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//! Functions and types relating to rendering.
//!
//! This module implements a (hopefully!) efficent quad renderer, which will queue up
//! drawing operations until it is absolutely necessary to send them to the graphics
//! hardware. This allows us to minimize the number of draw calls made, speeding up
//! rendering.
pub mod animation;
mod camera;
mod canvas;
mod color;
mod drawparams;
mod image_data;
pub mod mesh;
mod rectangle;
pub mod scaling;
mod shader;
pub mod text;
mod texture;
pub use camera::*;
pub use canvas::*;
pub use color::*;
pub use drawparams::*;
pub use image_data::*;
pub use rectangle::*;
pub use shader::*;
pub use texture::*;
use crate::error::Result;
use crate::math::{FrustumPlanes, Mat4, Vec2};
use crate::platform::{GraphicsDevice, RawIndexBuffer, RawVertexBuffer};
use crate::window;
use crate::Context;
use self::mesh::{BufferUsage, Vertex, VertexWinding};
const MAX_SPRITES: usize = 2048;
const MAX_VERTICES: usize = MAX_SPRITES * 4; // Cannot be greater than 32767!
const MAX_INDICES: usize = MAX_SPRITES * 6;
const INDEX_ARRAY: [u32; 6] = [0, 1, 2, 2, 3, 0];
pub(crate) struct GraphicsContext {
vertex_buffer: RawVertexBuffer,
index_buffer: RawIndexBuffer,
texture: Option<Texture>,
default_texture: Texture,
default_filter_mode: FilterMode,
shader: Option<Shader>,
default_shader: Shader,
canvas: Option<Canvas>,
projection_matrix: Mat4<f32>,
transform_matrix: Mat4<f32>,
vertex_data: Vec<Vertex>,
element_count: usize,
blend_state: BlendState,
}
impl GraphicsContext {
pub(crate) fn new(
device: &mut GraphicsDevice,
window_width: i32,
window_height: i32,
) -> Result<GraphicsContext> {
let vertex_buffer = device.new_vertex_buffer(MAX_VERTICES, BufferUsage::Dynamic)?;
let index_buffer = device.new_index_buffer(MAX_INDICES, BufferUsage::Static)?;
let indices: Vec<u32> = INDEX_ARRAY
.iter()
.cycle()
.take(MAX_INDICES)
.enumerate()
.map(|(i, vertex)| vertex + i as u32 / 6 * 4)
.collect();
device.set_index_buffer_data(&index_buffer, &indices, 0);
let default_texture = Texture::with_device(
device,
1,
1,
&[255, 255, 255, 255],
TextureFormat::Rgba8,
FilterMode::Nearest,
)?;
let default_filter_mode = FilterMode::Nearest;
let default_shader = Shader::with_device(
device,
shader::DEFAULT_VERTEX_SHADER,
shader::DEFAULT_FRAGMENT_SHADER,
)?;
Ok(GraphicsContext {
vertex_buffer,
index_buffer,
texture: None,
default_texture,
default_filter_mode,
shader: None,
default_shader,
canvas: None,
projection_matrix: ortho(window_width as f32, window_height as f32, false),
transform_matrix: Mat4::identity(),
vertex_data: Vec::with_capacity(MAX_VERTICES),
element_count: 0,
blend_state: BlendState::default(),
})
}
}
/// Clears the screen (or a canvas, if one is enabled) to the specified color.
pub fn clear(ctx: &mut Context, color: Color) {
ctx.device.clear(color);
}
#[allow(clippy::too_many_arguments)]
pub(crate) fn push_quad(
ctx: &mut Context,
x1: f32,
y1: f32,
x2: f32,
y2: f32,
mut u1: f32,
mut v1: f32,
mut u2: f32,
mut v2: f32,
params: &DrawParams,
) {
// This function is a bit hairy, but it's more performant than doing the matrix math every
// frame by a *lot* (at least going by the BunnyMark example). The logic is roughly based
// on how FNA and LibGDX implement their spritebatches.
