use cgmath::Matrix4; use glow::{Context as GLContext, HasContext}; use itertools::Itertools; use lyon::tessellation::geometry_builder::{BuffersBuilder, VertexBuffers}; use lyon::tessellation::{FillAttributes, FillOptions, FillTessellator}; use sixtyfps_corelib::abi::datastructures::{ComponentVTable, Point, Rect, Size}; use sixtyfps_corelib::graphics::{ Color, FillStyle, Frame as GraphicsFrame, GraphicsBackend, RenderingPrimitivesBuilder, }; use std::cell::RefCell; extern crate alloc; use alloc::rc::Rc; mod texture; use texture::{GLTexture, TextureAtlas}; mod shader; use shader::{GlyphShader, ImageShader, PathShader}; mod buffers; use buffers::{GLArrayBuffer, GLIndexBuffer}; mod text; mod fontcache; use fontcache::FontCache; #[derive(Copy, Clone)] pub(crate) struct Vertex { _pos: [f32; 2], } struct GlyphRun { vertices: GLArrayBuffer, texture_vertices: GLArrayBuffer, texture: GLTexture, vertex_count: i32, } enum GLRenderingPrimitive { FillPath { vertices: GLArrayBuffer, indices: GLIndexBuffer, style: FillStyle, }, Texture { vertices: GLArrayBuffer, texture_vertices: GLArrayBuffer, texture: GLTexture, }, GlyphRuns { glyph_runs: Vec, color: Color, }, } pub struct GLRenderer { context: Rc, path_shader: PathShader, image_shader: ImageShader, glyph_shader: GlyphShader, texture_atlas: Rc>, font_cache: Rc>, #[cfg(target_arch = "wasm32")] window: winit::window::Window, #[cfg(not(target_arch = "wasm32"))] windowed_context: Option>, } pub struct GLRenderingPrimitivesBuilder { context: Rc, fill_tesselator: FillTessellator, texture_atlas: Rc>, font_cache: Rc>, #[cfg(not(target_arch = "wasm32"))] windowed_context: glutin::WindowedContext, } pub struct GLFrame { context: Rc, path_shader: PathShader, image_shader: ImageShader, glyph_shader: GlyphShader, root_matrix: cgmath::Matrix4, #[cfg(not(target_arch = "wasm32"))] windowed_context: glutin::WindowedContext, } impl GLRenderer { pub fn new( event_loop: &winit::event_loop::EventLoop<()>, window_builder: winit::window::WindowBuilder, ) -> GLRenderer { #[cfg(not(target_arch = "wasm32"))] let (windowed_context, context) = { let windowed_context = glutin::ContextBuilder::new() .with_vsync(true) .build_windowed(window_builder, &event_loop) .unwrap(); let windowed_context = unsafe { windowed_context.make_current().unwrap() }; let gl_context = glow::Context::from_loader_function(|s| { windowed_context.get_proc_address(s) as *const _ }); (windowed_context, gl_context) }; #[cfg(target_arch = "wasm32")] let (window, context) = { let canvas = web_sys::window() .unwrap() .document() .unwrap() .get_element_by_id("canvas") .unwrap() .dyn_into::() .unwrap(); use winit::platform::web::WindowBuilderExtWebSys; use winit::platform::web::WindowExtWebSys; let window = window_builder.with_canvas(Some(canvas)).build(&event_loop).unwrap(); use wasm_bindgen::JsCast; let webgl1_context = window .canvas() .get_context("webgl") .unwrap() .unwrap() .dyn_into::() .unwrap(); (window, glow::Context::from_webgl1_context(webgl1_context)) }; let vertex_array_object = unsafe { context.create_vertex_array().expect("Cannot create vertex array") }; unsafe { context.bind_vertex_array(Some(vertex_array_object)); } let path_shader = PathShader::new(&context); let image_shader = ImageShader::new(&context); let glyph_shader = GlyphShader::new(&context); GLRenderer { context: Rc::new(context), path_shader, image_shader, glyph_shader, texture_atlas: Rc::new(RefCell::new(TextureAtlas::new())), font_cache: Rc::new(RefCell::new(FontCache::default())), #[cfg(target_arch = "wasm32")] window, #[cfg(not(target_arch = "wasm32"))] windowed_context: Some(unsafe { windowed_context.make_not_current().unwrap() }), } } } pub struct OpaqueRenderingPrimitive(GLRenderingPrimitive); impl GraphicsBackend for GLRenderer { type RenderingPrimitive = OpaqueRenderingPrimitive; type Frame = GLFrame; type