ngen 0.1.4

A very simple game engine using OpenGL
Documentation
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use sdl2::{render::WindowCanvas, Sdl};
use std::{mem, ptr};

use super::*;
use crate::math::{Vec2, Vec2i};

struct Viewport {
    offset: Vec2i,
    dim: Vec2i,
}

impl Viewport {
    fn new(window_width: i32, window_height: i32) -> Viewport {
        const TARGET_ASPECT_RATIO: f32 = 1920. / 1080.;
        let aspect_ratio = window_width as f32 / window_height as f32;

        let (viewport_width, viewport_height) = if TARGET_ASPECT_RATIO > aspect_ratio {
            let new_height = window_width as f32 / TARGET_ASPECT_RATIO;
            (window_width, new_height as _)
        } else if TARGET_ASPECT_RATIO < aspect_ratio {
            let new_width = window_height as f32 * TARGET_ASPECT_RATIO;
            (new_width as _, window_height)
        } else {
            (window_width, window_height)
        };

        let offset = Vec2i::new(
            (window_width as f32 * 0.5 - viewport_width as f32 * 0.5) as _,
            (window_height as f32 * 0.5 - viewport_height as f32 * 0.5) as _,
        );

        let dim = Vec2i::new(viewport_width as _, viewport_height as _);

        Self { offset, dim }
    }

    unsafe fn activate(&self) {
        gl::Viewport(self.offset.x, self.offset.y, self.dim.x, self.dim.y);
    }
}

pub struct OpenGLRenderer {
    canvas: WindowCanvas,
    viewport: Viewport,
    shader: VertexShader,
    render_commands: RenderCommands,
}

impl OpenGLRenderer {
    pub fn new(
        context: &mut Sdl,
        window_width: u32,
        window_height: u32,
        window_title: &'static str,
        max_quads: usize,
    ) -> Result<Self, String> {
        sdl2::image::init(sdl2::image::InitFlag::all())?;
        let video = context.video()?;

        let canvas = video
            .window(window_title, window_width, window_height)
            .opengl()
            .position_centered()
            .resizable()
            .build()
            .map_err(|e| e.to_string())?
            .into_canvas()
            .build()
            .map_err(|e| e.to_string())?;

        gl::load_with(|s| video.gl_get_proc_address(s) as *const _);

        canvas
            .window()
            .gl_set_context_to_current()
            .map_err(|e| e.to_string())?;

        let render_commands_vert_buffer_id = create_vertex_buffer(max_quads * 4);
        let render_commands_index_buffer_id = create_index_buffer(max_quads * 6);
        let white_texture_id = load_texture(&[0xFFFFFFFF], 1, 1, true);
        let render_commands = RenderCommands::new(
            render_commands_vert_buffer_id,
            render_commands_index_buffer_id,
            white_texture_id,
            max_quads,
        );

        Ok(Self {
            canvas,
            viewport: Viewport::new(window_width as _, window_height as _),
            shader: VertexShader::new()?,
            render_commands,
        })
    }

    pub fn set_window_dim(&mut self, window_width: i32, window_height: i32) {
        self.viewport = Viewport::new(window_width, window_height);
    }

    pub fn begin_frame(&mut self) -> &mut RenderCommands {
        self.render_commands.reset();

        &mut self.render_commands
    }

    pub fn render(&mut self) {
        unsafe {
            gl::Enable(gl::CULL_FACE);
            gl::Enable(gl::TEXTURE_2D);
            gl::Enable(gl::BLEND);
            gl::BlendFunc(gl::SRC_ALPHA, gl::ONE_MINUS_SRC_ALPHA);

            gl::FrontFace(gl::CCW);
            gl::CullFace(gl::BACK);

            self.viewport.activate();
            self.shader.bind();
            for (pos, texture) in self.render_commands.textures.iter().enumerate() {
                self.shader.set_sampler(pos, *texture);
            }

            for command in self.render_commands.commands.iter() {
                match command {
                    RenderCommand::ClearScreen { color } => {
                        gl::ClearColor(color.x, color.y, color.z, color.w);
                        gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT);
                    }

                    RenderCommand::RenderQuads {
                        offset,
                        num_quads,
                        transform,
                    } => {
                        gl::Clear(gl::DEPTH_BUFFER_BIT);

                        self.shader.set_view_matrix(*transform);

                        let total_size = num_quads * mem::size_of::<Vertex>() * 4;
                        let vert_offset = self.render_commands.vertices.as_ptr().add(*offset);