//
// TODO: This function really needs cleaning up before it can be exposed publicly.
if ctx.graphics.element_count + 6 > MAX_INDICES {
flush(ctx);
}
let mut fx = (x1 - params.origin.x) * params.scale.x;
let mut fy = (y1 - params.origin.y) * params.scale.y;
let mut fx2 = (x2 - params.origin.x) * params.scale.x;
let mut fy2 = (y2 - params.origin.y) * params.scale.y;
if fx2 < fx {
std::mem::swap(&mut fx, &mut fx2);
std::mem::swap(&mut u1, &mut u2);
}
if fy2 < fy {
std::mem::swap(&mut fy, &mut fy2);
std::mem::swap(&mut v1, &mut v2);
}
// Branching here might be a bit of a premature optimization...
let (ox1, oy1, ox2, oy2, ox3, oy3, ox4, oy4) = if params.rotation == 0.0 {
(
params.position.x + fx,
params.position.y + fy,
params.position.x + fx,
params.position.y + fy2,
params.position.x + fx2,
params.position.y + fy2,
params.position.x + fx2,
params.position.y + fy,
)
} else {
let sin = params.rotation.sin();
let cos = params.rotation.cos();
(
params.position.x + (cos * fx) - (sin * fy),
params.position.y + (sin * fx) + (cos * fy),
params.position.x + (cos * fx) - (sin * fy2),
params.position.y + (sin * fx) + (cos * fy2),
params.position.x + (cos * fx2) - (sin * fy2),
params.position.y + (sin * fx2) + (cos * fy2),
params.position.x + (cos * fx2) - (sin * fy),
params.position.y + (sin * fx2) + (cos * fy),
)
};
ctx.graphics.vertex_data.extend_from_slice(&[
Vertex::new(Vec2::new(ox1, oy1), Vec2::new(u1, v1), params.color),
Vertex::new(Vec2::new(ox2, oy2), Vec2::new(u1, v2), params.color),
Vertex::new(Vec2::new(ox3, oy3), Vec2::new(u2, v2), params.color),
Vertex::new(Vec2::new(ox4, oy4), Vec2::new(u2, v1), params.color),
]);
ctx.graphics.element_count += 6;
}
pub(crate) fn set_texture(ctx: &mut Context, texture: &Texture) {
set_texture_ex(ctx, Some(texture));
}
pub(crate) fn set_texture_ex(ctx: &mut Context, texture: Option<&Texture>) {
if texture != ctx.graphics.texture.as_ref() {
flush(ctx);
ctx.graphics.texture = texture.cloned();
}
}
/// Sets the blend state used for future drawing operations.
///
/// The blend state will be used to determine how drawn content will be blended
/// with the screen (or with a [`Canvas`], if one is active).
pub fn set_blend_state(ctx: &mut Context, blend_state: BlendState) {
if blend_state != ctx.graphics.blend_state {
flush(ctx);
ctx.graphics.blend_state = blend_state;
ctx.device.set_blend_state(blend_state);
}
}
/// Resets the blend mode to the default.
pub fn reset_blend_state(ctx: &mut Context) {
set_blend_state(ctx, Default::default());
}
/// Sets the shader that is currently being used for rendering.
///
/// If the shader is different from the one that is currently in use, this will trigger a
/// [`flush`] to the graphics hardware - try to avoid shader swapping as
/// much as you can.
pub fn set_shader(ctx: &mut Context, shader: &Shader) {
set_shader_ex(ctx, Some(shader));
}
/// Sets the renderer back to using the default shader.
pub fn reset_shader(ctx: &mut Context) {
set_shader_ex(ctx, None);
}
pub(crate) fn set_shader_ex(ctx: &mut Context, shader: Option<&Shader>) {
if shader != ctx.graphics.shader.as_ref() {
flush(ctx);
ctx.graphics.shader = shader.cloned();
}
}
/// Sets the renderer to redirect all drawing commands to the specified canvas.
