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esengine/packages/engine/src/renderer/grid.rs

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//! Grid renderer for editor viewport.
use es_engine_shared::{
traits::backend::{GraphicsBackend, BufferUsage},
types::{
handle::{ShaderHandle, BufferHandle, VertexArrayHandle},
vertex::{VertexLayout, VertexAttribute, VertexAttributeType},
blend::BlendMode,
},
Vec4,
};
use super::camera::Camera2D;
const VERTEX_SHADER: &str = r#"#version 300 es
precision highp float;
layout(location = 0) in vec2 a_position;
uniform mat3 u_projection;
void main() {
vec3 pos = u_projection * vec3(a_position, 1.0);
gl_Position = vec4(pos.xy, 0.0, 1.0);
}
"#;
const FRAGMENT_SHADER: &str = r#"#version 300 es
precision highp float;
uniform vec4 u_color;
out vec4 fragColor;
void main() {
fragColor = u_color;
}
"#;
const GRID_COLOR: Vec4 = Vec4::new(0.3, 0.3, 0.35, 1.0);
const X_AXIS_COLOR: Vec4 = Vec4::new(1.0, 0.3, 0.3, 1.0);
const Y_AXIS_COLOR: Vec4 = Vec4::new(0.3, 1.0, 0.3, 1.0);
pub struct GridRenderer {
shader: ShaderHandle,
grid_vbo: BufferHandle,
grid_vao: VertexArrayHandle,
axis_vbo: BufferHandle,
axis_vao: VertexArrayHandle,
grid_vertex_count: u32,
cache: GridCache,
}
#[derive(Default)]
struct GridCache {
zoom: f32,
width: f32,
height: f32,
}
impl GridCache {
fn is_dirty(&self, camera: &Camera2D) -> bool {
(camera.zoom - self.zoom).abs() > 0.001
|| (camera.viewport_width() - self.width).abs() > 1.0
|| (camera.viewport_height() - self.height).abs() > 1.0
}
fn update(&mut self, camera: &Camera2D) {
self.zoom = camera.zoom;
self.width = camera.viewport_width();
self.height = camera.viewport_height();
}
}
const MAX_GRID_VERTICES: usize = 8000;
impl GridRenderer {
pub fn new(backend: &mut impl GraphicsBackend) -> Result<Self, String> {
let shader = backend.compile_shader(VERTEX_SHADER, FRAGMENT_SHADER)
.map_err(|e| format!("Grid shader: {:?}", e))?;
let layout = VertexLayout {
attributes: vec![
VertexAttribute {
name: "a_position".into(),
attr_type: VertexAttributeType::Float2,
offset: 0,
normalized: false,
},
],
stride: 8,
};
let grid_buffer_size = MAX_GRID_VERTICES * 2 * 4;
let grid_vbo = backend.create_vertex_buffer_sized(grid_buffer_size, BufferUsage::Dynamic)
.map_err(|e| format!("Grid VBO: {:?}", e))?;
let grid_vao = backend.create_vertex_array(grid_vbo, None, &layout)
.map_err(|e| format!("Grid VAO: {:?}", e))?;
let axis_data = Self::build_axis_vertices(1000.0);
let axis_vbo = backend.create_vertex_buffer(
bytemuck::cast_slice(&axis_data),
BufferUsage::Dynamic,
).map_err(|e| format!("Axis VBO: {:?}", e))?;
let axis_vao = backend.create_vertex_array(axis_vbo, None, &layout)
.map_err(|e| format!("Axis VAO: {:?}", e))?;
Ok(Self {
shader,
grid_vbo,
grid_vao,
axis_vbo,
axis_vao,
grid_vertex_count: 0,
cache: GridCache::default(),
})
}
pub fn render(&mut self, backend: &mut impl GraphicsBackend, camera: &Camera2D) {
self.update_grid_if_needed(backend, camera);
if self.grid_vertex_count == 0 {
return;
}
backend.bind_shader(self.shader).ok();
backend.set_uniform_mat3("u_projection", &camera.projection_matrix()).ok();
backend.set_uniform_vec4("u_color", GRID_COLOR).ok();
backend.set_blend_mode(BlendMode::Alpha);
backend.draw_lines(self.grid_vao, self.grid_vertex_count, 0).ok();
}
pub fn render_axes(&mut self, backend: &mut impl GraphicsBackend, camera: &Camera2D) {
let axis_length = self.calculate_axis_length(camera);
self.update_axis_buffer(backend, axis_length);
backend.bind_shader(self.shader).ok();
backend.set_uniform_mat3("u_projection", &camera.projection_matrix()).ok();
backend.set_blend_mode(BlendMode::Alpha);
backend.set_uniform_vec4("u_color", X_AXIS_COLOR).ok();
backend.draw_lines(self.axis_vao, 2, 0).ok();
backend.set_uniform_vec4("u_color", Y_AXIS_COLOR).ok();
backend.draw_lines(self.axis_vao, 2, 2).ok();
}
fn update_grid_if_needed(&mut self, backend: &mut impl GraphicsBackend, camera: &Camera2D) {
if !self.cache.is_dirty(camera) {
return;
}
self.cache.update(camera);
let vertices = self.build_grid_vertices(camera);
self.grid_vertex_count = (vertices.len() / 2) as u32;
backend.update_buffer(self.grid_vbo, 0, bytemuck::cast_slice(&vertices)).ok();
}
fn build_grid_vertices(&self, camera: &Camera2D) -> Vec<f32> {
let half_w = camera.viewport_width() / (2.0 * camera.zoom);
let half_h = camera.viewport_height() / (2.0 * camera.zoom);
let max_size = half_w.max(half_h) * 2.0;
let step = Self::calculate_grid_step(max_size);
let range = max_size * 1.5;
let mut vertices = Vec::new();
let start = (-range / step).floor() * step;
let end = (range / step).ceil() * step;
let mut pos = start;
while pos <= end {
vertices.extend_from_slice(&[pos, -range, pos, range]);
vertices.extend_from_slice(&[-range, pos, range, pos]);
pos += step;
}
vertices
}
fn calculate_grid_step(max_size: f32) -> f32 {
match max_size {
s if s > 10000.0 => 1000.0,
s if s > 1000.0 => 100.0,
s if s > 100.0 => 10.0,
s if s > 10.0 => 1.0,
_ => 0.1,
}
}
fn calculate_axis_length(&self, camera: &Camera2D) -> f32 {
let half_w = camera.viewport_width() / (2.0 * camera.zoom);
let half_h = camera.viewport_height() / (2.0 * camera.zoom);
half_w.max(half_h) * 2.0
}
fn build_axis_vertices(length: f32) -> Vec<f32> {
vec![
-length, 0.0, length, 0.0,
0.0, -length, 0.0, length,
]
}
fn update_axis_buffer(&mut self, backend: &mut impl GraphicsBackend, length: f32) {
let data = Self::build_axis_vertices(length);
backend.update_buffer(self.axis_vbo, 0, bytemuck::cast_slice(&data)).ok();
}
pub fn destroy(self, backend: &mut impl GraphicsBackend) {
backend.destroy_vertex_array(self.grid_vao);
backend.destroy_vertex_array(self.axis_vao);
backend.destroy_buffer(self.grid_vbo);
backend.destroy_buffer(self.axis_vbo);
backend.destroy_shader(self.shader);
}
}