forked from servo/rust-layers
/
rendergl.rs
262 lines (204 loc) · 8.63 KB
/
rendergl.rs
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import layers::{ARGB32Format, ContainerLayerKind, Image, ImageLayerKind, RGB24Format};
import layers::{TiledImageLayerKind};
import scene::Scene;
import geom::matrix::{Matrix4, ortho};
import opengles::gl2::{ARRAY_BUFFER, COLOR_BUFFER_BIT, COMPILE_STATUS};
import opengles::gl2::{FRAGMENT_SHADER, LINEAR, LINK_STATUS, NEAREST, NO_ERROR, REPEAT, RGB, RGBA,
BGRA};
import opengles::gl2::{STATIC_DRAW, TEXTURE_2D, TEXTURE_MAG_FILTER, TEXTURE_MIN_FILTER};
import opengles::gl2::{TEXTURE_WRAP_S, TEXTURE_WRAP_T};
import opengles::gl2::{TRIANGLE_STRIP, UNPACK_ALIGNMENT, UNSIGNED_BYTE, VERTEX_SHADER, GLclampf};
import opengles::gl2::{GLenum, GLint, GLsizei, GLuint, attach_shader, bind_buffer, bind_texture};
import opengles::gl2::{buffer_data, create_program, clear, clear_color};
import opengles::gl2::{compile_shader, create_shader, draw_arrays, enable};
import opengles::gl2::{enable_vertex_attrib_array, gen_buffers, gen_textures};
import opengles::gl2::{get_attrib_location, get_error, get_program_iv};
import opengles::gl2::{get_shader_info_log, get_shader_iv};
import opengles::gl2::{get_uniform_location, link_program, pixel_store_i, shader_source};
import opengles::gl2::{tex_image_2d, tex_parameter_i, uniform_1i, uniform_matrix_4fv, use_program};
import opengles::gl2::{vertex_attrib_pointer_f32, viewport};
import io::println;
import libc::c_int;
import str::bytes;
fn FRAGMENT_SHADER_SOURCE() -> ~str {
~"
#ifdef GLES2
precision mediump float;
#endif
varying vec2 vTextureCoord;
uniform sampler2D uSampler;
void main(void) {
gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
}
"
}
fn VERTEX_SHADER_SOURCE() -> ~str {
~"
attribute vec3 aVertexPosition;
attribute vec2 aTextureCoord;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
varying vec2 vTextureCoord;
void main(void) {
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
vTextureCoord = aTextureCoord;
}
"
}
fn load_shader(source_string: ~str, shader_type: GLenum) -> GLuint {
let shader_id = create_shader(shader_type);
shader_source(shader_id, ~[ bytes(source_string) ]);
compile_shader(shader_id);
if get_error() != NO_ERROR {
println(#fmt("error: %d", get_error() as int));
fail ~"failed to compile shader";
}
if get_shader_iv(shader_id, COMPILE_STATUS) == (0 as GLint) {
println(#fmt("shader info log: %s", get_shader_info_log(shader_id)));
fail ~"failed to compile shader";
}
return shader_id;
}
class RenderContext {
let program: GLuint;
let vertex_position_attr: c_int;
let texture_coord_attr: c_int;
let modelview_uniform: c_int;
let projection_uniform: c_int;
let sampler_uniform: c_int;
let vertex_buffer: GLuint;
let texture_coord_buffer: GLuint;
new(program: GLuint) {
self.program = program;
self.vertex_position_attr = get_attrib_location(program, ~"aVertexPosition");
self.texture_coord_attr = get_attrib_location(program, ~"aTextureCoord");
self.modelview_uniform = get_uniform_location(program, ~"uMVMatrix");
self.projection_uniform = get_uniform_location(program, ~"uPMatrix");
self.sampler_uniform = get_uniform_location(program, ~"uSampler");
let (vertex_buffer, texture_coord_buffer) = init_buffers();
self.vertex_buffer = vertex_buffer;
self.texture_coord_buffer = texture_coord_buffer;
enable_vertex_attrib_array(self.vertex_position_attr as GLuint);
enable_vertex_attrib_array(self.texture_coord_attr as GLuint);
}
}
fn init_render_context() -> RenderContext {
let vertex_shader = load_shader(VERTEX_SHADER_SOURCE(), VERTEX_SHADER);
let fragment_shader = load_shader(FRAGMENT_SHADER_SOURCE(), FRAGMENT_SHADER);
let program = create_program();
attach_shader(program, vertex_shader);
attach_shader(program, fragment_shader);
link_program(program);
if get_program_iv(program, LINK_STATUS) == (0 as GLint) {