///
/// If the canvas is different from the one that is currently in use, this will trigger a
/// [`flush`] to the graphics hardware.
pub fn set_canvas(ctx: &mut Context, canvas: &Canvas) {
set_canvas_ex(ctx, Some(canvas));
}
/// Sets the renderer back to drawing to the screen directly.
pub fn reset_canvas(ctx: &mut Context) {
set_canvas_ex(ctx, None);
}
pub(crate) fn set_canvas_ex(ctx: &mut Context, canvas: Option<&Canvas>) {
if canvas != ctx.graphics.canvas.as_ref() {
flush(ctx);
resolve_canvas(ctx);
ctx.graphics.canvas = canvas.cloned();
match &ctx.graphics.canvas {
None => {
let (width, height) = window::get_size(ctx);
let (physical_width, physical_height) = window::get_physical_size(ctx);
ctx.graphics.projection_matrix = ortho(width as f32, height as f32, false);
ctx.device.viewport(0, 0, physical_width, physical_height);
ctx.device.set_canvas(None);
}
Some(r) => {
let (width, height) = r.size();
ctx.graphics.projection_matrix = ortho(width as f32, height as f32, true);
ctx.device.viewport(0, 0, width, height);
ctx.device.set_canvas(Some(&r.handle));
}
}
}
}
fn resolve_canvas(ctx: &mut Context) {
if let Some(c) = &ctx.graphics.canvas {
if c.multisample.is_some() {
ctx.device.resolve(&c.handle, &c.texture.data.handle);
}
}
}
/// Sends queued data to the graphics hardware.
///
/// You usually will not have to call this manually, as the graphics API will
/// automatically flush when necessary. Try to keep flushing to a minimum,
/// as this will reduce the number of draw calls made to the
/// graphics device.
pub fn flush(ctx: &mut Context) {
if !ctx.graphics.vertex_data.is_empty() {
let texture = match &ctx.graphics.texture {
None => return,
Some(t) => t,
};
let shader = ctx
.graphics
.shader
.as_ref()
.unwrap_or(&ctx.graphics.default_shader);
// TODO: Failing to apply the defaults should be handled more gracefully than this,
// but we can't do that without breaking changes.
let _ = shader.set_default_uniforms(
&mut ctx.device,
ctx.graphics.projection_matrix * ctx.graphics.transform_matrix,
Color::WHITE,
);
ctx.device.cull_face(true);
// Because canvas rendering is effectively done upside-down, the winding order is the opposite
// of what you'd expect in that case.
ctx.device.front_face(match &ctx.graphics.canvas {
None => VertexWinding::CounterClockwise,
Some(_) => VertexWinding::Clockwise,
});
ctx.device.set_vertex_buffer_data(
&ctx.graphics.vertex_buffer,
&ctx.graphics.vertex_data,
0,
);
ctx.device.draw(
&ctx.graphics.vertex_buffer,
Some(&ctx.graphics.index_buffer),
&texture.data.handle,
&shader.data.handle,
0,
ctx.graphics.element_count,
);
ctx.graphics.vertex_data.clear();
ctx.graphics.element_count = 0;
}
}
/// Presents the result of drawing commands to the screen.
///
/// If any custom shaders/canvases are set, this function will unset them -
/// don't rely on the state of one render carrying over to the next!
///
/// You usually will not have to call this manually, as it is called for you at the end of every
/// frame. Note that calling it will trigger a [`flush`] to the graphics hardware.
pub fn present(ctx: &mut Context) {
flush(ctx);
ctx.window.swap_buffers();
}
/// Returns the filter mode that will be used by newly created textures and canvases.
pub fn get_default_filter_mode(ctx: &Context) -> FilterMode {
ctx.graphics.default_filter_mode
}
/// Sets the filter mode that will be used by newly created textures and canvases.
pub fn set_default_filter_mode(ctx: &mut Context, filter_mode: FilterMode) {
ctx.graphics.default_filter_mode = filter_mode;
}
/// Information about the device currently being used to render graphics.
