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-rw-r--r--engine/src/renderer/opengl.rs283
1 files changed, 153 insertions, 130 deletions
diff --git a/engine/src/renderer/opengl.rs b/engine/src/renderer/opengl.rs
index a353c6a..c44a479 100644
--- a/engine/src/renderer/opengl.rs
+++ b/engine/src/renderer/opengl.rs
@@ -2,11 +2,14 @@
use std::collections::HashMap;
use std::ffi::{c_void, CString};
+use std::io::{Error as IoError, ErrorKind as IoErrorKind};
use std::ops::Deref;
+use std::path::Path;
use std::process::abort;
use ecs::actions::Actions;
use ecs::component::local::Local;
+use ecs::phase::{PRESENT as PRESENT_PHASE, START as START_PHASE};
use ecs::query::options::{Not, With};
use ecs::sole::Single;
use ecs::system::{Into as _, System};
@@ -16,16 +19,27 @@ use crate::camera::{Active as ActiveCamera, Camera};
use crate::color::Color;
use crate::data_types::dimens::Dimens;
use crate::draw_flags::{DrawFlags, NoDraw, PolygonModeConfig};
-use crate::event::{Present as PresentEvent, Start as StartEvent};
use crate::lighting::{DirectionalLight, GlobalLight, PointLight};
use crate::material::{Flags as MaterialFlags, Material};
use crate::matrix::Matrix;
use crate::mesh::Mesh;
use crate::opengl::buffer::{Buffer, Usage as BufferUsage};
-#[cfg(feature = "debug")]
-use crate::opengl::debug::{MessageSeverity, MessageSource, MessageType};
+use crate::opengl::debug::{
+ enable_debug_output,
+ set_debug_message_callback,
+ set_debug_message_control,
+ MessageIdsAction,
+ MessageSeverity,
+ MessageSource,
+ MessageType,
+};
+use crate::opengl::glsl::{
+ preprocess as glsl_preprocess,
+ PreprocessingError as GlslPreprocessingError,
+};
use crate::opengl::shader::{
Error as GlShaderError,
+ Kind as ShaderKind,
Program as GlShaderProgram,
Shader as GlShader,
};
@@ -39,38 +53,44 @@ use crate::opengl::vertex_array::{
PrimitiveKind,
VertexArray,
};
-use crate::opengl::{clear_buffers, enable, BufferClearMask, Capability};
-use crate::projection::{new_perspective_matrix, Projection};
-use crate::shader::Program as ShaderProgram;
+use crate::opengl::{
+ clear_buffers,
+ enable,
+ get_context_flags as get_opengl_context_flags,
+ BufferClearMask,
+ Capability,
+ ContextFlags,
+};
+use crate::projection::{ClipVolume, Projection};
use crate::texture::{Id as TextureId, Texture};
use crate::transform::{Position, Scale};
-use crate::util::NeverDrop;
+use crate::util::{defer, Defer, RefOrValue};
use crate::vector::{Vec2, Vec3};
use crate::vertex::{AttributeComponentType, Vertex};
use crate::window::Window;
-type RenderableEntity = (
- Mesh,
- ShaderProgram,
- Material,
- Option<MaterialFlags>,
- Option<Position>,
- Option<Scale>,
- Option<DrawFlags>,
- Option<GlObjects>,
+type RenderableEntity<'a> = (
+ &'a Mesh,
+ &'a Material,
+ &'a Option<MaterialFlags>,
+ &'a Option<Position>,
+ &'a Option<Scale>,
+ &'a Option<DrawFlags>,
+ &'a Option<GlObjects>,
);
#[derive(Debug, Default)]
+#[non_exhaustive]
pub struct Extension {}
impl ecs::extension::Extension for Extension
{
fn collect(self, mut collector: ecs::extension::Collector<'_>)
{
- collector.add_system(StartEvent, initialize);
+ collector.add_system(*START_PHASE, initialize);
collector.add_system(
- PresentEvent,
+ *PRESENT_PHASE,
render
.into_system()
.initialize((GlobalGlObjects::default(),)),
@@ -95,8 +115,9 @@ fn initialize(window: Single<Window>)
}
});
- #[cfg(feature = "debug")]
- initialize_debug();
+ if get_opengl_context_flags().contains(ContextFlags::DEBUG) {
+ initialize_debug();
+ }
let window_size = window.size().expect("Failed to get window size");
@@ -112,10 +133,10 @@ fn initialize(window: Single<Window>)
#[allow(clippy::too_many_arguments)]