                        gl::BindBuffer(
                            gl::ELEMENT_ARRAY_BUFFER,
                            self.render_commands.index_buffer_id,
                        );
                        gl::BindBuffer(gl::ARRAY_BUFFER, self.render_commands.vert_buffer_id);
                        gl::BufferSubData(gl::ARRAY_BUFFER, 0, total_size as _, vert_offset as _);

                        let num_indices = *num_quads * 6;
                        gl::DrawElements(
                            gl::TRIANGLES,
                            num_indices as _,
                            gl::UNSIGNED_INT,
                            ptr::null(),
                        );

                        gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, 0);
                        gl::BindBuffer(gl::ARRAY_BUFFER, 0);
                    }
                }
            }

            gl::UseProgram(0);
            gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, 0);
            gl::BindBuffer(gl::ARRAY_BUFFER, 0);
        }

        self.canvas.present();
    }

    pub fn load_texture(&mut self, image: &[u32], width: u32, height: u32) -> u32 {
        load_texture(image, width, height, false)
    }
}

pub struct VertexShader {
    program_id: u32,
    view_proj_id: i32,
    #[allow(dead_code)]
    max_textures: i32,
    samplers: Vec<i32>,
}

impl VertexShader {
    fn new() -> Result<Self, String> {
        let program_id = load_shader(VERTEX_SHADER_SRC, FRAGMENT_SHADER_SRC)?;
        let view_proj_id =
            unsafe { gl::GetUniformLocation(program_id, b"u_view_proj\0".as_ptr() as _) };
        let max_textures = get_max_textures();
        let mut samplers = Vec::with_capacity(max_textures as usize);

        let get_texture_slot_name = |id: i32| -> [u8; 15] {
            let tens = id / 10;
            assert!(tens < 10);

            let mut result = *b"u_textures[\0\0\0\0";
            let mut next = 11;
            if tens > 0 {
                result[next] = ('0' as u8) + (tens as u8);
                next += 1;
            }

            result[next] = ('0' as u8) + ((id % 10) as u8);
            result[next + 1] = ']' as u8;

            result
        };

        for i in 0..max_textures {
            let texture_slot_name = get_texture_slot_name(i);
            let uniform_location =
                unsafe { gl::GetUniformLocation(program_id, texture_slot_name.as_ptr() as _) };
            samplers.push(uniform_location);
        }

        Ok(Self {
            program_id,
            view_proj_id,
            max_textures,
            samplers,
        })
    }

    unsafe fn bind(&self) {
        gl::UseProgram(self.program_id);
    }

    unsafe fn set_sampler(&self, sampler_loc: usize, texture_id: u32) {
        assert!(sampler_loc < self.samplers.len());
        let sampler = self.samplers[sampler_loc];

        gl::ActiveTexture(gl::TEXTURE0 + sampler_loc as u32);
        gl::BindTexture(gl::TEXTURE_2D, texture_id);
        gl::Uniform1i(sampler, sampler_loc as _);
    }

    unsafe fn set_view_matrix(&self, m: Mat4) {
        gl::UniformMatrix4fv(self.view_proj_id, 1, gl::FALSE, &m as *const _ as *const _);
    }
}

pub fn create_vertex_buffer(max_vert_count: usize) -> u32 {
    const VERT_SIZE: usize = mem::size_of::<Vertex>();
    let buffer_size = (VERT_SIZE * max_vert_count) as isize;

    unsafe {
        let mut buffer_id = 0;
        gl::GenBuffers(1, &mut buffer_id);
        gl::BindBuffer(gl::ARRAY_BUFFER, buffer_id);
        gl::BufferData(gl::ARRAY_BUFFER, buffer_size, ptr::null(), gl::DYNAMIC_DRAW);

        let mut attrib = 0;
        let mut total_offset = 0;
        gl::EnableVertexAttribArray(attrib); // Position
        gl::VertexAttribPointer(
            attrib,
            3,
            gl::FLOAT,
            gl::FALSE,
            VERT_SIZE as _,
            total_offset as *const _,
        );

        attrib += 1;
        total_offset += std::mem::size_of::<Vec3>();
        gl::EnableVertexAttribArray(attrib); // Color
        gl::VertexAttribPointer(
            attrib,
            4,
            gl::FLOAT,
            gl::FALSE,
            VERT_SIZE as _,
            total_offset as *const _,
        );

