Setup for drawing with transforms by using shaders

This commit is contained in:
Stephen Seo 2023-02-20 20:07:44 +09:00
parent 98524fabd7
commit ad1d2536a3
9 changed files with 209 additions and 26 deletions

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@ -16,4 +16,4 @@ bindgen = "0.64"
[features] [features]
default = [] default = []
no_link_raylib = [] no_link_libs = []

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@ -3,16 +3,17 @@ extern crate bindgen;
use std::env; use std::env;
use std::path::PathBuf; use std::path::PathBuf;
#[cfg(not(feature = "no_link_raylib"))] #[cfg(not(feature = "no_link_libs"))]
fn linking_raylib() { fn linking_libs() {
println!("cargo:rustc-link-lib=raylib"); println!("cargo:rustc-link-lib=raylib");
println!("cargo:rustc-link-lib=OpenGL");
} }
#[cfg(feature = "no_link_raylib")] #[cfg(feature = "no_link_libs")]
fn linking_raylib() {} fn linking_libs() {}
fn main() { fn main() {
linking_raylib(); linking_libs();
println!("cargo:rerun-if-changed=raylib/raylib.h"); println!("cargo:rerun-if-changed=raylib/raylib.h");
let bindings = bindgen::Builder::default() let bindings = bindgen::Builder::default()

20
raylib/simple.fs Normal file
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@ -0,0 +1,20 @@
#version 100
// Default fragment shader used by Raylib.
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
void main() {
// Texel color fetching from texture sampler
vec4 texelColor = texture2D(texture0, fragTexCoord);
gl_FragColor = texelColor*colDiffuse*fragColor;
}

25
raylib/transform.vs Normal file
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@ -0,0 +1,25 @@
#version 100
// Input vertex attributes
attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec4 vertexColor;
// Input uniform values
uniform mat4 mvp;
// Output vertex attributes (to fragment shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// custom
attribute vec2 origin;
attribute mat3 transform;
void main() {
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
vec3 pos = transform * (vertexPosition - vec3(origin, 0.0)) + vec3(origin, 0.0);
gl_Position = mvp * vec4(pos, 1.0);
}

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@ -49,6 +49,13 @@ pub trait MusicInterface {
fn update(&mut self) -> Result<(), String>; fn update(&mut self) -> Result<(), String>;
} }
pub trait ShaderInterface {
fn set_transform_attrib(&mut self, transform: Transform) -> Result<(), String>;
fn set_origin_attrib(&mut self, origin: Vector) -> Result<(), String>;
fn begin_draw_shader(&self) -> Result<(), String>;
fn end_draw_shader(&self) -> Result<(), String>;
}
pub trait CameraInterface { pub trait CameraInterface {
fn get_view(&self) -> Result<Rectangle, String>; fn get_view(&self) -> Result<Rectangle, String>;
fn get_view_xy(&self) -> Result<(f32, f32), String>; fn get_view_xy(&self) -> Result<(f32, f32), String>;
@ -96,6 +103,12 @@ pub trait GameInterface {
fn load_font(&mut self, path: &Path) -> Result<Box<dyn FontInterface>, String>; fn load_font(&mut self, path: &Path) -> Result<Box<dyn FontInterface>, String>;
fn load_sound(&mut self, path: &Path) -> Result<Box<dyn SoundInterface>, String>; fn load_sound(&mut self, path: &Path) -> Result<Box<dyn SoundInterface>, String>;
fn load_music(&mut self, path: &Path) -> Result<Box<dyn MusicInterface>, String>; fn load_music(&mut self, path: &Path) -> Result<Box<dyn MusicInterface>, String>;
fn load_shader(
&mut self,
name: String,
vs: &Path,
fs: &Path,
) -> Result<Box<dyn ShaderInterface>, String>;
fn get_camera(&mut self) -> Result<Box<dyn CameraInterface>, String>; fn get_camera(&mut self) -> Result<Box<dyn CameraInterface>, String>;
fn get_default_camera(&mut self) -> Result<Box<dyn CameraInterface>, String>; fn get_default_camera(&mut self) -> Result<Box<dyn CameraInterface>, String>;

