yog_gfx/lib.rs
1//! Yog graphics — low-level GPU pipeline access for mods.
2//!
3//! Provides ergonomic wrappers around `YogGfxApi`, the stable C ABI table for
4//! GPU operations (VAO/VBO, GLSL shaders, textures, draw calls, render state).
5//!
6//! # Render contexts
7//!
8//! Mods receive a [`GfxContext`] in two places:
9//!
10//! - `on_hud_render(|ctx| { ... })` — called every frame after the HUD is drawn.
11//! `ctx.view_proj()` is zeroed; `ctx.draw2d()` works.
12//! - `on_world_render(|ctx| { ... })` — called after world geometry.
13//! `ctx.view_proj()` holds the camera view-projection matrix in camera-relative
14//! space; `ctx.camera_pos()` is the world-space camera position.
15//!
16//! # GPU resource lifetime
17//!
18//! GPU handles (`u32`) must be created and destroyed on the render thread.
19//! Store handles between frames; pass `ctx` on every render call.
20//!
21//! ```ignore
22//! use yog_gfx::{GfxContext, gl::{Buffer, ShaderProgram, VertexArray}};
23//!
24//! struct MyRenderer {
25//! vbo: Option<Buffer>,
26//! vao: Option<VertexArray>,
27//! prog: Option<ShaderProgram>,
28//! }
29//!
30//! impl MyRenderer {
31//! fn ensure_init(&mut self, ctx: &GfxContext) {
32//! if self.vbo.is_some() { return; }
33//! let vbo = ctx.create_buffer();
34//! vbo.upload(ctx, &MY_VERTICES, false);
35//! let prog = ctx.create_shader(VERT_SRC, FRAG_SRC).unwrap();
36//! let vao = ctx.create_vao();
37//! vao.attrib(ctx, &vbo, 0, 3, yog_gfx::core::DataType::F32, false, 24, 0);
38//! self.vbo = Some(vbo);
39//! self.vao = Some(vao);
40//! self.prog = Some(prog);
41//! }
42//!
43//! fn render(&mut self, ctx: &GfxContext) {
44//! self.ensure_init(ctx);
45//! let vao = self.vao.as_ref().unwrap();
46//! let prog = self.prog.as_ref().unwrap();
47//! prog.uniform_mat4(ctx, "uViewProj", &ctx.view_proj());
48//! ctx.draw_arrays(vao, prog, yog_gfx::core::DrawMode::Triangles, 0, 3);
49//! }
50//! }
51//! ```
52
53pub mod core;
54pub mod draw2d;
55pub mod gl;
56
57use yog_abi::YogGfxApi;
58
59/// One inventory slot's content, snapshotted for this render frame — see
60/// [`GfxContext::inv_slot`].
61#[derive(Debug, Clone, Default)]
62pub struct InvSlotData {
63 /// `"namespace:item_id"` — empty string if the slot is empty.
64 pub item_id: String,
65 pub count: u32,
66 /// Screen-space pixel position.
67 pub x: i32,
68 pub y: i32,
69}
70
71/// Handle to the GPU and draw capabilities for a single render frame.
72///
73/// Valid only within an `on_hud_render` or `on_world_render` callback.
74/// Do **not** store across frames — store GPU resource handles (`u32`) instead.
75#[derive(Copy, Clone)]
76pub struct GfxContext(*const YogGfxApi);
77
78unsafe impl Send for GfxContext {}
79unsafe impl Sync for GfxContext {}
80
81impl GfxContext {
82 #[doc(hidden)]
83 pub unsafe fn from_raw(raw: *const YogGfxApi) -> Self {
84 Self(raw)
85 }
86
87 #[inline]
88 fn api(&self) -> &YogGfxApi {
89 unsafe { &*self.0 }
90 }
91
92 // ── Frame info ────────────────────────────────────────────────────────────
93
94 /// GUI pixel dimensions of the screen for this frame.