fn render(
- query: Query<RenderableEntity, Not<With<NoDraw>>>,
- point_light_query: Query<(PointLight,)>,
- directional_lights: Query<(DirectionalLight,)>,
- camera_query: Query<(Camera, Position, ActiveCamera)>,
+ query: Query<RenderableEntity<'_>, Not<With<NoDraw>>>,
+ point_light_query: Query<(&PointLight,)>,
+ directional_lights: Query<(&DirectionalLight,)>,
+ camera_query: Query<(&Camera, &Position, &ActiveCamera)>,
window: Single<Window>,
global_light: Single<GlobalLight>,
mut gl_objects: Local<GlobalGlObjects>,
@@ -123,7 +144,6 @@ fn render(
)
{
let Some((camera, camera_pos, _)) = camera_query.iter().next() else {
- #[cfg(feature = "debug")]
tracing::warn!("No current camera. Nothing will be rendered");
return;
};
@@ -136,52 +156,35 @@ fn render(
let directional_lights = directional_lights.iter().collect::<Vec<_>>();
let GlobalGlObjects {
- shader_programs: gl_shader_programs,
+ shader_program,
textures: gl_textures,
} = &mut *gl_objects;
+ let shader_program =
+ shader_program.get_or_insert_with(|| create_default_shader_program().unwrap());
+
clear_buffers(BufferClearMask::COLOR | BufferClearMask::DEPTH);
for (
- entity_index,
- (
- mesh,
- shader_program,
- material,
- material_flags,
- position,
- scale,
- draw_flags,
- gl_objects,
- ),
- ) in query.iter().enumerate()
+ euid,
+ (mesh, material, material_flags, position, scale, draw_flags, gl_objects),
+ ) in query.iter_with_euids()
{
let material_flags = material_flags
.map(|material_flags| material_flags.clone())
.unwrap_or_default();
- let shader_program = gl_shader_programs
- .entry(shader_program.u64_hash())
- .or_insert_with(|| create_gl_shader_program(&shader_program).unwrap());
-
- let new_gl_objects;
-
- let gl_objects = if let Some(gl_objects) = gl_objects.as_deref() {
- gl_objects
- } else {
- // TODO: Account for when meshes are changed
- let gl_objects = GlObjects::new(&mesh);
-
- new_gl_objects = Some(gl_objects.clone());
-
- actions.add_components(
- query.get_entity_uid(entity_index).unwrap(),
- (gl_objects,),
- );
-
- &*new_gl_objects.unwrap()
+ let gl_objs = match gl_objects.as_deref() {
+ Some(gl_objs) => RefOrValue::Ref(gl_objs),
+ None => RefOrValue::Value(Some(GlObjects::new(&mesh))),
};
+ defer!(|gl_objs| {
+ if let RefOrValue::Value(opt_gl_objs) = gl_objs {
+ actions.add_components(euid, (opt_gl_objs.take().unwrap(),));
+ };
+ });
+
apply_transformation_matrices(
Transformation {
position: position.map(|pos| *pos).unwrap_or_default().position,
@@ -207,15 +210,12 @@ fn render(
&camera_pos,
);
- for texture in &material.textures {
+ for (index, texture) in material.textures.iter().enumerate() {
let gl_texture = gl_textures
.entry(texture.id())
.or_insert_with(|| create_gl_texture(texture));
- let texture_unit =
- TextureUnit::from_texture_id(texture.id()).unwrap_or_else(|| {
- panic!("Texture id {} is a invalid texture unit", texture.id());
- });
+ let texture_unit = TextureUnit::from_num(index).expect("Too many textures");
set_active_texture_unit(texture_unit);
@@ -231,7 +231,7 @@ fn render(
);
}
- draw_mesh(gl_objects);
+ draw_mesh(gl_objs.get().unwrap());
if draw_flags.is_some() {
let default_polygon_mode_config = PolygonModeConfig::default();
@@ -247,7 +247,7 @@ fn render(
#[derive(Debug, Default, Component)]
struct GlobalGlObjects
{
- shader_programs: HashMap<u64, GlShaderProgram>,
+ shader_program: Option<GlShaderProgram>,
textures: HashMap<TextureId, GlTexture>,
}
@@ -256,20 +256,11 @@ fn set_viewport(position: Vec2<u32>, size: Dimens<u32>)
crate::opengl::set_viewport(position, size);
}
-#[cfg(feature = "debug")]
fn initialize_debug()
{
- use crate::opengl::debug::{
