diff options
Diffstat (limited to 'engine/src/renderer/opengl.rs')
-rw-r--r-- | engine/src/renderer/opengl.rs | 302 |
1 files changed, 202 insertions, 100 deletions
diff --git a/engine/src/renderer/opengl.rs b/engine/src/renderer/opengl.rs index 5665860..cfd046f 100644 --- a/engine/src/renderer/opengl.rs +++ b/engine/src/renderer/opengl.rs @@ -3,26 +3,29 @@ 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::component::Handle as ComponentHandle; +use ecs::phase::START as START_PHASE; use ecs::query::term::Without; use ecs::sole::Single; use ecs::system::{Into as _, System}; use ecs::{Component, Query}; +use crate::asset::{Assets, Id as AssetId}; 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::image::{ColorType as ImageColorType, Image}; use crate::lighting::{DirectionalLight, GlobalLight, PointLight}; use crate::material::{Flags as MaterialFlags, Material}; use crate::matrix::Matrix; use crate::mesh::Mesh; +use crate::model::Model; use crate::opengl::buffer::{Buffer, Usage as BufferUsage}; use crate::opengl::debug::{ enable_debug_output, @@ -44,9 +47,10 @@ use crate::opengl::shader::{ Shader as GlShader, }; use crate::opengl::texture::{ - set_active_texture_unit, + Filtering as GlTextureFiltering, + PixelDataFormat as GlTexturePixelDataFormat, Texture as GlTexture, - TextureUnit, + Wrapping as GlTextureWrapping, }; use crate::opengl::vertex_array::{ DataType as VertexArrayDataType, @@ -62,21 +66,31 @@ use crate::opengl::{ ContextFlags, }; use crate::projection::{ClipVolume, Projection}; -use crate::texture::{Id as TextureId, Texture}; -use crate::transform::{Position, Scale}; +use crate::renderer::opengl::vertex::{AttributeComponentType, Vertex}; +use crate::renderer::RENDER_PHASE; +use crate::texture::{ + Filtering as TextureFiltering, + Properties as TextureProperties, + Wrapping as TextureWrapping, +}; +use crate::transform::{Scale, WorldPosition}; use crate::util::{defer, Defer, RefOrValue}; use crate::vector::{Vec2, Vec3}; -use crate::vertex::{AttributeComponentType, Vertex}; use crate::window::Window; +mod vertex; + +const AMBIENT_MAP_TEXTURE_UNIT: u32 = 0; +const DIFFUSE_MAP_TEXTURE_UNIT: u32 = 1; +const SPECULAR_MAP_TEXTURE_UNIT: u32 = 2; + type RenderableEntity<'a> = ( - &'a Mesh, - &'a Material, - &'a Option<MaterialFlags>, - &'a Option<Position>, - &'a Option<Scale>, - &'a Option<DrawFlags>, - &'a Option<GlObjects>, + &'a Model, + Option<&'a MaterialFlags>, + Option<&'a WorldPosition>, + Option<&'a Scale>, + Option<&'a DrawFlags>, + Option<&'a GlObjects>, ); #[derive(Debug, Default)] @@ -90,7 +104,7 @@ impl ecs::extension::Extension for Extension collector.add_system(*START_PHASE, initialize); collector.add_system( - *PRESENT_PHASE, + *RENDER_PHASE, render .into_system() .initialize((GlobalGlObjects::default(),)), @@ -131,33 +145,31 @@ fn initialize(window: Single<Window>) enable(Capability::MultiSample); } +#[tracing::instrument(skip_all)] #[allow(clippy::too_many_arguments)] fn render( query: Query<RenderableEntity<'_>, (Without<NoDraw>,)>, - point_light_query: Query<(&PointLight,)>, + point_light_query: Query<(&PointLight, &WorldPosition)>, directional_lights: Query<(&DirectionalLight,)>, - camera_query: Query<(&Camera, &Position, &ActiveCamera)>, + camera_query: Query<(&Camera, &WorldPosition, &ActiveCamera)>, window: Single<Window>, global_light: Single<GlobalLight>, + assets: Single<Assets>, mut gl_objects: Local<GlobalGlObjects>, mut actions: Actions, ) { - let Some((camera, camera_pos, _)) = camera_query.iter().next() else { + let Some((camera, camera_world_pos, _)) = camera_query.iter().next() else { tracing::warn!