//! Draw meshes of triangles.
use crate::program;
use crate::settings;
use crate::Transformation;
use glow::HasContext;
use iced_graphics::layer;
use iced_graphics::Size;
use std::marker::PhantomData;
pub use iced_graphics::triangle::{Mesh2D, Vertex2D};
const VERTEX_BUFFER_SIZE: usize = 10_000;
const INDEX_BUFFER_SIZE: usize = 10_000;
#[derive(Debug)]
pub(crate) struct Pipeline {
program: <glow::Context as HasContext>::Program,
vertex_array: <glow::Context as HasContext>::VertexArray,
vertices: Buffer<Vertex2D>,
indices: Buffer<u32>,
current_transform: Transformation,
antialias: Antialias,
}
impl Pipeline {
pub fn new(
gl: &glow::Context,
antialiasing: Option<settings::Antialiasing>,
) -> Pipeline {
let program = unsafe {
program::create(
gl,
&[
(glow::VERTEX_SHADER, include_str!("shader/triangle.vert")),
(
glow::FRAGMENT_SHADER,
include_str!("shader/triangle.frag"),
),
],
)
};
unsafe {
gl.use_program(Some(program));
let transform: [f32; 16] = Transformation::identity().into();
gl.uniform_matrix_4_f32_slice(Some(&0), false, &transform);
gl.use_program(None);
}
let vertex_array =
unsafe { gl.create_vertex_array().expect("Create vertex array") };
unsafe {
gl.bind_vertex_array(Some(vertex_array));
}
let vertices = unsafe {
Buffer::new(
gl,
glow::ARRAY_BUFFER,
glow::DYNAMIC_DRAW,
VERTEX_BUFFER_SIZE,
)
};
let indices = unsafe {
Buffer::new(
gl,
glow::ELEMENT_ARRAY_BUFFER,
glow::DYNAMIC_DRAW,
INDEX_BUFFER_SIZE,
)
};
unsafe {
let stride = std::mem::size_of::<Vertex2D>() as i32;
gl.enable_vertex_attrib_array(0);
gl.vertex_attrib_pointer_f32(0, 2, glow::FLOAT, false, stride, 0);
gl.enable_vertex_attrib_array(1);
gl.vertex_attrib_pointer_f32(
1,
4,
glow::FLOAT,
false,
stride,
4 * 2,
);
gl.bind_vertex_array(None);
}
Pipeline {
program,
vertex_array,
vertices,
indices,
current_transform: Transformation::identity(),
antialias: Antialias::new(antialiasing),
}
}
pub fn draw(
&mut self,
gl: &glow::Context,
target_width: u32,
target_height: u32,
transformation: Transformation,
scale_factor: f32,
meshes: &[layer::Mesh<'_>],
) {
unsafe {
gl.enable(glow::SCISSOR_TEST);
gl.use_program(Some(self.program));
gl.bind_vertex_array(Some(self.vertex_array));
}
// This looks a bit crazy, but we are just counting how many vertices
// and indices we will need to handle.
// TODO: Improve readability
let (total_vertices, total_indices) = meshes
.iter()
.map(|layer::Mesh { buffers, .. }| {
(buffers.vertices.len(), buffers.indices.len())
})
.fold((0, 0), |(total_v, total_i), (v, i)| {
(total_v + v, total_i + i)
});
// Then we ensure the current buffers are big enough, resizing if
// necessary
unsafe {
self.vertices.bind(gl, total_vertices);
self.indices.bind(gl, total_indices);
}
// We upload all the vertices and indices upfront
let mut last_vertex = 0;
let mut last_index = 0;
for layer::Mesh { buffers, .. } in meshes {
unsafe {
gl.buffer_sub_data_u8_slice(
glow::ARRAY_BUFFER,
(last_vertex * std::mem::size_of::<Vertex2D>()) as i32,
bytemuck::cast_slice(&buffers.vertices),
);
gl.buffer_sub_data_u8_slice(
glow::ELEMENT_ARRAY_BUFFER,
(last_index * std::mem::size_of::<u32>()) as i32,
bytemuck::cast_slice(&buffers.indices),
);
last_vertex += buffers.vertices.len();
last_index += buffers.indices.len();
}
}
let Self {
antialias,
current_transform,
..