- enable_debug_output,
- set_debug_message_callback,
- set_debug_message_control,
- MessageIdsAction,
- };
-
enable_debug_output();
set_debug_message_callback(opengl_debug_message_cb);
-
set_debug_message_control(None, None, None, &[], MessageIdsAction::Disable);
}
@@ -278,9 +269,9 @@ fn draw_mesh(gl_objects: &GlObjects)
gl_objects.vertex_arr.bind();
if gl_objects.index_buffer.is_some() {
- VertexArray::draw_elements(PrimitiveKind::Triangles, 0, gl_objects.index_cnt);
+ VertexArray::draw_elements(PrimitiveKind::Triangles, 0, gl_objects.element_cnt);
} else {
- VertexArray::draw_arrays(PrimitiveKind::Triangles, 0, 3);
+ VertexArray::draw_arrays(PrimitiveKind::Triangles, 0, gl_objects.element_cnt);
}
}
@@ -299,51 +290,84 @@ fn create_gl_texture(texture: &Texture) -> GlTexture
gl_texture
}
-fn create_gl_shader_program(
- shader_program: &ShaderProgram,
-) -> Result<GlShaderProgram, GlShaderError>
+const VERTEX_GLSL_SHADER_SRC: &str = include_str!("opengl/glsl/vertex.glsl");
+const FRAGMENT_GLSL_SHADER_SRC: &str = include_str!("opengl/glsl/fragment.glsl");
+
+const VERTEX_DATA_GLSL_SHADER_SRC: &str = include_str!("opengl/glsl/vertex_data.glsl");
+const LIGHT_GLSL_SHADER_SRC: &str = include_str!("opengl/glsl/light.glsl");
+
+fn create_default_shader_program() -> Result<GlShaderProgram, CreateShaderError>
{
- let gl_shaders = shader_program
- .shaders()
- .iter()
- .map(|shader| {
- let gl_shader = GlShader::new(shader.kind());
+ let mut vertex_shader = GlShader::new(ShaderKind::Vertex);
- gl_shader.set_source(shader.source())?;
- gl_shader.compile()?;
+ vertex_shader.set_source(&*glsl_preprocess(
+ VERTEX_GLSL_SHADER_SRC,
+ &get_glsl_shader_content,
+ )?)?;
- Ok(gl_shader)
- })
- .collect::<Result<Vec<_>, _>>()?;
+ vertex_shader.compile()?;
- let gl_shader_program = GlShaderProgram::new();
+ let mut fragment_shader = GlShader::new(ShaderKind::Fragment);
- for gl_shader in &gl_shaders {
- gl_shader_program.attach(gl_shader);
- }
+ fragment_shader.set_source(&*glsl_preprocess(
+ FRAGMENT_GLSL_SHADER_SRC,
+ &get_glsl_shader_content,
+ )?)?;
+
+ fragment_shader.compile()?;
+
+ let mut gl_shader_program = GlShaderProgram::new();
+
+ gl_shader_program.attach(&vertex_shader);
+ gl_shader_program.attach(&fragment_shader);
gl_shader_program.link()?;
Ok(gl_shader_program)
}
+#[derive(Debug, thiserror::Error)]
+enum CreateShaderError
+{
+ #[error(transparent)]
+ ShaderError(#[from] GlShaderError),
+
+ #[error(transparent)]
+ PreprocessingError(#[from] GlslPreprocessingError),
+}
+
+fn get_glsl_shader_content(path: &Path) -> Result<Vec<u8>, std::io::Error>
+{
+ if path == Path::new("vertex_data.glsl") {
+ return Ok(VERTEX_DATA_GLSL_SHADER_SRC.as_bytes().to_vec());
+ }
+
+ if path == Path::new("light.glsl") {
+ return Ok(LIGHT_GLSL_SHADER_SRC.as_bytes().to_vec());
+ }
+
+ Err(IoError::new(
+ IoErrorKind::NotFound,
+ format!("Content for shader file {} not found", path.display()),
+ ))
+}
+
#[derive(Debug, Component)]
struct GlObjects
{
/// Vertex and index buffer has to live as long as the vertex array
- vertex_buffer: Buffer<Vertex>,
+ _vertex_buffer: Buffer<Vertex>,
index_buffer: Option<Buffer<u32>>,
- index_cnt: u32,
+ element_cnt: u32,
vertex_arr: VertexArray,
}
impl GlObjects
{
- #[cfg_attr(feature = "debug", tracing::instrument(skip_all))]
+ #[tracing::instrument(skip_all)]
fn new(mesh: &Mesh) -> Self
{
- #[cfg(feature = "debug")]
tracing::trace!(
"Creating vertex array, vertex buffer{}",
if mesh.indices().is_some() {
@@ -387,37 +411,27 @@ impl GlObjects
vertex_arr.bind_element_buffer(&index_buffer);
return Self {
- vertex_buffer,
+ _vertex_buffer: vertex_buffer,
index_buffer: Some(index_buffer),
