use glow::HasContext;
use minvect::*;
use minimg::*;
#[derive(Debug, Clone)]
#[repr(C, packed)]
pub struct XYZRGBAUV {
pub xyz: Vec3,
pub rgba: Vec4,
pub uv: Vec2,
}
pub struct ProgramXYZRGBAUV {
program: glow::NativeProgram,
texture: glow::NativeTexture,
}
impl ProgramXYZRGBAUV {
pub unsafe fn new(gl: &glow::Context, vert: &str, frag: &str, image: &ImageBuffer) -> Self {
let program = gl.create_program().expect("Cannot create program");
let vs = gl.create_shader(glow::VERTEX_SHADER).expect("cannot create vertex shader");
gl.shader_source(vs, vert);
gl.compile_shader(vs);
if !gl.get_shader_compile_status(vs) {
panic!("{}", gl.get_shader_info_log(vs));
}
gl.attach_shader(program, vs);
let fs = gl.create_shader(glow::FRAGMENT_SHADER).expect("cannot create fragment shader");
gl.shader_source(fs, frag);
gl.compile_shader(fs);
if !gl.get_shader_compile_status(fs) {
panic!("{}", gl.get_shader_info_log(fs));
}
gl.attach_shader(program, fs);
gl.link_program(program);
if !gl.get_program_link_status(program) {
panic!("{}", gl.get_program_info_log(program));
}
gl.detach_shader(program, fs);
gl.delete_shader(fs);
gl.detach_shader(program, vs);
gl.delete_shader(vs);
gl.use_program(Some(program));
let texture = gl.create_texture().unwrap();
gl.bind_texture(glow::TEXTURE_2D, Some(texture));
gl.tex_image_2d(glow::TEXTURE_2D, 0, glow::RGBA as i32, image.w as i32, image.h as i32, 0, glow::RGBA, glow::UNSIGNED_BYTE, Some(&image.data));
gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_MIN_FILTER, glow::NEAREST as i32);
gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_MAG_FILTER, glow::NEAREST as i32);
gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_WRAP_S, glow::CLAMP_TO_EDGE as i32);
gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_WRAP_T, glow::CLAMP_TO_EDGE as i32);
gl.generate_mipmap(glow::TEXTURE_2D);
ProgramXYZRGBAUV {
program,
texture,
}
}
pub unsafe fn default(gl: &glow::Context, image: &ImageBuffer) -> Self {
Self::new(gl, DEFAULT_VS, DEFAULT_FS, image)
}
pub unsafe fn bind(&self, gl: &glow::Context) {
gl.use_program(Some(self.program));
gl.bind_texture(glow::TEXTURE_2D, Some(self.texture));
}
pub unsafe fn set_proj(&self, proj: &[f32; 16], gl: &glow::Context) {
gl.uniform_matrix_4_f32_slice(gl.get_uniform_location(self.program, "projection").as_ref(), true, proj);
}
}
pub unsafe fn upload_xyzrgbauv_mesh(mesh: &[XYZRGBAUV], gl: &glow::Context) -> HandleXYZRGBAUV {
let vbo = gl.create_buffer().unwrap();
gl.bind_buffer(glow::ARRAY_BUFFER, Some(vbo));
let vao = gl.create_vertex_array().unwrap();
gl.bind_vertex_array(Some(vao));
let vert_size = std::mem::size_of::<XYZRGBAUV>();
gl.vertex_attrib_pointer_f32(0, 3, glow::FLOAT, false, vert_size as i32, 0);
gl.enable_vertex_attrib_array(0);
gl.vertex_attrib_pointer_f32(1, 4, glow::FLOAT, false, vert_size as i32, 3*4);
gl.enable_vertex_attrib_array(1);
gl.vertex_attrib_pointer_f32(2, 2, glow::FLOAT, false, vert_size as i32, 7*4);
gl.enable_vertex_attrib_array(2);
let vert_bytes: &[u8] = std::slice::from_raw_parts(
mesh.as_ptr() as *const u8,
mesh.len() * vert_size,
);
gl.buffer_data_u8_slice(glow::ARRAY_BUFFER, vert_bytes, glow::STATIC_DRAW);
HandleXYZRGBAUV {vao, vbo, num_verts: mesh.len()}
}
pub struct HandleXYZRGBAUV {
pub vao: glow::NativeVertexArray,
pub vbo: glow::NativeBuffer,
pub num_verts: usize,
}
impl HandleXYZRGBAUV {
pub unsafe fn render(&self, gl: &glow::Context) {
gl.bind_vertex_array(Some(self.vao));
gl.draw_arrays(glow::TRIANGLES, 0, self.num_verts as i32);
}
pub fn free(&self, gl: &glow::Context) {
unsafe {
gl.delete_vertex_array(self.vao);
gl.delete_buffer(self.vbo);
}
}
}
pub const DEFAULT_FS: &str = r#"#version 330 core
in vec4 col;
in vec2 uv;
out vec4 frag_colour;
uniform sampler2D tex;
void main() {
frag_colour = texture(tex, uv) * col;
}
"#;
pub const DEFAULT_VS: &str = r#"#version 330 core
layout (location = 0) in vec3 in_pos;
layout (location = 1) in vec4 in_col;
layout (location = 2) in vec2 in_uv;
out vec4 col;
out vec2 uv;
uniform mat4 projection;
void main() {
col = in_col;
uv = in_uv;
gl_Position = projection * vec4(in_pos, 1.0);
}
"#;
pub fn put_triangle(buf: &mut Vec<XYZRGBAUV>, a: Vec2, a_uv: Vec2, b: Vec2, b_uv: Vec2, c: Vec2, c_uv: Vec2, col: Vec4, depth: f32) {
buf.push(XYZRGBAUV {
xyz: vec3(a.x, a.y, depth),
rgba: col,
uv: a_uv,
});
buf.push(XYZRGBAUV {
xyz: vec3(b.x, b.y, depth),
rgba: col,
uv: b_uv,
});
buf.push(XYZRGBAUV {
xyz: vec3(c.x, c.y, depth),
rgba: col,
uv: c_uv,
});
}
pub fn put_quad(buf: &mut Vec<XYZRGBAUV>, a: Vec2, b: Vec2, c: Vec2, d: Vec2, col: Vec4, uv_lo: Vec2, uv_hi: Vec2, depth: f32) {
let a_uv = uv_lo;
let b_uv = vec2(uv_hi.x, uv_lo.y);
let c_uv = uv_hi;
let d_uv = vec2(uv_lo.x, uv_hi.y);
put_triangle(buf, a, a_uv, b, b_uv, c, c_uv,col, depth);
put_triangle(buf, a, a_uv, c, c_uv, d, d_uv, col, depth);
}
pub fn put_rect(buf: &mut Vec<XYZRGBAUV>, r: Rect, r_uv: Rect, col: Vec4, depth: f32) {
let a = r.tl();
let b = r.tr();
let c = r.br();
let d = r.bl();
put_quad(buf, a, b, c, d, col, r_uv.tl(), r_uv.br(), depth);
}
pub fn transform_mesh(v: &mut Vec<XYZRGBAUV>, mat: &[f32; 16]) {
for i in 0..v.len() {
v[i].xyz = mat4_trans_homog(v[i].xyz, mat);
}
}