destination.
    IfNotEqual,

    /// Replace if the z-value of the source is more than the destination.
    IfMore,

    /// Replace if the z-value of the source is more than, or equal to the destination.
    IfMoreOrEqual,

    /// Replace if the z-value of the source is less than the destination.
    IfLess,

    /// Replace if the z-value of the source is less than, or equal to the destination.
    IfLessOrEqual
}

impl DepthTest {
    /// Returns true if the function requires a depth buffer to be used.
    #[inline]
    pub fn requires_depth_buffer(&self) -> bool {
        match *self {
            DepthTest::Ignore => true,
            DepthTest::Overwrite => false,
            DepthTest::IfEqual => true,
            DepthTest::IfNotEqual => true,
            DepthTest::IfMore => true,
            DepthTest::IfMoreOrEqual => true,
            DepthTest::IfLess => true,
            DepthTest::IfLessOrEqual => true,
        }
    }

    #[inline]
    fn to_glenum(&self) -> gl::types::GLenum {
        match *self {
            DepthTest::Ignore => gl::NEVER,
            DepthTest::Overwrite => gl::ALWAYS,
            DepthTest::IfEqual => gl::EQUAL,
            DepthTest::IfNotEqual => gl::NOTEQUAL,
            DepthTest::IfMore => gl::GREATER,
            DepthTest::IfMoreOrEqual => gl::GEQUAL,
            DepthTest::IfLess => gl::LESS,
            DepthTest::IfLessOrEqual => gl::LEQUAL,
        }
    }
}

/// Specifies whether the depth value of samples should be clamped to `0.0` or `1.0`.
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
pub enum DepthClamp {
    /// Do not clamp. Samples with values outside of the `[0.0, 1.0]` range will be discarded.
    ///
    /// This is the default value and is supported everywhere.
    NoClamp,

    /// Clamp the depth values. All samples will always be drawn.
    ///
    /// This value is only supported on OpenGL.
    Clamp,

    /// Depth values inferior to `0.0` will be clamped to `0.0`.
    ///
    /// **This option is supported only by very few OpenGL devices**.
    ClampNear,

    /// Depth values superior to `1.0` will be clamped to `1.0`.
    ///
    /// **This option is supported only by very few OpenGL devices**.
    ClampFar,
}

pub fn sync_depth(ctxt: &mut CommandContext<'_>, depth: &Depth) -> Result<(), DrawError> {
    // depth clamp
    {
        let state = &mut *ctxt.state;
        match (depth.clamp, &mut state.enabled_depth_clamp_near,
               &mut state.enabled_depth_clamp_far)
        {
            (DepthClamp::NoClamp, &mut false, &mut false) => (),
            (DepthClamp::Clamp, &mut true, &mut true) => (),

            (DepthClamp::NoClamp, near, far) => {
                if ctxt.version >= &Version(Api::Gl, 3, 0) || ctxt.extensions.gl_arb_depth_clamp ||
                   ctxt.extensions.gl_nv_depth_clamp
                {
                    unsafe { ctxt.gl.Disable(gl::DEPTH_CLAMP) };
                    *near = false;
                    *far = false;
                } else {
                    return Err(DrawError::DepthClampNotSupported);
                }
            },

            (DepthClamp::Clamp, near, far) => {
                if ctxt.version >= &Version(Api::Gl, 3, 0) || ctxt.extensions.gl_arb_depth_clamp ||
                   ctxt.extensions.gl_nv_depth_clamp
                {
                    unsafe { ctxt.gl.Enable(gl::DEPTH_CLAMP) };
                    *near = true;
                    *far = true;
                } else {
                    return Err(DrawError::DepthClampNotSupported);
                }
            },

            (DepthClamp::ClampNear, &mut true, &mut false) => (),
            (DepthClamp::ClampFar, &mut false, &mut true) => (),

            (DepthClamp::ClampNear, &mut true, far) => {
                if ctxt.extensions.gl_amd_depth_clamp_separate {
                    unsafe { ctxt.gl.Disable(gl::DEPTH_CLAMP_FAR_AMD) };
                    *far = false;
                } else {
                    return Err(DrawError::DepthClampNotSupported);
                }

            },

            (DepthClamp::ClampNear, near @ &mut false, far) => {
                if ctxt.extensions.gl_amd_depth_clamp_separate {
                    unsafe { ctxt.gl.Enable(gl::DEPTH_CLAMP_NEAR_AMD) };
                    if *far { unsafe { ctxt.gl.Disable(gl::DEPTH_CLAMP_FAR_AMD); } }
                    *near = true;
                    *far = false;
                } else {
                    return Err(DrawError::DepthClampNotSupported);
                }
            },

            (DepthClamp::ClampFar, near, &mut true) => {
                if ctxt.extensions.gl_amd_depth_clamp_separate {
                    unsafe { ctxt.gl.Disable(gl::DEPTH_CLAMP_NEAR_AMD) };
                    *near = false;
                } else {
                    return Err(DrawError::DepthClampNotSupported);
                }
            },

            (DepthClamp::ClampFar, near, far @ &mut false) => {
                if ctxt.extensions.gl_amd_depth_clamp_separate {
                    unsafe { ctxt.gl.Enable(gl::DEPTH_CLAMP_FAR_AMD) };
                    if *near { unsafe { ctxt.gl.Disable(gl::DEPTH_CLAMP_NEAR_AMD); } }
                    *near = false;
                    *far = true;
                } else {
                    return Err(DrawError::DepthClampNotSupported);
                }
            },
        }
    }

    // depth range
    if depth.range.0 < 0.0 || depth.range.0 > 1.0 ||
       depth.range.1 < 0.0 || depth.range.1 > 1.0
    {
        return Err(DrawError::InvalidDepthRange);
    }

    if depth.range != ctxt.state.depth_range {
        // TODO: WebGL requires depth.range.1 > depth.range.0
        unsafe {
            ctxt.gl.DepthRange(depth.range.0 as f64, depth.range.1 as f64);
        }
        ctxt.state.depth_range = depth.range;
    }

    if depth.test == DepthTest::Overwrite && !depth.write {
        // simply disabling GL_DEPTH_TEST
        if ctxt.state.enabled_depth_test {
            unsafe { ctxt.gl.Disable(gl::DEPTH_TEST) };
            ctxt.state.enabled_depth_test = false;
        }
        return Ok(());

    } else if !ctxt.state.enabled_depth_test {
        unsafe { ctxt.gl.Enable(gl::DEPTH_TEST) };
        ctxt.state.enabled_depth_test = true;
    }

    // depth test
    unsafe {
        let depth_test = depth.test.to_glenum();
        if ctxt.state.depth_func != depth_test {
            ctxt.gl.DepthFunc(depth_test);
            ctxt.state.depth_func = depth_test;
        }
    }

    // depth mask
    if depth.write != ctxt.state.depth_mask {
        unsafe {
            ctxt.gl.DepthMask(if depth.write { gl::TRUE } else { gl::FALSE });
        }
        ctxt.state.depth_mask = depth.write;
    }

    Ok(())
}