stevenarella/src/render/mod.rs

1348 lines
47 KiB
Rust

// Copyright 2016 Matthew Collins
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
mod atlas;
pub mod glsl;
#[macro_use]
pub mod shaders;
pub mod ui;
pub mod model;
pub mod clouds;
use std::collections::HashMap;
use std::sync::{Arc, RwLock};
use std::io::Write;
use crate::resources;
use crate::gl;
use image;
use image::{GenericImage, GenericImageView};
use byteorder::{WriteBytesExt, NativeEndian};
use serde_json;
use cgmath::prelude::*;
use crate::world;
use collision;
use log::{error, trace};
use std::hash::BuildHasherDefault;
use crate::types::hash::FNVHash;
use std::sync::atomic::{AtomicIsize, Ordering};
use std::thread;
use std::sync::mpsc;
const ATLAS_SIZE: usize = 1024;
// TEMP
const NUM_SAMPLES: i32 = 2;
pub struct Camera {
pub pos: cgmath::Point3<f64>,
pub yaw: f64,
pub pitch: f64,
}
pub struct Renderer {
resource_version: usize,
pub resources: Arc<RwLock<resources::Manager>>,
textures: Arc<RwLock<TextureManager>>,
pub ui: ui::UIState,
pub model: model::Manager,
pub clouds: clouds::Clouds,
gl_texture: gl::Texture,
texture_layers: usize,
chunk_shader: ChunkShader,
chunk_shader_alpha: ChunkShaderAlpha,
trans_shader: TransShader,
element_buffer: gl::Buffer,
element_buffer_size: usize,
element_buffer_type: gl::Type,
pub camera: Camera,
perspective_matrix: cgmath::Matrix4<f32>,
camera_matrix: cgmath::Matrix4<f32>,
pub frustum: collision::Frustum<f32>,
pub view_vector: cgmath::Vector3<f32>,
pub frame_id: u32,
trans: Option<TransInfo>,
pub width: u32,
pub height: u32,
// Light renderering
pub light_level: f32,
pub sky_offset: f32,
skin_request: mpsc::Sender<String>,
skin_reply: mpsc::Receiver<(String, Option<image::DynamicImage>)>,
}
#[derive(Default)]
pub struct ChunkBuffer {
solid: Option<ChunkRenderInfo>,
trans: Option<ChunkRenderInfo>,
}
impl ChunkBuffer {
pub fn new() -> ChunkBuffer { Default::default() }
}
struct ChunkRenderInfo {
array: gl::VertexArray,
buffer: gl::Buffer,
buffer_size: usize,
count: usize,
}
init_shader! {
Program ChunkShader {
vert = "chunk_vertex",
frag = "chunk_frag",
attribute = {
required position => "aPosition",
required texture_info => "aTextureInfo",
required texture_offset => "aTextureOffset",
required color => "aColor",
required lighting => "aLighting",
},
uniform = {
required perspective_matrix => "perspectiveMatrix",
required camera_matrix => "cameraMatrix",
required offset => "offset",
required texture => "textures",
required light_level => "lightLevel",
required sky_offset => "skyOffset",
},
}
}
init_shader! {
Program ChunkShaderAlpha {
vert = "chunk_vertex",
frag = "chunk_frag", #alpha
attribute = {
required position => "aPosition",
required texture_info => "aTextureInfo",
required texture_offset => "aTextureOffset",
required color => "aColor",
required lighting => "aLighting",
},
uniform = {
required perspective_matrix => "perspectiveMatrix",
required camera_matrix => "cameraMatrix",
required offset => "offset",
required texture => "textures",
required light_level => "lightLevel",
required sky_offset => "skyOffset",
},
}
}
impl Renderer {
pub fn new(res: Arc<RwLock<resources::Manager>>) -> Renderer {
let version = {
res.read().unwrap().version()
};
let tex = gl::Texture::new();
tex.bind(gl::TEXTURE_2D_ARRAY);
tex.image_3d(gl::TEXTURE_2D_ARRAY,
0,
ATLAS_SIZE as u32,
ATLAS_SIZE as u32,
1,
gl::RGBA,
gl::UNSIGNED_BYTE,
&[0; ATLAS_SIZE * ATLAS_SIZE * 4]);
tex.set_parameter(gl::TEXTURE_2D_ARRAY, gl::TEXTURE_MAG_FILTER, gl::NEAREST);
tex.set_parameter(gl::TEXTURE_2D_ARRAY, gl::TEXTURE_MIN_FILTER, gl::NEAREST);
tex.set_parameter(gl::TEXTURE_2D_ARRAY, gl::TEXTURE_WRAP_S, gl::CLAMP_TO_EDGE);
tex.set_parameter(gl::TEXTURE_2D_ARRAY, gl::TEXTURE_WRAP_T, gl::CLAMP_TO_EDGE);
let (textures, skin_req, skin_reply) = TextureManager::new(res.clone());
let textures = Arc::new(RwLock::new(textures));
let mut greg = glsl::Registry::new();
shaders::add_shaders(&mut greg);
let ui = ui::UIState::new(&greg, textures.clone(), res.clone());
gl::enable(gl::DEPTH_TEST);
gl::enable(gl::CULL_FACE_FLAG);
gl::cull_face(gl::BACK);
gl::front_face(gl::CLOCK_WISE);
// Shaders
let chunk_shader = ChunkShader::new(&greg);
