zaplib 0.0.3

⚡ Zaplib is a fast, cross-platform (web+native), GPU-based application framework, written in Rust.
Documentation
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//! WebGL bindings.
//!
//! Communicates with main_worker.ts using some functions in `cx_wasm32.rs`.

use crate::{zerde::ZerdeBuilder, *};
use zaplib_shader_compiler::generate_glsl;

impl Cx {
    pub(crate) fn render_view(
        &mut self,
        pass_id: usize,
        view_id: usize,
        scroll: Vec2,
        clip: (Vec2, Vec2),
        zbias: &mut f32,
        zbias_step: f32,
        zerde_webgl: &mut ZerdeWebGLMessages,
    ) {
        // tad ugly otherwise the borrow checker locks 'self' and we can't recur
        let draw_calls_len = self.views[view_id].draw_calls_len;
        self.views[view_id].parent_scroll = scroll;
        let local_scroll = self.views[view_id].snapped_scroll;
        let clip = self.views[view_id].intersect_clip(clip);
        for draw_call_id in 0..draw_calls_len {
            let sub_view_id = self.views[view_id].draw_calls[draw_call_id].sub_view_id;
            if sub_view_id != 0 {
                self.render_view(
                    pass_id,
                    sub_view_id,
                    Vec2 { x: local_scroll.x + scroll.x, y: local_scroll.y + scroll.y },
                    clip,
                    zbias,
                    zbias_step,
                    zerde_webgl,
                );
            } else {
                let gpu_geometry_id = GpuGeometry::get_id(self, view_id, draw_call_id);

                let cxview = &mut self.views[view_id];
                let draw_call = &mut cxview.draw_calls[draw_call_id];

                if draw_call.instance_dirty || draw_call.platform.inst_vb_id.is_none() {
                    draw_call.instance_dirty = false;
                    if draw_call.platform.inst_vb_id.is_none() {
                        draw_call.platform.inst_vb_id = Some(self.platform.vertex_buffers);
                        self.platform.vertex_buffers += 1;
                    }
                    zerde_webgl.alloc_array_buffer(
                        draw_call.platform.inst_vb_id.unwrap(),
                        draw_call.instances.len(),
                        draw_call.instances.as_ptr() as *const f32,
                    );
                    draw_call.instance_dirty = false;
                }

                draw_call.set_zbias(*zbias);
                draw_call.set_local_scroll(scroll, local_scroll);
                draw_call.set_clip(clip);
                *zbias += zbias_step;

                // update/alloc textures?
                for texture_id in &draw_call.textures_2d {
                    let cxtexture = &mut self.textures[*texture_id as usize];
                    if cxtexture.update_image {
                        cxtexture.update_image = false;
                        zerde_webgl.update_texture_image2d(*texture_id as usize, cxtexture);
                    }
                }

                // update geometry?
                let geometry = &mut self.gpu_geometries[gpu_geometry_id];

                if geometry.dirty || geometry.platform.vb_id.is_none() || geometry.platform.ib_id.is_none() {
                    if geometry.platform.vb_id.is_none() {
                        geometry.platform.vb_id = Some(self.platform.vertex_buffers);
                        self.platform.vertex_buffers += 1;
                    }
                    if geometry.platform.ib_id.is_none() {
                        geometry.platform.ib_id = Some(self.platform.index_buffers);
                        self.platform.index_buffers += 1;
                    }
                    let vertex_attributes = geometry.geometry.vertices_f32_slice();
                    zerde_webgl.alloc_array_buffer(
                        geometry.platform.vb_id.unwrap(),
                        vertex_attributes.len(),
                        vertex_attributes.as_ptr(),
                    );

                    let triangle_indices = geometry.geometry.indices_u32_slice();
                    zerde_webgl.alloc_index_buffer(
                        geometry.platform.ib_id.unwrap(),
                        triangle_indices.len(),
                        triangle_indices.as_ptr(),
                    );