} = self;
// Then we draw each mesh using offsets with antialiasing
antialias.perform(gl, Size::new(target_width, target_height), |gl| {
let mut last_vertex = 0;
let mut last_index = 0;
for layer::Mesh {
buffers,
origin,
clip_bounds,
} in meshes
{
let transform = transformation
* Transformation::translate(origin.x, origin.y);
let clip_bounds = (*clip_bounds * scale_factor).round();
unsafe {
if *current_transform != transform {
let matrix: [f32; 16] = transform.into();
gl.uniform_matrix_4_f32_slice(Some(&0), false, &matrix);
*current_transform = transform;
}
gl.scissor(
clip_bounds.x as i32,
(target_height - (clip_bounds.y + clip_bounds.height))
as i32,
clip_bounds.width as i32,
clip_bounds.height as i32,
);
gl.draw_elements_base_vertex(
glow::TRIANGLES,
buffers.indices.len() as i32,
glow::UNSIGNED_INT,
(last_index * std::mem::size_of::<u32>()) as i32,
last_vertex as i32,
);
last_vertex += buffers.vertices.len();
last_index += buffers.indices.len();
}
}
});
unsafe {
gl.bind_vertex_array(None);
gl.use_program(None);
gl.disable(glow::SCISSOR_TEST);
}
}
}
#[repr(C)]
#[derive(Debug, Clone, Copy)]
struct Uniforms {
transform: [f32; 16],
}
unsafe impl bytemuck::Zeroable for Uniforms {}
unsafe impl bytemuck::Pod for Uniforms {}
impl Default for Uniforms {
fn default() -> Self {
Self {
transform: *Transformation::identity().as_ref(),
}
}
}
impl From<Transformation> for Uniforms {
fn from(transformation: Transformation) -> Uniforms {
Self {
transform: transformation.into(),
}
}
}
#[derive(Debug)]
struct Buffer<T> {
raw: <glow::Context as HasContext>::Buffer,
target: u32,
usage: u32,
size: usize,
phantom: PhantomData<T>,
}
impl<T> Buffer<T> {
pub unsafe fn new(
gl: &glow::Context,
target: u32,
usage: u32,
size: usize,
) -> Self {
let raw = gl.create_buffer().expect("Create buffer");
let mut buffer = Buffer {
raw,
target,
usage,
size: 0,
phantom: PhantomData,
};
buffer.bind(gl, size);
buffer
}
pub unsafe fn bind(&mut self, gl: &glow::Context, size: usize) {
gl.bind_buffer(self.target, Some(self.raw));
if self.size < size {
gl.buffer_data_size(
self.target,
(size * std::mem::size_of::<T>()) as i32,
self.usage,
);
self.size = size;
}
}
}
#[derive(Debug)]
pub struct Antialias {
renderbuffer: Option<Renderbuffer>,
sample_count: u32,
}
impl Antialias {
fn new(antialiasing: Option<settings::Antialiasing>) -> Self {
Antialias {
renderbuffer: None,
sample_count: antialiasing
.map(settings::Antialiasing::sample_count)
.unwrap_or(1),
}
}
fn perform(
&mut self,
gl: &glow::Context,
size: Size<u32>,
f: impl FnOnce(&glow::Context),
) {
if self.sample_count == 1 {
return f(gl);
}
let target = glow::DRAW_FRAMEBUFFER;
let renderbuffer = if let Some(renderbuffer) = self.renderbuffer.take()
{
if size == renderbuffer.size {
renderbuffer
} else {
renderbuffer.destroy(gl);
Renderbuffer::new(gl, target, self.sample_count, size)
}
} else {
Renderbuffer::new(gl, target, self.sample_count, size)
};
renderbuffer.bind(gl, target);
unsafe {
gl.clear_color(0.0, 0.0, 0.0, 0.0);
gl.clear(glow::COLOR_BUFFER_BIT);
}
f(gl);
unsafe {
gl.bind_framebuffer(target, None);
gl.clear_color(1.0, 1.0, 1.0, 1.0);
}
renderbuffer.blit(gl);
self.renderbuffer = Some(renderbuffer);
}
}
#[derive(Debug)]
pub struct Renderbuffer {
raw: <glow::Context as HasContext>::Renderbuffer,
framebuffer: <glow::Context as HasContext>::Framebuffer,
size: Size<u32>,
}
impl Renderbuffer {
fn new(
gl: &glow::Context,
target: u32,
sample_count: u32,
size: Size<u32>,
) -> Self {
let framebuffer = unsafe {
gl.create_framebuffer().expect("Create MSAA framebuffer")
};
let raw = unsafe {
gl.create_renderbuffer().expect("Create MSAA renderbuffer")
};
unsafe {
gl.bind_renderbuffer(glow::RENDERBUFFER, Some(raw));
gl.renderbuffer_storage_multisample(
glow::RENDERBUFFER,
sample_count as i32,
glow::SRGB8_ALPHA8,
size.width as i32,
size.height as i32,
);
gl.bind_framebuffer(target, Some(framebuffer));
gl.framebuffer_renderbuffer(
target,
glow::COLOR_ATTACHMENT0,
glow::RENDERBUFFER,
Some(raw),
);
gl.bind_framebuffer(target, None);
}
Self {
raw,
framebuffer,
size,
}
}
fn bind(&self, gl: &glow::Context, target: u32) {
unsafe {
gl.bind_framebuffer(target, Some(self.framebuffer));
}
}
fn blit(&self, gl: &glow::Context) {
unsafe {
self.bind(gl, glow::READ_FRAMEBUFFER);
gl.blit_framebuffer(
0,
0,
self.size.width as i32,
self.size.height as i32,
0,
0,
self.size.width as i32,
self.size.height as i32,
glow::COLOR_BUFFER_BIT,
glow::NEAREST,
);
}
}
fn destroy(self, gl: &glow::Context) {
unsafe {
gl.delete_renderbuffer(self.raw);
gl.delete_framebuffer(self.framebuffer);
}
}
}