("No current camera. Nothing will be rendered"); return; }; - let point_lights = point_light_query - .iter() - .map(|(point_light,)| point_light) - .collect::<Vec<_>>(); - let directional_lights = directional_lights.iter().collect::<Vec<_>>(); let GlobalGlObjects { shader_program, textures: gl_textures, + default_1x1_texture: default_1x1_gl_texture, } = &mut *gl_objects; let shader_program = @@ -165,18 +177,23 @@ fn render( clear_buffers(BufferClearMask::COLOR | BufferClearMask::DEPTH); - for ( + 'subject_loop: for ( euid, - (mesh, material, material_flags, position, scale, draw_flags, gl_objects), + (model, material_flags, position, scale, draw_flags, gl_objects), ) in query.iter_with_euids() { + let Some(model_data) = assets.get(&model.asset_handle) else { + tracing::trace!("Missing model asset"); + continue; + }; + let material_flags = material_flags .map(|material_flags| material_flags.clone()) .unwrap_or_default(); let gl_objs = match gl_objects.as_deref() { Some(gl_objs) => RefOrValue::Ref(gl_objs), - None => RefOrValue::Value(Some(GlObjects::new(&mesh))), + None => RefOrValue::Value(Some(GlObjects::new(&model_data.mesh))), }; defer!(|gl_objs| { @@ -192,34 +209,82 @@ fn render( }, shader_program, &camera, - &camera_pos, + &camera_world_pos, window.size().expect("Failed to get window size"), ); + if model_data.materials.len() > 1 { + tracing::warn!(concat!( + "Multiple model materials are not supported ", + "so only the first material will be used" + )); + } + + let material = match model_data.materials.values().next() { + Some(material) => material, + None => { + tracing::warn!("Model has no materials. Using default material"); + + &Material::default() + } + }; + apply_light( &material, &material_flags, &global_light, shader_program, - point_lights.as_slice(), + (point_light_query.iter(), point_light_query.iter().count()), directional_lights .iter() .map(|(dir_light,)| &**dir_light) .collect::<Vec<_>>() .as_slice(), - &camera_pos, + &camera_world_pos, ); - for (index, texture) in material.textures.iter().enumerate() { - let gl_texture = gl_textures - .entry(texture.id()) - .or_insert_with(|| create_gl_texture(texture)); + let material_texture_maps = [ + (&material.ambient_map, AMBIENT_MAP_TEXTURE_UNIT), + (&material.diffuse_map, DIFFUSE_MAP_TEXTURE_UNIT), + (&material.specular_map, SPECULAR_MAP_TEXTURE_UNIT), + ]; + + for (texture, texture_unit) in material_texture_maps { + let Some(texture) = texture else { + let gl_texture = default_1x1_gl_texture.get_or_insert_with(|| { + create_gl_texture( + &Image::from_color(1, Color::WHITE_U8), + &TextureProperties::default(), + ) + }); + + gl_texture.bind_to_texture_unit(texture_unit); - let texture_unit = TextureUnit::from_num(index).expect("Too many textures"); + continue; + }; - set_active_texture_unit(texture_unit); + let texture_image_asset_id = texture.asset_handle.id(); + + let gl_texture = match gl_textures.get(&texture_image_asset_id) { + Some(gl_texture) => gl_texture, + None => { + let Some(image) = assets.get::<Image>(&texture.asset_handle) else { + tracing::trace!("Missing texture asset"); + continue 'subject_loop; + }; + + gl_textures.insert( + texture_image_asset_id, + create_gl_texture(image, &texture.properties), + ); + + gl_textures + .get(&texture.asset_handle.id()) + .expect("Not possible") + } + }; - gl_texture.bind(); + gl_texture.bind_to_texture_unit(texture_unit); } shader_program.activate(); @@ -248,7 +313,8 @@ fn render( struct GlobalGlObjects { shader_program: Option<GlShaderProgram>, - textures: HashMap<TextureId, GlTexture>, + textures: HashMap<AssetId, GlTexture>, + default_1x1_texture: Option<GlTexture>, } fn set_viewport(position: Vec2<u32>, size: Dimens<u32>) @@ -275,17 +341,31 @@ fn draw_mesh(gl_objects: &GlObjects) } } -fn create_gl_texture(texture: &Texture) -> GlTexture +fn create_gl_texture(image: &Image, texture_properties: &TextureProperties) -> GlTexture { let mut gl_texture = GlTexture::new(); gl_texture.generate( - *texture.dimensions(), - texture.image().as_bytes(), - texture.pixel_data_format(), + image.dimensions(), + image.as_bytes(), + match image.color_type() { + ImageColorType::Rgb8 => GlTexturePixelDataFormat::Rgb8, + ImageColorType::Rgba8 => GlTexturePixelDataFormat::Rgba8, + _ => { + unimplemented!