                    geometry.dirty = false;
                }

                // lets check if our vao is still valid
                if draw_call.platform.vao.is_none() {
                    draw_call.platform.vao = Some(CxPlatformDrawCallVao {
                        vao_id: self.platform.vaos,
                        shader_id: None,
                        inst_vb_id: None,
                        geom_vb_id: None,
                        geom_ib_id: None,
                    });
                    self.platform.vaos += 1;
                }
                let vao = draw_call.platform.vao.as_mut().unwrap();
                if vao.inst_vb_id != draw_call.platform.inst_vb_id
                    || vao.geom_vb_id != geometry.platform.vb_id
                    || vao.geom_ib_id != geometry.platform.ib_id
                    || vao.shader_id != Some(draw_call.shader_id)
                {
                    vao.shader_id = Some(draw_call.shader_id);
                    vao.inst_vb_id = draw_call.platform.inst_vb_id;
                    vao.geom_vb_id = geometry.platform.vb_id;
                    vao.geom_ib_id = geometry.platform.ib_id;

                    zerde_webgl.alloc_vao(
                        vao.vao_id,
                        vao.shader_id.unwrap(),
                        vao.geom_ib_id.unwrap(),
                        vao.geom_vb_id.unwrap(),
                        draw_call.platform.inst_vb_id.unwrap(),
                    );
                }

                zerde_webgl.draw_call(
                    draw_call.shader_id,
                    draw_call.platform.vao.as_ref().unwrap().vao_id,
                    self.passes[pass_id].pass_uniforms.as_slice(),
                    cxview.view_uniforms.as_slice(),
                    draw_call.draw_uniforms.as_slice(),
                    &draw_call.user_uniforms,
                    &draw_call.textures_2d,
                );
            }
        }
        self.debug_draw_tree(view_id);
    }

    pub(crate) fn setup_render_pass(&mut self, pass_id: usize, inherit_dpi_factor: f32) {
        let pass_size = self.passes[pass_id].pass_size;
        self.passes[pass_id].set_matrix(Vec2::default(), pass_size);
        self.passes[pass_id].paint_dirty = false;

        let dpi_factor = if let Some(override_dpi_factor) = self.passes[pass_id].override_dpi_factor {
            override_dpi_factor
        } else {
            inherit_dpi_factor
        };
        self.passes[pass_id].set_dpi_factor(dpi_factor);
    }

    pub(crate) fn draw_pass_to_canvas(&mut self, pass_id: usize, dpi_factor: f32, zerde_webgl: &mut ZerdeWebGLMessages) {
        let view_id = self.passes[pass_id].main_view_id.unwrap();

        // get the color and depth
        let clear_color = if self.passes[pass_id].color_textures.len() == 0 {
            Vec4::default()
        } else {
            match self.passes[pass_id].color_textures[0].clear_color {
                ClearColor::InitWith(color) => color,
                ClearColor::ClearWith(color) => color,
            }
        };
        let clear_depth = match self.passes[pass_id].clear_depth {
            ClearDepth::InitWith(depth) => depth,
            ClearDepth::ClearWith(depth) => depth,
        };
        zerde_webgl.begin_main_canvas(clear_color, clear_depth as f32);

        self.setup_render_pass(pass_id, dpi_factor);

        zerde_webgl.set_default_depth_and_blend_mode();

        let mut zbias = 0.0;
        let zbias_step = self.passes[pass_id].zbias_step;

        self.render_view(
            pass_id,
            view_id,
            Vec2::default(),
            (Vec2 { x: -50000., y: -50000. }, Vec2 { x: 50000., y: 50000. }),
            &mut zbias,
            zbias_step,
            zerde_webgl,
        );
    }

    pub(crate) fn draw_pass_to_texture(&mut self, pass_id: usize, dpi_factor: f32, zerde_webgl: &mut ZerdeWebGLMessages) {
        let pass_size = self.passes[pass_id].pass_size;
        let view_id = self.passes[pass_id].main_view_id.unwrap();