#[derive(Debug, Clone)]
pub struct GraphicsDeviceInfo {
/// The name of the company responsible for the OpenGL implementation.
pub vendor: String,
/// The name of the renderer. This usually corresponds to the name
/// of the physical device.
pub renderer: String,
/// The version of OpenGL that is being used.
pub opengl_version: String,
/// The version of GLSL that is being used.
pub glsl_version: String,
}
/// Retrieves information about the device currently being used to render graphics.
///
/// This may be useful for debugging/logging purposes.
pub fn get_device_info(ctx: &Context) -> GraphicsDeviceInfo {
ctx.device.get_info()
}
/// Returns the current transform matrix.
pub fn get_transform_matrix(ctx: &Context) -> Mat4<f32> {
ctx.graphics.transform_matrix
}
/// Sets the transform matrix.
///
/// This can be used to apply global transformations to subsequent draw calls.
pub fn set_transform_matrix(ctx: &mut Context, matrix: Mat4<f32>) {
flush(ctx);
ctx.graphics.transform_matrix = matrix;
}
/// Resets the transform matrix.
///
/// This is a shortcut for calling [`graphics::set_transform_matrix(ctx, Mat4::identity())`](set_transform_matrix).
pub fn reset_transform_matrix(ctx: &mut Context) {
set_transform_matrix(ctx, Mat4::identity());
}
/// Sets the scissor rectangle.
///
/// While the scissor is enabled, any rendering that falls outside the specified rectangle of
/// the screen (or the current canvas, if one is active) will be be ignored. This includes
/// calls to [`clear`]. This can be useful for things like UI rendering.
///
/// To disable the scissor, call [`reset_scissor`].
///
/// Note that the position/size of the scissor rectangle is not affected by the transform
/// matrix - it always operates in screen/canvas co-ordinates.
pub fn set_scissor(ctx: &mut Context, scissor_rect: Rectangle<i32>) {
flush(ctx);
match &ctx.graphics.canvas {
None => {
let physical_height = window::get_physical_height(ctx);
// OpenGL uses bottom-left co-ordinates, while Tetra uses
// top-left co-ordinates - to present a consistent API, we
// flip the Y component here.
ctx.device.scissor(
scissor_rect.x,
physical_height - (scissor_rect.y + scissor_rect.height),
scissor_rect.width,
scissor_rect.height,
);
}
Some(_) => {
// Canvas rendering is effectively done upside-down, so we don't
// need to flip the co-ordinates here.
ctx.device.scissor(
scissor_rect.x,
scissor_rect.y,
scissor_rect.width,
scissor_rect.height,
);
}
}
ctx.device.scissor_test(true);
}
/// Disables the scissor rectangle.
pub fn reset_scissor(ctx: &mut Context) {
flush(ctx);
ctx.device.scissor_test(false);
}
/// Sets the global stencil behavior.
///
/// The stencil buffer is an invisible drawing target that you can
/// use as a mask for other drawing operations. For example, you
/// might want to crop an image to a circle. You can do this by
/// drawing a circle to the stencil buffer, then using that buffer
/// as a mask while drawing the image.
///
/// In order to use stencils, you must be rendering to a target that was
/// created with a stencil buffer attached. To enable this for the main
/// backbuffer, set [`ContextBuilder::stencil_buffer`](crate::ContextBuilder::stencil_buffer)
/// to `true` when creating your context. To enable this for a canvas,
/// initialize it via [`Canvas::builder`], with [`stencil_buffer`](CanvasBuilder::stencil_buffer)
/// set to true.
pub fn set_stencil_state(ctx: &mut Context, state: StencilState) {
flush(ctx);
ctx.device.set_stencil_state(state);
}
/// Clears the stencil buffer to the specified value.
pub fn clear_stencil(ctx: &mut Context, value: u8) {
flush(ctx);
ctx.device.clear_stencil(value);
}
/// Sets which color components are drawn to the screen.
