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//! Dynamic rendering pipelines. //! //! This module gives you types and functions to build *dynamic* rendering *pipelines*. A //! pipeline represents a functional stream that consumes geometric data and rasterizes them. //! //! When you want to build a render, the main entry point is the `Builder` type. It enables you to //! create dynamic `Pipeline` objects. //! //! # Key concepts //! //! luminance exposes several concepts you have to be familiar with: //! //! - Render buffers. //! - Blending. //! - Shaders. //! - Tessellations. //! - Gates. //! - Render commands. //! - Shading commands. //! - Pipelines. //! //! # Render buffers //! //! The render buffers are GPU-allocated memory regions used while rendering images into //! framebuffers. Typically, a framebuffer has at least three buffers: //! //! - A *color buffer*, that will receive texels (akin to pixels, but for textures/buffers). //! - A *depth buffer*, a special buffer mostly used to determine whether a fragment (pixel) is behind //! something that was previously rendered – it’s a simple solution to discard render that won’t be //! visible anyway. //! - A *stencil buffer*, which often acts as a mask to create interesting effects to your renders. //! //! luminance gives you access to the first two – the stencil buffer will be added in a future //! release. //! //! Alternatively, you can also tell your GPU that you won’t be using a depth buffer, or that you //! need several color buffers – this is called [MRT](https://en.wikipedia.org/wiki/Multiple_Render_Targets). //! In most frameworks, you create some textures to hold the color information, then you “bind” them //! to your pipeline, and you’re good to go. In luminance, everything happens at the type level: you //! say to luminance which type of framebuffer you want (for instance, a framebuffer with two color //! outputs and a depth buffer). luminance will handle the textures for you – you can retrieve access //! to them whenever you want to. //! //! If you have a depth buffer, you can ask luminance to perform a depth test that will discard any //! fragment being “behind” the fragment already in place. You can also give luminance the *clear //! color* it must use when you issue a new pipeline to fill the buffers. //! //! # Blending //! //! When you render a fragment A at a position P in a framebuffer, there are several configurations: //! //! - You have a depth buffer and the depth test is enabled: in that case, no blending will happen as either //! the already in-place fragment will be chosen or the new one you try to write, depending on the result //! of the depth test. //! - The depth test is disabled: in that case, each time a fragment is to be written to a place in a //! buffer, its output will be blended with the color already present according to a *blending equation* //! and two *blending factors*. //! //! # Shaders //! //! Shaders in luminance are pretty simple: you have `Stage` that represents each type of shader //! stages you can use, and `Program`, that links them into a GPU executable. //! //! In luminance, you’re supposed to create a `Program` with `Stage`. Some of them are mandatory and //! others are optional. In order to customize your build, you can use a *uniform interface*. The //! uniform interface is defined by our own type. When you create a program, you pass code to tell //! luminance how to get such a type. Then that type will be handed back to you when needed in the //! form of an immutable object. //! //! # Tessellations //! //! The `Tess` type represents a tessellation associated with a possible set of GPU vertices and //! indices. Note that it’s also possible to create *attributeless* tesselations – i.e. //! tessellations that don’t own any vertices nor indices and are used with specific