        self.setup_render_pass(pass_id, dpi_factor);

        zerde_webgl.begin_render_targets(pass_id, (pass_size.x * dpi_factor) as usize, (pass_size.y * dpi_factor) as usize);

        for color_texture in &self.passes[pass_id].color_textures {
            match color_texture.clear_color {
                ClearColor::InitWith(color) => {
                    zerde_webgl.add_color_target(color_texture.texture_id as usize, true, color);
                }
                ClearColor::ClearWith(color) => {
                    zerde_webgl.add_color_target(color_texture.texture_id as usize, false, color);
                }
            }
        }

        // attach/clear depth buffers, if any
        if let Some(depth_texture_id) = self.passes[pass_id].depth_texture {
            match self.passes[pass_id].clear_depth {
                ClearDepth::InitWith(depth_clear) => {
                    zerde_webgl.set_depth_target(depth_texture_id as usize, true, depth_clear as f32);
                }
                ClearDepth::ClearWith(depth_clear) => {
                    zerde_webgl.set_depth_target(depth_texture_id as usize, false, depth_clear as f32);
                }
            }
        }

        zerde_webgl.end_render_targets();

        // set the default depth and blendmode
        zerde_webgl.set_default_depth_and_blend_mode();
        let mut zbias = 0.0;
        let zbias_step = self.passes[pass_id].zbias_step;

        self.render_view(
            pass_id,
            view_id,
            Vec2::default(),
            (Vec2 { x: -50000., y: -50000. }, Vec2 { x: 50000., y: 50000. }),
            &mut zbias,
            zbias_step,
            zerde_webgl,
        );
    }

    pub(crate) fn webgl_compile_shaders(&mut self, zerde_webgl: &mut ZerdeWebGLMessages) {
        for shader_id in self.shader_recompile_ids.drain(..) {
            let shader = unsafe { self.shaders.get_unchecked_mut(shader_id) };
            let shader_ast = shader.shader_ast.as_ref().unwrap();

            let vertex = generate_glsl::generate_vertex_shader(&shader_ast);
            let fragment = generate_glsl::generate_fragment_shader(&shader_ast);

            let vertex = format!(
                "
                precision highp float;
                precision highp int;
                vec4 sample2d(sampler2D sampler, vec2 pos){{return texture2D(sampler, vec2(pos.x, 1.0-pos.y));}}
                mat4 transpose(mat4 m){{return \
                 mat4(m[0][0],m[1][0],m[2][0],m[3][0],m[0][1],m[1][1],m[2][1],m[3][1],m[0][2],m[1][2],m[2][2],m[3][3], m[3][0], \
                 m[3][1], m[3][2], m[3][3]);}}
                mat3 transpose(mat3 m){{return mat3(m[0][0],m[1][0],m[2][0],m[0][1],m[1][1],m[2][1],m[0][2],m[1][2],m[2][2]);}}
                mat2 transpose(mat2 m){{return mat2(m[0][0],m[1][0],m[0][1],m[1][1]);}}
                {}\0",
                vertex
            );
            let fragment = format!(
                "
                #extension GL_OES_standard_derivatives : enable
                precision highp float;
                precision highp int;
                vec4 sample2d(sampler2D sampler, vec2 pos){{return texture2D(sampler, vec2(pos.x, 1.0-pos.y));}}
                mat4 transpose(mat4 m){{return \
                 mat4(m[0][0],m[1][0],m[2][0],m[3][0],m[0][1],m[1][1],m[2][1],m[3][1],m[0][2],m[1][2],m[2][2],m[3][3], m[3][0], \
                 m[3][1], m[3][2], m[3][3]);}}
                mat3 transpose(mat3 m){{return mat3(m[0][0],m[1][0],m[2][0],m[0][1],m[1][1],m[2][1],m[0][2],m[1][2],m[2][2]);}}
                mat2 transpose(mat2 m){{return mat2(m[0][0],m[1][0],m[0][1],m[1][1]);}}
                {}\0",
                fragment
            );