///
/// This is useful in conjunction with [`set_stencil_state`]
/// to draw to the stencil buffer without also drawing to the
/// visible pixels on screen.
pub fn set_color_mask(ctx: &mut Context, red: bool, green: bool, blue: bool, alpha: bool) {
flush(ctx);
ctx.device.set_color_mask(red, green, blue, alpha);
}
pub(crate) fn set_viewport_size(ctx: &mut Context) {
if ctx.graphics.canvas.is_none() {
let (width, height) = window::get_size(ctx);
let (physical_width, physical_height) = window::get_physical_size(ctx);
ctx.graphics.projection_matrix = ortho(width as f32, height as f32, false);
ctx.device.viewport(0, 0, physical_width, physical_height);
}
}
pub(crate) fn ortho(width: f32, height: f32, flipped: bool) -> Mat4<f32> {
Mat4::orthographic_rh_no(FrustumPlanes {
left: 0.0,
right: width,
bottom: if flipped { 0.0 } else { height },
top: if flipped { height } else { 0.0 },
near: -1.0,
far: 1.0,
})
}
/// Defines a formula for blending two color or alpha values.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum BlendOperation {
/// Blends by adding the source and the destination together.
///
/// `(srcValue * srcBlendFactor) + (dstValue * dstBlendFactor)`
Add,
/// Blends by subtracting the destination from the source.
///
/// `(srcValue * srcBlendFactor) - (dstValue * dstBlendFactor)`
Subtract,
/// Blends by subtracting the source from the destination.
///
/// `(dstValue * dstBlendFactor) - (srcValue * srcBlendFactor)`
ReverseSubtract,
/// Blends by picking the minimum of the source and destination.
///
/// `min((srcValue * srcBlendFactor), (dstValue * dstBlendFactor))`
Min,
/// Blends by picking the maximum of the source and destination.
///
/// `max((srcValue * srcBlendFactor), (dstValue * dstBlendFactor))`
Max,
}
/// Defines a multiplier that will be applied to a color or alpha value before blending it.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum BlendFactor {
/// Each component will be multiplied by zero.
///
/// * Color: `r * 0`, `g * 0`, `b * 0`
/// * Alpha: `a * 0`
Zero,
/// Each component will be multiplied by one.
///
/// * Color: `r * 1`, `g * 1`, `b * 1`
/// * Alpha: `a * 1`
One,
/// Each component will be multiplied by the source value
/// (color or alpha, depending on the context).
///
/// * Color: `r * srcR`, `g * srcG`, `b * srcB`
/// * Alpha: `a * srcA`
Src,
/// Each component will be multiplied by the inverse of the source value
/// (color or alpha, depending on the context).
///
/// * Color: `r * (1 - srcR)`, `g * (1 - srcG`, `b * (1 - srcB)`
/// * Alpha: `a * (1 - srcA)`
OneMinusSrc,
/// Each component will be multiplied by the source alpha value.
/// * Color: `r * srcA`, `g * srcA`, `b * srcA`
/// * Alpha: `a * srcA`
SrcAlpha,
/// Each component will be multiplied by the inverse of the source alpha value.
/// * Color: `r * (1 - srcA)`, `g * (1 - srcA)`, `b * (1 - srcA)`
/// * Alpha: `a * (1 - srcA)`
OneMinusSrcAlpha,
/// Each component will be multiplied by the destination value
/// (color or alpha, depending on the context).
///
/// * Color: `r * dstR`, `g * dstG`, `b * dstB`
/// * Alpha: `a * dstA`
Dst,
/// Each component will be multiplied by the inverse of the destination value
/// (color or alpha, depending on the context).