- index_cnt: indices.len().try_into().unwrap(),
+ element_cnt: indices
+ .len()
+ .try_into()
+ .expect("Mesh index count does not fit into a 32-bit unsigned int"),
vertex_arr,
};
}
Self {
- vertex_buffer,
+ _vertex_buffer: vertex_buffer,
index_buffer: None,
- index_cnt: 0,
+ element_cnt: mesh
+ .vertices()
+ .len()
+ .try_into()
+ .expect("Mesh vertex count does not fit into a 32-bit unsigned int"),
vertex_arr,
}
}
-
- pub fn clone(&self) -> NeverDrop<Self>
- {
- NeverDrop::new(Self {
- // SAFETY: The vertex buffer will never become dropped (NeverDrop ensures it)
- vertex_buffer: unsafe { self.vertex_buffer.clone_weak() },
- index_buffer: self
- .index_buffer
- .as_ref()
- // SAFETY: The index buffer will never become dropped (NeverDrop ensures
- // it)
- .map(|index_buffer| unsafe { index_buffer.clone_weak() }),
- index_cnt: self.index_cnt,
- // SAFETY: The vertex array will never become dropped (NeverDrop ensures it)
- vertex_arr: unsafe { self.vertex_arr.clone_unsafe() },
- })
- }
}
fn apply_transformation_matrices(
@@ -431,19 +445,22 @@ fn apply_transformation_matrices(
gl_shader_program
.set_uniform_matrix_4fv(c"model", &create_transformation_matrix(transformation));
- let view = create_view(camera, camera_pos);
+ let view_matrix = create_view_matrix(camera, &camera_pos.position);
- gl_shader_program.set_uniform_matrix_4fv(c"view", &view);
+ gl_shader_program.set_uniform_matrix_4fv(c"view", &view_matrix);
#[allow(clippy::cast_precision_loss)]
- let projection = match &camera.projection {
- Projection::Perspective(perspective) => new_perspective_matrix(
- perspective,
+ let proj_matrix = match &camera.projection {
+ Projection::Perspective(perspective_proj) => perspective_proj.to_matrix_rh(
window_size.width as f32 / window_size.height as f32,
+ ClipVolume::NegOneToOne,
),
+ Projection::Orthographic(orthographic_proj) => {
+ orthographic_proj.to_matrix_rh(&camera_pos.position, ClipVolume::NegOneToOne)
+ }
};
- gl_shader_program.set_uniform_matrix_4fv(c"projection", &projection);
+ gl_shader_program.set_uniform_matrix_4fv(c"projection", &proj_matrix);
}
fn apply_light<PointLightHolder>(
@@ -532,22 +549,29 @@ fn apply_light<PointLightHolder>(
gl_shader_program
.set_uniform_vec_3fv(c"material.specular", &material.specular.clone().into());
+ let texture_map = material
+ .textures
+ .iter()
+ .enumerate()
+ .map(|(index, texture)| (texture.id(), index))
+ .collect::<HashMap<_, _>>();
+
#[allow(clippy::cast_possible_wrap)]
gl_shader_program.set_uniform_1i(
c"material.ambient_map",
- material.ambient_map.into_inner() as i32,
+ *texture_map.get(&material.ambient_map).unwrap() as i32,
);
#[allow(clippy::cast_possible_wrap)]
gl_shader_program.set_uniform_1i(
c"material.diffuse_map",
- material.diffuse_map.into_inner() as i32,
+ *texture_map.get(&material.diffuse_map).unwrap() as i32,
);
#[allow(clippy::cast_possible_wrap)]
gl_shader_program.set_uniform_1i(
c"material.specular_map",
- material.specular_map.into_inner() as i32,
+ *texture_map.get(&material.specular_map).unwrap() as i32,
);
gl_shader_program.set_uniform_1fv(c"material.shininess", material.shininess);
@@ -649,16 +673,15 @@ fn create_light_uniform_name(
}
}
-fn create_view(camera: &Camera, camera_pos: &Position) -> Matrix<f32, 4, 4>
+fn create_view_matrix(camera: &Camera, camera_pos: &Vec3<f32>) -> Matrix<f32, 4, 4>
{
let mut view = Matrix::new();
- view.look_at(&camera_pos.position, &camera.target, &camera.global_up);
+ view.look_at(&camera_pos, &camera.target, &camera.global_up);
view
}
-#[cfg(feature = "debug")]
#[tracing::instrument(skip_all)]
fn opengl_debug_message_cb(
source: MessageSource,