let chunk_shader_alpha = ChunkShaderAlpha::new(&greg);
let trans_shader = TransShader::new(&greg);
// UI
// Line Drawer
// Clouds
gl::blend_func(gl::SRC_ALPHA, gl::ONE_MINUS_SRC_ALPHA);
gl::depth_func(gl::LESS_OR_EQUAL);
Renderer {
resource_version: version,
model: model::Manager::new(&greg),
clouds: clouds::Clouds::new(&greg, textures.clone()),
textures,
ui,
resources: res,
gl_texture: tex,
texture_layers: 1,
chunk_shader,
chunk_shader_alpha,
trans_shader,
element_buffer: gl::Buffer::new(),
element_buffer_size: 0,
element_buffer_type: gl::UNSIGNED_BYTE,
width: 0,
height: 0,
camera: Camera {
pos: cgmath::Point3::new(0.0, 0.0, 0.0),
yaw: 0.0,
pitch: ::std::f64::consts::PI,
},
perspective_matrix: cgmath::Matrix4::identity(),
camera_matrix: cgmath::Matrix4::identity(),
frustum: collision::Frustum::from_matrix4(cgmath::Matrix4::identity()).unwrap(),
view_vector: cgmath::Vector3::zero(),
frame_id: 1,
trans: None,
light_level: 0.8,
sky_offset: 1.0,
skin_request: skin_req,
skin_reply,
}
}
pub fn update_camera(&mut self, width: u32, height: u32) {
use std::f64::consts::PI as PI64;
// Not a sane place to put this but it works
{
let rm = self.resources.read().unwrap();
if rm.version() != self.resource_version {
self.resource_version = rm.version();
trace!("Updating textures to {}", self.resource_version);
self.textures.write().unwrap().update_textures(self.resource_version);
self.model.rebuild_models(self.resource_version, &self.textures);
}
}
if self.height != height || self.width != width {
self.width = width;
self.height = height;
gl::viewport(0, 0, width as i32, height as i32);
self.perspective_matrix = cgmath::Matrix4::from(
cgmath::PerspectiveFov {
fovy: cgmath::Rad::from(cgmath::Deg(90f32)),
aspect: (width as f32 / height as f32),
near: 0.1f32,
far: 500.0f32,
}
);
self.init_trans(width, height);
}
self.view_vector = cgmath::Vector3::new(
((self.camera.yaw - PI64/2.0).cos() * -self.camera.pitch.cos()) as f32,
(-self.camera.pitch.sin()) as f32,
(-(self.camera.yaw - PI64/2.0).sin() * -self.camera.pitch.cos()) as f32
);
let camera = cgmath::Point3::new(-self.camera.pos.x as f32, -self.camera.pos.y as f32, self.camera.pos.z as f32);
let camera_matrix = cgmath::Matrix4::look_at(
camera,
camera + cgmath::Point3::new(-self.view_vector.x, -self.view_vector.y, self.view_vector.z).to_vec(),
cgmath::Vector3::new(0.0, -1.0, 0.0)
);
self.camera_matrix = camera_matrix * cgmath::Matrix4::from_nonuniform_scale(-1.0, 1.0, 1.0);
self.frustum = collision::Frustum::from_matrix4(self.perspective_matrix * self.camera_matrix).unwrap();
}
pub fn tick(&mut self, world: &mut world::World, delta: f64, width: u32, height: u32, physical_width: u32, physical_height: u32) {
self.update_textures(delta);
let trans = self.trans.as_mut().unwrap();
trans.main.bind();
gl::active_texture(0);
self.gl_texture.bind(gl::TEXTURE_2D_ARRAY);
gl::enable(gl::MULTISAMPLE);
let time_offset = self.sky_offset * 0.9;
gl::clear_color(
(122.0 / 255.0) * time_offset,
(165.0 / 255.0) * time_offset,
(247.0 / 255.0) * time_offset,
1.0
);
gl::clear(gl::ClearFlags::Color | gl::ClearFlags::Depth);
// Chunk rendering
self.chunk_shader.program.use_program();
self.chunk_shader.perspective_matrix.set_matrix4(&self.perspective_matrix);
self.chunk_shader.camera_matrix.set_matrix4(&self.camera_matrix);
self.chunk_shader.texture.set_int(0);
self.chunk_shader.light_level.set_float(self.light_level);
self.chunk_shader.sky_offset.set_float(self.sky_offset);
for (pos, info) in world.get_render_list() {
if let Some(solid) = info.solid.as_ref() {
if solid.count > 0 {
self.chunk_shader.offset.set_int3(pos.0, pos.1 * 4096, pos.2);
solid.array.bind();
gl::draw_elements(gl::TRIANGLES, solid.count as i32, self.element_buffer_type, 0);
}
}
}
// Line rendering
// Model rendering
self.model.draw(&self.frustum, &self.perspective_matrix, &self.camera_matrix, self.light_level, self.sky_offset);
if world.copy_cloud_heightmap(&mut self.clouds.heightmap_data) {
self.clouds.dirty = true;
}
self.clouds.draw(&self.camera.pos, &self.perspective_matrix, &self.camera_matrix, self.light_level, self.sky_offset, delta);
// Trans chunk rendering
self.chunk_shader_alpha.program.use_program();