///
/// * Color: `r * (1 - dstR)`, `g * (1 - dstG)`, `b * (1 - dstB)`
/// * Alpha: `a * (1 - dstA)`
OneMinusDst,
/// Each component will be multiplied by the destination alpha value.
///
/// * Color: `r * dstA`, `g * dstA`, `b * dstA`
/// * Alpha: `a * dstA`
DstAlpha,
/// Each component will be multiplied by the inverse of the destination alpha value.
///
/// * Color: `r * (1 - dstA)`, `g * (1 - dstA)`, `b * (1 - dstA)`
/// * Alpha: `a * dstA`
OneMinusDstAlpha,
/// Each component will be multiplied by either the source alpha value, or its inverse,
/// whichever is greater.
///
/// When applied to an alpha value, this acts the same as [`BlendFactor::One`].
///
/// * Color: `r * min(dstA, 1 - dstA)`, `g * min(dstA, 1 - dstA)`, `b * min(dstA, 1 - dstA)`
/// * Alpha: `a * 1`
SrcAlphaSaturated,
/// Each component will be multiplied by a constant value.
///
/// The means of setting this constant is not yet exposed in Tetra - please create
/// an issue or a PR if you need to use this!
///
/// * Color: `r * c`, `g * c`, `b * c`
/// * Alpha: `a * c`
Constant,
/// Each component will be multiplied by the inverse of a constant value.
///
/// The means of setting this constant is not yet exposed in Tetra - please create
/// an issue or a PR if you need to use this!
///
/// * Color: `r * (1 - c)`, `g * (1 - c)`, `b * (1 - c)`
/// * Alpha: `a * (1 - c)`
OneMinusConstant,
}
/// Defines how colors should be blended when drawing to the screen.
///
/// The blend state can be changed by calling [`set_blend_state`] or
/// [`reset_blend_state`].
///
/// There are constructors for the most common configurations, but
/// if you know what you're doing, you can set each part of the
/// blend config manually via the fields on this struct.
///
/// ## What is blending?
///
/// Blending is how we determine the result of drawing one color on top
/// of another one. This is what lets you (among other things) draw
/// semi-transparent objects and see their colors mix together!
///
/// There are two steps to blending:
///
/// * First, the source and destination colors are factored
/// (or in simpler terms, multiplied) by values. This determines
/// how much the source and destination contribute to the final
/// output. The RGB and alpha components of each color can have
/// different factors applied.
/// * Then, an operation (aka a function or an equation) is performed
/// on the two factored values. Again, the RGB and alpha components
/// can be combined via two different operations.
///
/// This is all quite abstract, so here's an example of how the default
/// alpha blending `BlendState` works:
///
/// * We try to draw the color `(1.0, 0.2, 0.2, 0.5)` on top of the color
/// `(0.2, 1.0, 0.2, 1.0)`, which requires a blend to take place.
/// * The RGB components of the source color are factored by the alpha of the
/// source color, which gives `(0.5, 0.1, 0.1, 0.5)`. The alpha component
/// is left as it is.
/// * The entire destination color is factored by the alpha of the source
/// color, which gives `(0.25, 0.05, 0.05, 0.5)`.
/// * The 'add' operation is applied to the two colors, giving us
/// `(0.75, 0.15, 0.15, 1.0)` as the final color.
///
/// Notice that the resulting color is fully opaque and is made up of 50%
/// of the source RGB, and 50% of the destination RGB - which is exactly
/// what we'd expect when we're drawing something that's 50% transparent!
///
/// For a more in-depth explanation of blending, see this page on
/// [Learn OpenGL](https://learnopengl.com/Advanced-OpenGL/Blending).