95 pub fn screen_size(&self) -> (i32, i32) {
96 let a = self.api();
97 (a.screen_w, a.screen_h)
98 }
99
100 /// Partial-tick interpolation factor (0.0–1.0).
101 pub fn delta_tick(&self) -> f32 {
102 self.api().delta_tick
103 }
104
105 /// View-projection matrix in camera-relative space (column-major, 16 × f32).
106 /// Zeros during `on_hud_render`; filled during `on_world_render`.
107 pub fn view_proj(&self) -> [f32; 16] {
108 self.api().view_proj
109 }
110
111 /// Camera world-space position. All zeros during `on_hud_render`.
112 pub fn camera_pos(&self) -> [f32; 3] {
113 self.api().camera_pos
114 }
115
116 /// Local player world-space position (eye height). All zeros during `on_hud_render`.
117 /// Use this to anchor geometry to the player; differs from `camera_pos` in third-person.
118 pub fn player_pos(&self) -> [f32; 3] {
119 self.api().player_pos
120 }
121
122 // ── Inventory slots (for `yog-ui`'s `inv_slot` widget) ───────────────────
123
124 /// Number of slots snapshotted this frame from the currently-open
125 /// inventory screen (0 if none is open).
126 pub fn inv_slot_count(&self) -> usize {
127 self.api().inv_slot_count as usize
128 }
129
130 /// Slot `index`'s content this frame, or `None` if out of range.
131 /// `item_id` is empty if the slot itself is empty.
132 pub fn inv_slot(&self, index: usize) -> Option<InvSlotData> {
133 if index >= self.inv_slot_count() {
134 return None;
135 }
136 let raw = &self.api().inv_slots[index];
137 let item_id = if raw.item_id.is_empty() {
138 String::new()
139 } else {
140 unsafe { raw.item_id.as_str() }.to_owned()
141 };
142 Some(InvSlotData {
143 item_id,
144 count: raw.count,
145 x: raw.x,
146 y: raw.y,
147 })
148 }
149
150 // ── GPU buffer ───────────────────────────────────────────────────────────
151
152 /// Allocate a new GPU buffer (VBO or EBO). Returns handle 0 on failure.
153 pub fn create_buffer(&self) -> gl::Buffer {
154 gl::Buffer {
155 handle: unsafe { (self.api().buf_create)() },
156 }
157 }
158
159 /// Delete a buffer allocated by `create_buffer`.
160 pub fn delete_buffer(&self, buf: gl::Buffer) {
161 unsafe { (self.api().buf_delete)(buf.handle) }
162 }
163
164 // ── Vertex array ─────────────────────────────────────────────────────────
165
166 /// Allocate a new vertex array object. Returns handle 0 on failure.
167 pub fn create_vao(&self) -> gl::VertexArray {
168 gl::VertexArray {
169 handle: unsafe { (self.api().vao_create)() },
170 }
171 }
172
173 /// Delete a vertex array allocated by `create_vao`.
174 pub fn delete_vao(&self, vao: gl::VertexArray) {
175 unsafe { (self.api().vao_delete)(vao.handle) }
176 }
177
178 // ── Shader program ────────────────────────────────────────────────────────
179
180 /// Compile and link a GLSL shader program.
181 /// Returns `Err(())` and logs on compile/link failure.
182 pub fn create_shader(&self, vert_src: &str, frag_src: &str) -> Result<gl::ShaderProgram, ()> {
183 use yog_abi::YogStr;
184 let mut handle = 0u32;
185 let ok = unsafe {
186 (self.api().prog_create)(
187 YogStr::from_str(vert_src),
188 YogStr::from_str(frag_src),
189 &mut handle,
190 )
191 };
192 if ok && handle != 0 {
193 Ok(gl::ShaderProgram { handle })
194 } else {
195 Err(())
196 }
197 }
198
199 /// Delete a shader program.
200 pub fn delete_shader(&self, prog: gl::ShaderProgram) {
201 unsafe { (self.api().prog_delete)(prog.handle) }
202 }
203
204 // ── Texture ───────────────────────────────────────────────────────────────
205
206 /// Upload RGBA8 pixel data as a new GPU texture.
