use crate::program;
use crate::Transformation;
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,
transform_location: <glow::Context as HasContext>::UniformLocation,
scale_location: <glow::Context as HasContext>::UniformLocation,
screen_height_location: <glow::Context as HasContext>::UniformLocation,
current_transform: Transformation,
current_scale: f32,
current_target_height: u32,
}
impl Pipeline {
pub fn new(gl: &glow::Context) -> Pipeline {
let program = unsafe {
program::create(
gl,
&[
(glow::VERTEX_SHADER, include_str!("shader/quad.vert")),
(glow::FRAGMENT_SHADER, include_str!("shader/quad.frag")),
],
)
};
let transform_location =
unsafe { gl.get_uniform_location(program, "u_Transform") }
.expect("Get transform location");
let scale_location =
unsafe { gl.get_uniform_location(program, "u_Scale") }
.expect("Get scale location");
let screen_height_location =
unsafe { gl.get_uniform_location(program, "u_ScreenHeight") }
.expect("Get target height location");
unsafe {
gl.use_program(Some(program));
let matrix: [f32; 16] = Transformation::identity().into();
gl.uniform_matrix_4_f32_slice(
Some(&transform_location),
false,
&matrix,
);
gl.uniform_1_f32(Some(&scale_location), 1.0);
gl.uniform_1_f32(Some(&screen_height_location), 0.0);
gl.use_program(None);
}
let (vertex_array, instances) =
unsafe { create_instance_buffer(gl, MAX_INSTANCES) };
Pipeline {
program,
vertex_array,
instances,
transform_location,
scale_location,
screen_height_location,
current_transform: Transformation::identity(),
current_scale: 1.0,
current_target_height: 0,
}
}
pub fn draw(
&mut self,
gl: &glow::Context,
target_height: u32,
instances: &[layer::Quad],
transformation: Transformation,
scale: f32,
bounds: Rectangle<u32>,
) {
unsafe {
gl.enable(glow::SCISSOR_TEST);
gl.scissor(
bounds.x as i32,
(target_height - (bounds.y + bounds.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 {
let matrix: [f32; 16] = transformation.into();
gl.uniform_matrix_4_f32_slice(
Some(&self.transform_location),
false,
&matrix,
);
self.current_transform = transformation;
}
}
if scale != self.current_scale {
unsafe {
gl.uniform_1_f32(Some(&self.scale_location), scale);
}
self.current_scale = scale;
}
if target_height != self.current_target_height {
unsafe {
gl.uniform_1_f32(
Some(&self.screen_height_location),
target_height as f32,
);
}
self.current_target_height = target_height;
}
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_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)
}