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@ -12,12 +12,18 @@ use std::{
collections::HashMap, collections::HashMap,
ffi::CString, ffi::CString,
os::raw::{c_char, c_int}, os::raw::{c_char, c_int},
path::Path,
rc::Rc, rc::Rc,
}; };
use crate::faux_quicksilver::Vector; use crate::{
faux_quicksilver::{Transform, Vector},
shaders::{get_attrib_location, set_origin_2f, set_transform_3f},
};
use super::{FontInterface, GameInterface, ImageInterface, MusicInterface, SoundInterface}; use super::{
FontInterface, GameInterface, ImageInterface, MusicInterface, ShaderInterface, SoundInterface,
};
fn fqcolor_to_color(c: crate::faux_quicksilver::Color) -> ffi::Color { fn fqcolor_to_color(c: crate::faux_quicksilver::Color) -> ffi::Color {
ffi::Color { ffi::Color {
@ -41,6 +47,78 @@ fn fqvector_to_vector2(v: crate::faux_quicksilver::Vector) -> ffi::Vector2 {
ffi::Vector2 { x: v.x, y: v.y } ffi::Vector2 { x: v.x, y: v.y }
} }
#[derive(Clone, Debug)]
pub struct RaylibShader {
shader: ffi::Shader,
}
impl RaylibShader {
pub fn get_shader_id(&self) -> ::std::os::raw::c_uint {
self.shader.id as ::std::os::raw::c_uint
}
}
#[derive(Clone, Debug)]
struct RaylibShaderHandler {
shader: Rc<RefCell<RaylibShader>>,
}
impl ShaderInterface for RaylibShaderHandler {
fn set_transform_attrib(&mut self, transform: Transform) -> Result<(), String> {
let transform_cstr = CString::new("transform")
.map_err(|_| String::from("Failed to create \"transform\" CString!"))?;
let attr_loc = get_attrib_location(&self.shader.borrow(), &transform_cstr);
set_transform_3f(attr_loc, transform);
Ok(())
}
fn begin_draw_shader(&self) -> Result<(), String> {
unsafe {
ffi::BeginShaderMode(self.shader.borrow().shader);
}
Ok(())
}
fn end_draw_shader(&self) -> Result<(), String> {
unsafe {
ffi::EndShaderMode();
}
Ok(())
}
fn set_origin_attrib(&mut self, origin: Vector) -> Result<(), String> {
let origin_cstr = CString::new("origin")
.map_err(|_| String::from("Failed to create \"origin\" CString!"))?;
let attr_loc = get_attrib_location(&self.shader.borrow(), &origin_cstr);
set_origin_2f(attr_loc, origin);
Ok(())
}
}
impl RaylibShaderHandler {
pub fn load_shader(vs: &Path, fs: &Path) -> Result<Self, String> {
unsafe {
let vs_cstr: CString = CString::from_vec_unchecked(
vs.to_str()
.ok_or_else(|| format!("Cannot convert path \"{vs:?}\" to str!"))?
.as_bytes()
.to_owned(),
);
let fs_cstr: CString = CString::from_vec_unchecked(
fs.to_str()
.ok_or_else(|| format!("Cannot convert path \"{fs:?}\" to str!"))?
.as_bytes()
.to_owned(),
);
Ok(Self {
shader: Rc::new(RefCell::new(RaylibShader {
shader: ffi::LoadShader(vs_cstr.as_ptr(), fs_cstr.as_ptr()),
})),
})
}
}
}
#[derive(Clone, Debug)] #[derive(Clone, Debug)]
struct RaylibImage { struct RaylibImage {
image: ffi::Image, image: ffi::Image,
@ -263,6 +341,7 @@ struct RaylibGame {
fonts: HashMap<String, Rc<RaylibFont>>, fonts: HashMap<String, Rc<RaylibFont>>,
sounds: HashMap<String, Rc<RaylibSound>>, sounds: HashMap<String, Rc<RaylibSound>>,
music: HashMap<String, Rc<RefCell<RaylibMusic>>>, music: HashMap<String, Rc<RefCell<RaylibMusic>>>,
shaders: HashMap<String, Rc<RefCell<RaylibShader>>>,
} }
impl RaylibGame { impl RaylibGame {
@ -280,6 +359,7 @@ impl RaylibGame {
fonts: HashMap::new(), fonts: HashMap::new(),
sounds: HashMap::new(), sounds: HashMap::new(),
music: HashMap::new(), music: HashMap::new(),
shaders: HashMap::new(),
}) })
} }
} }
@ -287,6 +367,9 @@ impl RaylibGame {
impl Drop for RaylibGame { impl Drop for RaylibGame {
fn drop(&mut self) { fn drop(&mut self) {
unsafe { unsafe {
for (_, shader) in &self.shaders {
ffi::UnloadShader(shader.borrow().shader);
}
for (_, image) in &self.images { for (_, image) in &self.images {
if let Some(texture) = image.borrow_mut().texture.take() { if let Some(texture) = image.borrow_mut().texture.take() {
ffi::UnloadTexture(texture); ffi::UnloadTexture(texture);
@ -528,6 +611,17 @@ impl GameInterface for RaylibGame {
} }
} }
fn load_shader(
&mut self,
name: String,
vs: &Path,
fs: &Path,
) -> Result<Box<dyn ShaderInterface>, String> {
let raylib_shader = RaylibShaderHandler::load_shader(vs, fs)?;
self.shaders.insert(name, raylib_shader.shader.clone());
Ok(Box::new(raylib_shader))
}
fn get_camera(&mut self) -> Result<Box<dyn super::CameraInterface>, String> { fn get_camera(&mut self) -> Result<Box<dyn super::CameraInterface>, String> {
todo!() todo!()
} }

