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use camera::Camera;
use context::Context;
use na::{Matrix4, Point3};
use resource::{AllocationType, BufferType, Effect, GPUVec, ShaderAttribute, ShaderUniform};
use renderer::Renderer;
#[path = "../error.rs"]
mod error;
pub struct LineRenderer {
shader: Effect,
pos: ShaderAttribute<Point3<f32>>,
color: ShaderAttribute<Point3<f32>>,
view: ShaderUniform<Matrix4<f32>>,
proj: ShaderUniform<Matrix4<f32>>,
lines: GPUVec<Point3<f32>>,
}
impl LineRenderer {
pub fn new() -> LineRenderer {
let mut shader = Effect::new_from_str(LINES_VERTEX_SRC, LINES_FRAGMENT_SRC);
shader.use_program();
LineRenderer {
lines: GPUVec::new(Vec::new(), BufferType::Array, AllocationType::StreamDraw),
pos: shader
.get_attrib::<Point3<f32>>("position")
.expect("Failed to get shader attribute."),
color: shader
.get_attrib::<Point3<f32>>("color")
.expect("Failed to get shader attribute."),
view: shader
.get_uniform::<Matrix4<f32>>("view")
.expect("Failed to get shader uniform."),
proj: shader
.get_uniform::<Matrix4<f32>>("proj")
.expect("Failed to get shader uniform."),
shader: shader,
}
}
pub fn needs_rendering(&self) -> bool {
self.lines.len() != 0
}
pub fn draw_line(&mut self, a: Point3<f32>, b: Point3<f32>, color: Point3<f32>) {
for lines in self.lines.data_mut().iter_mut() {
lines.push(a);
lines.push(color);
lines.push(b);
lines.push(color);
}
}
}
impl Renderer for LineRenderer {
fn render(&mut self, pass: usize, camera: &mut Camera) {
if self.lines.len() == 0 {
return;
}
self.shader.use_program();
self.pos.enable();
self.color.enable();
camera.upload(pass, &mut self.proj, &mut self.view);
self.color.bind_sub_buffer(&mut self.lines, 1, 1);
self.pos.bind_sub_buffer(&mut self.lines, 1, 0);
let ctxt = Context::get();
verify!(ctxt.draw_arrays(Context::LINES, 0, (self.lines.len() / 2) as i32));
self.pos.disable();
self.color.disable();
for lines in self.lines.data_mut().iter_mut() {
lines.clear()
}
}
}
pub static LINES_VERTEX_SRC: &'static str = A_VERY_LONG_STRING;
pub static LINES_FRAGMENT_SRC: &'static str = ANOTHER_VERY_LONG_STRING;
const A_VERY_LONG_STRING: &'static str = "#version 100
attribute vec3 position;
attribute vec3 color;
varying vec3 vColor;
uniform mat4 proj;
uniform mat4 view;
void main() {
gl_Position = proj * view * vec4(position, 1.0);
vColor = color;
}";
const ANOTHER_VERY_LONG_STRING: &'static str = "#version 100
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
varying vec3 vColor;
void main() {
gl_FragColor = vec4(vColor, 1.0);
}";