            if shader_ast.debug {
                self.platform.zerde_eventloop_msgs.log(&format!(
                    "--------------- Vertex shader {} --------------- \n{}\n---------------\n--------------- Fragment shader {} \
                     --------------- \n{}\n---------------\n",
                    shader.name.clone(),
                    vertex,
                    shader.name.clone(),
                    fragment
                ));
            }

            zerde_webgl.compile_webgl_shader(shader_id, &vertex, &fragment, &shader.mapping);
            shader.platform = Some(CxPlatformShader {});
            shader.shader_ast = None;
        }
    }
}

#[derive(Default, Clone)]
pub(crate) struct CxPlatformPass {}

#[derive(Clone, Default)]
pub(crate) struct CxPlatformView {}

#[derive(Default, Clone)]
pub(crate) struct CxPlatformDrawCallVao {
    pub(crate) vao_id: usize,
    pub(crate) shader_id: Option<usize>,
    pub(crate) inst_vb_id: Option<usize>,
    pub(crate) geom_vb_id: Option<usize>,
    pub(crate) geom_ib_id: Option<usize>,
}

#[derive(Default, Clone)]
pub(crate) struct CxPlatformDrawCall {
    pub(crate) vao: Option<CxPlatformDrawCallVao>,
    pub(crate) inst_vb_id: Option<usize>,
}

#[derive(Clone)]
pub(crate) struct CxPlatformShader {}

#[derive(Clone, Default)]
pub(crate) struct CxPlatformTexture {}

#[derive(Clone, Default)]
pub(crate) struct CxPlatformGpuGeometry {
    pub(crate) vb_id: Option<usize>,
    pub(crate) ib_id: Option<usize>,
}

impl CxPlatformDrawCall {}

pub(crate) struct ZerdeWebGLMessages {
    builder: ZerdeBuilder,
}

impl ZerdeWebGLMessages {
    pub(crate) fn new() -> Self {
        Self { builder: ZerdeBuilder::new() }
    }

    pub(crate) fn take_ptr(self /* move! */) -> u64 {
        self.builder.take_ptr()
    }

    pub(crate) fn end(&mut self) {
        self.builder.send_u32(0);
    }

    fn send_propdefvec(&mut self, prop_defs: &Vec<PropDef>) {
        self.builder.send_u32(prop_defs.len() as u32);
        for prop_def in prop_defs {
            self.builder.send_string(match prop_def.ty {
                Ty::Vec4 => "vec4",
                Ty::Vec3 => "vec3",
                Ty::Vec2 => "vec2",
                Ty::Float => "float",
                Ty::Mat4 => "mat4",
                Ty::Texture2D => "sampler2D",
                _ => panic!("unexpected type in send_propdefvec"),
            });
            self.builder.send_string(&prop_def.name);
        }
    }

    pub(crate) fn compile_webgl_shader(&mut self, shader_id: usize, vertex: &str, fragment: &str, mapping: &CxShaderMapping) {
        self.builder.send_u32(1);
        self.builder.send_u32(shader_id as u32);
        self.builder.send_string(fragment);
        self.builder.send_string(vertex);
        self.builder.send_u32(mapping.geometry_props.total_slots as u32);
        self.builder.send_u32(mapping.instance_props.total_slots as u32);
        self.send_propdefvec(&mapping.pass_uniforms);
        self.send_propdefvec(&mapping.view_uniforms);
        self.send_propdefvec(&mapping.draw_uniforms);
        self.send_propdefvec(&mapping.user_uniforms);
        self.send_propdefvec(&mapping.textures);
    }