        attrib += 1;
        total_offset += std::mem::size_of::<Vec4>();
        gl::EnableVertexAttribArray(attrib); // TexCoord
        gl::VertexAttribPointer(
            attrib,
            2,
            gl::FLOAT,
            gl::FALSE,
            VERT_SIZE as _,
            total_offset as *const _,
        );

        attrib += 1;
        total_offset += std::mem::size_of::<Vec2>();
        gl::EnableVertexAttribArray(attrib); // TexId
        gl::VertexAttribPointer(
            attrib,
            1,
            gl::FLOAT,
            gl::FALSE,
            VERT_SIZE as _,
            total_offset as *const _,
        );

        buffer_id
    }
}

fn get_max_textures() -> i32 {
    let mut max_textures = 0;
    unsafe { gl::GetIntegerv(gl::MAX_TEXTURE_IMAGE_UNITS, &mut max_textures) };
    max_textures
}

pub fn create_index_buffer(max_index_count: usize) -> u32 {
    const INDEX_SIZE: usize = std::mem::size_of::<u32>();
    let buffer_size = (max_index_count * INDEX_SIZE) as isize;

    let index_buffer = {
        let max_quads = max_index_count / 6;
        let mut buffer = vec![0u32; max_index_count];
        for quad in 0..max_quads {
            buffer[quad * 6 + 0] = (quad * 4 + 0) as u32;
            buffer[quad * 6 + 1] = (quad * 4 + 1) as u32;
            buffer[quad * 6 + 2] = (quad * 4 + 2) as u32;
            buffer[quad * 6 + 3] = (quad * 4 + 2) as u32;
            buffer[quad * 6 + 4] = (quad * 4 + 3) as u32;
            buffer[quad * 6 + 5] = (quad * 4 + 0) as u32;
        }

        buffer
    };

    unsafe {
        let mut buffer_id = 0;
        gl::CreateBuffers(1, &mut buffer_id);
        gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, buffer_id);
        gl::BufferData(
            gl::ELEMENT_ARRAY_BUFFER,
            buffer_size,
            index_buffer.as_ptr() as _,
            gl::STATIC_DRAW,
        );

        gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, 0); // Unbind the buffer

        buffer_id
    }
}

pub fn load_texture(image: &[u32], width: u32, height: u32, wrap: bool) -> u32 {
    unsafe {
        let mut id = 0;
        let clamp = if wrap { gl::REPEAT } else { gl::CLAMP_TO_EDGE };

        gl::GenTextures(1, &mut id);
        gl::BindTexture(gl::TEXTURE_2D, id);
        gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_S, clamp as _);
        gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_T, clamp as _);
        gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::LINEAR as _);
        gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::LINEAR as _);
        gl::TexImage2D(
            gl::TEXTURE_2D,
            0,
            gl::RGBA as _,
            width as i32,
            height as i32,
            0,
            gl::RGBA,
            gl::UNSIGNED_INT_8_8_8_8,
            image.as_ptr() as _,
        );

        gl::BindTexture(gl::TEXTURE_2D, 0);

        id
    }
}

fn load_shader(vertex_source: &str, fragment_source: &str) -> Result<u32, String> {
    use std::ffi;

    unsafe {
        let vertex_shader_id = gl::CreateShader(gl::VERTEX_SHADER);
        let fragment_shader_id = gl::CreateShader(gl::FRAGMENT_SHADER);

        let vertex_shader_src = ffi::CString::new(vertex_source)
            .map_err(|_| "Invalid vertex shader source".to_owned())?;
        let fragment_shader_src = ffi::CString::new(fragment_source)
            .map_err(|_| "Invalid fragment shader source".to_owned())?;

        gl::ShaderSource(
            vertex_shader_id,
            1,
            &vertex_shader_src.as_ptr(),
            ptr::null(),
        );
        gl::CompileShader(vertex_shader_id);
        check_error_for_id(vertex_shader_id)?;

        gl::ShaderSource(
            fragment_shader_id,
            1,
            &fragment_shader_src.as_ptr(),
            ptr::null(),
        );
        gl::CompileShader(fragment_shader_id);
        check_error_for_id(fragment_shader_id)?;

        let program_id = gl::CreateProgram();
        gl::AttachShader(program_id, vertex_shader_id);
        gl::AttachShader(program_id, fragment_shader_id);

        gl::LinkProgram(program_id);
        check_error_for_id(program_id)?;

        gl::DetachShader(program_id, vertex_shader_id);
        gl::DetachShader(program_id, fragment_shader_id);

        gl::DeleteShader(vertex_shader_id);
        gl::DeleteShader(fragment_shader_id);

