wxbox/crates/client/src/map/render.rs

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use std::io::Cursor;
use std::mem;
use glow::{Buffer, HasContext, PixelUnpackData, Program, Texture, VertexArray};
use image::{DynamicImage, EncodableLayout, ImageReader};
use tracing::{debug, error, warn};
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use crate::map::Tileset;
pub struct MapRender {
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vbo: Buffer,
vao: VertexArray,
ebo: Buffer,
shader_program: Program,
test_texture: Texture,
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}
#[allow(unsafe_code)]
impl MapRender {
pub fn new(gl: &glow::Context) -> Option<Self> {
use glow::HasContext as _;
let shader_version = egui_glow::ShaderVersion::get(gl);
unsafe {
if !shader_version.is_new_shader_interface() {
warn!(
"Custom 3D painting hasn't been ported to {:?}",
shader_version
);
return None;
}
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let vbo = gl.create_buffer().unwrap();
let ebo = gl.create_buffer().unwrap();
let vao = gl.create_vertex_array().unwrap();
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let vertex_shader = gl.create_shader(glow::VERTEX_SHADER).unwrap();
gl.shader_source(vertex_shader, include_str!("vertex.glsl"));
gl.compile_shader(vertex_shader);
if !gl.get_shader_compile_status(vertex_shader) {
// shader compilation failed
error!("vertex shader compilation failed: {}", gl.get_shader_info_log(vertex_shader));
return None;
}
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let fragment_shader = gl.create_shader(glow::FRAGMENT_SHADER).unwrap();
gl.shader_source(fragment_shader, include_str!("frag.glsl"));
gl.compile_shader(fragment_shader);
if !gl.get_shader_compile_status(fragment_shader) {
// shader compilation failed
error!("fragment shader compilation failed: {}", gl.get_shader_info_log(fragment_shader));
return None;
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}
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let shader_program = gl.create_program().unwrap();
gl.attach_shader(shader_program, vertex_shader);
gl.attach_shader(shader_program, fragment_shader);
gl.link_program(shader_program);
if !gl.get_program_link_status(shader_program) {
error!("linking shader failed: {}", gl.get_program_info_log(shader_program));
}
gl.use_program(Some(shader_program));
gl.delete_shader(vertex_shader);
gl.delete_shader(fragment_shader);
let test_img = ImageReader::new(Cursor::new(include_bytes!("../../0.png"))).with_guessed_format().unwrap().decode().unwrap();
let test_img_rgb8 = test_img.flipv().into_rgb8();
let w = test_img_rgb8.width();
let h = test_img_rgb8.height();
let raw = test_img_rgb8.into_raw();
let test_texture = gl.create_texture().unwrap();
gl.bind_texture(glow::TEXTURE_2D, Some(test_texture));
gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_WRAP_S, glow::REPEAT as i32);
gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_WRAP_T, glow::REPEAT as i32);
gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_MAG_FILTER, glow::NEAREST as i32);
gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_MIN_FILTER, glow::NEAREST as i32);
gl.tex_image_2d(
glow::TEXTURE_2D,
0,
glow::RGB as i32,
w as i32,
h as i32,
0,
glow::RGB,
glow::UNSIGNED_BYTE,
PixelUnpackData::Slice(Some(&raw)),
);
gl.generate_mipmap(glow::TEXTURE_2D);
gl.uniform_1_i32(
gl.get_uniform_location(shader_program, "tex").as_ref(),
0
);
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Some(Self {
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vbo,
shader_program,
vao,
ebo,
test_texture,
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})
}
}
pub fn destroy(&self, gl: &glow::Context) {
use glow::HasContext as _;
unsafe {
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gl.delete_program(self.shader_program);
gl.delete_buffer(self.vbo);
gl.delete_vertex_array(self.vao);
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}
}
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pub fn paint(&self, gl: &glow::Context, tileset: Tileset, options: ExtraRenderOptions) {
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use glow::HasContext as _;
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let verticies: &[f32] = &[
// X Y Z S T
0.5, 0.5, 0.0, 1.0, 1.0, // top right
0.5, -0.5, 0.0, 1.0, 0.0, // bottom right
-0.5, -0.5, 0.0, 0.0, 0.0, // bottom left
-0.5, 0.5, 0.0, 0.0, 1.0, // top left
];
let indicies: &[u32] = &[
0, 1, 3,
1, 2, 3
];
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unsafe {
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gl.clear_color(0.5, 0.1, 0.1, 1.0);
gl.clear(glow::COLOR_BUFFER_BIT);
gl.bind_vertex_array(Some(self.vao));
gl.bind_buffer(glow::ARRAY_BUFFER, Some(self.vbo));
gl.buffer_data_u8_slice(glow::ARRAY_BUFFER, bytemuck::cast_slice(verticies), glow::DYNAMIC_DRAW);
gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(self.ebo));
gl.buffer_data_u8_slice(glow::ELEMENT_ARRAY_BUFFER, bytemuck::cast_slice(indicies), glow::DYNAMIC_DRAW);
gl.vertex_attrib_pointer_f32(0, 3, glow::FLOAT, false, (5 * mem::size_of::<f32>()) as i32, 0);
gl.vertex_attrib_pointer_f32(1, 2, glow::FLOAT, false, (5 * mem::size_of::<f32>()) as i32, 3 * mem::size_of::<f32>() as i32);
gl.enable_vertex_attrib_array(0);
gl.enable_vertex_attrib_array(1);
gl.use_program(Some(self.shader_program));
gl.active_texture(glow::TEXTURE0);
gl.bind_texture(glow::TEXTURE_2D, Some(self.test_texture));
gl.bind_vertex_array(Some(self.vao));
gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(self.ebo));
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gl.draw_elements(glow::TRIANGLES, 6, glow::UNSIGNED_INT, 0);
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}
}
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}
#[derive(Copy, Clone)]
pub struct ExtraRenderOptions {
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}