131 lines
4.1 KiB
Rust
131 lines
4.1 KiB
Rust
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use eframe::glow;
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use tracing::warn;
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pub struct Map {
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program: glow::Program,
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vertex_array: glow::VertexArray
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}
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#[allow(unsafe_code)] // we need unsafe code to use glow
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impl Map {
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pub fn new(gl: &glow::Context) -> Option<Self> {
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use glow::HasContext as _;
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let shader_version = egui_glow::ShaderVersion::get(gl);
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unsafe {
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let program = gl.create_program().expect("Cannot create program");
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if !shader_version.is_new_shader_interface() {
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warn!(
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"Custom 3D painting hasn't been ported to {:?}",
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shader_version
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);
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return None;
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}
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let (vertex_shader_source, fragment_shader_source) = (
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r#"
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const vec2 verts[3] = vec2[3](
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vec2(0.0, 1.0),
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vec2(-1.0, -1.0),
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vec2(1.0, -1.0)
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);
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const vec4 colors[3] = vec4[3](
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vec4(1.0, 0.0, 0.0, 1.0),
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vec4(0.0, 1.0, 0.0, 1.0),
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vec4(0.0, 0.0, 1.0, 1.0)
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);
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out vec4 v_color;
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uniform float u_angle;
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void main() {
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v_color = colors[gl_VertexID];
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gl_Position = vec4(verts[gl_VertexID], 0.0, 1.0);
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gl_Position.x *= cos(u_angle);
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}
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"#,
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r#"
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precision mediump float;
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in vec4 v_color;
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out vec4 out_color;
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void main() {
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out_color = v_color;
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}
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"#,
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);
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let shader_sources = [
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(glow::VERTEX_SHADER, vertex_shader_source),
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(glow::FRAGMENT_SHADER, fragment_shader_source),
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];
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let shaders: Vec<_> = shader_sources
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.iter()
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.map(|(shader_type, shader_source)| {
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let shader = gl
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.create_shader(*shader_type)
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.expect("Cannot create shader");
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gl.shader_source(
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shader,
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&format!(
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"{}\n{}",
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shader_version.version_declaration(),
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shader_source
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),
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);
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gl.compile_shader(shader);
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assert!(
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gl.get_shader_compile_status(shader),
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"Failed to compile custom_3d_glow {shader_type}: {}",
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gl.get_shader_info_log(shader)
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);
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gl.attach_shader(program, shader);
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shader
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})
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.collect();
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gl.link_program(program);
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assert!(
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gl.get_program_link_status(program),
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"{}",
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gl.get_program_info_log(program)
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);
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for shader in shaders {
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gl.detach_shader(program, shader);
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gl.delete_shader(shader);
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}
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let vertex_array = gl
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.create_vertex_array()
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.expect("Cannot create vertex array");
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Some(Self {
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program,
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vertex_array,
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})
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}
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}
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pub fn destroy(&self, gl: &glow::Context) {
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use glow::HasContext as _;
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unsafe {
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gl.delete_program(self.program);
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gl.delete_vertex_array(self.vertex_array);
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}
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}
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pub fn paint(&self, gl: &glow::Context, angle: f32) {
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use glow::HasContext as _;
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unsafe {
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gl.use_program(Some(self.program));
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gl.uniform_1_f32(
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gl.get_uniform_location(self.program, "u_angle").as_ref(),
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angle,
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);
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gl.bind_vertex_array(Some(self.vertex_array));
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gl.draw_arrays(glow::TRIANGLES, 0, 3);
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}
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}
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}
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