(); + } + }, ); - gl_texture.apply_properties(texture.properties()); + gl_texture.set_wrap(texture_wrapping_to_gl(texture_properties.wrap)); + + gl_texture.set_magnifying_filter(texture_filtering_to_gl( + texture_properties.magnifying_filter, + )); + + gl_texture.set_minifying_filter(texture_filtering_to_gl( + texture_properties.minifying_filter, + )); gl_texture } @@ -380,7 +460,13 @@ impl GlObjects let mut vertex_arr = VertexArray::new(); let mut vertex_buffer = Buffer::new(); - vertex_buffer.store(mesh.vertices(), BufferUsage::Static); + vertex_buffer.store_mapped(mesh.vertices(), BufferUsage::Static, |vertex| { + Vertex { + pos: vertex.pos, + texture_coords: vertex.texture_coords, + normal: vertex.normal, + } + }); vertex_arr.bind_vertex_buffer(0, &vertex_buffer, 0); @@ -438,16 +524,16 @@ fn apply_transformation_matrices( transformation: Transformation, gl_shader_program: &mut GlShaderProgram, camera: &Camera, - camera_pos: &Position, + camera_world_pos: &WorldPosition, window_size: Dimens<u32>, ) { gl_shader_program - .set_uniform_matrix_4fv(c"model", &create_transformation_matrix(transformation)); + .set_uniform(c"model", &create_transformation_matrix(transformation)); - let view_matrix = create_view_matrix(camera, &camera_pos.position); + let view_matrix = create_view_matrix(camera, &camera_world_pos.position); - gl_shader_program.set_uniform_matrix_4fv(c"view", &view_matrix); + gl_shader_program.set_uniform(c"view", &view_matrix); #[allow(clippy::cast_precision_loss)] let proj_matrix = match &camera.projection { @@ -455,27 +541,33 @@ fn apply_transformation_matrices( 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) - } + Projection::Orthographic(orthographic_proj) => orthographic_proj + .to_matrix_rh(&camera_world_pos.position, ClipVolume::NegOneToOne), }; - gl_shader_program.set_uniform_matrix_4fv(c"projection", &proj_matrix); + gl_shader_program.set_uniform(c"projection", &proj_matrix); } -fn apply_light<PointLightHolder>( +fn apply_light<'point_light>( material: &Material, material_flags: &MaterialFlags, global_light: &GlobalLight, gl_shader_program: &mut GlShaderProgram, - point_lights: &[PointLightHolder], + (point_light_iter, point_light_cnt): ( + impl Iterator< + Item = ( + ComponentHandle<'point_light, PointLight>, + ComponentHandle<'point_light, WorldPosition>, + ), + >, + usize, + ), directional_lights: &[&DirectionalLight], - camera_pos: &Position, -) where - PointLightHolder: Deref<Target = PointLight>, + camera_world_pos: &WorldPosition, +) { debug_assert!( - point_lights.len() < 64, + point_light_cnt < 64, "Shader cannot handle more than 64 point lights" ); @@ -485,7 +577,7 @@ fn apply_light<PointLightHolder>( ); for (dir_light_index, dir_light) in directional_lights.iter().enumerate() { - gl_shader_program.set_uniform_vec_3fv( + gl_shader_program.set_uniform( &create_light_uniform_name( "directional_lights", dir_light_index, @@ -505,78 +597,68 @@ fn apply_light<PointLightHolder>( // There probably won't be more than 2147483648 directional lights #[allow(clippy::cast_possible_wrap, clippy::cast_possible_truncation)] gl_shader_program - .set_uniform_1i(c"directional_light_cnt", directional_lights.len() as i32); + .set_uniform(c"directional_light_cnt", &(directional_lights.len() as i32)); - for (point_light_index, point_light) in point_lights.iter().enumerate() { - gl_shader_program.set_uniform_vec_3fv( + for (point_light_index, (point_light, point_light_world_pos)) in + point_light_iter.enumerate() + { + gl_shader_program.set_uniform( &create_light_uniform_name("point_lights", point_light_index, "position"), - &point_light.position, + &(point_light_world_pos.position + point_light.local_position), ); set_light_phong_uniforms( gl_shader_program, "point_lights", point_light_index, - &**point_light, + &*point_light, ); set_light_attenuation_uniforms( gl_shader_program, "point_lights", point_light_index, - point_light, + &*point_light, ); } // There probably won't be more than 2147483648 point lights #[allow(clippy::cast_possible_wrap, clippy::cast_possible_truncation)] - gl_shader_program.set_uniform_1i(c"point_light_cnt", point_lights.len() as i32); + gl_shader_program.set_uniform(c"point_light_cnt", &(point_light_cnt as i32)); - gl_shader_program.set_uniform_vec_3fv( + gl_shader_program.set_uniform( c"material.ambient", - &if material_flags.use_ambient_color { + &Vec3::from(if material_flags.use_ambient_color { material.ambient.clone() } else { global_light.ambient.clone() - } - .into(), + }), ); gl_shader_program - .set_uniform_vec_3fv(c"material.diffuse", &material.diffuse.clone().into()); + .set_uniform(c"material.diffuse", &Vec3::from(material.diffuse.clone())); #[allow(clippy::cast_possible_wrap)] 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<_, _>>(); + .set_uniform(c"material.specular", &Vec3::from(material.specular.clone())); #[allow(clippy::cast_possible_wrap)] - gl_shader_program.set_uniform_1i( - c"material.ambient_map", - *texture_map.get(&material.ambient_map).unwrap() as i32, - ); + gl_shader_program + .set_uniform(c"material.ambient_map", &(AMBIENT_MAP_TEXTURE_UNIT as i32)); #[allow(clippy::cast_possible_wrap)] - gl_shader_program.set_uniform_1i( - c"material.diffuse_map", - *texture_map.get(&material.diffuse_map).unwrap() as i32, - ); + gl_shader_program + .set_uniform(c"material.diffuse_map", &(DIFFUSE_MAP_TEXTURE_UNIT as i32)); #[allow(clippy::cast_possible_wrap)] - gl_shader_program.set_uniform_1i( + gl_shader_program.set_uniform( c"material.specular_map", - *texture_map.get(&material.specular_map).unwrap() as i32, + &(SPECULAR_MAP_TEXTURE_UNIT as i32), ); - gl_shader_program.set_uniform_1fv(c"material.shininess", material.shininess); + gl_shader_program.set_uniform(c"material.shininess", &material.shininess); - gl_shader_program.set_uniform_vec_3fv(c"view_pos", &camera_pos.position); + gl_shader_program.set_uniform(c"view_pos", &camera_world_pos.position); } fn set_light_attenuation_uniforms( @@ -586,27 +668,27 @@ fn set_light_attenuation_uniforms( light: &PointLight, ) { - gl_shader_program.set_uniform_1fv( + gl_shader_program.set_uniform( &create_light_uniform_name( light_array, light_index, "attenuation_props.constant", ), - light.attenuation_params.constant, + &light.attenuation_params.constant, ); - gl_shader_program.set_uniform_1fv( + gl_shader_program.set_uniform( &create_light_uniform_name(light_array, light_index, "attenuation_props.linear"), - light.attenuation_params.linear, + &light.attenuation_params.linear, ); - gl_shader_program.set_uniform_1fv( + gl_shader_program.set_uniform( &create_light_uniform_name( light_array, light_index, "attenuation_props.quadratic", ), - light.attenuation_params.quadratic, + &light.attenuation_params.quadratic, ); } @@ -617,14 +699,14 @@ fn set_light_phong_uniforms( light: &impl Light, ) { - gl_shader_program.set_uniform_vec_3fv( + gl_shader_program.set_uniform( &create_light_uniform_name(light_array, light_index, "phong.diffuse"), - &light.diffuse().clone().into(), + &Vec3::from(light.diffuse().clone()), ); - gl_shader_program.set_uniform_vec_3fv( + gl_shader_program.set_uniform( &create_light_uniform_name(light_array, light_index, "phong.specular"), - &light.specular().clone().into(), + &Vec3::from(light.specular().clone()), ); } @@ -740,3 +822,23 @@ fn create_transformation_matrix(transformation: Transformation) -> Matrix<f32, 4 matrix } + +#[inline] +fn texture_wrapping_to_gl(texture_wrapping: TextureWrapping) -> GlTextureWrapping +{ + match texture_wrapping { + TextureWrapping::Repeat => GlTextureWrapping::Repeat, + TextureWrapping::MirroredRepeat => GlTextureWrapping::MirroredRepeat, + TextureWrapping::ClampToEdge => GlTextureWrapping::ClampToEdge, + TextureWrapping::ClampToBorder => GlTextureWrapping::ClampToBorder, + } +} + +#[inline] +fn texture_filtering_to_gl(texture_filtering: TextureFiltering) -> GlTextureFiltering +{ + match texture_filtering { + TextureFiltering::Linear => GlTextureFiltering::Linear, + TextureFiltering::Nearest => GlTextureFiltering::Nearest, + } +} |