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@ -146,16 +146,12 @@ impl Vector {
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)] #[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct Transform { pub struct Transform {
pub mat: [f32; 9], pub mat: [f32; 9],
//translate: Vector,
//rotate: f32,
} }
impl Default for Transform { impl Default for Transform {
fn default() -> Self { fn default() -> Self {
Self { Self {
mat: [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0], mat: [1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0],
//translate: Vector { x: 0.0, y: 0.0 },
//rotate: 0.0,
} }
} }
} }
@ -187,8 +183,6 @@ impl Mul<Transform> for Transform {
self.mat[6] * rhs.mat[1] + self.mat[7] * rhs.mat[4] + self.mat[8] * rhs.mat[7], self.mat[6] * rhs.mat[1] + self.mat[7] * rhs.mat[4] + self.mat[8] * rhs.mat[7],
self.mat[6] * rhs.mat[2] + self.mat[7] * rhs.mat[5] + self.mat[8] * rhs.mat[8], self.mat[6] * rhs.mat[2] + self.mat[7] * rhs.mat[5] + self.mat[8] * rhs.mat[8],
], ],
//translate: self.translate + rhs.translate,
//rotate: self.rotate + rhs.rotate,
} }
} }
} }
@ -211,26 +205,14 @@ impl Transform {
0.0, 0.0,
1.0, 1.0,
], ],
//rotate: rot,
..Default::default()
} }
} }
pub fn translate(x: f32, y: f32) -> Self { pub fn translate(x: f32, y: f32) -> Self {
Self { Self {
mat: [1.0, 0.0, x, 0.0, 1.0, y, 0.0, 0.0, 1.0], mat: [1.0, 0.0, x, 0.0, 1.0, y, 0.0, 0.0, 1.0],
//translate: Vector { x, y },
..Default::default()
} }
} }
//pub fn get_translate(&self) -> Vector {
// self.translate
//}
//pub fn get_rotation(&self) -> f32 {
// self.rotate
//}
} }
pub struct Window { pub struct Window {

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@ -1,6 +1,7 @@
mod agnostic_interface; mod agnostic_interface;
mod faux_quicksilver; mod faux_quicksilver;
mod original_impl; mod original_impl;
mod shaders;
fn main() { fn main() {
// TODO // TODO

47
src/shaders.rs Normal file
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@ -0,0 +1,47 @@
use crate::{
agnostic_interface::raylib_impl::RaylibShader,
faux_quicksilver::{Transform, Vector},
};
use std::ffi::CStr;
extern "C" {
pub fn glVertexAttrib2f(index: ::std::os::raw::c_uint, x: f32, y: f32);
}
extern "C" {
pub fn glVertexAttrib3f(index: ::std::os::raw::c_uint, x: f32, y: f32, z: f32);
}
extern "C" {
pub fn glVertexAttrib4f(index: ::std::os::raw::c_uint, x: f32, y: f32, z: f32, w: f32);
}
extern "C" {
pub fn glGetAttribLocation(
program: ::std::os::raw::c_uint,
name: *const ::std::os::raw::c_char,
) -> ::std::os::raw::c_int;
}
pub fn get_attrib_location(raylib_shader: &RaylibShader, name: &CStr) -> ::std::os::raw::c_uint {
unsafe {
glGetAttribLocation(raylib_shader.get_shader_id(), name.as_ptr()) as ::std::os::raw::c_uint
}
}
pub fn set_transform_3f(index: ::std::os::raw::c_uint, transform: Transform) {
// OpenGL stores matrix indices in column major order.
for idx in index..(index + 3) {
unsafe {
glVertexAttrib3f(
idx,
transform.mat[0 + idx as usize],
transform.mat[3 + idx as usize],
transform.mat[6 + idx as usize],
);
}
}
}
pub fn set_origin_2f(index: ::std::os::raw::c_uint, origin: Vector) {
unsafe {
glVertexAttrib2f(index, origin.x, origin.y);
}
}