        Ok(program_id)
    }
}

fn check_error_for_id(id: u32) -> Result<(), String> {
    use std::ffi;

    let mut log_length = 0;
    unsafe {
        gl::GetShaderiv(id, gl::INFO_LOG_LENGTH, &mut log_length);
        if log_length != 0 {
            let mut log = vec![0u8; log_length as usize];
            gl::GetShaderInfoLog(id, log_length, ptr::null_mut(), log.as_mut_ptr() as _);
            log.pop();

            let log = ffi::CString::new(log)
                .map_err(|_| "Couldn't generate shader error log".to_owned())?;
            return Err(log
                .into_string()
                .map_err(|_| "Couldn't generate shader error log".to_owned())?);
        }
    }

    Ok(())
}

const VERTEX_SHADER_SRC: &str = r#"
    #version 330 core

    layout(location = 0) in vec3 a_position;
    layout(location = 1) in vec4 a_color;
    layout(location = 2) in vec2 a_tex_coord;
    layout(location = 3) in float a_texture_id;

    uniform mat4 u_view_proj;

    out vec4 v_color;
    out vec2 v_tex_coord;
    out float v_texture_id;

    void main() {
        gl_Position = u_view_proj * vec4(a_position, 1);
        v_color = a_color;
        v_tex_coord = a_tex_coord;
        v_texture_id = a_texture_id;
    }
"#;

const FRAGMENT_SHADER_SRC: &str = r#"
    #version 330 core

    in vec4 v_color;
    in vec2 v_tex_coord;
    in float v_texture_id;

    uniform sampler2D u_textures[32];

    void main() {
        // Unfortunately, we can't dynamically index into u_textures[].
        // TODO: Turn this into a binary search instead of a large case statement.
        vec4 sampled = vec4(1, 1, 1, 1);
        switch (int(v_texture_id)) {
            case 0:  { sampled = texture(u_textures[0],  v_tex_coord); } break;
            case 1:  { sampled = texture(u_textures[1],  v_tex_coord); } break;
            case 2:  { sampled = texture(u_textures[2],  v_tex_coord); } break;
            case 3:  { sampled = texture(u_textures[3],  v_tex_coord); } break;
            case 4:  { sampled = texture(u_textures[4],  v_tex_coord); } break;
            case 5:  { sampled = texture(u_textures[5],  v_tex_coord); } break;
            case 6:  { sampled = texture(u_textures[6],  v_tex_coord); } break;
            case 7:  { sampled = texture(u_textures[7],  v_tex_coord); } break;
            case 8:  { sampled = texture(u_textures[8],  v_tex_coord); } break;
            case 9:  { sampled = texture(u_textures[9],  v_tex_coord); } break;
            case 10: { sampled = texture(u_textures[10], v_tex_coord); } break;
            case 11: { sampled = texture(u_textures[11], v_tex_coord); } break;
            case 12: { sampled = texture(u_textures[12], v_tex_coord); } break;
            case 13: { sampled = texture(u_textures[13], v_tex_coord); } break;
            case 14: { sampled = texture(u_textures[14], v_tex_coord); } break;
            case 15: { sampled = texture(u_textures[15], v_tex_coord); } break;
            case 16: { sampled = texture(u_textures[16], v_tex_coord); } break;
            case 17: { sampled = texture(u_textures[17], v_tex_coord); } break;
            case 18: { sampled = texture(u_textures[18], v_tex_coord); } break;
            case 19: { sampled = texture(u_textures[19], v_tex_coord); } break;
            case 20: { sampled = texture(u_textures[20], v_tex_coord); } break;
            case 21: { sampled = texture(u_textures[21], v_tex_coord); } break;
            case 22: { sampled = texture(u_textures[22], v_tex_coord); } break;
            case 23: { sampled = texture(u_textures[23], v_tex_coord); } break;
            case 24: { sampled = texture(u_textures[24], v_tex_coord); } break;
            case 25: { sampled = texture(u_textures[25], v_tex_coord); } break;
            case 26: { sampled = texture(u_textures[26], v_tex_coord); } break;
            case 27: { sampled = texture(u_textures[27], v_tex_coord); } break;
            case 28: { sampled = texture(u_textures[28], v_tex_coord); } break;
            case 29: { sampled = texture(u_textures[29], v_tex_coord); } break;
            case 30: { sampled = texture(u_textures[30], v_tex_coord); } break;
            case 31: { sampled = texture(u_textures[31], v_tex_coord); } break;
        };

        gl_FragColor = sampled * v_color;
    }
"#;