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|
use glow::HasContext;
use crate::context;
pub struct Framebuffer {
pub tex: Option<glow::Texture>,
pub fbo: Option<glow::Framebuffer>,
pub dims: glam::Vec2,
pub offsets: glam::Vec2,
}
impl Framebuffer {
pub fn screen(ctx: &context::Context) -> Self {
#[cfg(target_arch = "wasm32")]
let (windoww, windowh): (f32, f32) = ctx.window.inner_size().into();
#[cfg(not(target_arch = "wasm32"))]
let (windoww, windowh) = {
let (w, h) = ctx.window.size();
(w as f32, h as f32)
};
let ratio = context::compute_upscale(windoww as _, windowh as _) as f32;
let upscalew = context::RENDER_WIDTH * ratio;
let upscaleh = context::RENDER_HEIGHT * ratio;
let offsetx = (windoww - upscalew) / 2.0;
let offsety = (windowh - upscaleh) / 2.0;
log::info!("{} {} {} {} {} {}", windoww, windowh, upscalew, upscaleh, offsetx, offsety);
Self {
tex: None,
fbo: None,
dims: glam::Vec2::new(upscalew, upscaleh),
offsets: glam::Vec2::new(offsetx, offsety),
}
}
pub fn new(ctx: &context::Context, dims: &glam::Vec2, offsets: &glam::Vec2) -> Self {
unsafe {
let fbo = ctx.gl.create_framebuffer()
.expect("failed to create framebuffer");
ctx.gl.bind_framebuffer(glow::FRAMEBUFFER, Some(fbo));
let depth_buffer = ctx.gl.create_renderbuffer()
.expect("failed to create depth buffer");
ctx.gl.bind_renderbuffer(glow::RENDERBUFFER, Some(depth_buffer));
ctx.gl.renderbuffer_storage(glow::RENDERBUFFER, glow::DEPTH_COMPONENT32F, dims.x as _, dims.y as _);
ctx.gl.framebuffer_renderbuffer(glow::FRAMEBUFFER, glow::DEPTH_ATTACHMENT, glow::RENDERBUFFER, Some(depth_buffer));
let stencil_buffer = ctx.gl.create_renderbuffer()
.expect("failed to create stencil buffer");
ctx.gl.bind_renderbuffer(glow::RENDERBUFFER, Some(stencil_buffer));
ctx.gl.renderbuffer_storage(glow::RENDERBUFFER, glow::DEPTH_STENCIL, dims.x as _, dims.y as _);
ctx.gl.framebuffer_renderbuffer(glow::FRAMEBUFFER, glow::DEPTH_STENCIL_ATTACHMENT, glow::RENDERBUFFER, Some(stencil_buffer));
let tex = ctx.gl.create_texture()
.expect("failed to create framebuffer texture");
ctx.gl.bind_texture(glow::TEXTURE_2D, Some(tex));
ctx.gl.tex_image_2d(
glow::TEXTURE_2D,
0,
glow::RGBA as _,
dims.x as _,
dims.y as _,
0,
glow::RGBA,
glow::UNSIGNED_BYTE,
None,
);
ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_WRAP_S, glow::CLAMP_TO_EDGE as _);
ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_WRAP_T, glow::CLAMP_TO_EDGE as _);
ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_MIN_FILTER, glow::NEAREST as _);
ctx.gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_MAG_FILTER, glow::NEAREST as _);
ctx.gl.framebuffer_texture_2d(glow::FRAMEBUFFER, glow::COLOR_ATTACHMENT0, glow::TEXTURE_2D, Some(tex), 0);
ctx.gl.draw_buffer(glow::COLOR_ATTACHMENT0);
let status = ctx.gl.check_framebuffer_status(glow::FRAMEBUFFER);
if status != glow::FRAMEBUFFER_COMPLETE {
panic!("error initializing framebuffer:\n{}", status);
}
Self {
tex: Some(tex),
fbo: Some(fbo),
dims: dims.clone(),
offsets: offsets.clone(),
}
}
}
pub fn bind_texture(&self, ctx: &context::Context) {
unsafe {
ctx.gl.active_texture(glow::TEXTURE0);
ctx.gl.bind_texture(glow::TEXTURE_2D, self.tex);
}
}
pub fn bind(&self, ctx: &context::Context) {
unsafe {
ctx.gl.bind_framebuffer(glow::FRAMEBUFFER, self.fbo);
ctx.gl.viewport(
self.offsets.x as _,
self.offsets.y as _,
self.dims.x as _,
self.dims.y as _,
);
}
}
}
|