use std::collections::HashMap; use std::ffi::c_void; use std::process::abort; use cstr::cstr; use ecs::component::local::Local; use ecs::sole::Single; use ecs::system::{Into as _, System}; use ecs::{Component, Query}; use tracing::warn; use crate::camera::Camera; use crate::color::Color; use crate::data_types::dimens::Dimens; use crate::event::{Present as PresentEvent, Start as StartEvent}; use crate::lighting::LightSource; use crate::material::Material; use crate::matrix::Matrix; use crate::mesh::Mesh; use crate::opengl::buffer::{ ArrayKind as ArrayBufferKind, Buffer, ElementArrayKind as ElementArrayBufferKind, Usage as BufferUsage, }; use crate::opengl::currently_bound::CurrentlyBound; #[cfg(feature = "debug")] use crate::opengl::debug::{MessageSeverity, MessageSource, MessageType}; use crate::opengl::shader::{ Error as GlShaderError, Program as GlShaderProgram, Shader as GlShader, }; use crate::opengl::texture::{ set_active_texture_unit, Texture as GlTexture, TextureUnit, }; use crate::opengl::vertex_array::{PrimitiveKind, VertexArray}; use crate::opengl::{clear_buffers, enable, BufferClearMask, Capability}; use crate::projection::new_perspective; use crate::shader::Program as ShaderProgram; use crate::texture::{Id as TextureId, Map as TextureMap, Texture}; use crate::transform::Transform; use crate::vector::{Vec2, Vec3}; use crate::vertex::Vertex; use crate::window::Window; #[derive(Debug, Default)] 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( PresentEvent, render.into_system().initialize((GlObjects::default(),)), ); } } fn initialize(window: Single) { window .make_context_current() .expect("Failed to make window context current"); gl::load_with(|symbol| match window.get_proc_address(symbol) { Ok(addr) => addr as *const c_void, Err(err) => { println!( "FATAL ERROR: Failed to get adress of OpenGL function {symbol}: {err}", ); abort(); } }); #[cfg(feature = "debug")] initialize_debug(); let window_size = window.size().expect("Failed to get window size"); set_viewport(&Vec2 { x: 0, y: 0 }, window_size); window.set_framebuffer_size_callback(|new_window_size| { set_viewport(&Vec2::ZERO, new_window_size); }); enable(Capability::DepthTest); } fn render( query: Query<(Mesh, TextureMap, ShaderProgram, Material, Transform)>, light_source_query: Query<(LightSource,)>, camera_query: Query<(Camera,)>, window: Single, mut gl_objects: Local, ) { let Some(camera) = camera_query.iter().find_map(|(camera,)| { if !camera.current { return None; } Some(camera) }) else { warn!("No current camera. Nothing will be rendered"); return; }; let light_source = light_source_query .iter() .next() .map(|(light_source,)| light_source); let GlObjects { shader_programs: gl_shader_programs, textures: gl_textures, } = &mut *gl_objects; clear_buffers(BufferClearMask::COLOR | BufferClearMask::DEPTH); for (mesh, texture_map, shader_program, material, transform) in &query { let shader_program = gl_shader_programs .entry(shader_program.u64_hash()) .or_insert_with(|| create_gl_shader_program(&shader_program).unwrap()); shader_program.activate(|shader_program_curr_bound| { apply_transformation_matrices( &transform, shader_program, &camera, window.size().expect("Failed to get window size"), &shader_program_curr_bound, ); apply_light( &material, shader_program, light_source.as_deref(), &camera, &shader_program_curr_bound, ); for (texture_id, texture) in &texture_map.inner { 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 {texture_id} is a invalid texture unit"); }); set_active_texture_unit(texture_unit); gl_texture.bind(|_| {}); } draw_mesh(&mesh); }); } } #[derive(Debug, Default, Component)] struct GlObjects { shader_programs: HashMap, textures: HashMap, } fn set_viewport(position: &Vec2, size: Dimens) { 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); } fn draw_mesh(mesh: &Mesh) { // TODO: Creating a new vertex buffer each draw is really dumb and slow this // should be rethinked let renderable = Renderable::new(mesh.vertices(), mesh.indices()); renderable.vertex_arr.bind(|vert_arr_curr_bound| { if let Some(index_info) = &renderable.index_info { VertexArray::draw_elements( &vert_arr_curr_bound, PrimitiveKind::Triangles, 0, index_info.cnt, ); } else { VertexArray::draw_arrays( &vert_arr_curr_bound, PrimitiveKind::Triangles, 0, 3, ); } }); } fn create_gl_texture(texture: &Texture) -> GlTexture { let gl_texture = GlTexture::new(); gl_texture.bind(|texture_curr_bound| { GlTexture::generate( &texture_curr_bound, texture.dimensions(), texture.image().as_bytes(), texture.pixel_data_format(), ); }); gl_texture.apply_properties(texture.properties()); gl_texture } fn create_gl_shader_program( shader_program: &ShaderProgram, ) -> Result { let gl_shaders = shader_program .shaders() .iter() .map(|shader| { let gl_shader = GlShader::new(shader.kind()); gl_shader.set_source(shader.source())?; gl_shader.compile()?; Ok(gl_shader) }) .collect::, _>>()?; let gl_shader_program = GlShaderProgram::new(); for gl_shader in &gl_shaders { gl_shader_program.attach(gl_shader); } gl_shader_program.link()?; Ok(gl_shader_program) } #[derive(Debug)] struct Renderable { vertex_arr: VertexArray, /// Vertex and index buffer has to live as long as the vertex array _vertex_buffer: Buffer, index_info: Option, } impl Renderable { fn new(vertices: &[Vertex], indices: Option<&[u32]>) -> Self { let vertex_arr = VertexArray::new(); let vertex_buffer = Buffer::new(); let mut index_info = None; vertex_arr.bind(|vert_arr_curr_bound| { vertex_buffer.bind(|vert_buf_curr_bound| { Buffer::store(&vert_buf_curr_bound, vertices, BufferUsage::Static); VertexArray::configure_attrs(&vert_arr_curr_bound, &vert_buf_curr_bound); }); if let Some(indices) = indices { let new_index_buffer = Buffer::new(); new_index_buffer.bind(|index_buf_curr_bound| { Buffer::store(&index_buf_curr_bound, indices, BufferUsage::Static); }); index_info = Some(IndexInfo { _buffer: new_index_buffer, cnt: indices.len().try_into().unwrap(), }); } }); Self { vertex_arr, _vertex_buffer: vertex_buffer, index_info, } } } fn apply_transformation_matrices( transform: &Transform, gl_shader_program: &GlShaderProgram, camera: &Camera, window_size: Dimens, shader_program_curr_bound: &CurrentlyBound, ) { gl_shader_program.set_uniform_matrix_4fv( shader_program_curr_bound, cstr!("model"), &transform.as_matrix(), ); let view = create_view(camera); gl_shader_program.set_uniform_matrix_4fv( shader_program_curr_bound, cstr!("view"), &view, ); #[allow(clippy::cast_precision_loss)] let projection = new_perspective( 80.0f32.to_radians(), window_size.width as f32 / window_size.height as f32, 100.0, 0.1, ); gl_shader_program.set_uniform_matrix_4fv( shader_program_curr_bound, cstr!("projection"), &projection, ); } fn apply_light( material: &Material, gl_shader_program: &GlShaderProgram, light_source: Option<&LightSource>, camera: &Camera, shader_program_curr_bound: &CurrentlyBound, ) { gl_shader_program.set_uniform_vec_3fv( shader_program_curr_bound, cstr!("light.position"), &light_source.map_or_else(Vec3::default, |light_source| { light_source.position().clone() }), ); gl_shader_program.set_uniform_vec_3fv( shader_program_curr_bound, cstr!("light.ambient"), &light_source .map_or(Color::WHITE_F32, |light_source| { light_source.ambient().clone() }) .into(), ); gl_shader_program.set_uniform_vec_3fv( shader_program_curr_bound, cstr!("light.diffuse"), &light_source .map_or(Color::WHITE_F32, |light_source| { light_source.diffuse().clone() }) .into(), ); gl_shader_program.set_uniform_vec_3fv( shader_program_curr_bound, cstr!("light.specular"), &light_source .map_or(Color::WHITE_F32, |light_source| { light_source.specular().clone() }) .into(), ); #[allow(clippy::cast_possible_wrap)] gl_shader_program.set_uniform_1i( shader_program_curr_bound, cstr!("material.ambient"), material.ambient_map().into_inner() as i32, ); #[allow(clippy::cast_possible_wrap)] gl_shader_program.set_uniform_1i( shader_program_curr_bound, cstr!("material.diffuse"), material.diffuse_map().into_inner() as i32, ); #[allow(clippy::cast_possible_wrap)] gl_shader_program.set_uniform_1i( shader_program_curr_bound, cstr!("material.specular"), material.specular_map().into_inner() as i32, ); gl_shader_program.set_uniform_1fv( shader_program_curr_bound, cstr!("material.shininess"), material.shininess(), ); gl_shader_program.set_uniform_vec_3fv( shader_program_curr_bound, cstr!("view_pos"), &camera.position, ); } fn create_view(camera: &Camera) -> Matrix { let mut view = Matrix::new(); view.look_at(&camera.position, &camera.target, &camera.global_up); view } #[cfg(feature = "debug")] #[tracing::instrument(skip_all)] fn opengl_debug_message_cb( source: MessageSource, ty: MessageType, id: u32, severity: MessageSeverity, message: &str, ) { use std::backtrace::{Backtrace, BacktraceStatus}; use tracing::{event, Level}; macro_rules! create_event { ($level: expr) => { event!($level, ?source, ?ty, id, ?severity, message); }; } if matches!(severity, MessageSeverity::Notification) { return; } match ty { MessageType::Error => { create_event!(Level::ERROR); let backtrace = Backtrace::capture(); if matches!(backtrace.status(), BacktraceStatus::Captured) { event!(Level::TRACE, "{backtrace}"); } } MessageType::Other => { create_event!(Level::INFO); } _ => { create_event!(Level::WARN); } }; } #[derive(Debug)] struct IndexInfo { _buffer: Buffer, cnt: u32, }