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub struct BlendState {
/// The operation that should be applied to the RGB components of
/// the source and destination colors.
pub color_operation: BlendOperation,
/// The factor that should be applied to the RGB components of
/// the source color.
pub color_src: BlendFactor,
/// The factor that should be applied to the RGB components of
/// the destination color.
pub color_dst: BlendFactor,
/// The operation that should be applied to the alpha components of
/// the source and destination colors.
pub alpha_operation: BlendOperation,
/// The factor that should be applied to the alpha component of
/// the source color.
pub alpha_src: BlendFactor,
/// The factor that should be applied to the alpha component of
/// the destination color.
pub alpha_dst: BlendFactor,
}
impl BlendState {
/// The alpha of the drawn content will determine its opacity.
///
/// If `premultiplied` is `false`, the RGB components of the color
/// will be multiplied by the alpha component before blending with
/// the target. If it is `true`, this step will be skipped, and
/// you will need to do it yourself (e.g. in your own code, or
/// your asset pipeline).
///
/// For more information on premultiplied alpha, and why you might
/// want to use it, see [these blog posts](https://shawnhargreaves.com/blogindex.html#premultipliedalpha).
pub const fn alpha(premultiplied: bool) -> BlendState {
let color_src = if premultiplied {
BlendFactor::One
} else {
BlendFactor::SrcAlpha
};
BlendState {
color_operation: BlendOperation::Add,
color_src,
color_dst: BlendFactor::OneMinusSrcAlpha,
alpha_operation: BlendOperation::Add,
alpha_src: BlendFactor::One,
alpha_dst: BlendFactor::OneMinusSrcAlpha,
}
}
/// The pixel colors of the drawn content will be added to the pixel colors
/// already in the target.
///
/// The target's alpha will not be affected.
///
/// If `premultiplied` is `false`, the RGB components of the color
/// will be multiplied by the alpha component before blending with
/// the target. If it is `true`, this step will be skipped, and
/// you will need to do it yourself (e.g. in your own code, or
/// your asset pipeline).
///
/// For more information on premultiplied alpha, and why you might
/// want to use it, see [these blog posts](https://shawnhargreaves.com/blogindex.html#premultipliedalpha).
pub const fn add(premultiplied: bool) -> BlendState {
let color_src = if premultiplied {
BlendFactor::One
} else {
BlendFactor::SrcAlpha
};
BlendState {
color_operation: BlendOperation::Add,
color_src,
color_dst: BlendFactor::One,
alpha_operation: BlendOperation::Add,
alpha_src: BlendFactor::Zero,
alpha_dst: BlendFactor::One,
}
}
/// The pixel colors of the drawn content will be subtracted from the pixel colors
/// already in the target.
///
/// The target's alpha will not be affected.
///
/// If `premultiplied` is `false`, the RGB components of the color
/// will be multiplied by the alpha component before blending with
/// the target. If it is `true`, this step will be skipped, and
/// you will need to do it yourself (e.g. in your own code, or
/// your asset pipeline).
///
/// For more information on premultiplied alpha, and why you might
/// want to use it, see [these blog posts](https://shawnhargreaves.com/blogindex.html#premultipliedalpha).
pub const fn subtract(premultiplied: bool) -> BlendState {
let color_src = if premultiplied {
BlendFactor::One
} else {
BlendFactor::SrcAlpha
};
BlendState {
color_operation: BlendOperation::ReverseSubtract,
color_src,
color_dst: BlendFactor::One,
alpha_operation: BlendOperation::ReverseSubtract,
alpha_src: BlendFactor::Zero,
alpha_dst: BlendFactor::One,
}
}
/// The pixel colors of the drawn content will be multiplied with the pixel colors
/// already in the target.
///
/// The alpha component will also be multiplied.
pub const fn multiply() -> BlendState {
BlendState {
color_operation: BlendOperation::Add,
color_src: BlendFactor::Dst,
color_dst: BlendFactor::Zero,
alpha_operation: BlendOperation::Add,
alpha_src: BlendFactor::Dst,
alpha_dst: BlendFactor::Zero,
}
}
}
impl Default for BlendState {
fn default() -> Self {
BlendState::alpha(false)
}
}
/// The test for whether a pixel is visible when using
/// a stencil.
