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use crate::*;
;
pub type VertexIdx = u16;
pub type VertexTriangleIdx = ;
pub
/*
impl ContextPen
{
pub(crate) fn new(render : &mut dyn ContextMultiMedia, mut param : PenParam) -> Self
{
param.align();
let PenParam{ max_vertex, max_index } = param;
let white_pixel = render.new_texture_from_rgba8(1, 1, &[255, 255, 255, 255]);
let vertex_buffer = render.new_buffer(
BufferType::VertexBuffer,
BufferUsage::Immutable,
BufferSource::empty::<Vertex>(max_vertex),
);
let index_buffer = render.new_buffer(
BufferType::IndexBuffer,
BufferUsage::Immutable,
BufferSource::empty::<VertexIdx>(max_index),
);
let bindings = Bindings {
vertex_buffers: vec![vertex_buffer],
index_buffer: index_buffer,
images: vec![white_pixel],
};
let shader = render
.new_shader(
match render.info().backend {
Backend::OpenGl => ShaderSource::Glsl {
vertex: shader::VERTEX,
fragment: shader::FRAGMENT,
},
Backend::Metal => ShaderSource::Msl {
program: shader::METAL,
},
},
shader::meta(),
)
.unwrap();
let pipeline = render.new_pipeline(
&[BufferLayout::default()],
&[
VertexAttribute::new("in_pos", VertexFormat::Float3),
VertexAttribute::new("in_uv", VertexFormat::Float2),
VertexAttribute {
gl_pass_as_float: false,
..VertexAttribute::new("in_color", VertexFormat::Byte4)
},
],
shader,
PipelineParam::default(),
);
Self
{
pipeline,
bindings,
vertex_buffer_id: vertex_buffer,
index_buffer_id: index_buffer,
white_pixel,
param,
prev_vertex_index : 0,
vertex_stack : ___(),
vertex : Vec::with_capacity(param.max_vertex),
index : Vec::with_capacity(param.max_index),
}
}
}
// Todo : use this trait on Pen.
// and don't impl Deref/DerefMut on Pen
pub trait IPen
{
}
macro_rules! impl_pen_pos {
($float_type: ty) =>
{
impl Position<$float_type,3> for ContextPen
{
fn pos(&self) -> Vector<$float_type,3>
{
let pos = self.last_vertex().pos;
CastIntoComposite::<$float_type>::cast_into_composite(pos)
}
fn set_pos(&mut self, pos : Vector<$float_type,3>) -> &mut Self
{
self.last_vertex_mut().pos = CastIntoComposite::<GpuFloat>::cast_into_composite(pos);
self
}
}
impl Position<$float_type,2> for ContextPen
{
fn pos(&self) -> Vector<$float_type,2>
{
let pos = self.last_vertex().pos.to_vec2();
CastIntoComposite::<$float_type>::cast_into_composite(pos)
}
fn set_pos(&mut self, pos : Vector<$float_type,2>) -> &mut Self
{
self.last_vertex_mut().pos = CastIntoComposite::<GpuFloat>::cast_into_composite(pos).with_z(0.);
self
}
}
};
}
map_on_float!(impl_pen_pos);
impl ContextPen
{
pub fn begin_draw(&mut self)
{
}
pub fn begin_pass(&mut self)
{
self.vertex.clear();
self.index.clear();
let r = render();
r.begin_default_pass(Default::default());
r.apply_pipeline(&self.pipeline);
}
pub fn end_pass(&mut self)
{
let r = render();
r.apply_bindings(&self.bindings);
r.buffer_update(self.vertex_buffer_id, BufferSource::slice(&self.vertex));
r.buffer_update(self.index_buffer_id, BufferSource::slice(&self.index));
r.draw(0, self.index.len() as _, 1);
render().end_render_pass();
}
pub fn end_draw(&mut self)
{
}
}
impl ContextPen
{
/// Commit the contextual current vertex to the Pen
pub fn down(&mut self) -> &mut Self { self.commit_vertex(); self }
/// Commit the contextual current vertex to the Pen and return it's Idx
pub fn commit_vertex(&mut self) -> VertexIdx { self.push_vertex(*self.vertex_stack) }
/// Commit the vertex to the Pen
pub fn push_vertex(&mut self, vertex : Vertex) -> VertexIdx
{
let idx = self.vertex.len() as VertexIdx;
self.vertex.push(vertex);
idx
}
pub fn pos2<P>(&mut self, pos : P) -> &mut Self where P : CastIntoComposite<GpuFloat,Output = GpuVec2>
{
self.pos3(pos.cast_into_composite().with_z(0.))
