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|
use std::collections::HashMap;
use std::ffi::{c_void, CString};
use std::process::abort;
use cstr::cstr;
use glfw::WindowSize;
use crate::camera::Camera;
use crate::color::Color;
use crate::lighting::LightSource;
use crate::matrix::Matrix;
use crate::object::Object;
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, 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::vector::{Vec2, Vec3};
use crate::vertex::Vertex;
#[derive(Debug)]
pub struct Renderer<CameraT>
{
camera: CameraT,
shader_programs: HashMap<u64, GlShaderProgram>,
}
impl<CameraT> Renderer<CameraT>
where
CameraT: Camera,
{
pub fn new(window: &glfw::Window, camera: CameraT) -> Result<Self, 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")]
Self::initialize_debug();
let window_size = window.size().map_err(Error::GetWindowSizeFailed)?;
Self::set_viewport(&Vec2 { x: 0, y: 0 }, &window_size);
enable(Capability::DepthTest);
Ok(Self {
camera,
shader_programs: HashMap::new(),
})
}
pub fn create_shader_programs<'program>(
&mut self,
programs: impl IntoIterator<Item = &'program ShaderProgram>,
) -> Result<(), Error>
{
for program in programs {
let gl_shaders = program
.shaders()
.iter()
.map(|shader| {
let gl_shader = GlShader::new(shader.kind());
gl_shader.set_source(shader.source())?;
gl_shader.compile()?;
Ok::<_, Error>(gl_shader)
})
.collect::<Result<Vec<_>, _>>()?;
let gl_shader_program = GlShaderProgram::new();
for gl_shader in &gl_shaders {
gl_shader_program.attach(gl_shader);
}
gl_shader_program.link()?;
self.shader_programs
.insert(program.u64_hash(), gl_shader_program);
}
Ok(())
}
pub fn render<'obj>(
&self,
objects: impl IntoIterator<Item = &'obj Object>,
light_source: Option<&LightSource>,
window_size: &WindowSize,
) -> Result<(), Error>
{
clear_buffers(BufferClearMask::COLOR | BufferClearMask::DEPTH);
for obj in objects {
let shader_program = self
.shader_programs
.get(&obj.shader().u64_hash())
.ok_or(Error::MissingShaderProgram)?;
shader_program.activate(|shader_program_curr_bound| {
apply_transformation_matrices(
obj,
shader_program,
&self.camera,
window_size,
&shader_program_curr_bound,
);
apply_light(
obj,
shader_program,
light_source,
&self.camera,
&shader_program_curr_bound,
);
for (texture_id, texture) in obj.textures() {
let texture_unit = TextureUnit::from_texture_id(*texture_id)
.ok_or(Error::TextureIdIsInvalidTextureUnit)?;
set_active_texture_unit(texture_unit);
texture.inner().bind(|_| {});
}
Self::draw_object(obj);
Ok::<_, Error>(())
})?;
}
Ok(())
}
pub fn set_viewport(position: &Vec2<u32>, size: &WindowSize)
{
crate::opengl::set_viewport(position, size);
}
#[must_use]
pub fn camera(&self) -> &CameraT
{
&self.camera
}
pub fn camera_mut(&mut self) -> &mut CameraT
{
&mut self.camera
}
#[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_object(obj: &Object)
{
// TODO: Creating a new vertex buffer each draw is really dumb and slow this
// should be rethinked
let renderable = Renderable::new(obj.mesh().vertices(), obj.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,
);
}
});
}
}
#[derive(Debug)]
pub struct Renderable
{
vertex_arr: VertexArray,
/// Vertex and index buffer has to live as long as the vertex array
_vertex_buffer: Buffer<Vertex, ArrayBufferKind>,
index_info: Option<IndexInfo>,
}
impl Renderable
{
pub 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,
}
}
}
/// Renderer error.
#[derive(Debug, thiserror::Error)]
pub enum Error
{
#[error("Failed to get window size")]
GetWindowSizeFailed(#[source] glfw::Error),
#[error("Texture ID is a invalid texture unit")]
TextureIdIsInvalidTextureUnit,
#[error(transparent)]
GlShader(#[from] GlShaderError),
#[error("No shader program object was found for object")]
MissingShaderProgram,
}
fn apply_transformation_matrices(
object: &Object,
gl_shader_program: &GlShaderProgram,
camera: &impl Camera,
window_size: &WindowSize,
shader_program_curr_bound: &CurrentlyBound<GlShaderProgram>,
)
{
gl_shader_program.set_uniform_matrix_4fv(
shader_program_curr_bound,
cstr!("model"),
&object.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(
obj: &Object,
gl_shader_program: &GlShaderProgram,
light_source: Option<&LightSource>,
camera: &impl Camera,
shader_program_curr_bound: &CurrentlyBound<GlShaderProgram>,
)
{
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"),
obj.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"),
obj.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"),
obj.material().specular_map().into_inner() as i32,
);
gl_shader_program.set_uniform_1fv(
shader_program_curr_bound,
cstr!("material.shininess"),
obj.material().shininess(),
);
gl_shader_program.set_uniform_vec_3fv(
shader_program_curr_bound,
cstr!("view_pos"),
&camera.position(),
);
}
fn create_view(camera: &impl Camera) -> Matrix<f32, 4, 4>
{
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);
};
}
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<u32, ElementArrayBufferKind>,
cnt: u32,
}
|