use crate::{Transformation, Viewport};
use glow::HasContext;
use iced_graphics::layer;
use iced_native::Rectangle;
const MAX_INSTANCES: usize = 100_000;
#[derive(Debug)]
pub struct Pipeline {
program: <glow::Context as HasContext>::Program,
vertex_array: <glow::Context as HasContext>::VertexArray,
instances: <glow::Context as HasContext>::Buffer,
current_transform: Transformation,
current_scale: f32,
}
impl Pipeline {
pub fn new(gl: &glow::Context) -> Pipeline {
let program = unsafe {
create_program(
gl,
&[
(glow::VERTEX_SHADER, include_str!("shader/quad.vert")),
(glow::FRAGMENT_SHADER, include_str!("shader/quad.frag")),
],
)
};
unsafe {
gl.use_program(Some(program));
gl.uniform_matrix_4_f32_slice(
Some(0),
false,
&Transformation::identity().into(),
);
gl.uniform_1_f32(Some(1), 1.0);
gl.use_program(None);
}
let (vertex_array, instances) =
unsafe { create_instance_buffer(gl, MAX_INSTANCES) };
Pipeline {
program,
vertex_array,
instances,
current_transform: Transformation::identity(),
current_scale: 1.0,
}
}
pub fn draw(
&mut self,
gl: &glow::Context,
viewport: &Viewport,
instances: &[layer::Quad],
transformation: Transformation,
scale: f32,
bounds: Rectangle<u32>,
) {
unsafe {
gl.enable(glow::SCISSOR_TEST);
gl.scissor(
bounds.x as i32,
(viewport.height()
- (bounds.y + bounds.height).min(viewport.height()))
as i32,
bounds.width as i32,
bounds.height as i32,
);
gl.use_program(Some(self.program));
gl.bind_vertex_array(Some(self.vertex_array));
gl.bind_buffer(glow::ARRAY_BUFFER, Some(self.instances));
}
if transformation != self.current_transform {
unsafe {
gl.uniform_matrix_4_f32_slice(
Some(0),
false,
&transformation.into(),
);
self.current_transform = transformation;
}
}
if scale != self.current_scale {
unsafe {
gl.uniform_1_f32(Some(1), scale);
}
self.current_scale = scale;
}
let mut i = 0;
let total = instances.len();
while i < total {
let end = (i + MAX_INSTANCES).min(total);
let amount = end - i;
unsafe {
gl.buffer_sub_data_u8_slice(
glow::ARRAY_BUFFER,
0,
bytemuck::cast_slice(&instances[i..end]),
);
gl.draw_arrays_instanced(
glow::TRIANGLE_STRIP,
0,
4,
amount as i32,
);
}
i += MAX_INSTANCES;
}
unsafe {
gl.bind_vertex_array(None);
gl.use_program(None);
gl.disable(glow::SCISSOR_TEST);
}
}
}
unsafe fn create_program(
gl: &glow::Context,
shader_sources: &[(u32, &str)],
) -> <glow::Context as HasContext>::Program {
let program = gl.create_program().expect("Cannot create program");
let mut shaders = Vec::with_capacity(shader_sources.len());
for (shader_type, shader_source) in shader_sources.iter() {
let shader = gl
.create_shader(*shader_type)
.expect("Cannot create shader");
gl.shader_source(shader, shader_source);
gl.compile_shader(shader);
if !gl.get_shader_compile_status(shader) {
panic!(gl.get_shader_info_log(shader));
}
gl.attach_shader(program, shader);
shaders.push(shader);
}
gl.link_program(program);
if !gl.get_program_link_status(program) {
panic!(gl.get_program_info_log(program));
}
for shader in shaders {
gl.detach_shader(program, shader);
gl.delete_shader(shader);
}
program
}
unsafe fn create_instance_buffer(
gl: &glow::Context,
size: usize,
) -> (
<glow::Context as HasContext>::VertexArray,
<glow::Context as HasContext>::Buffer,
) {
let vertex_array = gl.create_vertex_array().expect("Create vertex array");
let buffer = gl.create_buffer().expect("Create instance buffer");
gl.bind_vertex_array(Some(vertex_array));
gl.bind_buffer(glow::ARRAY_BUFFER, Some(buffer));
gl.buffer_data_size(
glow::ARRAY_BUFFER,
(size * std::mem::size_of::<layer::Quad>()) as i32,
glow::DYNAMIC_DRAW,
);
let stride = std::mem::size_of::<layer::Quad>() as i32;
gl.enable_vertex_attrib_array(0);
gl.vertex_attrib_pointer_f32(0, 2, glow::FLOAT, false, stride, 0);
gl.vertex_attrib_divisor(0, 1);
gl.enable_vertex_attrib_array(1);
gl.vertex_attrib_pointer_f32(1, 2, glow::FLOAT, false, stride, 4 * 2);
gl.vertex_attrib_divisor(1, 1);
gl.enable_vertex_attrib_array(2);
gl.vertex_attrib_pointer_f32(2, 4, glow::FLOAT, false, stride, 4 * (2 + 2));
gl.vertex_attrib_divisor(2, 1);
gl.enable_vertex_attrib_array(3);
gl.vertex_attrib_pointer_f32(
3,
4,
glow::FLOAT,
false,
stride,
4 * (2 + 2 + 4),
);
gl.vertex_attrib_divisor(3, 1);
gl.enable_vertex_attrib_array(4);
gl.vertex_attrib_pointer_f32(
4,
1,
glow::FLOAT,
false,
stride,
4 * (2 + 2 + 4 + 4),
);
gl.vertex_attrib_divisor(4, 1);
gl.enable_vertex_attrib_array(5);
gl.vertex_attrib_pointer_f32(
5,
1,
glow::FLOAT,
false,
stride,
4 * (2 + 2 + 4 + 4 + 1),
);
gl.vertex_attrib_divisor(5, 1);
gl.bind_vertex_array(None);
gl.bind_buffer(glow::ARRAY_BUFFER, None);
(vertex_array, buffer)
}