🐛 Fix a bug in gl_state and start prototyping monospace font for UI

main
_ 2020-03-15 01:04:44 +00:00
parent 51074df84c
commit 18dffdc871
4 changed files with 116 additions and 15 deletions

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font.png Normal file

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@ -473,6 +473,7 @@ struct GameGraphics {
texture_sky: Texture,
texture_grass: Texture,
texture_font: Texture,
pitch_colors: Vec <Vec3>,
grass_index: usize,
@ -537,6 +538,7 @@ impl GameGraphics {
let texture_sky = Texture::from_file ("sky.png");
let texture_grass = Texture::from_file ("grass.png");
let texture_font = Texture::from_file ("font.png");
let (pitch_colors, grass_index) = {
let silver = (255.0, 255.0, 255.0);
@ -582,7 +584,9 @@ impl GameGraphics {
Pass {
iso: IsoGlState {
shader_id: None,
flags: hashmap! {},
flags: hashmap! {
},
front_face: None,
stencil: None,
depth_func: None,
@ -749,6 +753,37 @@ impl GameGraphics {
stencil_mask: Some (0),
},
},
// Clear depth
Pass {
iso: IsoGlState {
shader_id: None,
flags: hashmap! {},
front_face: None,
stencil: None,
depth_func: None,
color_mask: None,
depth_mask: Some (1),
stencil_mask: None,
},
},
// Draw UI
Pass {
iso: IsoGlState {
shader_id: Some (shaders [0].get_id ()),
flags: hashmap! {
gl::CULL_FACE => false,
gl::DEPTH_TEST => false,
gl::TEXTURE_2D => true,
gl::STENCIL_TEST => false,
},
front_face: None,
stencil: None,
depth_func: Some (DepthFunc::Less),
color_mask: Some ((1, 1, 1, 1)),
depth_mask: Some (1),
stencil_mask: Some (0),
},
},
];
Self {
@ -763,6 +798,7 @@ impl GameGraphics {
texture_sky,
texture_grass,
texture_font,
pitch_colors,
grass_index,
@ -777,18 +813,11 @@ impl GameGraphics {
)
{
let magenta = color_from_255 ((255.0, 0.0, 255.0));
let orange = color_from_255 ((210.0, 125.0, 44.0));
let green = color_from_255 ((52.0, 101.0, 36.0));
let white = color_from_255 ((255.0, 255.0, 255.0));
let _off_white = color_from_255 ((222.0, 238.0, 214.0));
let black = color_from_255 ((0.0, 0.0, 0.0));
let _off_black = color_from_255 ((20.0, 12.0, 28.0));
let pumpkin_colors = vec! [
orange,
green,
];
let light = state.wind_tunnel.sunlight.to_vec3 ();
let shadow_mat = {
@ -820,7 +849,9 @@ impl GameGraphics {
};
let inverse_airplane = airplane_model_mat.inverse ();
let proj_mat = Mat4::perspective_rh_gl (30.0f32.to_radians (), 1280.0 / 720.0, 0.125, 200.0);
let screen_size = (1280.0, 720.0);
let proj_mat = Mat4::perspective_rh_gl (30.0f32.to_radians (), screen_size.0 / screen_size.1, 0.125, 200.0);
let airplane_scale = 1.0 / 128.0;
@ -929,6 +960,8 @@ impl GameGraphics {
}
});
self.texture_grass.bind ();
// Draw unlit ground
passes.next ().unwrap ().with_shader (gl_state, self,
|shader_vars| {
@ -943,20 +976,18 @@ impl GameGraphics {
let mvp = view_mat * world_model_mat;
glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
glezz::uniform_3fv (unis [&ALBEDO], &self.pitch_colors [self.grass_index]);
glezz::uniform_3fv (unis [&ALBEDO], &white);
glezz::uniform_3fv (unis [&OBJECT_SPACE_LIGHT], &Vec3::from ((0.0, 0.0, 0.0)));
self.mesh_pitch.draw (attrs, self.grass_index);
});
self.texture_grass.bind ();
// Draw lit ground
passes.next ().unwrap ().with_shader (gl_state, self,
|shader_vars| {
let unis = shader_vars.unis;
let attrs = shader_vars.attrs;
glezz::uniform_3fv (unis [&ALBEDO], &white);
glezz::uniform_3fv (unis [&OBJECT_SPACE_LIGHT], &light);
glezz::uniform_3fv (unis [&OBJECT_SPACE_SKY], &Vec3::from ((0.0, 0.0, 1.0)));
self.mesh_pitch.draw (attrs, self.grass_index);
@ -989,6 +1020,65 @@ impl GameGraphics {
self.mesh_arrow.draw_all (shader_vars.attrs, |_| true);
}
});
// Clear depth
passes.next ().unwrap ().with (gl_state, || {
glezz::clear (gl::DEPTH_BUFFER_BIT);
});
// Draw UI
self.texture_font.bind ();
if true {
passes.next ().unwrap ().with_shader (gl_state, self,
|shader_vars| {
let attrs = &shader_vars.attrs;
let unis = &shader_vars.unis;
glezz::uniform_3fv (unis [&MIN_BRIGHT], &white);
glezz::uniform_3fv (unis [&MIN_ALBEDO], &black);
glezz::uniform_3fv (unis [&ALBEDO], &white);
let font_size = (8.0, 18.0);
let mvp = Mat4::from_scale ((2.0 * 256.0 / screen_size.0, 2.0 * 72.0 / screen_size.1, 1.0).into ());
glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
let pos: Vec <f32> = vec! [
0.0, 0.0, 0.0,
1.0, 0.0, 0.0,
1.0, 1.0, 0.0,
0.0, 1.0, 0.0,
];
use std::convert::TryInto;
let uv: Vec <f32> = vec! [
0.0, 1.0,
1.0, 1.0,
1.0, 0.0,
0.0, 0.0,
];
let indices: Vec <u32> = vec! [
0, 1, 2,
0, 2, 3,
];
unsafe {
use renderable_model::attributes::*;
use std::ffi::c_void;
gl::BindBuffer (gl::ARRAY_BUFFER, 0);
gl::BindBuffer (gl::ELEMENT_ARRAY_BUFFER, 0);
gl::VertexAttribPointer (attrs [POS].unwrap (), 3, gl::FLOAT, 0u8, 4 * 3, &pos [0] as *const f32 as *const c_void);
gl::VertexAttribPointer (attrs [UV].unwrap (), 2, gl::FLOAT, 0u8, 4 * 2, &uv [0] as *const f32 as *const c_void);
gl::DrawRangeElements (gl::TRIANGLES, 0, 6, 6, gl::UNSIGNED_INT, &indices [0] as *const u32 as *const c_void);
}
});
}
}
}

