ux-dx 0.2.0

3D Graphics Primitives for Angular Rust
Documentation
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#![allow(dead_code)]
use crate::gles::{core30::gl, enums::*};
// use glam::{Mat4, Vec4};
// use glutin::{ContextWrapper, PossiblyCurrent};
use cgmath::prelude::*;
use cgmath::{Matrix4, Vector4};
use std::rc::Rc;
use winit::dpi::{LogicalPosition, LogicalSize, PhysicalSize};
use winit::window::Window;

use crate::ext::{
    error::GameResult,
    math::{Position, Region, Size, Transform, Viewport},
};

mod canvas;
mod color;
mod font;
mod image;
mod opengl;
mod params;
mod program;
mod renderer;
mod texture;
mod texture_ref;
mod vertex;

use opengl::BufferUsage;
use renderer::{Renderer, RendererBuilder};

pub(crate) use self::image::validate_pixels;
pub use self::image::Image;
pub use canvas::Canvas;
pub use color::Color;
pub use font::Font;
pub use opengl::{Filter, FilterMode, PrimitiveType, Wrap, WrapMode};
pub use params::{MeshDrawParams, SpriteDrawParams, TextDrawParams, TextLayoutGravity};
pub use program::Program;
pub use texture::Texture;
pub use texture_ref::TextureRef;
pub use vertex::Vertex;

const SPRITE_VERTEX_COUNT: usize = 4;
const SPRITE_ELEMENT_COUNT: usize = 6;
const SPRITE_ELEMENTS: [u16; SPRITE_ELEMENT_COUNT] = [0, 2, 1, 1, 2, 3];

#[derive(PartialEq)]
struct DrawCommand {
    pub texture: Rc<opengl::Texture>,
    pub primitive: PrimitiveType,
}

pub struct Graphics {
    window: Rc<Window>,
    size: Size,
    viewport: Viewport,
    projection_matrix: Matrix4<f32>,
    transform_matrix: Matrix4<f32>,
    transform_stack: Vec<Matrix4<f32>>,
    default_program: Rc<opengl::Program>,
    program: Rc<opengl::Program>,
    default_filter: Filter,
    default_wrap: Wrap,
    default_texture: Rc<opengl::Texture>,
    canvas: Option<Rc<opengl::Framebuffer>>,
    max_texture_size: u32,
    renderer: Renderer,
    vertices: Vec<Vertex>,
    elements: Vec<u16>,
    draw_command: DrawCommand,
}

impl Graphics {
    pub(crate) fn new(graphics_config: GraphicsConfig, window: Rc<Window>) -> GameResult<Self> {
        let physical_size = window.inner_size();
        let scale_factor = window.scale_factor();
        let logical_size = physical_size.to_logical(scale_factor);
        let size = Size::new(logical_size.width, logical_size.height);
        let viewport = Viewport::new(0.0, 0.0, logical_size.width, logical_size.height);
        gl::viewport(
            0,
            0,
            physical_size.width as i32,
            physical_size.height as i32,
        );

        let projection_matrix =
            cgmath::ortho(0.0, logical_size.width, logical_size.height, 0.0, -1.0, 1.0);
        let transform_matrix = Matrix4::identity();
        let transform_stack = Vec::new();

        let default_program = Program::default()?;
        let program = default_program.clone();
        program.bind();
        program.set_uniform_matrix_4(
            "u_projection",
            AsRef::<[f32; 16]>::as_ref(&projection_matrix),
        );

        let default_texture = Texture::white_1_1()?;

        let max_texture_size = gl::get_integerv(GL_MAX_TEXTURE_SIZE) as u32;

        let renderer = RendererBuilder::new()?
            .init_vertex_size(BufferUsage::Stream, graphics_config.renderer_vertex_size)
            .init_element_size(BufferUsage::Stream, graphics_config.renderer_element_size)
            .build()?;
        let vertices = Vec::with_capacity(graphics_config.renderer_vertex_size);
        let elements = Vec::with_capacity(graphics_config.renderer_element_size);

        let draw_command = DrawCommand {
            texture: default_texture.clone(),
            primitive: PrimitiveType::Triangles,
        };

        gl::enable(GL_BLEND);
        gl::blend_func(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