self.chunk_shader_alpha.perspective_matrix.set_matrix4(&self.perspective_matrix);
self.chunk_shader_alpha.camera_matrix.set_matrix4(&self.camera_matrix);
self.chunk_shader_alpha.texture.set_int(0);
self.chunk_shader_alpha.light_level.set_float(self.light_level);
self.chunk_shader_alpha.sky_offset.set_float(self.sky_offset);
// Copy the depth buffer
trans.main.bind_read();
trans.trans.bind_draw();
gl::blit_framebuffer(
0, 0, physical_width as i32, physical_height as i32,
0, 0, physical_width as i32, physical_height as i32,
gl::ClearFlags::Depth, gl::NEAREST
);
gl::enable(gl::BLEND);
gl::depth_mask(false);
trans.trans.bind();
gl::clear_color(0.0, 0.0, 0.0, 1.0);
gl::clear(gl::ClearFlags::Color);
gl::clear_buffer(gl::COLOR, 0, &[0.0, 0.0, 0.0, 1.0]);
gl::clear_buffer(gl::COLOR, 1, &[0.0, 0.0, 0.0, 0.0]);
gl::blend_func_separate(gl::ONE_FACTOR, gl::ONE_FACTOR, gl::ZERO_FACTOR, gl::ONE_MINUS_SRC_ALPHA);
for (pos, info) in world.get_render_list().into_iter().rev() {
if let Some(trans) = info.trans.as_ref() {
if trans.count > 0 {
self.chunk_shader_alpha.offset.set_int3(pos.0, pos.1 * 4096, pos.2);
trans.array.bind();
gl::draw_elements(gl::TRIANGLES, trans.count as i32, self.element_buffer_type, 0);
}
}
}
gl::check_framebuffer_status();
gl::unbind_framebuffer();
gl::disable(gl::DEPTH_TEST);
gl::clear(gl::ClearFlags::Color);
gl::disable(gl::BLEND);
trans.draw(&self.trans_shader);
gl::enable(gl::DEPTH_TEST);
gl::depth_mask(true);
gl::blend_func(gl::SRC_ALPHA, gl::ONE_MINUS_SRC_ALPHA);
gl::disable(gl::MULTISAMPLE);
self.ui.tick(width, height);
gl::check_gl_error();
self.frame_id = self.frame_id.wrapping_add(1);
}
fn ensure_element_buffer(&mut self, size: usize) {
if self.element_buffer_size < size {
let (data, ty) = self::generate_element_buffer(size);
self.element_buffer_type = ty;
self.element_buffer.bind(gl::ELEMENT_ARRAY_BUFFER);
self.element_buffer.set_data(gl::ELEMENT_ARRAY_BUFFER, &data, gl::DYNAMIC_DRAW);
self.element_buffer_size = size;
}
}
pub fn update_chunk_solid(&mut self, buffer: &mut ChunkBuffer, data: &[u8], count: usize) {
self.ensure_element_buffer(count);
if count == 0 {
if buffer.solid.is_some() {
buffer.solid = None;
}
return;
}
let new = buffer.solid.is_none();
if buffer.solid.is_none() {
buffer.solid = Some(ChunkRenderInfo {
array: gl::VertexArray::new(),
buffer: gl::Buffer::new(),
buffer_size: 0,
count: 0,
});
}
let info = buffer.solid.as_mut().unwrap();
info.array.bind();
self.chunk_shader.position.enable();
self.chunk_shader.texture_info.enable();
self.chunk_shader.texture_offset.enable();
self.chunk_shader.color.enable();
self.chunk_shader.lighting.enable();
self.element_buffer.bind(gl::ELEMENT_ARRAY_BUFFER);
info.buffer.bind(gl::ARRAY_BUFFER);
if new || info.buffer_size < data.len() {
info.buffer_size = data.len();
info.buffer.set_data(gl::ARRAY_BUFFER, data, gl::DYNAMIC_DRAW);
} else {
info.buffer.re_set_data(gl::ARRAY_BUFFER, data);
}
self.chunk_shader.position.vertex_pointer(3, gl::FLOAT, false, 40, 0);
self.chunk_shader.texture_info.vertex_pointer(4, gl::UNSIGNED_SHORT, false, 40, 12);
self.chunk_shader.texture_offset.vertex_pointer(3, gl::SHORT, false, 40, 20);
self.chunk_shader.color.vertex_pointer(3, gl::UNSIGNED_BYTE, true, 40, 28);
self.chunk_shader.lighting.vertex_pointer(2, gl::UNSIGNED_SHORT, false, 40, 32);
info.count = count;
}
pub fn update_chunk_trans(&mut self, buffer: &mut ChunkBuffer, data: &[u8], count: usize) {
self.ensure_element_buffer(count);
if count == 0 {
if buffer.trans.is_some() {
buffer.trans = None;
}
return;
}
let new = buffer.trans.is_none();
if buffer.trans.is_none() {
buffer.trans = Some(ChunkRenderInfo {
array: gl::VertexArray::new(),
buffer: gl::Buffer::new(),
buffer_size: 0,
count: 0,
});
}
let info = buffer.trans.as_mut().unwrap();
info.array.bind();
self.chunk_shader_alpha.position.enable();
self.chunk_shader_alpha.texture_info.enable();
self.chunk_shader_alpha.texture_offset.enable();
self.chunk_shader_alpha.color.enable();
self.chunk_shader_alpha.lighting.enable();
self.element_buffer.bind(gl::ELEMENT_ARRAY_BUFFER);
info.buffer.bind(gl::ARRAY_BUFFER);
if new || info.buffer_size < data.len() {
info.buffer_size = data.len();
