use std::ffi::{c_void, CString}; use std::process::abort; use cstr::cstr; use glfw::WindowSize; use crate::camera::Camera; use crate::object::Object; use crate::opengl::buffer::{ ArrayKind as ArrayBufferKind, Buffer, ElementArrayKind as ElementArrayBufferKind, Usage as BufferUsage, }; #[cfg(feature = "debug")] use crate::opengl::debug::{MessageSeverity, MessageSource, MessageType}; use crate::opengl::shader::Program as ShaderProgram; use crate::opengl::vertex_array::{PrimitiveKind, VertexArray}; use crate::opengl::{clear_buffers, BufferClearMask}; use crate::projection::new_perspective; use crate::vector::Vec2; use crate::vertex::Vertex; pub fn initialize(window: &glfw::Window) -> Result<(), Error> { gl::load_with(|symbol| { let proc_name = unsafe { CString::from_vec_unchecked(symbol.into()) }; match window.get_proc_address(proc_name.as_c_str()) { 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")] { 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); } let window_size = window.size().map_err(Error::GetWindowSizeFailed)?; set_viewport(&Vec2 { x: 0, y: 0 }, &window_size); Ok(()) } #[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); }; } 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); } }; } pub fn render<'obj>( objects: impl IntoIterator, window_size: &WindowSize, camera: &Camera, ) { clear_buffers(BufferClearMask::COLOR); for obj in objects { obj.renderable().shader_program.activate(); apply_transformation_matrices(obj, camera, window_size); obj.renderable().vertex_arr.bind(|vert_arr_curr_bound| { if let Some(index_info) = &obj.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, ); } }); } } pub fn set_viewport(position: &Vec2, size: &WindowSize) { crate::opengl::set_viewport(position, size); } #[derive(Debug)] pub struct Renderable { shader_program: ShaderProgram, vertex_arr: VertexArray, /// Vertex and index buffer has to live as long as the vertex array _vertex_buffer: Buffer, index_info: Option, } #[derive(Debug)] struct IndexInfo { _buffer: Buffer, cnt: u32, } impl Renderable { pub fn new( shader_program: ShaderProgram, 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 { shader_program, vertex_arr, _vertex_buffer: vertex_buffer, index_info, } } } /// Renderer error. #[derive(Debug, thiserror::Error)] pub enum Error { #[error("Failed to get window size")] GetWindowSizeFailed(#[source] glfw::Error), } fn apply_transformation_matrices( object: &Object, camera: &Camera, window_size: &WindowSize, ) { object .renderable() .shader_program .set_uniform_matrix_4fv(cstr!("model"), &object.transform().as_matrix()); let view = camera.transform().as_matrix(); object .renderable() .shader_program .set_uniform_matrix_4fv(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, 0.1, 100.0, ); object .renderable() .shader_program .set_uniform_matrix_4fv(cstr!("projection"), &projection); }