slint/sixtyfps_runtime/rendering_backends/gl/lib.rs
2020-05-12 16:24:56 +02:00

611 lines
20 KiB
Rust

use cgmath::Matrix4;
use core::ptr::NonNull;
use glow::{Context as GLContext, HasContext};
use lyon::path::math::Rect;
use lyon::tessellation::geometry_builder::{BuffersBuilder, VertexBuffers};
use lyon::tessellation::{FillAttributes, FillOptions, FillTessellator};
use sixtyfps_corelib::abi::datastructures::{ComponentImpl, ComponentType};
use sixtyfps_corelib::graphics::{Color, FillStyle, Frame as GraphicsFrame, GraphicsBackend};
use std::marker;
use std::mem;
extern crate alloc;
use alloc::rc::Rc;
#[derive(Copy, Clone)]
struct Vertex {
_pos: [f32; 2],
}
enum GLRenderingPrimitive {
FillPath {
vertices: GLArrayBuffer<Vertex>,
indices: GLIndexBuffer<u16>,
style: FillStyle,
},
Texture {
vertices: GLArrayBuffer<Vertex>,
texture_vertices: GLArrayBuffer<Vertex>,
texture: GLTexture,
},
}
#[derive(Clone)]
struct Shader {
program: <GLContext as HasContext>::Program,
}
impl Shader {
fn new(gl: &GLContext, vertex_shader_source: &str, fragment_shader_source: &str) -> Shader {
let program = unsafe { gl.create_program().expect("Cannot create program") };
let shader_sources = [
(glow::VERTEX_SHADER, vertex_shader_source),
(glow::FRAGMENT_SHADER, fragment_shader_source),
];
let mut shaders = Vec::with_capacity(shader_sources.len());
for (shader_type, shader_source) in shader_sources.iter() {
unsafe {
let shader = gl.create_shader(*shader_type).expect("Cannot create shader");
gl.shader_source(shader, &shader_source);
gl.compile_shader(shader);
if !gl.get_shader_compile_status(shader) {
panic!(gl.get_shader_info_log(shader));
}
gl.attach_shader(program, shader);
shaders.push(shader);
}
}
unsafe {
gl.link_program(program);
if !gl.get_program_link_status(program) {
panic!(gl.get_program_info_log(program));
}
for shader in shaders {
gl.detach_shader(program, shader);
gl.delete_shader(shader);
}
}
Shader { program }
}
fn use_program(&self, gl: &glow::Context) {
unsafe {
gl.use_program(Some(self.program));
}
}
fn drop(&mut self, gl: &GLContext) {
unsafe {
gl.delete_program(self.program);
}
}
}
struct GLArrayBuffer<ArrayMemberType> {
buffer_id: <GLContext as HasContext>::Buffer,
_type_marker: marker::PhantomData<ArrayMemberType>,
}
impl<ArrayMemberType> GLArrayBuffer<ArrayMemberType> {
fn new(gl: &glow::Context, data: &[ArrayMemberType]) -> Self {
let buffer_id = unsafe { gl.create_buffer().expect("vertex buffer") };
unsafe {
gl.bind_buffer(glow::ARRAY_BUFFER, Some(buffer_id));
let byte_len = mem::size_of_val(&data[0]) * data.len() / mem::size_of::<u8>();
let byte_slice = std::slice::from_raw_parts(data.as_ptr() as *const u8, byte_len);
gl.buffer_data_u8_slice(glow::ARRAY_BUFFER, byte_slice, glow::STATIC_DRAW);
}
Self { buffer_id, _type_marker: marker::PhantomData }
}
fn bind(&self, gl: &glow::Context, attribute_location: u32) {
unsafe {
gl.bind_buffer(glow::ARRAY_BUFFER, Some(self.buffer_id));
// TODO #5: generalize GL array buffer size/data_type handling beyond f32
gl.vertex_attrib_pointer_f32(
attribute_location,
(mem::size_of::<ArrayMemberType>() / mem::size_of::<f32>()) as i32,
glow::FLOAT,
false,
0,
0,
);
gl.enable_vertex_attrib_array(attribute_location);
}
}
// TODO #3: make sure we release GL resources
/*
fn drop(&mut self, gl: &glow::Context) {
unsafe {
gl.delete_buffer(self.buffer_id);
}
}
*/
}
struct GLIndexBuffer<IndexType> {
buffer_id: <GLContext as HasContext>::Buffer,
len: i32,
_vertex_marker: marker::PhantomData<IndexType>,
}
impl<IndexType> GLIndexBuffer<IndexType> {
fn new(gl: &glow::Context, data: &[IndexType]) -> Self {
let buffer_id = unsafe { gl.create_buffer().expect("vertex buffer") };
unsafe {
gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(buffer_id));
let byte_len = mem::size_of_val(&data[0]) * data.len() / mem::size_of::<u8>();
let byte_slice = std::slice::from_raw_parts(data.as_ptr() as *const u8, byte_len);
gl.buffer_data_u8_slice(glow::ELEMENT_ARRAY_BUFFER, byte_slice, glow::STATIC_DRAW);
}
Self { buffer_id, len: data.len() as i32, _vertex_marker: marker::PhantomData }
}
fn bind(&self, gl: &glow::Context) {
