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use std::ffi::CString;
use rg3d_core::{
math::mat4::Mat4,
math::vec3::Vec3,
};
use rg3d_core::color::Color;
use crate::{
scene::{
SceneContainer,
node::Node,
SceneInterface,
base::AsBase
},
renderer::{
surface::SurfaceSharedData,
gpu_program::{GpuProgram, UniformLocation},
error::RendererError,
gl, gpu_texture::GpuTexture,
},
};
pub struct SpriteShader {
program: GpuProgram,
view_projection_matrix: UniformLocation,
world_matrix: UniformLocation,
camera_side_vector: UniformLocation,
camera_up_vector: UniformLocation,
color: UniformLocation,
diffuse_texture: UniformLocation,
size: UniformLocation,
rotation: UniformLocation,
}
impl SpriteShader {
pub fn new() -> Result<Self, RendererError> {
let fragment_source = CString::new(include_str!("shaders/sprite_fs.glsl"))?;
let vertex_source = CString::new(include_str!("shaders/sprite_vs.glsl"))?;
let mut program = GpuProgram::from_source("FlatShader", &vertex_source, &fragment_source)?;
Ok(Self {
view_projection_matrix: program.get_uniform_location("viewProjectionMatrix")?,
world_matrix: program.get_uniform_location("worldMatrix")?,
camera_side_vector: program.get_uniform_location("cameraSideVector")?,
camera_up_vector: program.get_uniform_location("cameraUpVector")?,
size: program.get_uniform_location("size")?,
diffuse_texture: program.get_uniform_location("diffuseTexture")?,
color: program.get_uniform_location("color")?,
rotation: program.get_uniform_location("rotation")?,
program,
})
}
pub fn bind(&self) {
self.program.bind();
}
pub fn set_view_projection_matrix(&self, mat: &Mat4) {
self.program.set_mat4(self.view_projection_matrix, mat)
}
pub fn set_world_matrix(&self, mat: &Mat4) {
self.program.set_mat4(self.world_matrix, mat)
}
pub fn set_camera_side_vector(&self, vec: &Vec3) {
self.program.set_vec3(self.camera_side_vector, vec)
}
pub fn set_camera_up_vector(&self, vec: &Vec3) {
self.program.set_vec3(self.camera_up_vector, vec)
}
pub fn set_size(&self, s: f32) {
self.program.set_float(self.size, s)
}
pub fn set_rotation(&self, r: f32) {
self.program.set_float(self.rotation, r)
}
pub fn set_diffuse_texture(&self, id: i32) {
self.program.set_int(self.diffuse_texture, id)
}
pub fn set_color(&self, color: Color) {
self.program.set_vec4(self.color, &color.as_frgba());
}
}
pub struct SpriteRenderer {
shader: SpriteShader,
surface: SurfaceSharedData,
}
impl SpriteRenderer {
pub fn new() -> Result<Self, RendererError> {
let surface = SurfaceSharedData::make_collapsed_xy_quad();
Ok(Self {
shader: SpriteShader::new()?,
surface,
})
}
pub fn render(&mut self, scenes: &SceneContainer, white_dummy: &GpuTexture) {
unsafe {
gl::Disable(gl::CULL_FACE);
gl::Enable(gl::BLEND);
gl::DepthMask(gl::FALSE);
gl::BlendFunc(gl::SRC_ALPHA, gl::ONE_MINUS_SRC_ALPHA);
}
self.shader.bind();
for scene in scenes.iter() {
let SceneInterface { graph, .. } = scene.interface();
let camera_node = match graph.linear_iter().find(|node| node.is_camera()) {
Some(camera_node) => camera_node,
None => continue
};
let camera =
if let Node::Camera(camera) = camera_node {
camera
} else {
continue;
};
let inv_view = camera.get_inv_view_matrix().unwrap();
let camera_up = inv_view.up();
let camera_side = inv_view.side();
for node in graph.linear_iter() {
let sprite = if let Node::Sprite(sprite) = node {
sprite
} else {
continue;
};
if let Some(texture) = sprite.get_texture() {
texture.lock().unwrap().gpu_tex.as_ref().unwrap().bind(0);
} else {
white_dummy.bind(0)
}
self.shader.set_diffuse_texture(0);
self.shader.set_view_projection_matrix(&camera.get_view_projection_matrix());
self.shader.set_world_matrix(&node.base().get_global_transform());
self.shader.set_camera_up_vector(&camera_up);
self.shader.set_camera_side_vector(&camera_side);
self.shader.set_size(sprite.get_size());
self.shader.set_color(sprite.get_color());
self.shader.set_rotation(sprite.get_rotation());
self.surface.draw();
}
}
unsafe {
gl::Disable(gl::BLEND);
gl::DepthMask(gl::TRUE);
}
}
}