}
pub fn pos3<P>(&mut self, pos : P) -> &mut Self where P : CastIntoComposite<GpuFloat,Output = GpuVec3>
{
self.last_vertex_mut().set_pos(pos);
self
}
pub fn uv<P>(&mut self, uv : P) -> &mut Self where P : CastIntoComposite<GpuFloat,Output = GpuVec2>
{
self.last_vertex_mut().set_uv(uv);
self
}
pub fn color<C>(&mut self, color : C) -> &mut Self where C : IColor
{
self.last_vertex_mut().set_color(color);
self
}
pub fn vertex(&mut self, vertex : Vertex) -> &mut Self { *self.last_vertex_mut() = vertex; self }
pub(crate) fn last_vertex(&self) -> &Vertex { &self.vertex_stack }
pub(crate) fn last_vertex_mut(&mut self) -> &mut Vertex { &mut self.vertex_stack }
/// Make a triangle with the last 3 vertex
pub fn make_triangle(&mut self)
{
let len = self.vertex.len();
self.index_triangle(
[
(len - 3) as VertexIdx,
(len - 2) as VertexIdx,
(len - 1) as VertexIdx,
]
);
}
//pub fn index(&self) -> [GpuVertexIdx] { self.index_batch_buffer }
pub fn begin_vertex(&mut self) { self.prev_vertex_index = self.vertex.len(); }
pub(crate) fn vertex_index(&self) -> VertexIdx { (self.vertex.len() - 1) as VertexIdx }
pub(crate) fn vertex_len(&self) -> VertexIdx { self.vertex.len() as VertexIdx }
/// Also call `begin_vertexs()`
pub fn index_triangle(&mut self, index: VertexTriangleIdx)
{
self.index_triangle_and(index);
self.begin_vertex();
}
/// Don't call `begin_vertexs()`
pub fn index_triangle_and(&mut self, index: VertexTriangleIdx) -> &mut Self
{
self.index.extend_from_slice(&index);
self
}
/// Also call `begin_vertexs()`
pub fn index_triangles<I>(&mut self, triangle_index: I) where I : IntoIterator<Item = VertexTriangleIdx>
{
self.index_triangles_and(triangle_index);
self.begin_vertex();
}
/// Don't call `begin_vertexs()`
pub fn index_triangles_and<I>(&mut self, triangle_index: I) -> &mut Self where I : IntoIterator<Item = VertexTriangleIdx>
{
for triangle in triangle_index.into_iter()
{
self.index_triangle_and(triangle);
}
self
}
/// Also call `begin_vertexs()`
pub fn make_convex_poly(&mut self)
{
self.make_convex_poly_and();
self.begin_vertex();
}
/// Don't call `begin_vertexs()`
pub fn make_convex_poly_and(&mut self) -> &mut Self
{
let len = self.vertex.len() - self.prev_vertex_index;
if len <= 2 { return self; }
for i in 1..(len - 1)
{
self.index_triangle_and
(
[
(self.prev_vertex_index ) as VertexIdx,
(self.prev_vertex_index + i ) as VertexIdx,
(self.prev_vertex_index + i + 1) as VertexIdx
]
);
}
self
}
pub fn geometry<V,I>(&mut self, vertex : V, index: I)
where
V : IntoIterator<Item=Vertex>, V::IntoIter : ExactSizeIterator,
I : IntoIterator<Item=VertexTriangleIdx>, I::IntoIter : ExactSizeIterator,
{
self.geometry_and(vertex, index);
self.begin_vertex();
}
pub fn geometry_and<V,I>(&mut self, vertex : V, index: I) -> &mut Self
where
V : IntoIterator<Item=Vertex>, V::IntoIter : ExactSizeIterator,
I : IntoIterator<Item=VertexTriangleIdx>, I::IntoIter : ExactSizeIterator,
{
let vertex = vertex.into_iter();
let index = index.into_iter();
/*
let PenConfig { max_vertex, max_index } = self.param;
if vertex.len() >= max_vertex || index.len() >= max_index {
warn!("geometry() exceeded max drawcall size, clamping");
}
*/
//let vertex_len = vertex.len().min(self.batch_vertex_buffer.capacity() - self.batch_vertex_buffer.len());
//let indexs_len = index.len().min(self.batch_index_buffer.capacity() - self.batch_vertex_buffer.len());
let vertex_offset = self.vertex_len();
self.vertex.extend(vertex);
self.index.extend(index.map(|x| x.map(|v| v + vertex_offset)).flatten());
//self.batch_vertex_buffer.extend(vertex.take(vertex_len));
//self.batch_index_buffer.extend(index.map(|x| x + vertex_offset as GpuVertexIdx).take(indexs_len));
self
}
/*
pub fn triangle(&mut self, vertex : [GpuVertex;3]) -> &mut Self
{
self.static_geometry(vertex, [0, 1, 2])
}
pub fn draw_triangle_test(&mut self) -> &mut Self
{