unsafe {
gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(self.buffer_id));
}
}
// TODO #3: make sure we release GL resources
/*
fn drop(&mut self, gl: &glow::Context) {
unsafe {
gl.delete_buffer(self.buffer_id);
}
}
*/
}
struct GLTexture {
texture_id: <GLContext as HasContext>::Texture,
}
impl GLTexture {
fn new(gl: &glow::Context, image: image::ImageBuffer<image::Rgba<u8>, Vec<u8>>) -> Self {
let texture_id = unsafe { gl.create_texture().unwrap() };
unsafe {
gl.bind_texture(glow::TEXTURE_2D, Some(texture_id));
gl.tex_parameter_i32(
glow::TEXTURE_2D,
glow::TEXTURE_WRAP_S,
glow::CLAMP_TO_EDGE as i32,
);
gl.tex_parameter_i32(
glow::TEXTURE_2D,
glow::TEXTURE_WRAP_T,
glow::CLAMP_TO_EDGE as i32,
);
gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_MIN_FILTER, glow::LINEAR as i32);
gl.tex_image_2d(
glow::TEXTURE_2D,
0,
glow::RGBA as i32,
image.width() as i32,
image.height() as i32,
0,
glow::RGBA,
glow::UNSIGNED_BYTE,
Some(&image.into_raw()),
)
}
Self { texture_id }
}
fn bind_to_location(
&self,
gl: &glow::Context,
texture_location: <glow::Context as glow::HasContext>::UniformLocation,
) {
unsafe {
gl.active_texture(glow::TEXTURE0);
gl.bind_texture(glow::TEXTURE_2D, Some(self.texture_id));
gl.uniform_1_i32(Some(texture_location), 0);
}
}
// TODO #3: make sure we release GL resources
/*
fn drop(&mut self, gl: &glow::Context) {
unsafe {
gl.delete_texture(self.texture_id);
}
}
*/
}
pub struct GLRenderer {
context: Rc<glow::Context>,
vertex_array_object: <glow::Context as glow::HasContext>::VertexArray,
path_program: Shader,
image_program: Shader,
fill_tesselator: FillTessellator,
#[cfg(not(target_arch = "wasm32"))]
windowed_context: Option<glutin::WindowedContext<glutin::PossiblyCurrent>>,
#[cfg(target_arch = "wasm32")]
window: winit::window::Window,
}
pub struct GLFrame {
context: Rc<glow::Context>,
path_program: Shader,
image_program: Shader,
root_matrix: cgmath::Matrix4<f32>,
#[cfg(not(target_arch = "wasm32"))]
windowed_context: glutin::WindowedContext<glutin::PossiblyCurrent>,
}
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::<web_sys::HtmlCanvasElement>()
.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::<web_sys::WebGlRenderingContext>()
.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));
}
const PATH_VERTEX_SHADER: &str = r#"#version 100
attribute vec2 pos;
uniform vec4 vertcolor;
uniform mat4 matrix;
varying lowp vec4 fragcolor;
void main() {
gl_Position = matrix * vec4(pos, 0.0, 1);
fragcolor = vertcolor;
}"#;
const PATH_FRAGMENT_SHADER: &str = r#"#version 100
precision mediump float;
varying lowp vec4 fragcolor;
void main() {
gl_FragColor = fragcolor;
}"#;
let path_program = Shader::new(&context, PATH_VERTEX_SHADER, PATH_FRAGMENT_SHADER);
const IMAGE_VERTEX_SHADER: &str = r#"#version 100
attribute vec2 pos;
attribute vec2 tex_pos;
uniform mat4 matrix;
varying highp vec2 frag_tex_pos;
void main() {
gl_Position = matrix * vec4(pos, 0.0, 1);
frag_tex_pos = tex_pos;
}"#;
const IMAGE_FRAGMENT_SHADER: &str = r#"#version 100
varying highp vec2 frag_tex_pos;
uniform sampler2D tex;
void main() {
gl_FragColor = texture2D(tex, frag_tex_pos);
}"#;
let image_program = Shader::new(&context, IMAGE_VERTEX_SHADER, IMAGE_FRAGMENT_SHADER);
GLRenderer {
context: Rc::new(context),
vertex_array_object,
path_program,
image_program,
fill_tesselator: FillTessellator::new(),
#[cfg(not(target_arch = "wasm32"))]
windowed_context: Some(windowed_context),
#[cfg(target_arch = "wasm32")]
window,
}
}
}
pub struct OpaqueRenderingPrimitive(GLRenderingPrimitive);
impl GraphicsBackend for GLRenderer {
type RenderingPrimitive = OpaqueRenderingPrimitive;
type Frame = GLFrame;
fn create_path_fill_primitive(
&mut self,
path: &lyon::path::Path,
style: FillStyle,
) -> Self::RenderingPrimitive {
let mut geometry: VertexBuffers<Vertex, u16> = 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,
source_rect: impl Into<Rect>,
dest_rect: impl Into<Rect>,
image: image::ImageBuffer<image::Rgba<u8>, Vec<u8>>,
) -> Self::RenderingPrimitive {
let rect = dest_rect.into();
let src_rect = source_rect.into();
let image_width = image.width() as f32;