info.buffer.set_data(gl::ARRAY_BUFFER, data, gl::DYNAMIC_DRAW);
} else {
info.buffer.re_set_data(gl::ARRAY_BUFFER, data);
}
self.chunk_shader_alpha.position.vertex_pointer(3, gl::FLOAT, false, 40, 0);
self.chunk_shader_alpha.texture_info.vertex_pointer(4, gl::UNSIGNED_SHORT, false, 40, 12);
self.chunk_shader_alpha.texture_offset.vertex_pointer(3, gl::SHORT, false, 40, 20);
self.chunk_shader_alpha.color.vertex_pointer(3, gl::UNSIGNED_BYTE, true, 40, 28);
self.chunk_shader_alpha.lighting.vertex_pointer(2, gl::UNSIGNED_SHORT, false, 40, 32);
info.count = count;
}
fn do_pending_textures(&mut self) {
let len = {
let tex = self.textures.read().unwrap();
// Rebuild the texture if it needs resizing
if self.texture_layers != tex.atlases.len() {
let len = ATLAS_SIZE * ATLAS_SIZE * 4 * tex.atlases.len();
let mut data = Vec::with_capacity(len);
unsafe {
data.set_len(len);
}
self.gl_texture.get_pixels(gl::TEXTURE_2D_ARRAY,
0,
gl::RGBA,
gl::UNSIGNED_BYTE,
&mut data[..]);
self.gl_texture.image_3d(gl::TEXTURE_2D_ARRAY,
0,
ATLAS_SIZE as u32,
ATLAS_SIZE as u32,
tex.atlases.len() as u32,
gl::RGBA,
gl::UNSIGNED_BYTE,
&data[..]);
self.texture_layers = tex.atlases.len();
}
tex.pending_uploads.len()
};
if len > 0 {
// Upload pending changes
let mut tex = self.textures.write().unwrap();
for upload in &tex.pending_uploads {
let atlas = upload.0;
let rect = upload.1;
let img = &upload.2;
self.gl_texture.sub_image_3d(gl::TEXTURE_2D_ARRAY,
0,
rect.x as u32,
rect.y as u32,
atlas as u32,
rect.width as u32,
rect.height as u32,
1,
gl::RGBA,
gl::UNSIGNED_BYTE,
&img[..]);
}
tex.pending_uploads.clear();
}
}
fn update_textures(&mut self, delta: f64) {
{
let mut tex = self.textures.write().unwrap();
while let Ok((hash, img)) = self.skin_reply.try_recv() {
if let Some(img) = img {
tex.update_skin(hash, img);
}
}
let mut old_skins = vec![];
for (skin, refcount) in &tex.skins {
if refcount.load(Ordering::Relaxed) == 0 {
old_skins.push(skin.clone());
}
}
for skin in old_skins {
tex.skins.remove(&skin);
tex.remove_dynamic(&format!("skin-{}", skin));
}
}
self.gl_texture.bind(gl::TEXTURE_2D_ARRAY);
self.do_pending_textures();
for ani in &mut self.textures.write().unwrap().animated_textures {
if ani.remaining_time <= 0.0 {
ani.current_frame = (ani.current_frame + 1) % ani.frames.len();
ani.remaining_time += ani.frames[ani.current_frame].time as f64;
let offset = ani.texture.width * ani.texture.width *
ani.frames[ani.current_frame].index * 4;
let offset2 = offset + ani.texture.width * ani.texture.width * 4;
self.gl_texture.sub_image_3d(gl::TEXTURE_2D_ARRAY,
0,
ani.texture.get_x() as u32,
ani.texture.get_y() as u32,
ani.texture.atlas as u32,
ani.texture.get_width() as u32,
ani.texture.get_height() as u32,
1,
gl::RGBA,
gl::UNSIGNED_BYTE,
&ani.data[offset..offset2]);
} else {
ani.remaining_time -= delta / 3.0;
}
}
}
fn init_trans(&mut self, width: u32, height: u32) {
self.trans = None;
self.trans = Some(TransInfo::new(width, height, &self.chunk_shader_alpha, &self.trans_shader));
}
pub fn get_textures(&self) -> Arc<RwLock<TextureManager>> {
self.textures.clone()
}
pub fn get_textures_ref(&self) -> &RwLock<TextureManager> {
&self.textures
}
pub fn check_texture(&self, tex: Texture) -> Texture {
if tex.version == self.resource_version {
tex
} else {
let mut new = Renderer::get_texture(&self.textures, &tex.name);
new.rel_x = tex.rel_x;
new.rel_y = tex.rel_y;
new.rel_width = tex.rel_width;
new.rel_height = tex.rel_height;
new.is_rel = tex.is_rel;
new
}
}
pub fn get_texture(textures: &RwLock<TextureManager>, name: &str) -> Texture {
let tex = {
textures.read().unwrap().get_texture(name)
};
match tex {
Some(val) => val,
None => {
let mut t = textures.write().unwrap();
// Make sure it hasn't already been loaded since we switched
// locks.
if let Some(val) = t.get_texture(name) {
val
} else {
t.load_texture(name);
t.get_texture(name).unwrap()
}
}
}
}
pub fn get_skin(&self, textures: &RwLock<TextureManager>, url: &str) -> Texture {
let tex = {
textures.read().unwrap().get_skin(url)
};
match tex {
Some(val) => val,
None => {
let mut t = textures.write().unwrap();
// Make sure it hasn't already been loaded since we switched
// locks.