        Ok(Self {
            window,
            size,
            viewport,
            projection_matrix,
            transform_matrix,
            transform_stack,
            default_program,
            program,
            default_filter: graphics_config.default_filter,
            default_wrap: graphics_config.default_wrap,
            default_texture,
            canvas: None,
            max_texture_size,
            renderer,
            vertices,
            elements,
            draw_command,
        })
    }

    pub(crate) fn resize(&mut self, physical_size: PhysicalSize<u32>, scale_factor: f64) {
        // FIXME:
        // self.context_wrapper.resize(physical_size);
        if self.canvas.is_none() {
            let logical_size = physical_size.to_logical(scale_factor);
            self.size = Size::new(logical_size.width, logical_size.height);
            self.viewport = Viewport::new(0.0, 0.0, logical_size.width, logical_size.height);

            gl::viewport(
                0,
                0,
                physical_size.width as i32,
                physical_size.height as i32,
            );

            self.projection_matrix =
                cgmath::ortho(0.0, logical_size.width, logical_size.height, 0.0, -1.0, 1.0);
            self.program.set_uniform_matrix_4(
                "u_projection",
                AsRef::<[f32; 16]>::as_ref(&self.projection_matrix),
            );
        }
    }

    pub fn flush(&mut self) {
        if !self.vertices.is_empty() && !self.elements.is_empty() {
            self.renderer.update_vertices(0, &self.vertices);
            self.renderer.update_elements(0, &self.elements);
            self.draw_command.texture.bind();
            self.renderer
                .draw_elements(self.draw_command.primitive, self.elements.len(), 0);
            self.draw_command.texture.unbind();
        }
        self.vertices.clear();
        self.elements.clear();
    }

    pub(crate) fn clean(&mut self) {
        gl::bind_texture(GL_TEXTURE_2D, 0);
        gl::bind_vertex_array(0);
        gl::use_program(0);
    }

    fn window(&self) -> Rc<Window> {
        self.window.clone()
    }

    pub fn size(&self) -> Size {
        self.size
    }

    pub fn viewport(&self) -> Viewport {
        self.viewport
    }

    pub fn set_viewport(&mut self, viewport: Option<impl Into<Viewport>>) {
        let viewport = viewport
            .map(|viewport| viewport.into())
            .unwrap_or_else(|| Viewport::new(0.0, 0.0, self.size.width, self.size.height));
        if self.viewport != viewport {
            self.flush();
            self.viewport = viewport;

            if self.canvas.is_some() {
                gl::viewport(
                    self.viewport.x.round() as i32,
                    self.viewport.y.round() as i32,
                    self.viewport.width.round() as i32,
                    self.viewport.height.round() as i32,
                );

                self.projection_matrix = cgmath::ortho(
                    0.0,
                    self.viewport.width,
                    0.0,
                    self.viewport.height,
                    -1.0,
                    1.0,
                );
            } else {
                let scale_factor = self.window().scale_factor();
                let physical_viewport = {
                    let physical_position = LogicalPosition::new(self.viewport.x, self.viewport.y)
                        .to_physical::<i32>(scale_factor);
                    let physical_size = LogicalSize::new(self.viewport.width, self.viewport.height)
                        .to_physical::<i32>(scale_factor);
                    Viewport::new(
                        physical_position.x,
                        physical_position.y,
                        physical_size.width,
                        physical_size.height,
                    )
                };
                let physical_size = {
                    let physical_size = LogicalSize::new(self.size.width, self.size.height)
                        .to_physical::<i32>(scale_factor);
                    Size::new(physical_size.width, physical_size.height)
                };

                gl::viewport(
                    physical_viewport.x,
                    physical_size.height - physical_viewport.y - physical_viewport.height,
                    physical_viewport.width,
                    physical_viewport.height,
                );