    pub(crate) fn alloc_array_buffer(&mut self, buffer_id: usize, len: usize, data: *const f32) {
        self.builder.send_u32(2);
        self.builder.send_u32(buffer_id as u32);
        self.builder.send_u32(len as u32);
        self.builder.send_u32(data as u32);
    }

    pub(crate) fn alloc_index_buffer(&mut self, buffer_id: usize, len: usize, data: *const u32) {
        self.builder.send_u32(3);
        self.builder.send_u32(buffer_id as u32);
        self.builder.send_u32(len as u32);
        self.builder.send_u32(data as u32);
    }

    pub(crate) fn alloc_vao(&mut self, vao_id: usize, shader_id: usize, geom_ib_id: usize, geom_vb_id: usize, inst_vb_id: usize) {
        self.builder.send_u32(4);
        self.builder.send_u32(vao_id as u32);
        self.builder.send_u32(shader_id as u32);
        self.builder.send_u32(geom_ib_id as u32);
        self.builder.send_u32(geom_vb_id as u32);
        self.builder.send_u32(inst_vb_id as u32);
    }

    pub(crate) fn draw_call(
        &mut self,
        shader_id: usize,
        vao_id: usize,
        uniforms_pass: &[f32],
        uniforms_view: &[f32],
        uniforms_draw: &[f32],
        uniforms_user: &[f32],
        textures: &Vec<u32>,
    ) {
        self.builder.send_u32(5);
        self.builder.send_u32(shader_id as u32);
        self.builder.send_u32(vao_id as u32);
        self.builder.send_u32(uniforms_pass.as_ptr() as u32);
        self.builder.send_u32(uniforms_view.as_ptr() as u32);
        self.builder.send_u32(uniforms_draw.as_ptr() as u32);
        self.builder.send_u32(uniforms_user.as_ptr() as u32);
        self.builder.send_u32(textures.as_ptr() as u32);
    }

    pub(crate) fn update_texture_image2d(&mut self, texture_id: usize, texture: &mut CxTexture) {
        //usize, width: usize, height: usize, data: &Vec<u32>
        self.builder.send_u32(6);
        self.builder.send_u32(texture_id as u32);
        self.builder.send_u32(texture.desc.width.unwrap() as u32);
        self.builder.send_u32(texture.desc.height.unwrap() as u32);
        self.builder.send_u32(texture.image_u32.as_ptr() as u32)
    }

    pub(crate) fn begin_render_targets(&mut self, pass_id: usize, width: usize, height: usize) {
        self.builder.send_u32(7);
        self.builder.send_u32(pass_id as u32);
        self.builder.send_u32(width as u32);
        self.builder.send_u32(height as u32);
    }

    pub(crate) fn add_color_target(&mut self, texture_id: usize, init_only: bool, color: Vec4) {
        self.builder.send_u32(8);
        self.builder.send_u32(texture_id as u32);
        self.builder.send_u32(if init_only { 1 } else { 0 });
        self.builder.send_f32(color.x);
        self.builder.send_f32(color.y);
        self.builder.send_f32(color.z);
        self.builder.send_f32(color.w);
    }

    pub(crate) fn set_depth_target(&mut self, texture_id: usize, init_only: bool, depth: f32) {
        self.builder.send_u32(9);
        self.builder.send_u32(texture_id as u32);
        self.builder.send_u32(if init_only { 1 } else { 0 });
        self.builder.send_f32(depth);
    }

    pub(crate) fn end_render_targets(&mut self) {
        self.builder.send_u32(10);
    }

    pub(crate) fn set_default_depth_and_blend_mode(&mut self) {
        self.builder.send_u32(11);
    }

    pub(crate) fn begin_main_canvas(&mut self, color: Vec4, depth: f32) {
        self.builder.send_u32(12);
        self.builder.send_f32(color.x);
        self.builder.send_f32(color.y);
        self.builder.send_f32(color.z);
        self.builder.send_f32(color.w);
        self.builder.send_f32(depth);
    }
}