if let Some(val) = t.get_skin(url) {
val
} else {
t.load_skin(self, url);
t.get_skin(url).unwrap()
}
}
}
}
}
struct TransInfo {
main: gl::Framebuffer,
fb_color: gl::Texture,
_fb_depth: gl::Texture,
trans: gl::Framebuffer,
accum: gl::Texture,
revealage: gl::Texture,
_depth: gl::Texture,
array: gl::VertexArray,
_buffer: gl::Buffer,
}
init_shader! {
Program TransShader {
vert = "trans_vertex",
frag = "trans_frag",
attribute = {
required position => "aPosition",
},
uniform = {
required accum => "taccum",
required revealage => "trevealage",
required color => "tcolor",
required samples => "samples",
},
}
}
impl TransInfo {
pub fn new(width: u32, height: u32, chunk_shader: &ChunkShaderAlpha, shader: &TransShader) -> TransInfo {
let trans = gl::Framebuffer::new();
trans.bind();
let accum = gl::Texture::new();
accum.bind(gl::TEXTURE_2D);
accum.image_2d_ex(gl::TEXTURE_2D, 0, width, height, gl::RGBA16F, gl::RGBA, gl::FLOAT, None);
accum.set_parameter(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::LINEAR);
accum.set_parameter(gl::TEXTURE_2D, gl::TEXTURE_MAX_LEVEL, gl::LINEAR);
trans.texture_2d(gl::COLOR_ATTACHMENT_0, gl::TEXTURE_2D, &accum, 0);
let revealage = gl::Texture::new();
revealage.bind(gl::TEXTURE_2D);
revealage.image_2d_ex(gl::TEXTURE_2D, 0, width, height, gl::R16F, gl::RED, gl::FLOAT, None);
revealage.set_parameter(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::LINEAR);
revealage.set_parameter(gl::TEXTURE_2D, gl::TEXTURE_MAX_LEVEL, gl::LINEAR);
trans.texture_2d(gl::COLOR_ATTACHMENT_1, gl::TEXTURE_2D, &revealage, 0);
let trans_depth = gl::Texture::new();
trans_depth.bind(gl::TEXTURE_2D);
trans_depth.image_2d_ex(gl::TEXTURE_2D, 0, width, height, gl::DEPTH_COMPONENT24, gl::DEPTH_COMPONENT, gl::UNSIGNED_BYTE, None);
trans_depth.set_parameter(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::LINEAR);
trans_depth.set_parameter(gl::TEXTURE_2D, gl::TEXTURE_MAX_LEVEL, gl::LINEAR);
trans.texture_2d(gl::DEPTH_ATTACHMENT, gl::TEXTURE_2D, &trans_depth, 0);
chunk_shader.program.use_program();
gl::bind_frag_data_location(&chunk_shader.program, 0, "accum");
gl::bind_frag_data_location(&chunk_shader.program, 1, "revealage");
gl::check_framebuffer_status();
gl::draw_buffers(&[gl::COLOR_ATTACHMENT_0, gl::COLOR_ATTACHMENT_1]);
let main = gl::Framebuffer::new();
main.bind();
let fb_color = gl::Texture::new();
fb_color.bind(gl::TEXTURE_2D_MULTISAMPLE);
fb_color.image_2d_sample(gl::TEXTURE_2D_MULTISAMPLE, NUM_SAMPLES, width, height, gl::RGBA8, false);
main.texture_2d(gl::COLOR_ATTACHMENT_0, gl::TEXTURE_2D_MULTISAMPLE, &fb_color, 0);
let fb_depth = gl::Texture::new();
fb_depth.bind(gl::TEXTURE_2D_MULTISAMPLE);
fb_depth.image_2d_sample(gl::TEXTURE_2D_MULTISAMPLE, NUM_SAMPLES, width, height, gl::DEPTH_COMPONENT24, false);
main.texture_2d(gl::DEPTH_ATTACHMENT, gl::TEXTURE_2D_MULTISAMPLE, &fb_depth, 0);
gl::check_framebuffer_status();
gl::unbind_framebuffer();
shader.program.use_program();
let array = gl::VertexArray::new();
array.bind();
let buffer = gl::Buffer::new();
buffer.bind(gl::ARRAY_BUFFER);
let mut data = vec![];
for f in [-1.0, 1.0, 1.0, -1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, -1.0, 1.0].into_iter() {
data.write_f32::<NativeEndian>(*f).unwrap();
}
buffer.set_data(gl::ARRAY_BUFFER, &data, gl::STATIC_DRAW);
shader.position.enable();
shader.position.vertex_pointer(2, gl::FLOAT, false, 8, 0);
TransInfo {
main,
fb_color,
_fb_depth: fb_depth,
trans,
accum,
revealage,
_depth: trans_depth,
array,
_buffer: buffer,
}
}
fn draw(&mut self, shader: &TransShader) {
gl::active_texture(0);
self.accum.bind(gl::TEXTURE_2D);
gl::active_texture(1);
self.revealage.bind(gl::TEXTURE_2D);
gl::active_texture(2);
self.fb_color.bind(gl::TEXTURE_2D_MULTISAMPLE);
shader.program.use_program();
shader.accum.set_int(0);
shader.revealage.set_int(1);
shader.color.set_int(2);
shader.samples.set_int(NUM_SAMPLES);
self.array.bind();
gl::draw_arrays(gl::TRIANGLES, 0, 6);
}
}
pub struct TextureManager {
textures: HashMap<String, Texture, BuildHasherDefault<FNVHash>>,
version: usize,
resources: Arc<RwLock<resources::Manager>>,
atlases: Vec<atlas::Atlas>,
animated_textures: Vec<AnimatedTexture>,
pending_uploads: Vec<(i32, atlas::Rect, Vec<u8>)>,
dynamic_textures: HashMap<String, (Texture, image::DynamicImage), BuildHasherDefault<FNVHash>>,
free_dynamics: Vec<Texture>,
skins: HashMap<String, AtomicIsize, BuildHasherDefault<FNVHash>>,
_skin_thread: thread::JoinHandle<()>,
}
impl TextureManager {
fn new(res: Arc<RwLock<resources::Manager>>) -> (TextureManager, mpsc::Sender<String>, mpsc::Receiver<(String, Option<image::DynamicImage>)>) {
let (tx, rx) = mpsc::channel();
let (stx, srx) = mpsc::channel();
let skin_thread = thread::spawn(|| Self::process_skins(srx, tx));
let mut tm = TextureManager {
textures: HashMap::with_hasher(BuildHasherDefault::default()),
version: {
let ver = res.read().unwrap().version();