                self.projection_matrix = cgmath::ortho(
                    0.0,
                    self.viewport.width,
                    self.viewport.height,
                    0.0,
                    -1.0,
                    1.0,
                );
            }
            self.program.set_uniform_matrix_4(
                "u_projection",
                AsRef::<[f32; 16]>::as_ref(&self.projection_matrix),
            );
        }
    }

    pub fn set_transform(&mut self, transform: impl Into<Transform>) {
        self.transform_matrix = transform.into().0;
    }

    pub fn apply_transform(&mut self, transform: impl Into<Transform>) {
        self.transform_matrix = transform.into().0 * self.transform_matrix;
    }

    pub fn push_transform(&mut self) {
        self.transform_stack.push(self.transform_matrix);
    }

    pub fn pop_transform(&mut self) {
        if let Some(matrix) = self.transform_stack.pop() {
            self.transform_matrix = matrix;
        }
    }

    pub fn use_program(&mut self, program: Option<&Program>) {
        let program = program
            .map(|program| program.program().clone())
            .unwrap_or_else(|| self.default_program.clone());
        if self.program != program {
            self.flush();
            self.program = program;
            self.program.bind();
            self.program.set_uniform_matrix_4(
                "u_projection",
                AsRef::<[f32; 16]>::as_ref(&self.projection_matrix),
            );
        }
    }

    pub fn default_filter(&self) -> Filter {
        self.default_filter
    }

    pub fn set_default_filter(&mut self, filter: Filter) {
        self.default_filter = filter;
    }

    pub fn default_wrap(&self) -> Wrap {
        self.default_wrap
    }

    pub fn set_default_wrap(&mut self, wrap: Wrap) {
        self.default_wrap = wrap;
    }

    pub fn set_canvas(&mut self, canvas: Option<&Canvas>) {
        let (canvas, canvas_size) = match canvas {
            Some(canvas) => (Some(canvas.framebuffer().clone()), Some(canvas.size())),
            None => (None, None),
        };
        if self.canvas != canvas {
            self.flush();
            if canvas.is_none() {
                if let Some(canvas) = &self.canvas {
                    canvas.unbind();
                }
            }
            self.canvas = canvas;
            if let Some(canvas) = &self.canvas {
                canvas.bind();
            }
            if let Some(canvas_size) = canvas_size {
                self.size = Size::new(canvas_size.width as f32, canvas_size.height as f32);
                self.viewport = Viewport::new(0.0, 0.0, self.size.width, self.size.height);

                gl::viewport(0, 0, canvas_size.width as i32, canvas_size.height as i32);

                self.projection_matrix =
                    cgmath::ortho(0.0, self.size.width, 0.0, self.size.height, -1.0, 1.0);
            } else {
                let physical_size = self.window().inner_size();
                let scale_factor = self.window().scale_factor();
                let logical_size = physical_size.to_logical(scale_factor);
                self.size = Size::new(logical_size.width, logical_size.height);
                self.viewport = Viewport::new(0.0, 0.0, logical_size.width, logical_size.height);

                gl::viewport(
                    0,
                    0,
                    physical_size.width as i32,
                    physical_size.height as i32,
                );

                self.projection_matrix =
                    cgmath::ortho(0.0, logical_size.width, logical_size.height, 0.0, -1.0, 1.0);
            }
            self.program.set_uniform_matrix_4(
                "u_projection",
                AsRef::<[f32; 16]>::as_ref(&self.projection_matrix),
            );
        }
    }

    pub fn clear(&mut self, color: impl Into<Color>) {
        let color = color.into();
        gl::clear_color(color.red, color.green, color.blue, color.alpha);
        gl::clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    }

    fn switch_draw_command(&mut self, draw_command: DrawCommand) {
        if self.draw_command != draw_command {
            self.flush();
            self.draw_command = draw_command;
        }
    }