RenderingPrimitivesBuilder = GLRenderingPrimitivesBuilder; fn new_rendering_primitives_builder(&mut self) -> Self::RenderingPrimitivesBuilder { #[cfg(not(target_arch = "wasm32"))] let current_windowed_context = unsafe { self.windowed_context.take().unwrap().make_current().unwrap() }; GLRenderingPrimitivesBuilder { context: self.context.clone(), fill_tesselator: FillTessellator::new(), texture_atlas: self.texture_atlas.clone(), font_cache: self.font_cache.clone(), #[cfg(not(target_arch = "wasm32"))] windowed_context: current_windowed_context, } } fn finish_primitives(&mut self, _builder: Self::RenderingPrimitivesBuilder) { #[cfg(not(target_arch = "wasm32"))] { self.windowed_context = Some(unsafe { _builder.windowed_context.make_not_current().unwrap() }); } } fn new_frame(&mut self, width: u32, height: u32, clear_color: &Color) -> GLFrame { #[cfg(not(target_arch = "wasm32"))] let current_windowed_context = unsafe { self.windowed_context.take().unwrap().make_current().unwrap() }; unsafe { self.context.viewport(0, 0, width as i32, height as i32); self.context.enable(glow::BLEND); self.context.blend_func(glow::ONE, glow::ONE_MINUS_SRC_ALPHA); } let (r, g, b, a) = clear_color.as_rgba_f32(); unsafe { self.context.clear_color(r, g, b, a); self.context.clear(glow::COLOR_BUFFER_BIT); }; GLFrame { context: self.context.clone(), path_shader: self.path_shader.clone(), image_shader: self.image_shader.clone(), glyph_shader: self.glyph_shader.clone(), root_matrix: cgmath::ortho(0.0, width as f32, height as f32, 0.0, -1., 1.0), #[cfg(not(target_arch = "wasm32"))] windowed_context: current_windowed_context, } } fn present_frame(&mut self, _frame: Self::Frame) { #[cfg(not(target_arch = "wasm32"))] { _frame.windowed_context.swap_buffers().unwrap(); self.windowed_context = Some(unsafe { _frame.windowed_context.make_not_current().unwrap() }); } } fn window(&self) -> &winit::window::Window { #[cfg(not(target_arch = "wasm32"))] return self.windowed_context.as_ref().unwrap().window(); #[cfg(target_arch = "wasm32")] return &self.window; } } impl RenderingPrimitivesBuilder for GLRenderingPrimitivesBuilder { type RenderingPrimitive = OpaqueRenderingPrimitive; fn create_path_fill_primitive( &mut self, path: &lyon::path::Path, style: FillStyle, ) -> Self::RenderingPrimitive { let mut geometry: VertexBuffers = VertexBuffers::new(); let fill_opts = FillOptions::default(); self.fill_tesselator .tessellate_path( path.as_slice(), &fill_opts, &mut BuffersBuilder::new( &mut geometry, |pos: lyon::math::Point, _: FillAttributes| Vertex { _pos: [pos.x as f32, pos.y as f32], }, ), ) .unwrap(); let vertices = GLArrayBuffer::new(&self.context, &geometry.vertices); let indices = GLIndexBuffer::new(&self.context, &geometry.indices); OpaqueRenderingPrimitive(GLRenderingPrimitive::FillPath { vertices, indices, style }) } fn create_image_primitive( &mut self, image: image::ImageBuffer, Vec>, ) -> Self::RenderingPrimitive { let source_size = image.dimensions(); let rect = Rect::new(Point::new(0.0, 0.0), Size::new(source_size.0 as f32, source_size.1 as f32)); let vertex1 = Vertex { _pos: [rect.min_x(), rect.min_y()] }; let vertex2 = Vertex { _pos: [rect.max_x(), rect.min_y()] }; let vertex3 = Vertex { _pos: [rect.max_x(), rect.max_y()] }; let vertex4 = Vertex { _pos: [rect.min_x(), rect.max_y()] }; let mut atlas = self.texture_atlas.borrow_mut(); let atlas_allocation = atlas.allocate_image_in_atlas(&self.context, image); let vertices = GLArrayBuffer::new( &self.context, &vec![vertex1, vertex2, vertex3, vertex1, vertex3, vertex4], ); let texture_vertices = GLArrayBuffer::new(&self.context, &atlas_allocation.sub_texture.normalized_coordinates); OpaqueRenderingPrimitive(GLRenderingPrimitive::Texture { vertices, texture_vertices, texture: atlas_allocation.sub_texture.texture, }) } fn create_glyphs( &mut self, text: &str, font_family: &str, pixel_size: f32, color: Color, ) -> Self::RenderingPrimitive { let mut font_cache = self.font_cache.borrow_mut(); let font = font_cache.find_font(font_family, pixel_size); let mut font = font.borrow_mut(); let glyphs = font.string_to_glyphs(&self.context, &mut self.texture_atlas.borrow_mut(), text); let mut x = 0.; let glyph_runs = font .layout_glyphs(glyphs) .map(|cached_glyph| { let glyph_width = cached_glyph.glyph_allocation.sub_texture.texture_coordinates.width() as f32; let glyph_height = cached_glyph.glyph_allocation.sub_texture.texture_coordinates.height() as f32; let vertex1 = Vertex { _pos: [x, 0.] }; let vertex2 = Vertex { _pos: [x + glyph_width, 0.] }; let vertex3 = Vertex { _pos: [x + glyph_width, glyph_height] }; let vertex4 = Vertex { _pos: [x, glyph_height] }; let vertices = [vertex1, vertex2, vertex3, vertex1, vertex3, vertex4]; let texture_vertices = cached_glyph.glyph_allocation.sub_texture.normalized_coordinates; let texture = cached_glyph.glyph_allocation.sub_texture.texture; x += cached_glyph.advance; (vertices, texture_vertices, texture) }) .group_by(|(_, _, texture)| *texture) .into_iter() .map(|(texture, glyph_it)| { let glyph_count = glyph_it.size_hint().0; let mut vertices: Vec = Vec::with_capacity(glyph_count * 6); let mut texture_vertices: Vec = Vec::with_capacity(glyph_count * 6); for (glyph_vertices, glyph_texture_vertices) in glyph_it.map(|(vertices, texture_vertices, _)| (vertices, texture_vertices)) { vertices.extend(&glyph_vertices); texture_vertices.extend(&glyph_texture_vertices); } let vertex_count = vertices.len() as i32; GlyphRun { vertices: GLArrayBuffer::new(&self.context, &vertices), texture_vertices: GLArrayBuffer::new(&self.context, &texture_vertices), texture, vertex_count, } }) .collect(); OpaqueRenderingPrimitive(GLRenderingPrimitive::GlyphRuns { glyph_runs, color }) } } impl GraphicsFrame for GLFrame { type RenderingPrimitive = OpaqueRenderingPrimitive; fn render_primitive(&mut self, primitive: &OpaqueRenderingPrimitive, transform: &Matrix4) { let matrix = self.root_matrix * transform; let gl_matrix: [f32; 16] = [ matrix.x[0], matrix.x[1], matrix.x[2], matrix.x[3], matrix.y[0], matrix.y[1], matrix.y[2], matrix.y[3], matrix.z[0], matrix.z[1], matrix.z[2], matrix.z[3], matrix.w[0], matrix.w[1], matrix.w[2], matrix.w[3], ]; match &primitive.0 { GLRenderingPrimitive::FillPath { vertices, indices, style } => { let (r, g, b, a) = match style { FillStyle::SolidColor(color) => color.as_rgba_f32(), }; self.path_shader.bind(&self.context, &gl_matrix, &[r, g, b, a], vertices, indices); unsafe { self.context.draw_elements( glow::TRIANGLE_STRIP, indices.len, glow::UNSIGNED_SHORT, 0, ); } } GLRenderingPrimitive::Texture { vertices, texture_vertices, texture } => { self.image_shader.bind( &self.context, &gl_matrix, texture, vertices, texture_vertices, ); unsafe { self.context.draw_arrays(glow::TRIANGLES, 0, 6); } } GLRenderingPrimitive::GlyphRuns { glyph_runs, color } => { let (r, g, b, a) = color.as_rgba_f32(); for GlyphRun { vertices, texture_vertices, texture, vertex_count } in glyph_runs { self.glyph_shader.bind( &self.context, &gl_matrix, &[r, g, b, a], texture, vertices, texture_vertices, ); unsafe { self.context.draw_arrays(glow::TRIANGLES, 0, *vertex_count); } } } } } } impl Drop for GLRenderer { fn drop(&mut self) { self.path_shader.drop(&self.context); self.image_shader.drop(&self.context); self.glyph_shader.drop(&self.context); } } /// Run the given component /// Both pointer must be valid until the call to vtable.destroy /// vtable will is a *const, and inner like a *mut #[no_mangle] pub extern "C" fn sixtyfps_runtime_run_component_with_gl_renderer( component: vtable::VRefMut<'static, ComponentVTable>, ) { sixtyfps_corelib::run_component(component, |event_loop, window_builder| { GLRenderer::new(&event_loop, window_builder) }); }