ver
},
resources: res,
atlases: Vec::new(),
animated_textures: Vec::new(),
pending_uploads: Vec::new(),
dynamic_textures: HashMap::with_hasher(BuildHasherDefault::default()),
free_dynamics: Vec::new(),
skins: HashMap::with_hasher(BuildHasherDefault::default()),
_skin_thread: skin_thread,
};
tm.add_defaults();
(tm, stx, rx)
}
fn add_defaults(&mut self) {
self.put_texture("steven",
"missing_texture",
2,
2,
vec![
0, 0, 0, 255,
255, 0, 255, 255,
255, 0, 255, 255,
0, 0, 0, 255,
]);
self.put_texture("steven",
"solid",
1,
1,
vec![
255, 255, 255, 255,
]);
}
#[cfg(target_arch = "wasm32")]
fn process_skins(recv: mpsc::Receiver<String>, reply: mpsc::Sender<(String, Option<image::DynamicImage>)>) {
}
#[cfg(not(target_arch = "wasm32"))]
fn process_skins(recv: mpsc::Receiver<String>, reply: mpsc::Sender<(String, Option<image::DynamicImage>)>) {
use reqwest;
let client = reqwest::Client::new();
loop {
let hash = match recv.recv() {
Ok(val) => val,
Err(_) => return, // Most likely shutting down
};
match Self::obtain_skin(&client, &hash) {
Ok(img) => {
let _ = reply.send((hash, Some(img)));
},
Err(err) => {
error!("Failed to get skin {:?}: {}", hash, err);
let _ = reply.send((hash, None));
},
}
}
}
#[cfg(not(target_arch = "wasm32"))]
fn obtain_skin(client: &::reqwest::Client, hash: &str) -> Result<image::DynamicImage, ::std::io::Error> {
use std::io::Read;
use std::fs;
use std::path::Path;
use std::io::{Error, ErrorKind};
let path = format!("skin-cache/{}/{}.png", &hash[..2], hash);
let cache_path = Path::new(&path);
fs::create_dir_all(cache_path.parent().unwrap())?;
let mut buf = vec![];
if fs::metadata(cache_path).is_ok() {
// We have a cached image
let mut file = fs::File::open(cache_path)?;
file.read_to_end(&mut buf)?;
} else {
// Need to download it
let url = &format!("http://textures.minecraft.net/texture/{}", hash);
let mut res = match client.get(url).send() {
Ok(val) => val,
Err(err) => {
return Err(Error::new(ErrorKind::ConnectionAborted, err));
}
};
let mut buf = vec![];
match res.read_to_end(&mut buf) {
Ok(_) => {},
Err(err) => {
// TODO: different error for failure to read?
return Err(Error::new(ErrorKind::InvalidData, err));
}
}
// Save to cache
let mut file = fs::File::create(cache_path)?;
file.write_all(&buf)?;
}
let mut img = match image::load_from_memory(&buf) {
Ok(val) => val,
Err(err) => {
return Err(Error::new(ErrorKind::InvalidData, err));
}
};
let (_, height) = img.dimensions();
if height == 32 {
// Needs changing to the new format
let mut new = image::DynamicImage::new_rgba8(64, 64);
new.copy_from(&img, 0, 0);
for xx in 0 .. 4 {
for yy in 0 .. 16 {
for section in 0 .. 4 {
let os = match section {
0 => 2,
1 => 1,
2 => 0,
3 => 3,
_ => unreachable!(),
};
new.put_pixel(16 + (3 - xx) + section * 4, 48 + yy, img.get_pixel(xx + os * 4, 16 + yy));
new.put_pixel(32 + (3 - xx) + section * 4, 48 + yy, img.get_pixel(xx + 40 + os * 4, 16 + yy));
}
}
}
img = new;
}
// Block transparent pixels in blacklisted areas
let blacklist = [
// X, Y, W, H
(0, 0, 32, 16),
(16, 16, 24, 16),
(0, 16, 16, 16),
(16, 48, 16, 16),
(32, 48, 16, 16),
(40, 16, 16, 16),
];
for bl in blacklist.into_iter() {
for x in bl.0 .. (bl.0 + bl.2) {
for y in bl.1 .. (bl.1 + bl.3) {
let mut col = img.get_pixel(x, y);
col.data[3] = 255;
img.put_pixel(x, y, col);
}
}
}
Ok(img)
}
fn update_textures(&mut self, version: usize) {
self.pending_uploads.clear();
self.atlases.clear();
self.animated_textures.clear();
self.version = version;
let map = self.textures.clone();
self.textures.clear();
self.free_dynamics.clear();
self.add_defaults();
for name in map.keys() {
if name.starts_with("steven-dynamic:") {
let n = &name["steven-dynamic:".len()..];
let (width, height, data) = {
let dynamic_texture = match self.dynamic_textures.get(n) {
Some(val) => val,
None => continue,
};
let img = &dynamic_texture.1;
let (width, height) = img.dimensions();
(width, height, img.to_rgba().into_vec())
};
let new_tex = self.put_texture("steven-dynamic", n, width as u32, height as u32, data);
self.dynamic_textures.get_mut(n).unwrap().0 = new_tex;
} else if !self.textures.contains_key(name) {
self.load_texture(name);
}
}
}
fn get_skin(&self, url: &str) -> Option<Texture> {
let hash = &url["http://textures.minecraft.net/texture/".len()..];
if let Some(skin) = self.skins.get(hash) {
skin.fetch_add(1, Ordering::Relaxed);
}
self.get_texture(&format!("steven-dynamic:skin-{}", hash))
}
pub fn release_skin(&self, url: &str) {
let hash = &url["http://textures.minecraft.net/texture/".len()..];
if let Some(skin) = self.skins.get(hash) {
skin.fetch_sub(1, Ordering::Relaxed);
}
}
fn load_skin(&mut self, renderer: &Renderer, url: &str) {
let hash = &url["http://textures.minecraft.net/texture/".len()..];
let res = self.resources.clone();
// TODO: This shouldn't be hardcoded to steve but instead
// have a way to select alex as a default.