fail ~"failed to initialize program";
}
use_program(program);
enable(TEXTURE_2D);
return RenderContext(program);
}
fn init_buffers() -> (GLuint, GLuint) {
let triangle_vertex_buffer = gen_buffers(1 as GLsizei)[0];
bind_buffer(ARRAY_BUFFER, triangle_vertex_buffer);
let (_0, _1) = (0.0f32, 1.0f32);
let vertices = ~[
_0, _0, _0,
_0, _1, _0,
_1, _0, _0,
_1, _1, _0
];
buffer_data(ARRAY_BUFFER, vertices, STATIC_DRAW);
let texture_coord_buffer = gen_buffers(1 as GLsizei)[0];
bind_buffer(ARRAY_BUFFER, texture_coord_buffer);
let vertices = ~[
_0, _0,
_0, _1,
_1, _0,
_1, _1
];
buffer_data(ARRAY_BUFFER, vertices, STATIC_DRAW);
return (triangle_vertex_buffer, texture_coord_buffer);
}
fn create_texture_for_image_if_necessary(image: @Image) {
alt image.texture {
none {}
some(_) { return; /* Nothing to do. */ }
}
#debug("making texture");
let texture = gen_textures(1 as GLsizei)[0];
bind_texture(TEXTURE_2D, texture);
tex_parameter_i(TEXTURE_2D, TEXTURE_WRAP_S, REPEAT as GLint);
tex_parameter_i(TEXTURE_2D, TEXTURE_WRAP_T, REPEAT as GLint);
tex_parameter_i(TEXTURE_2D, TEXTURE_MAG_FILTER, LINEAR as GLint);
tex_parameter_i(TEXTURE_2D, TEXTURE_MIN_FILTER, LINEAR as GLint);
pixel_store_i(UNPACK_ALIGNMENT, 1);
alt image.format {
RGB24Format {
tex_image_2d(TEXTURE_2D, 0 as GLint, RGB as GLint, image.width as GLsizei,
image.height as GLsizei, 0 as GLint, RGB, UNSIGNED_BYTE, image.data);
}
ARGB32Format {
tex_image_2d(TEXTURE_2D, 0 as GLint, RGBA as GLint, image.width as GLsizei,
image.height as GLsizei, 0 as GLint, BGRA, UNSIGNED_BYTE, image.data);
}
}
image.texture = some(texture);
}
fn bind_and_render_quad(render_context: RenderContext, texture: GLuint) {
bind_texture(TEXTURE_2D, texture);
uniform_1i(render_context.sampler_uniform, 0);
bind_buffer(ARRAY_BUFFER, render_context.vertex_buffer);
vertex_attrib_pointer_f32(render_context.vertex_position_attr as GLuint, 3, false, 0, 0);
bind_buffer(ARRAY_BUFFER, render_context.texture_coord_buffer);
vertex_attrib_pointer_f32(render_context.texture_coord_attr as GLuint, 2, false, 0, 0);
draw_arrays(TRIANGLE_STRIP, 0, 4);
}
// Layer rendering
trait Render {
fn render(render_context: RenderContext);
}
impl @layers::ImageLayer : Render {
fn render(render_context: RenderContext) {
create_texture_for_image_if_necessary(self.image);
uniform_matrix_4fv(render_context.modelview_uniform, false,
self.common.transform.to_array());
bind_and_render_quad(render_context, option::get(self.image.texture));
}
}
impl @layers::TiledImageLayer : Render {
fn render(render_context: RenderContext) {
let tiles_down = self.tiles.len() / self.tiles_across;
for self.tiles.eachi |i, tile| {
create_texture_for_image_if_necessary(tile);
let x = ((i % self.tiles_across) as f32);
let y = ((i / self.tiles_across) as f32);
let transform = self.common.transform.scale(1.0f32 / (self.tiles_across as f32),
1.0f32 / (tiles_down as f32),
1.0f32);
let transform = transform.translate(x * 1.0f32, y * 1.0f32, 0.0f32);
uniform_matrix_4fv(render_context.modelview_uniform, false, transform.to_array());
bind_and_render_quad(render_context, option::get(tile.texture));
}
}
}
fn render_scene(render_context: RenderContext, &scene: Scene) {
// Set the viewport.
viewport(0 as GLint, 0 as GLint, scene.size.width as GLsizei, scene.size.height as GLsizei);
// Clear the screen.
clear_color(0.0f32, 0.0f32, 1.0f32, 1.0f32);
clear(COLOR_BUFFER_BIT);
// Set the projection matrix.
let projection_matrix = ortho(0.0f32, copy scene.size.width, copy scene.size.height, 0.0f32,
-10.0f32, 10.0f32);
uniform_matrix_4fv(render_context.projection_uniform, false, projection_matrix.to_array());
alt copy scene.root {
ContainerLayerKind(*) {
fail ~"container layers unsupported";
}
ImageLayerKind(image_layer) {
image_layer.render(render_context);
}
TiledImageLayerKind(tiled_image_layer) {
tiled_image_layer.render(render_context);
}
}
}