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@ -206,6 +206,7 @@ impl Pass {
for (flag, value) in state.flags.iter () {
let old_entry = old_state.flags.entry (*flag);
if match &old_entry {
hash_map::Entry::Vacant (_) => true,
hash_map::Entry::Occupied (o) => o.get () != value,
@ -217,7 +218,7 @@ impl Pass {
glezz::disable (*flag);
}
old_entry.or_insert (*value);
(*old_entry.or_insert (*value)) = *value;
}
else {
flag_elision_count += 1;
@ -326,6 +327,7 @@ impl Pass {
{
if let Some (s) = self.iso.shader_id {
self.apply_diff (&mut gl_state.iso);
//self.apply_slow ();
shader_component.lookup (s).with (gl_state.iso.shader_id, |shader_vars| {
callback (shader_vars);
});

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@ -25,8 +25,17 @@ impl Texture {
gl::GenTextures (1, &mut id);
assert! (id != 0);
let width = info.width.try_into ().unwrap ();
let height = info.height.try_into ().unwrap ();
let format = match info.color_type {
png::ColorType::RGB => gl::RGB,
png::ColorType::RGBA => gl::RGBA,
_ => panic! ("ColorType not implemented"),
};
gl::BindTexture (gl::TEXTURE_2D, id);
gl::TexImage2D (gl::TEXTURE_2D, 0, gl::RGBA.try_into ().unwrap (), 1024, 1024, 0, gl::RGBA, gl::UNSIGNED_BYTE, &buf [0] as *const u8 as *const c_void);
gl::TexImage2D (gl::TEXTURE_2D, 0, format.try_into ().unwrap (), width, height, 0, format, gl::UNSIGNED_BYTE, &buf [0] as *const u8 as *const c_void);
gl::TexParameteri (gl::TEXTURE_2D, gl::TEXTURE_WRAP_S, gl::CLAMP_TO_EDGE as i32);
gl::TexParameteri (gl::TEXTURE_2D, gl::TEXTURE_WRAP_T, gl::CLAMP_TO_EDGE as i32);