let img = if let Some(mut val) = res.read().unwrap().open("minecraft", "textures/entity/steve.png") {
let mut data = Vec::new();
val.read_to_end(&mut data).unwrap();
image::load_from_memory(&data).unwrap()
} else {
image::DynamicImage::new_rgba8(64, 64)
};
self.put_dynamic(&format!("skin-{}", hash), img);
self.skins.insert(hash.to_owned(), AtomicIsize::new(0));
renderer.skin_request.send(hash.to_owned()).unwrap();
}
fn update_skin(&mut self, hash: String, img: image::DynamicImage) {
if !self.skins.contains_key(&hash) { return; }
let name = format!("steven-dynamic:skin-{}", hash);
let tex = self.get_texture(&name).unwrap();
let rect = atlas::Rect {
x: tex.x,
y: tex.y,
width: tex.width,
height: tex.height,
};
self.pending_uploads.push((tex.atlas, rect, img.to_rgba().into_vec()));
self.dynamic_textures.get_mut(&format!("skin-{}", hash)).unwrap().1 = img;
}
fn get_texture(&self, name: &str) -> Option<Texture> {
if let Some(_) = name.find(':') {
self.textures.get(name).cloned()
} else {
self.textures.get(&format!("minecraft:{}", name)).cloned()
}
}
fn load_texture(&mut self, name: &str) {
let (plugin, name) = if let Some(pos) = name.find(':') {
(&name[..pos], &name[pos + 1..])
} else {
("minecraft", name)
};
let path = format!("textures/{}.png", name);
let res = self.resources.clone();
if let Some(mut val) = res.read().unwrap().open(plugin, &path) {
let mut data = Vec::new();
val.read_to_end(&mut data).unwrap();
if let Ok(img) = image::load_from_memory(&data) {
let (width, height) = img.dimensions();
// Might be animated
if (name.starts_with("blocks/") || name.starts_with("items/")) && width != height {
let id = img.to_rgba().into_vec();
let frame = id[..(width * width * 4) as usize].to_owned();
if let Some(mut ani) = self.load_animation(plugin, name, &img, id) {
ani.texture = self.put_texture(plugin, name, width, width, frame);
self.animated_textures.push(ani);
return;
}
}
self.put_texture(plugin, name, width, height, img.to_rgba().into_vec());
return;
}
}
self.insert_texture_dummy(plugin, name);
}
fn load_animation(&mut self,
plugin: &str,
name: &str,
img: &image::DynamicImage,
data: Vec<u8>)
-> Option<AnimatedTexture> {
let path = format!("textures/{}.png.mcmeta", name);
let res = self.resources.clone();
if let Some(val) = res.read().unwrap().open(plugin, &path) {
let meta: serde_json::Value = serde_json::from_reader(val).unwrap();
let animation = meta.get("animation").unwrap();
let frame_time = animation.get("frametime").and_then(|v| v.as_i64()).unwrap_or(1);
let interpolate = animation.get("interpolate")
.and_then(|v| v.as_bool())
.unwrap_or(false);
let frames = if let Some(frames) = animation.get("frames")
.and_then(|v| v.as_array()) {
let mut out = Vec::with_capacity(frames.len());
for frame in frames {
if let Some(index) = frame.as_i64() {
out.push(AnimationFrame {
index: index as usize,
time: frame_time,
})
} else {
out.push(AnimationFrame{
index: frame.get("index").unwrap().as_i64().unwrap() as usize,
time: frame_time * frame.get("frameTime").unwrap().as_i64().unwrap(),
})
}
}
out
} else {
let (width, height) = img.dimensions();
let count = height / width;
let mut frames = Vec::with_capacity(count as usize);
for i in 0..count {
frames.push(AnimationFrame {
index: i as usize,
time: frame_time,
})
}
frames
};
return Some(AnimatedTexture {
frames,
data,
interpolate,
current_frame: 0,
remaining_time: 0.0,
texture: self.get_texture("steven:missing_texture").unwrap(),
});
}
None
}
fn put_texture(&mut self,
plugin: &str,
name: &str,
width: u32,
height: u32,
data: Vec<u8>)
-> Texture {
let (atlas, rect) = self.find_free(width as usize, height as usize);
self.pending_uploads.push((atlas, rect, data));
let mut full_name = String::new();
full_name.push_str(plugin);
full_name.push_str(":");
full_name.push_str(name);
let tex = Texture {
name: full_name.clone(),
version: self.version,
atlas,
x: rect.x,
y: rect.y,
width: rect.width,
height: rect.height,
rel_x: 0.0,
rel_y: 0.0,
rel_width: 1.0,
rel_height: 1.0,
is_rel: false,
};
self.textures.insert(full_name, tex.clone());
tex
}
fn find_free(&mut self, width: usize, height: usize) -> (i32, atlas::Rect) {
let mut index = 0;
for atlas in &mut self.atlases {