let image_height = image.height() as f32;
let src_left = src_rect.min_x() / image_width;
let src_top = src_rect.min_y() / image_height;
let src_right = src_rect.max_x() / image_width;
let src_bottom = src_rect.max_y() / image_height;
let vertex1 = Vertex { _pos: [rect.min_x(), rect.min_y()] };
let tex_vertex1 = Vertex { _pos: [src_left, src_top] };
let vertex2 = Vertex { _pos: [rect.max_x(), rect.min_y()] };
let tex_vertex2 = Vertex { _pos: [src_right, src_top] };
let vertex3 = Vertex { _pos: [rect.max_x(), rect.max_y()] };
let tex_vertex3 = Vertex { _pos: [src_right, src_bottom] };
let vertex4 = Vertex { _pos: [rect.min_x(), rect.max_y()] };
let tex_vertex4 = Vertex { _pos: [src_left, src_bottom] };
let vertices = GLArrayBuffer::new(
&self.context,
&vec![vertex1, vertex2, vertex3, vertex1, vertex3, vertex4],
);
let texture_vertices = GLArrayBuffer::new(
&self.context,
&vec![tex_vertex1, tex_vertex2, tex_vertex3, tex_vertex1, tex_vertex3, tex_vertex4],
);
let texture = GLTexture::new(&self.context, image);
OpaqueRenderingPrimitive(GLRenderingPrimitive::Texture {
vertices,
texture_vertices,
texture,
})
}
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);
self.context.bind_vertex_array(Some(self.vertex_array_object));
};
GLFrame {
context: self.context.clone(),
path_program: self.path_program.clone(),
image_program: self.image_program.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() });
self.windowed_context = Some(_frame.windowed_context);
}
}
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 GraphicsFrame for GLFrame {
type RenderingPrimitive = OpaqueRenderingPrimitive;
fn render_primitive(&mut self, primitive: &OpaqueRenderingPrimitive, transform: &Matrix4<f32>) {
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 } => {
self.path_program.use_program(&self.context);
let matrix_location = unsafe {
self.context.get_uniform_location(self.path_program.program, "matrix")
};
unsafe {
self.context.uniform_matrix_4_f32_slice(matrix_location, false, &gl_matrix)
};
let (r, g, b, a) = match style {
FillStyle::SolidColor(color) => color.as_rgba_f32(),
};
let color_location = unsafe {
self.context.get_uniform_location(self.path_program.program, "vertcolor")
};
unsafe { self.context.uniform_4_f32(color_location, r, g, b, a) };
let vertex_attribute_location = unsafe {
self.context.get_attrib_location(self.path_program.program, "pos").unwrap()
};
vertices.bind(&self.context, vertex_attribute_location);
indices.bind(&self.context);
unsafe {
self.context.draw_elements(
glow::TRIANGLE_STRIP,
indices.len,
glow::UNSIGNED_SHORT,
0,
);
}
}
GLRenderingPrimitive::Texture { vertices, texture_vertices, texture } => {
self.image_program.use_program(&self.context);
let matrix_location = unsafe {
self.context.get_uniform_location(self.image_program.program, "matrix")
};
unsafe {
self.context.uniform_matrix_4_f32_slice(matrix_location, false, &gl_matrix)
};
let texture_location = unsafe {
self.context.get_uniform_location(self.image_program.program, "tex").unwrap()
};
texture.bind_to_location(&self.context, texture_location);
let vertex_attribute_location = unsafe {
self.context.get_attrib_location(self.image_program.program, "pos").unwrap()
};
vertices.bind(&self.context, vertex_attribute_location);
let vertex_texture_attribute_location = unsafe {
self.context.get_attrib_location(self.image_program.program, "tex_pos").unwrap()
};
texture_vertices.bind(&self.context, vertex_texture_attribute_location);
unsafe {
self.context.draw_arrays(glow::TRIANGLES, 0, 6);
}
}
}
}
}
impl Drop for GLRenderer {
fn drop(&mut self) {
self.path_program.drop(&self.context);
self.image_program.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_type: *const ComponentType,
component: NonNull<ComponentImpl>,
) {
let component = unsafe {
sixtyfps_corelib::abi::datastructures::ComponentUniquePtr::new(
NonNull::new_unchecked(component_type as *mut _),
component,
)
};
sixtyfps_corelib::run_component(component, |event_loop, window_builder| {
GLRenderer::new(&event_loop, window_builder)
});
}
#[cfg(test)]
mod tests {
#[test]
fn it_works() {
assert_eq!(2 + 2, 4);
}
}