self.static_geometry
(
[
GpuVertex::new().with_pos(gpu_vec3(-0.3, -0.3, 0.)).with_color(Color::RED),
GpuVertex::new().with_pos(gpu_vec3(0.3, -0.3, 0.)).with_color(Color::BLUE),
GpuVertex::new().with_pos(gpu_vec3(0.0, 0.3, 0.)).with_color(Color::GREEN),
]
,
[0, 1, 2]
)
}
pub fn static_geometry<V,I>(&mut self, vertex : V, index: I) -> &mut Self
where
V : IntoIterator<Item=GpuVertex>, V::IntoIter : ExactSizeIterator,
I : IntoIterator<Item=GpuVertexIdx>, I::IntoIter : ExactSizeIterator,
{
let vertex = vertex.into_iter();
let index = index.into_iter();
/*
let PenConfig { max_vertex, max_index } = self.param;
if vertex.len() >= max_vertex || index.len() >= max_index {
warn!("geometry() exceeded max drawcall size, clamping");
}
*/
//let vertex_len = vertex.len().min(self.batch_vertex_buffer.capacity() - self.batch_vertex_buffer.len());
//let indexs_len = index.len().min(self.batch_index_buffer.capacity() - self.batch_vertex_buffer.len());
let vertex_offset = self.vertex.len();
self.index.extend(index.map(|x| x + vertex_offset as GpuVertexIdx));
self.vertex.extend(vertex);
//self.batch_vertex_buffer.extend(vertex.take(vertex_len));
//self.batch_index_buffer.extend(index.map(|x| x + vertex_offset as GpuVertexIdx).take(indexs_len));
self
}
*/
}
impl ContextPen
{
pub fn circle<I>(&mut self, radius : float, nb_point : I)
where Angle : RangeDefaultSampleExtension<I>,
Range<Angle> : RangeSampleExtension<I,Item = Angle>
{
self.circle_and(radius, nb_point);
self.begin_vertex();
}
pub fn circle_and<I>(&mut self, radius : float, nb_point : I)
where Angle : RangeDefaultSampleExtension<I>,
Range<Angle> : RangeSampleExtension<I,Item = Angle>
{
let pos : Vec2 = self.pos();
for angle in Angle::sample(nb_point)
{
Pen.set_pos(pos + angle.to_vec2_normalized() * radius).down();
}
Pen.make_convex_poly_and();
}
pub fn ellipse<I>(&mut self, radius : Vec2, nb_point : I)
where Angle : RangeDefaultSampleExtension<I>,
Range<Angle> : RangeSampleExtension<I,Item = Angle>
{
self.ellipse_and(radius, nb_point);
self.begin_vertex();
}
pub fn ellipse_and<I>(&mut self, radius : Vec2, nb_point : I)
where Angle : RangeDefaultSampleExtension<I>,
Range<Angle> : RangeSampleExtension<I,Item = Angle>
{
let pos : Vec2 = self.pos();
for angle in Angle::sample(nb_point)
{
Pen.set_pos(pos + angle.to_vec2_normalized() * radius).down();
}
Pen.make_convex_poly_and();
}
}
pub(crate) mod shader
{
use super::*;
pub const VERTEX: &str = r#"
#version 150
in vec3 in_pos; // Position (x, y, z)
in vec2 in_uv; // Texture coordinates (u, v)
in lowp uvec4 in_color; // Color (r, g, b, a)
out vec2 uv; // Pass UV to fragment shader
out lowp vec4 color; // Pass color to fragment shader
void main() {
gl_Position = vec4(in_pos, 1.0); // Set vertex position
uv = in_uv; // Pass UV coordinates
color = vec4(in_color) / 255.0; // Normalize color to [0, 1]
}
"#;
pub const FRAGMENT: &str = r#"
#version 150
in vec2 uv; // UV coordinates from vertex shader
in lowp vec4 color; // Color from vertex shader
out vec4 frag_color; // Output color
void main() {
frag_color = color; // Use the interpolated color
}
"#;
pub const METAL: &str = r#"
#include <metal_stdlib>
using namespace metal;
struct VertexIn {
float3 pos [[attribute(0)]];
float2 uv [[attribute(1)]];
uchar4 color [[attribute(2)]];
};
struct VertexOut {
float4 position [[position]];
float2 uv;
float4 color;
};
vertex VertexOut vertex_main(VertexIn in [[stage_in]]) {
VertexOut out;
out.position = float4(in.pos, 1.0); // Set vertex position
out.uv = in.uv; // Pass UV coordinates
out.color = float4(in.color) / 255.0; // Normalize color to [0, 1]
return out;
}
fragment float4 fragment_main(
VertexOut in [[stage_in]]
) {
return in.color; // Use the interpolated color
}
"#;
pub fn meta() -> ShaderMeta {
ShaderMeta
{
images: vec!["tex".to_string()],
uniforms: UniformBlockLayout {
uniforms: vec![],
},
}
}
}
*/