if let Some(rect) = atlas.add(width, height) {
return (index, rect);
}
index += 1;
}
let mut atlas = atlas::Atlas::new(ATLAS_SIZE, ATLAS_SIZE);
let rect = atlas.add(width, height);
self.atlases.push(atlas);
(index, rect.unwrap())
}
fn insert_texture_dummy(&mut self, plugin: &str, name: &str) -> Texture {
let missing = self.get_texture("steven:missing_texture").unwrap();
let mut full_name = String::new();
full_name.push_str(plugin);
full_name.push_str(":");
full_name.push_str(name);
let t = Texture {
name: full_name.to_owned(),
version: self.version,
atlas: missing.atlas,
x: missing.x,
y: missing.y,
width: missing.width,
height: missing.height,
rel_x: 0.0,
rel_y: 0.0,
rel_width: 1.0,
rel_height: 1.0,
is_rel: false,
};
self.textures.insert(full_name.to_owned(), t.clone());
t
}
pub fn put_dynamic(&mut self, name: &str, img: image::DynamicImage) -> Texture {
use std::mem;
let (width, height) = img.dimensions();
let (width, height) = (width as usize, height as usize);
let mut rect_pos = None;
for (i, r) in self.free_dynamics.iter().enumerate() {
if r.width == width && r.height == height {
rect_pos = Some(i);
break;
} else if r.width >= width && r.height >= height {
rect_pos = Some(i);
}
}
let data = img.to_rgba().into_vec();
if let Some(rect_pos) = rect_pos {
let mut tex = self.free_dynamics.remove(rect_pos);
let rect = atlas::Rect {
x: tex.x,
y: tex.y,
width,
height,
};
self.pending_uploads.push((tex.atlas, rect, data));
let mut t = tex.relative(0.0, 0.0, (width as f32) / (tex.width as f32), (height as f32) / (tex.height as f32));
let old_name = mem::replace(&mut tex.name, format!("steven-dynamic:{}", name));
self.dynamic_textures.insert(name.to_owned(), (tex.clone(), img));
// We need to rename the texture itself so that get_texture calls
// work with the new name
let mut old = self.textures.remove(&old_name).unwrap();
old.name = format!("steven-dynamic:{}", name);
t.name = old.name.clone();
self.textures.insert(format!("steven-dynamic:{}", name), old);
t
} else {
let tex = self.put_texture("steven-dynamic", name, width as u32, height as u32, data);
self.dynamic_textures.insert(name.to_owned(), (tex.clone(), img));
tex
}
}
pub fn remove_dynamic(&mut self, name: &str) {
let desc = self.dynamic_textures.remove(name).unwrap();
self.free_dynamics.push(desc.0);
}
}
#[allow(dead_code)]
struct AnimatedTexture {
frames: Vec<AnimationFrame>,
data: Vec<u8>,
interpolate: bool,
current_frame: usize,
remaining_time: f64,
texture: Texture,
}
struct AnimationFrame {
index: usize,
time: i64,
}
#[derive(Clone, Debug)]
pub struct Texture {
pub name: String,
version: usize,
pub atlas: i32,
x: usize,
y: usize,
width: usize,
height: usize,
is_rel: bool, // Save some cycles for non-relative textures
rel_x: f32,
rel_y: f32,
rel_width: f32,
rel_height: f32,
}
impl Texture {
pub fn get_x(&self) -> usize {
if self.is_rel {
self.x + ((self.width as f32) * self.rel_x) as usize
} else {
self.x
}
}
pub fn get_y(&self) -> usize {
if self.is_rel {
self.y + ((self.height as f32) * self.rel_y) as usize
} else {
self.y
}
}
pub fn get_width(&self) -> usize {
if self.is_rel {
((self.width as f32) * self.rel_width) as usize
} else {
self.width
}
}
pub fn get_height(&self) -> usize {
if self.is_rel {
((self.height as f32) * self.rel_height) as usize
} else {
self.height
}
}
pub fn relative(&self, x: f32, y: f32, width: f32, height: f32) -> Texture {
Texture {
name: self.name.clone(),
version: self.version,
x: self.x,
y: self.y,
atlas: self.atlas,
width: self.width,
height: self.height,
is_rel: true,
rel_x: self.rel_x + x * self.rel_width,
rel_y: self.rel_y + y * self.rel_height,
rel_width: width * self.rel_width,
rel_height: height * self.rel_height,
}
}
}
#[allow(unused_must_use)]
pub fn generate_element_buffer(size: usize) -> (Vec<u8>, gl::Type) {
let mut ty = gl::UNSIGNED_SHORT;
let mut data = if (size / 6) * 4 * 3 >= u16::max_value() as usize {
ty = gl::UNSIGNED_INT;
Vec::with_capacity(size * 4)
} else {
Vec::with_capacity(size * 2)
};
for i in 0..size / 6 {
for val in &[0, 1, 2, 2, 1, 3] {
if ty == gl::UNSIGNED_INT {
data.write_u32::<NativeEndian>((i as u32) * 4 + val);
} else {
data.write_u16::<NativeEndian>((i as u16) * 4 + (*val as u16));
}
}
}
(data, ty)
}