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mod screen;
#[doc(inline)]
pub use screen::*;
mod render_target2d;
#[doc(inline)]
pub use render_target2d::*;
mod render_target2d_array;
#[doc(inline)]
pub use render_target2d_array::*;
mod render_target_cube_map;
#[doc(inline)]
pub use render_target_cube_map::*;
use crate::context::consts;
use crate::core::*;
#[derive(Debug, Copy, Clone, PartialEq)]
pub struct ClearState {
pub red: Option<f32>,
pub green: Option<f32>,
pub blue: Option<f32>,
pub alpha: Option<f32>,
pub depth: Option<f32>,
}
impl ClearState {
pub const fn none() -> Self {
Self {
red: None,
green: None,
blue: None,
alpha: None,
depth: None,
}
}
pub const fn depth(depth: f32) -> Self {
Self {
red: None,
green: None,
blue: None,
alpha: None,
depth: Some(depth),
}
}
pub const fn color(red: f32, green: f32, blue: f32, alpha: f32) -> Self {
Self {
red: Some(red),
green: Some(green),
blue: Some(blue),
alpha: Some(alpha),
depth: None,
}
}
pub const fn color_and_depth(red: f32, green: f32, blue: f32, alpha: f32, depth: f32) -> Self {
Self {
red: Some(red),
green: Some(green),
blue: Some(blue),
alpha: Some(alpha),
depth: Some(depth),
}
}
}
impl Default for ClearState {
fn default() -> Self {
Self::color_and_depth(0.0, 0.0, 0.0, 1.0, 1.0)
}
}
pub enum CopyDestination<'a, 'b, 'c, 'd, T: TextureDataType> {
Screen,
ColorTexture(&'d mut Texture2D<T>),
DepthTexture(&'d mut DepthTargetTexture2D),
RenderTarget(&'c RenderTarget<'a, 'b, T>),
}
pub(in crate::core) fn new_framebuffer(
context: &Context,
) -> ThreeDResult<crate::context::Framebuffer> {
Ok(context
.create_framebuffer()
.ok_or(CoreError::RenderTargetCreation)?)
}
#[cfg(feature = "debug")]
fn check(context: &Context) -> ThreeDResult<()> {
context
.check_framebuffer_status()
.or_else(|status| Err(CoreError::RenderTargetCreation))
}
fn clear(context: &Context, clear_state: &ClearState) {
Program::set_write_mask(
context,
WriteMask {
red: clear_state.red.is_some(),
green: clear_state.green.is_some(),
blue: clear_state.blue.is_some(),
alpha: clear_state.alpha.is_some(),
depth: clear_state.depth.is_some(),
},
);
let clear_color = clear_state.red.is_some()
|| clear_state.green.is_some()
|| clear_state.blue.is_some()
|| clear_state.alpha.is_some();
if clear_color {
context.clear_color(
clear_state.red.unwrap_or(0.0),
clear_state.green.unwrap_or(0.0),
clear_state.blue.unwrap_or(0.0),
clear_state.alpha.unwrap_or(1.0),
);
}
if let Some(depth) = clear_state.depth {
context.clear_depth(depth);
}
context.clear(if clear_color && clear_state.depth.is_some() {
consts::COLOR_BUFFER_BIT | consts::DEPTH_BUFFER_BIT
} else {
if clear_color {
consts::COLOR_BUFFER_BIT
} else {
consts::DEPTH_BUFFER_BIT
}
});
}
fn copy_from(
context: &Context,
color_texture: Option<&impl Texture>,
depth_texture: Option<&impl Texture>,
viewport: Viewport,
write_mask: WriteMask,
) -> ThreeDResult<()> {
if color_texture.is_some() || depth_texture.is_some() {
let fragment_shader_source = if color_texture.is_some() && depth_texture.is_some() {
"
uniform sampler2D colorMap;
uniform sampler2D depthMap;
in vec2 uv;
layout (location = 0) out vec4 color;
void main()
{
color = texture(colorMap, uv);
gl_FragDepth = texture(depthMap, uv).r;
}"
} else if color_texture.is_some() {
"
uniform sampler2D colorMap;
in vec2 uv;
layout (location = 0) out vec4 color;
void main()
{
color = texture(colorMap, uv);
}"
} else {
"
uniform sampler2D depthMap;
in vec2 uv;
layout (location = 0) out vec4 color;
void main()
{
gl_FragDepth = texture(depthMap, uv).r;
}"
};
context.effect(fragment_shader_source, |effect| {
if let Some(tex) = color_texture {
effect.use_texture("colorMap", tex)?;
}
if let Some(tex) = depth_texture {
effect.use_texture("depthMap", tex)?;
}
effect.apply(
RenderStates {
depth_test: DepthTest::Always,
write_mask: WriteMask {
red: color_texture.is_some() && write_mask.red,
green: color_texture.is_some() && write_mask.green,
blue: color_texture.is_some() && write_mask.blue,
alpha: color_texture.is_some() && write_mask.alpha,
depth: depth_texture.is_some() && write_mask.depth,
},
..Default::default()
},
viewport,
)
})
} else {
Ok(())
}
}
fn copy_from_array(
context: &Context,
color_texture: Option<(&impl TextureArray, u32)>,
depth_texture: Option<(&impl TextureArray, u32)>,
viewport: Viewport,
write_mask: WriteMask,
) -> ThreeDResult<()> {
if color_texture.is_some() || depth_texture.is_some() {
let fragment_shader_source = if color_texture.is_some() && depth_texture.is_some() {
"
uniform sampler2DArray colorMap;
uniform sampler2DArray depthMap;
uniform int colorLayer;
uniform int depthLayer;
in vec2 uv;
layout (location = 0) out vec4 color;
void main()
{
color = texture(colorMap, vec3(uv, colorLayer));
gl_FragDepth = texture(depthMap, vec3(uv, depthLayer)).r;
}"
} else if color_texture.is_some() {
"
uniform sampler2DArray colorMap;
uniform int colorLayer;
in vec2 uv;
layout (location = 0) out vec4 color;
void main()
{
color = texture(colorMap, vec3(uv, colorLayer));
}"
} else {
"
uniform sampler2DArray depthMap;
uniform int depthLayer;
in vec2 uv;
layout (location = 0) out vec4 color;
void main()
{
gl_FragDepth = texture(depthMap, vec3(uv, depthLayer)).r;
}"
};
context.effect(fragment_shader_source, |effect| {
if let Some((tex, layer)) = color_texture {
effect.use_texture_array("colorMap", tex)?;
effect.use_uniform_int("colorLayer", &(layer as i32))?;
}
if let Some((tex, layer)) = depth_texture {
effect.use_texture_array("depthMap", tex)?;
effect.use_uniform_int("depthLayer", &(layer as i32))?;
}
effect.apply(
RenderStates {
depth_test: DepthTest::Always,
write_mask: WriteMask {
red: color_texture.is_some() && write_mask.red,
green: color_texture.is_some() && write_mask.green,
blue: color_texture.is_some() && write_mask.blue,
alpha: color_texture.is_some() && write_mask.alpha,
depth: depth_texture.is_some() && write_mask.depth,
},
..Default::default()
},
viewport,
)
})
} else {
Ok(())
}
}