shaders only. //! //! # Gates //! //! The gate concept is quite easy to understand: picture a pipeline as tree. Each node is typed, //! hence, the structure is quite limited to what your GPU can understand. Gates are a way to //! spread information of root nodes down. For instance, if you have a shader node, every nested //! child of that shader node will have the possibility to use its features via a shading gate. //! //! # Render commands //! //! A set of values that tag a collection of tessellations. Typical information is whether we should //! use a depth test, the blending factors and equation, etc. //! //! # Shading commands //! //! A set of values that tag a collection of render commands. Typical information is a shader //! program along with its uniform interface. //! //! # Pipelines //! //! A pipeline is just an aggregation of shadings commands with a few extra information. It //! especially gives you the power to scope-bind GPU resources. #[cfg(feature = "std")] use std::cell::RefCell; #[cfg(feature = "std")] use std::marker::PhantomData; #[cfg(feature = "std")] use std::ops::Deref; #[cfg(feature = "std")] use std::rc::Rc; #[cfg(not(feature = "std"))] use alloc::rc::Rc; #[cfg(not(feature = "std"))] use alloc::vec::Vec; #[cfg(not(feature = "std"))] use core::cell::RefCell; #[cfg(not(feature = "std"))] use core::marker::PhantomData; #[cfg(not(feature = "std"))] use core::ops::Deref; use crate::blending::BlendingState; use crate::buffer::{Buffer, RawBuffer}; use crate::context::GraphicsContext; use crate::depth_test::DepthTest; use crate::face_culling::FaceCullingState; use crate::framebuffer::{ColorSlot, DepthSlot, Framebuffer}; use crate::metagl::*; use crate::pixel::{Pixel, SamplerType, Type as PxType}; use crate::render_state::RenderState; use crate::shader::program::{Program, ProgramInterface, Type, Uniform, UniformInterface, Uniformable}; use crate::state::GraphicsState; use crate::tess::TessSlice; use crate::texture::{Dim, Dimensionable, Layerable, Texture}; use crate::vertex::Semantics; // A stack of bindings. // // This type implements a stacking system for effective resource bindings by allocating new // bindings points only when no recycled resource is available. It helps have a better memory // footprint in the resource space. struct BindingStack { state: Rc<RefCell<GraphicsState>>, next_texture_unit: u32, free_texture_units: Vec<u32>, next_buffer_binding: u32, free_buffer_bindings: Vec<u32>, } impl BindingStack { // Create a new, empty binding stack. fn new(state: Rc<RefCell<GraphicsState>>) -> Self { BindingStack { state, next_texture_unit: 0, free_texture_units: Vec::new(), next_buffer_binding: 0, free_buffer_bindings: Vec::new(), } } } /// An opaque type used to create pipelines. pub struct Builder<'a, C> where C: ?Sized { ctx: &'a mut C, binding_stack: Rc<RefCell<BindingStack>>, _borrow: PhantomData<&'a mut ()>, } impl<'a, C> Builder<'a, C> where C: ?Sized + GraphicsContext { /// Create a new `Builder`. /// /// Even though you call this function by yourself, you’re likely to prefer using /// `GraphicsContext::pipeline_builder` instead. pub fn new(ctx: &'a mut C) -> Self { let state = ctx.state().clone(); Builder { ctx, binding_stack: Rc::new(RefCell::new(BindingStack::new(state))), _borrow: PhantomData, } } /// Create a new [`Pipeline`] and consume it immediately. /// /// A dynamic rendering pipeline is responsible of rendering into a `Framebuffer`. /// /// `L` refers to the `Layering` of the underlying `Framebuffer`. /// /// `D` refers to the `Dim` of the underlying `Framebuffer`. /// /// `CS` and `DS` are – respectively – the *color* and *depth* `Slot`(s) of the underlying /// `Framebuffer`. /// /// Pipelines also have a *clear color*, used to clear the framebuffer. pub fn pipeline<'b, L, D, CS, DS, F>( &'b mut self, framebuffer: &Framebuffer<L, D, CS, DS>, clear_color: [f32; 4], f: F, ) where L: Layerable, D: Dimensionable, CS: ColorSlot<L, D>, DS: DepthSlot<L, D>, F: FnOnce(Pipeline<'b>, ShadingGate<'b, C>) { unsafe { self.ctx.state() .borrow_mut() .bind_draw_framebuffer(framebuffer.handle()); gl::Viewport(0, 0, framebuffer.width() as GLint, framebuffer.height() as GLint); gl::ClearColor(clear_color[0], clear_color[1], clear_color[2], clear_color[3]); gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT); } let binding_stack = &self.binding_stack; let p = Pipeline { binding_stack }; let shd_gt = ShadingGate { ctx: self.ctx, binding_stack }; f(p, shd_gt); } } /// A dynamic pipeline. /// /// Such a pipeline enables you to call shading commands, bind textures, bind uniform buffers, etc. /// in a scoped-binding way. pub struct Pipeline<'a> { binding_stack: &'a Rc<RefCell<BindingStack>>, } impl<'a> Pipeline<'a> { /// Bind a texture and return the bound texture. /// /// The texture remains bound as long as the return value lives. pub fn bind_texture<L, D, P>( &'a self, texture: &'a Texture<L, D, P>, ) -> BoundTexture<'a, L, D, P::SamplerType> where L: 'a + Layerable, D: 'a + Dimensionable, P: 'a + Pixel { let mut bstack = self.binding_stack.borrow_mut(); let unit = bstack.free_texture_units.pop().unwrap_or_else(|| { // no more free units; reserve one let unit = bstack.next_texture_unit; bstack.next_texture_unit += 1; unit }); unsafe { let mut state = bstack.state.borrow_mut(); state.set_texture_unit(unit); state.bind_texture(texture.target(), texture.handle()); } BoundTexture::new(self.binding_stack, unit) } /// Bind a buffer and return the bound buffer. /// /// The buffer remains bound as long as the return value lives. pub fn bind_buffer<T>(&'a self, buffer: &'a T) -> BoundBuffer<'a, T> where T: Deref<Target = RawBuffer> { let mut bstack = self.binding_stack.borrow_mut(); let binding = bstack.free_buffer_bindings.pop().unwrap_or_else(|| { // no more free bindings; reserve one let binding = bstack.next_buffer_binding; bstack.next_buffer_binding += 1; binding }); unsafe { bstack .state .borrow_mut() .bind_buffer_base(buffer.handle(), binding); } BoundBuffer::new(self.binding_stack, binding) } } /// An opaque type representing a bound texture in a `Builder`. You may want to pass such an object /// to a shader’s uniform’s update. pub struct BoundTexture<'a, L, D, S> where L: 'a + Layerable, D: 'a + Dimensionable, S: 'a + SamplerType, { unit: u32, binding_stack: &'a Rc<RefCell<BindingStack>>, _t: PhantomData<&'a (L, D, S)>, } impl<'a, L, D, S> BoundTexture<'a, L, D, S> where L: 'a + Layerable, D: 'a + Dimensionable, S: 'a + SamplerType { fn new(binding_stack: &'a Rc<RefCell<BindingStack>>, unit: u32) -> Self { BoundTexture { unit, binding_stack, _t: PhantomData, } } } impl<'a, L, D, S> Drop for BoundTexture<'a, L, D, S> where L: 'a + Layerable, D: 'a + Dimensionable, S: 'a + SamplerType { fn drop(&mut self) { let mut bstack = self.binding_stack.borrow_mut(); // place the unit into the free list bstack.free_texture_units.push(self.unit); } } unsafe impl<'a, 'b, L, D, S> Uniformable for &'b BoundTexture<'a, L, D, S> where L: 'a + Layerable, D: 'a + Dimensionable, S: 'a + SamplerType { fn update(self, u: &Uniform<Self>) { unsafe { gl::Uniform1i(u.index(), self.unit as GLint) } } fn ty() -> Type { match (S::sample_type(), D::dim()) { (PxType::NormIntegral, Dim::Dim1) => Type::Sampler1D, (PxType::NormUnsigned, Dim::Dim1) => Type::Sampler1D, (PxType::Integral, Dim::Dim1) => Type::ISampler1D, (PxType::Unsigned, Dim::Dim1) => Type::UISampler1D, (PxType::Floating, Dim::Dim1) => Type::Sampler1D, (PxType::NormIntegral, Dim::Dim2) => Type::Sampler2D, (PxType::NormUnsigned, Dim::Dim2) => Type::Sampler2D, (PxType::Integral, Dim::Dim2) => Type::ISampler2D, (PxType::Unsigned, Dim::Dim2) => Type::UISampler2D, (PxType::Floating, Dim::Dim2) => Type::Sampler2D, (PxType::NormIntegral, Dim::Dim3) => Type::Sampler3D, (PxType::NormUnsigned, Dim::Dim3) => Type::Sampler3D, (PxType::Integral, Dim::Dim3) => Type::ISampler3D, (PxType::Unsigned, Dim::Dim3) => Type::UISampler3D, (PxType::Floating, Dim::Dim3) => Type::Sampler3D, (PxType::NormIntegral, Dim::Cubemap) => Type::Cubemap, (PxType::NormUnsigned, Dim::Cubemap) => Type::Cubemap, (PxType::Integral, Dim::Cubemap) => Type::ICubemap, (PxType::Unsigned, Dim::Cubemap) => Type::UICubemap, (PxType::Floating, Dim::Cubemap) => Type::Cubemap, } } } /// An opaque type representing a bound buffer in a `Builder`. You may want to pass such an object /// to a shader’s uniform’s update. pub struct BoundBuffer<'a, T> where T: 'a { binding: u32, binding_stack: &'a Rc<RefCell<BindingStack>>, _t: PhantomData<&'a Buffer<T>>, } impl<'a, T> BoundBuffer<'a, T> { fn new(binding_stack: &'a Rc<RefCell<BindingStack>>, binding: u32) -> Self { BoundBuffer { binding, binding_stack, _t: PhantomData, } } } impl<'a, T> Drop for BoundBuffer<'a, T> { fn drop(&mut self) { let mut bstack = self.binding_stack.borrow_mut(); // place the binding into the free list bstack.free_buffer_bindings.push(self.binding); } } unsafe impl<'a, 'b, T> Uniformable for &'b BoundBuffer<'a, T> { fn update(self, u: &Uniform<Self>) { unsafe { gl::UniformBlockBinding(u.program(), u.index() as GLuint, self.binding as GLuint) } } fn ty() -> Type { Type::BufferBinding } } /// A shading gate provides you with a way to run shaders on rendering commands. pub struct ShadingGate<'a, C> where C: ?Sized { ctx: &'a mut C, binding_stack: &'a Rc<RefCell<BindingStack>>, } impl<'a, C> ShadingGate<'a, C> where C: ?Sized + GraphicsContext { /// Run a shader on a set of rendering commands. pub fn shade<'b, In, Out, Uni, F>(&'b mut self, program: &Program<In, Out, Uni>, f: F) where In: Semantics, Uni: UniformInterface, F: FnOnce(ProgramInterface<Uni>, RenderGate<'b, C>) { unsafe { let bstack = self.binding_stack.borrow_mut(); bstack.state.borrow_mut().use_program(program.handle()); }; let render_gate = RenderGate { ctx: self.ctx, binding_stack: self.binding_stack, }; let program_interface = program.interface(); f(program_interface, render_gate); } } /// Render gate, allowing you to alter the render state and render tessellations. pub struct RenderGate<'a, C> where C: ?Sized { ctx: &'a mut C, binding_stack: &'a Rc<RefCell<BindingStack>>, } impl<'a, C> RenderGate<'a, C> where C: ?Sized + GraphicsContext { /// Alter the render state and draw tessellations. pub fn render<'b, F>(&'b mut self, rdr_st: RenderState, f: F) where F: FnOnce(TessGate<'b, C>) { unsafe { let bstack = self.binding_stack.borrow_mut(); let mut gfx_state = bstack.state.borrow_mut(); match rdr_st.blending { Some((equation, src_factor, dst_factor)) => { gfx_state.set_blending_state(BlendingState::On); gfx_state.set_blending_equation(equation); gfx_state.set_blending_func(src_factor, dst_factor); } None => { gfx_state.set_blending_state(BlendingState::Off); } } if let Some(depth_comparison) = rdr_st.depth_test { gfx_state.set_depth_test(DepthTest::On); gfx_state.set_depth_test_comparison(depth_comparison); } else { gfx_state.set_depth_test(DepthTest::Off); } match rdr_st.face_culling { Some(face_culling) => { gfx_state.set_face_culling_state(FaceCullingState::On); gfx_state.set_face_culling_order(face_culling.order); gfx_state.set_face_culling_mode(face_culling.mode); } None => { gfx_state.set_face_culling_state(FaceCullingState::Off); } } } let tess_gate = TessGate { ctx: self.ctx, }; f(tess_gate); } } /// Render tessellations. pub struct TessGate<'a, C> where C: ?Sized { ctx: &'a mut C, } impl<'a, C> TessGate<'a, C> where C: ?Sized + GraphicsContext { /// Render a tessellation. pub fn render<'b, T>(&'b mut self, tess: T) where T: Into<TessSlice<'b>> { tess.into().render(self.ctx); } }