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#![allow(unsafe_code)]
mod context;
#[doc(inline)]
pub use context::*;
pub mod buffer;
pub use buffer::*;
pub mod texture;
pub use texture::*;
pub mod render_states;
pub use render_states::*;
pub mod render_target;
pub use render_target::*;
mod uniform;
#[doc(inline)]
pub use uniform::*;
mod image_effect;
#[doc(inline)]
pub use image_effect::*;
mod image_cube_effect;
#[doc(inline)]
pub use image_cube_effect::*;
mod program;
#[doc(inline)]
pub use program::*;
mod scissor_box;
#[doc(inline)]
pub use scissor_box::*;
pub mod prelude {
pub use three_d_asset::prelude::*;
}
pub use prelude::*;
pub use three_d_asset::{Camera, Viewport};
use thiserror::Error;
#[derive(Debug, Error)]
#[allow(missing_docs)]
pub enum CoreError {
#[error("failed creating context with error: {0}")]
ContextCreation(String),
#[error("failed rendering with error: {0}")]
ContextError(String),
#[error("failed compiling {0} shader: {1}\n{2}")]
ShaderCompilation(String, String, String),
#[error("failed to link shader program: {0}")]
ShaderLink(String),
}
pub fn apply_effect(
context: &Context,
fragment_shader_source: &str,
render_states: RenderStates,
viewport: Viewport,
use_uniforms: impl FnOnce(&Program),
) {
let position_buffer = full_screen_buffer(context);
context
.program(
"
in vec3 position;
out vec2 uvs;
void main()
{
uvs = 0.5 * position.xy + 0.5;
gl_Position = vec4(position, 1.0);
}
",
fragment_shader_source,
|program| {
use_uniforms(program);
program.use_vertex_attribute("position", &position_buffer);
program.draw_arrays(render_states, viewport, 3);
},
)
.expect("Failed compiling shader");
}
pub fn apply_cube_effect(
context: &Context,
side: CubeMapSide,
fragment_shader_source: &str,
render_states: RenderStates,
viewport: Viewport,
use_uniforms: impl FnOnce(&Program),
) {
let position_buffer = full_screen_buffer(context);
context
.program(
"
uniform vec3 direction;
uniform vec3 up;
in vec3 position;
out vec3 pos;
void main()
{
vec3 right = cross(direction, up);
pos = up * position.y + right * position.x + direction;
gl_Position = vec4(position, 1.0);
}
",
fragment_shader_source,
|program| {
use_uniforms(program);
program.use_uniform("direction", side.direction());
program.use_uniform("up", side.up());
program.use_vertex_attribute("position", &position_buffer);
program.draw_arrays(render_states, viewport, 3);
},
)
.expect("Failed compiling shader");
}
fn full_screen_buffer(context: &Context) -> VertexBuffer {
VertexBuffer::new_with_data(
context,
&vec![
vec3(-3.0, -1.0, 0.0),
vec3(3.0, -1.0, 0.0),
vec3(0.0, 2.0, 0.0),
],
)
}
mod data_type;
use data_type::DataType;
fn to_byte_slice<'a, T: DataType>(data: &'a [T]) -> &'a [u8] {
unsafe {
std::slice::from_raw_parts(
data.as_ptr() as *const _,
data.len() * std::mem::size_of::<T>(),
)
}
}
fn from_byte_slice<'a, T: DataType>(data: &'a [u8]) -> &'a [T] {
unsafe {
let (_prefix, values, _suffix) = data.align_to::<T>();
values
}
}
fn format_from_data_type<T: DataType>() -> u32 {
match T::size() {
1 => crate::context::RED,
2 => crate::context::RG,
3 => crate::context::RGB,
4 => crate::context::RGBA,
_ => unreachable!(),
}
}
fn flip_y<T: TextureDataType>(pixels: &mut [T], width: usize, height: usize) {
for row in 0..height / 2 {
for col in 0..width {
let index0 = width * row + col;
let index1 = width * (height - row - 1) + col;
pixels.swap(index0, index1);
}
}
}