    fn append_vertices_and_elements(&mut self, vertices: Vec<Vertex>, elements: Option<Vec<u16>>) {
        let mut elements = elements.unwrap_or_else(|| (0..vertices.len() as u16).collect());
        if self.renderer.vertex_size() < self.vertices.len() + vertices.len()
            || self.renderer.element_size() < self.elements.len() + elements.len()
        {
            self.flush();
        }
        assert!(
            self.renderer.vertex_size() >= self.vertices.len() + vertices.len(),
            "no enough renderer vertex size"
        );
        assert!(
            self.renderer.element_size() >= self.elements.len() + elements.len(),
            "no enough renderer element size"
        );
        let append_vertex_count = vertices.len() as u16;
        let element_offset = self.vertices.len() as u16;
        for element in &mut elements {
            assert!(
                *element < append_vertex_count,
                "element must < append vertex count"
            );
            *element += element_offset;
        }
        self.vertices.extend(vertices);
        self.elements.extend(elements);
    }

    pub fn draw_mesh<'a>(
        &mut self,
        texture: impl Into<TextureRef<'a>>,
        params: impl Into<Option<MeshDrawParams>>,
        transform: impl Into<Option<Transform>>,
    ) {
        let texture = texture.into();
        let params = params.into().unwrap_or_default();
        let transform = transform.into().unwrap_or_default();

        self.switch_draw_command(DrawCommand {
            texture: texture
                .texture()
                .unwrap_or_else(|| self.default_texture.clone()),
            primitive: params.primitive.unwrap_or(PrimitiveType::Triangles),
        });

        let matrix = self.transform_matrix * transform.0;

        let vertices = params
            .vertices
            .map(|mut vertices| {
                for vertex in &mut vertices {
                    vertex.position = {
                        let position =
                            matrix * Vector4::new(vertex.position.x, vertex.position.y, 0.0, 1.0);
                        Position::new(position.x, position.y)
                    };
                }
                vertices
            })
            .unwrap_or_else(|| Vec::new());
        let elements = params.elements;
        self.append_vertices_and_elements(vertices, elements);
    }

    pub fn draw_sprite<'a>(
        &mut self,
        texture: impl Into<TextureRef<'a>>,
        params: impl Into<Option<SpriteDrawParams>>,
        transform: impl Into<Option<Transform>>,
    ) {
        let texture = texture.into();
        let params = params.into().unwrap_or_default();
        let transform = transform.into().unwrap_or_default();

        self.switch_draw_command(DrawCommand {
            texture: texture
                .texture()
                .unwrap_or_else(|| self.default_texture.clone()),
            primitive: PrimitiveType::Triangles,
        });

        let texture_size = {
            let texture_size = texture.texture_size().unwrap_or_else(|| Size::zero());
            Size::new(texture_size.width as f32, texture_size.height as f32)
        };
        let region = params
            .region
            .unwrap_or_else(|| Region::new(0.0, 0.0, texture_size.width, texture_size.height));
        let origin = params.origin.unwrap_or_else(|| Position::zero());
        let matrix = self.transform_matrix * transform.0;
        let x0y0 = matrix * Vector4::new(-origin.x, -origin.y, 0.0, 1.0);
        let x1y0 = matrix * Vector4::new(-origin.x + region.width, -origin.y, 0.0, 1.0);
        let x0y1 = matrix * Vector4::new(-origin.x, -origin.y + region.height, 0.0, 1.0);
        let x1y1 = matrix
            * Vector4::new(
                -origin.x + region.width,
                -origin.y + region.height,
                0.0,
                1.0,
            );
        let uv = Region::new(
            region.x / texture_size.width,
            region.y / texture_size.height,
            region.width / texture_size.width,
            region.height / texture_size.height,
        );
        let colors = params
            .colors
            .unwrap_or_else(|| [Color::WHITE, Color::WHITE, Color::WHITE, Color::WHITE]);

        let vertices = vec![
            Vertex {
                position: Position::new(x0y0.x, x0y0.y),
                uv: uv.top_left(),
                color: colors[0],
            },
            Vertex {
                position: Position::new(x1y0.x, x1y0.y),
                uv: uv.top_right(),
                color: colors[1],
            },
            Vertex {
                position: Position::new(x0y1.x, x0y1.y),
                uv: uv.bottom_left(),
                color: colors[2],
            },
            Vertex {
                position: Position::new(x1y1.x, x1y1.y),
                uv: uv.bottom_right(),
                color: colors[3],
            },
        ];
        let elements = SPRITE_ELEMENTS.to_vec();
        self.append_vertices_and_elements(vertices, Some(elements));
    }