207 /// `linear`: `true` = bilinear filter, `false` = nearest.
208 pub fn create_texture_rgba(&self, w: u32, h: u32, pixels: &[u8], linear: bool) -> gl::Texture {
209 gl::Texture {
210 handle: unsafe { (self.api().tex_create)(w, h, pixels.as_ptr(), linear) },
211 }
212 }
213
214 /// Get the GL texture handle that Minecraft uses for an identifier
215 /// (e.g. `"minecraft:textures/gui/icons.png"`). Returns handle 0 if not found.
216 pub fn texture_from_mc(&self, id: &str) -> gl::Texture {
217 use yog_abi::YogStr;
218 gl::Texture {
219 handle: unsafe { (self.api().tex_from_mc)(YogStr::from_str(id)) },
220 }
221 }
222
223 /// Delete a texture.
224 pub fn delete_texture(&self, tex: gl::Texture) {
225 unsafe { (self.api().tex_delete)(tex.handle) }
226 }
227
228 /// Bind a texture to the given sampler unit (0–7).
229 pub fn bind_texture(&self, unit: u32, tex: &gl::Texture) {
230 unsafe { (self.api().tex_bind)(unit, tex.handle) }
231 }
232
233 // ── Draw calls ────────────────────────────────────────────────────────────
234
235 /// Draw primitives using a vertex array (no index buffer).
236 pub fn draw_arrays(
237 &self,
238 vao: &gl::VertexArray,
239 prog: &gl::ShaderProgram,
240 mode: core::DrawMode,
241 first: u32,
242 count: u32,
243 ) {
244 unsafe { (self.api().draw_arrays)(vao.handle, prog.handle, mode as u8, first, count) }
245 }
246
247 /// Draw primitives via an index buffer.
248 /// `u32_indices`: `true` = `u32` indices, `false` = `u16` indices.
249 pub fn draw_elements(
250 &self,
251 vao: &gl::VertexArray,
252 ebo: &gl::Buffer,
253 prog: &gl::ShaderProgram,
254 mode: core::DrawMode,
255 count: u32,
256 u32_indices: bool,
257 ) {
258 unsafe {
259 (self.api().draw_elements)(
260 vao.handle,
261 ebo.handle,
262 prog.handle,
263 mode as u8,
264 count,
265 u32_indices,
266 )
267 }
268 }
269
270 // ── Render state ──────────────────────────────────────────────────────────
271
272 /// Enable or disable alpha blending.
273 /// `src`/`dst`: GL blend factor constants from [`core::blend`].
274 pub fn set_blend(&self, enabled: bool, src: u32, dst: u32) {
275 unsafe { (self.api().set_blend)(enabled, src, dst) }
276 }
277
278 /// Enable or disable depth testing and writing.
279 pub fn set_depth(&self, test: bool, write: bool) {
280 unsafe { (self.api().set_depth)(test, write) }
281 }
282
283 /// Enable scissor clipping to a GUI-pixel rectangle.
284 pub fn set_scissor(&self, x: i32, y: i32, w: i32, h: i32) {
285 unsafe { (self.api().set_scissor)(x, y, w, h) }
286 }
287
288 /// Disable scissor clipping.
289 pub fn clear_scissor(&self) {
290 unsafe { (self.api().clear_scissor)() }
291 }
292
293 /// Set the GL viewport in physical pixels (x, y, width, height).
294 pub fn set_viewport(&self, x: i32, y: i32, w: i32, h: i32) {
295 unsafe { (self.api().set_viewport)(x, y, w, h) }
296 }
297
298 // ── 2D convenience ────────────────────────────────────────────────────────
299
300 /// Access the 2D drawing helpers (text, rectangles, MC textures).
301 /// These only work during `on_hud_render`.
302 pub fn draw2d(&self) -> draw2d::Draw2D<'_> {
303 draw2d::Draw2D::new(self)
304 }
305}