stevenarella/src/render/mod.rs

1133 lines
38 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;
use std::collections::HashMap;
use std::sync::{Arc, RwLock};
use std::io::Write;
use resources;
use gl;
use image;
use image::GenericImage;
use byteorder::{WriteBytesExt, NativeEndian};
use serde_json;
use cgmath::{self, Vector, Point, SquareMatrix};
use world;
use collision;
use std::hash::BuildHasherDefault;
use types::hash::FNVHash;
const ATLAS_SIZE: usize = 1024;
// TEMP
const NUM_SAMPLES: i32 = 1;
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,
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>,
last_width: u32,
last_height: u32,
// Light renderering
pub light_level: f32,
pub sky_offset: f32,
}
pub struct ChunkBuffer {
solid: Option<ChunkRenderInfo>,
trans: Option<ChunkRenderInfo>,
}
impl ChunkBuffer {
pub fn new() -> ChunkBuffer {
ChunkBuffer {
solid: None,
trans: None,
}
}
}
struct ChunkRenderInfo {
array: gl::VertexArray,
buffer: gl::Buffer,
buffer_size: usize,
count: usize,
}
init_shader! {
Program ChunkShader {
vert = "chunk_vertex",
frag = "chunk_frag",
attribute = {
position => "aPosition",
texture_info => "aTextureInfo",
texture_offset => "aTextureOffset",
color => "aColor",
lighting => "aLighting",
},
uniform = {
perspective_matrix => "perspectiveMatrix",
camera_matrix => "cameraMatrix",
offset => "offset",
texture => "textures",
light_level => "lightLevel",
sky_offset => "skyOffset",
},
}
}
init_shader! {
Program ChunkShaderAlpha {
vert = "chunk_vertex",
frag = "chunk_frag", #alpha
attribute = {
position => "aPosition",
texture_info => "aTextureInfo",
texture_offset => "aTextureOffset",
color => "aColor",
lighting => "aLighting",
},
uniform = {
perspective_matrix => "perspectiveMatrix",
camera_matrix => "cameraMatrix",
offset => "offset",
texture => "textures",
light_level => "lightLevel",
sky_offset => "skyOffset",
},
}
}
impl Renderer {
pub fn new(res: Arc<RwLock<resources::Manager>>) -> Renderer {
use cgmath::Matrix;
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 = Arc::new(RwLock::new(TextureManager::new(res.clone())));
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
// Models
// Clouds
gl::blend_func(gl::SRC_ALPHA, gl::ONE_MINUS_SRC_ALPHA);
Renderer {
resource_version: version,
textures: textures,
ui: ui,
resources: res,
gl_texture: tex,
texture_layers: 1,
chunk_shader: chunk_shader,
chunk_shader_alpha: chunk_shader_alpha,
trans_shader: trans_shader,
element_buffer: gl::Buffer::new(),
element_buffer_size: 0,
element_buffer_type: gl::UNSIGNED_BYTE,
last_width: 0,
last_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,
}
}
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);
}
}
if self.last_height != height || self.last_width != width {
self.last_width = width;
self.last_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{s: 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) {
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, self.element_buffer_type, 0);
}
}
}
// Line rendering
// Model rendering
// Cloud rendering
// 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, width as i32, height as i32,
0, 0, width as i32, 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, self.element_buffer_type, 0);
}
}
}
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);
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) {
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()
}
}
}
}
}
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 = {
position => "aPosition",
},
uniform = {
accum => "taccum",
revealage => "trevealage",
color => "tcolor",
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::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::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: main,
fb_color: fb_color,
_fb_depth: fb_depth,
trans: trans,
accum: accum,
revealage: revealage,
_depth: trans_depth,
array: 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, (i32, atlas::Rect), BuildHasherDefault<FNVHash>>,
free_dynamics: Vec<(i32, atlas::Rect)>,
}
impl TextureManager {
fn new(res: Arc<RwLock<resources::Manager>>) -> TextureManager {
let mut tm = TextureManager {
textures: HashMap::with_hasher(BuildHasherDefault::default()),
version: 0xFFFF,
resources: res,
atlases: Vec::new(),
animated_textures: Vec::new(),
pending_uploads: Vec::new(),
dynamic_textures: HashMap::with_hasher(BuildHasherDefault::default()),
free_dynamics: Vec::new(),
};
tm.add_defaults();
tm
}
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,
]);
}
fn update_textures(&mut self, version: usize) {
self.dynamic_textures.clear();
self.free_dynamics.clear();
self.pending_uploads.clear();
self.atlases.clear();
self.animated_textures.clear();
self.version = version;
let map = self.textures.clone();
self.textures.clear();
self.add_defaults();
for name in map.keys() {
self.load_texture(name);
}
}
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.find("animation").unwrap();
let frame_time = animation.find("frameTime").and_then(|v| v.as_i64()).unwrap_or(1);
let interpolate = animation.find("interpolate")
.and_then(|v| v.as_boolean())
.unwrap_or(false);
let frames = if let Some(frames) = animation.find("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.find("index").unwrap().as_i64().unwrap() as usize,
time: frame_time * frame.find("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: frames,
data: data,
interpolate: 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: 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, plugin: &str, name: &str, img: image::DynamicImage) -> Texture {
let (width, height) = img.dimensions();
let (width, height) = (width as usize, height as usize);
let mut rect = None;
let mut rect_pos = 0;
for (i, r) in self.free_dynamics.iter().enumerate() {
let (atlas, r) = *r;
if r.width == width && r.height == height {
rect_pos = i;
rect = Some((atlas, r));
break;
} else if r.width >= width && r.height >= height {
rect_pos = i;
rect = Some((atlas, r));
}
}
let data = img.to_rgba().into_vec();
let mut new = false;
let (atlas, rect) = if let Some(r) = rect {
self.free_dynamics.remove(rect_pos);
r
} else {
new = true;
self.find_free(width as usize, height as usize)
};
let mut full_name = String::new();
if plugin != "minecraft" {
full_name.push_str(plugin);
full_name.push_str(":");
}
full_name.push_str(name);
self.dynamic_textures.insert(full_name.clone(), (atlas, rect));
if new {
self.put_texture(plugin, name, width as u32, height as u32, data)
} else {
let t = Texture {
name: full_name.clone(),
version: self.version,
atlas: 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,
};
let rect = atlas::Rect {
x: rect.x,
y: rect.y,
width: width,
height: height,
};
self.pending_uploads.push((atlas, rect, data));
self.textures.insert(full_name.to_owned(), t.clone());
t
}
}
pub fn remove_dynamic(&mut self, plugin: &str, name: &str) {
let mut full_name = String::new();
if plugin != "minecraft" {
full_name.push_str(plugin);
full_name.push_str(":");
}
full_name.push_str(name);
let desc = self.dynamic_textures.remove(&full_name).unwrap();
self.free_dynamics.push(desc);
}
}
#[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 {
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)
}