    pub fn draw_text(
        &mut self,
        font: &Font,
        text: &str,
        params: impl Into<Option<TextDrawParams>>,
        transform: impl Into<Option<Transform>>,
    ) {
        let params = params.into().unwrap_or_default();
        let transform = transform.into().unwrap_or_default();

        self.switch_draw_command(DrawCommand {
            texture: font.cache_texture(),
            primitive: PrimitiveType::Triangles,
        });

        let text_size = params.text_size.unwrap_or(16.0);
        let line_metrics = font.line_metrics(text_size);
        let char_spacing = params.char_spacing.unwrap_or(0.0);
        let line_height = params.line_height.unwrap_or(line_metrics.height);
        let line_spacing = params.line_spacing.unwrap_or(line_metrics.line_gap);
        let wrap_width = params.wrap_width.unwrap_or(0.0).max(0.0);
        let wrap_height = params.wrap_height.unwrap_or(0.0).max(0.0);
        let horizontal_gravity = params.horizontal_gravity.unwrap_or_default();
        let vertical_gravity = params.vertical_gravity.unwrap_or_default();
        let origin = params.origin.unwrap_or_else(|| Position::zero());
        let matrix = self.transform_matrix * transform.0;
        let color = params.color.unwrap_or(Color::WHITE);
        let hidpi_scale_factor = font.hidpi_scale_factor().unwrap_or_else(|| {
            if self.canvas.is_some() {
                1.0
            } else {
                self.window().scale_factor() as f32
            }
        });

        let (line_layout_infos, layout_height) = {
            let mut line_layout_infos = Vec::new();
            let mut glyph_positions = Vec::new();
            let mut caret = Position::zero();
            for c in text.chars() {
                if c.is_control() {
                    match c {
                        '\n' => {
                            line_layout_infos.push((glyph_positions, caret.x));
                            glyph_positions = Vec::new();
                            caret.x = 0.0;
                            if caret.y > 0.0 {
                                caret.y += line_spacing;
                            }
                            caret.y += line_height;
                        }
                        _ => (),
                    }
                } else {
                    let glyph_metrics = font.glyph_metrics(c, text_size);
                    if wrap_width > 0.0
                        && caret.x > 0.0
                        && caret.x + glyph_metrics.advance_width > wrap_width
                    {
                        line_layout_infos.push((glyph_positions, caret.x));
                        glyph_positions = Vec::new();
                        caret.x = 0.0;
                        if caret.y > 0.0 {
                            caret.y += line_spacing;
                        }
                        caret.y += line_height;
                    }
                    glyph_positions.push((c, caret));
                    if caret.x > 0.0 {
                        caret.x += char_spacing;
                    }
                    caret.x += glyph_metrics.advance_width;
                }
            }
            if !glyph_positions.is_empty() {
                line_layout_infos.push((glyph_positions, caret.x));
                if caret.y > 0.0 {
                    caret.y += line_spacing;
                }
                caret.y += line_height;
            }
            (line_layout_infos, caret.y)
        };