#[non_exhaustive]
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum StencilTest {
/// The pixel is never visible.
Never,
/// The pixel is visible if the
/// [reference value](StencilState::reference_value) is
/// less than the value in the stencil buffer.
LessThan,
/// The pixel is visible if the
/// [reference value](StencilState::reference_value) is
/// less than or equal to the value in the stencil
/// buffer.
LessThanOrEqualTo,
/// The pixel is visible if the
/// [reference value](StencilState::reference_value) is
/// equal to the value in the stencil buffer.
EqualTo,
/// The pixel is visible if the
/// [reference value](StencilState::reference_value) is
/// not equal to the value in the stencil buffer.
NotEqualTo,
/// The pixel is visible if the
/// [reference value](StencilState::reference_value) is
/// greater than the value in the stencil buffer.
GreaterThan,
/// The pixel is visible if the
/// [reference value](StencilState::reference_value) is
/// greater than or equal to the value in the stencil
/// buffer.
GreaterThanOrEqualTo,
/// The pixel is always visible.
Always,
}
/// How drawing operations should modify the stencil buffer.
#[non_exhaustive]
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum StencilAction {
/// Drawing operations will not modify the stencil buffer.
Keep,
/// Drawing operations will set the corresponding values
/// in the stencil buffer to 0.
Zero,
/// Drawing operations will replace the corresponding stencil
/// values with the [reference value](StencilState::reference_value).
Replace,
/// Drawing operations will increment the corresponding stencil
/// values by 1.
Increment,
/// Drawing operations will increment the corresponding stencil
/// values by 1. If a value of 255 is incremented, it will wrap
/// back around to 0.
IncrementWrap,
/// Drawing operations will decrement the corresponding stencil
/// values by 1.
Decrement,
/// Drawing operations will decrement the corresponding stencil
/// values by 1. If a value of 0 is decremented, it will wrap
/// back around to 255.
DecrementWrap,
/// Drawing operations will bitwise invert the corresponding
/// stencil values.
Invert,
}
/// Represents a global stencil configuration.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub struct StencilState {
/// Whether stencil testing is enabled.
///
/// When set to `true`, pixels drawn will be hidden
/// or visible depending on the stencil test and the
/// contents of the stencil buffer.
pub enabled: bool,
/// How drawing operations will affect the stencil buffer.
pub action: StencilAction,
/// How drawn pixels will be compared to the contents
/// of the stencil buffer to determine if they're visible.
pub test: StencilTest,
/// The value used for most [`StencilTest`]s and
/// [`StencilAction::Replace`].
pub reference_value: u8,
/// A bitmask that will be ANDed with stencil values
/// before they're written to the buffer.
pub write_mask: u8,
/// A bitmask that will be ANDed with both the reference
/// value and the stencil value before a stencil test
/// occurs.
pub read_mask: u8,
}
impl StencilState {
/// Creates a stencil configuration that will disable use
/// of the stencil buffer.
pub fn disabled() -> Self {
Self {
enabled: false,
action: StencilAction::Keep,
test: StencilTest::Always,
reference_value: 0,
write_mask: 0x00,
read_mask: 0x00,
}
}
/// Creates a stencil configuration that will write pixels
/// to the stencil buffer.
pub fn write(action: StencilAction, reference_value: u8) -> Self {
Self {
enabled: true,
action,
test: StencilTest::Always,
reference_value,
write_mask: 0xFF,
read_mask: 0xFF,
}
}
/// Creates a stencil configuration that will compare drawn
/// pixels to the contents of the stencil buffer to determine
/// which pixels are visible.
pub fn read(test: StencilTest, reference_value: u8) -> Self {
Self {
enabled: true,
action: StencilAction::Keep,
test,
reference_value,
write_mask: 0xFF,
read_mask: 0xFF,
}
}
}