        let offset_y = match vertical_gravity {
            TextLayoutGravity::Start => 0.0,
            TextLayoutGravity::Center => (wrap_height - layout_height) / 2.0,
            TextLayoutGravity::End => wrap_height - layout_height,
        } - origin.y;
        for (glyph_positions, layout_width) in line_layout_infos {
            let offset_x = match horizontal_gravity {
                TextLayoutGravity::Start => 0.0,
                TextLayoutGravity::Center => (wrap_width - layout_width) / 2.0,
                TextLayoutGravity::End => wrap_width - layout_width,
            } - origin.x;
            for (c, glyph_position) in glyph_positions {
                loop {
                    match font.cache_glyph(c, text_size, hidpi_scale_factor) {
                        Ok(cached_by) => {
                            let draw_info = match cached_by {
                                font::CachedBy::Added(draw_info) => draw_info,
                                font::CachedBy::Existed(draw_info) => draw_info,
                            };
                            let glyph_position = Position::new(
                                glyph_position.x + draw_info.uv_bounds.min_x(),
                                glyph_position.y
                                    + line_metrics.ascent
                                    + draw_info.uv_bounds.min_y()
                                    + (line_height - line_metrics.height) / 2.0,
                            );
                            let x0y0 = matrix
                                * Vector4::new(
                                    offset_x + glyph_position.x,
                                    offset_y + glyph_position.y,
                                    0.0,
                                    1.0,
                                );
                            let x1y0 = matrix
                                * Vector4::new(
                                    offset_x + glyph_position.x + draw_info.uv_bounds.width,
                                    offset_y + glyph_position.y,
                                    0.0,
                                    1.0,
                                );
                            let x0y1 = matrix
                                * Vector4::new(
                                    offset_x + glyph_position.x,
                                    offset_y + glyph_position.y + draw_info.uv_bounds.height,
                                    0.0,
                                    1.0,
                                );
                            let x1y1 = matrix
                                * Vector4::new(
                                    offset_x + glyph_position.x + draw_info.uv_bounds.width,
                                    offset_y + glyph_position.y + draw_info.uv_bounds.height,
                                    0.0,
                                    1.0,
                                );

                            let vertices = vec![
                                Vertex {
                                    position: Position::new(x0y0.x, x0y0.y),
                                    uv: draw_info.uv.top_left(),
                                    color,
                                },
                                Vertex {
                                    position: Position::new(x1y0.x, x1y0.y),
                                    uv: draw_info.uv.top_right(),
                                    color,
                                },
                                Vertex {
                                    position: Position::new(x0y1.x, x0y1.y),
                                    uv: draw_info.uv.bottom_left(),
                                    color,
                                },
                                Vertex {
                                    position: Position::new(x1y1.x, x1y1.y),
                                    uv: draw_info.uv.bottom_right(),
                                    color,
                                },
                            ];
                            let elements = SPRITE_ELEMENTS.to_vec();
                            self.append_vertices_and_elements(vertices, Some(elements));
                            break;
                        }
                        Err(cache_error) => {
                            let cache_size_maximized =
                                font.cache_texture_size() >= self.max_texture_size;
                            match (cache_error, cache_size_maximized) {
                                (font::CacheError::TooLarge, true) => panic!("char is too large"),
                                (font::CacheError::NoRoom, true) => {
                                    self.flush();
                                    font.clear_cache();
                                }
                                _ => {
                                    self.flush();
                                    font.resize_cache(
                                        (font.cache_texture_size() * 2).min(self.max_texture_size),
                                    );
                                }
                            }
                        }
                    }
                }
            }
        }
    }
}

#[derive(Debug, Clone)]
pub struct GraphicsConfig {
    default_filter: Filter,
    default_wrap: Wrap,
    renderer_vertex_size: usize,
    renderer_element_size: usize,
}

impl GraphicsConfig {
    pub fn new() -> Self {
        Self {
            default_filter: Filter::default(),
            default_wrap: Wrap::default(),
            renderer_vertex_size: SPRITE_VERTEX_COUNT * 2048,
            renderer_element_size: SPRITE_ELEMENT_COUNT * 2048,
        }
    }

    pub fn default_filter(mut self, filter: Filter) -> Self {
        self.default_filter = filter;
        self
    }

    pub fn default_wrap(mut self, wrap: Wrap) -> Self {
        self.default_wrap = wrap;
        self
    }

    pub fn renderer_vertex_size(mut self, size: usize) -> Self {
        self.renderer_vertex_size = size;
        self
    }

    pub fn renderer_element_size(mut self, size: usize) -> Self {
        self.renderer_element_size = size;
        self
    }

    pub fn renderer_sprite_size(mut self, size: usize) -> Self {
        self.renderer_vertex_size = SPRITE_VERTEX_COUNT * size;
        self.renderer_element_size = SPRITE_ELEMENT_COUNT * size;
        self
    }
}