mini_gl_fb/src/core.rs

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use breakout::GlutinBreakout;
use rustic_gl;
use glutin::{
EventsLoop,
WindowBuilder,
ContextBuilder,
GlWindow,
GlContext,
Event,
WindowEvent,
};
use glutin::dpi::LogicalSize;
use gl;
use gl::types::*;
use std::ptr::null;
/// Create a context using glutin given a configuration.
pub fn init_glutin_context<S: ToString>(
window_title: S,
window_width: f64,
window_height: f64,
resizable: bool,
) -> (EventsLoop, GlWindow) {
let window_size = LogicalSize::new(window_width, window_height);
let events_loop = EventsLoop::new();
let window = WindowBuilder::new()
.with_title(window_title.to_string())
.with_dimensions(window_size)
.with_resizable(resizable);
let context = ContextBuilder::new();
let gl_window = GlWindow::new(window, context, &events_loop).unwrap();
unsafe {
gl_window.make_current().unwrap();
gl::load_with(|symbol| gl_window.get_proc_address(symbol) as *const _);
}
(events_loop, gl_window)
}
type VertexFormat = buffer_layout!([f32; 2], [f32; 2]);
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/// Create the OpenGL resources needed for drawing to a buffer.
pub fn init_framebuffer(
buffer_width: u32,
buffer_height: u32,
viewport_width: u32,
viewport_height: u32
) -> Framebuffer {
// The config takes the size in u32 because that's all that actually makes sense but since
// OpenGL is from the Land of C where a Working Type System doesn't exist, we work with i32s
let buffer_width = buffer_width as i32;
let buffer_height = buffer_height as i32;
let vp_width = viewport_width as i32;
let vp_height = viewport_height as i32;
let vertex_shader = rustic_gl::raw::create_shader(
gl::VERTEX_SHADER,
include_str!("./default_vertex_shader.glsl"),
).unwrap();
let fragment_shader = rustic_gl::raw::create_shader(
gl::FRAGMENT_SHADER,
include_str!("./default_fragment_shader.glsl"),
).unwrap();
let program = unsafe {
build_program(&[
Some(vertex_shader),
Some(fragment_shader),
])
};
let sampler_location = unsafe {
let location = gl::GetUniformLocation(program, b"u_tex0\0".as_ptr() as *const _);
gl::UseProgram(program);
gl::Uniform1i(location, 0);
gl::UseProgram(0);
location
};
let texture_format = (BufferFormat::RGBA, gl::UNSIGNED_BYTE);
let texture = create_texture(buffer_width, buffer_height, texture_format.0, texture_format.1);
let vao = rustic_gl::raw::create_vao().unwrap();
let vbo = rustic_gl::raw::create_buffer().unwrap();
unsafe {
gl::BindVertexArray(vao);
gl::BindBuffer(gl::ARRAY_BUFFER, vbo);
VertexFormat::declare(0);
let verts: [[f32; 2]; 12] = [
[-1., 1.], [0., 0.], // top left
[-1., -1.], [0., 1.], // bottom left
[1., -1.], [1., 1.], // bottom right
[1., -1.], [1., 1.], // bottom right
[1., 1.], [1., 0.], // top right
[-1., 1.], [0., 0.], // top left
];
use std::mem::size_of_val;
gl::BufferData(gl::ARRAY_BUFFER,
size_of_val(&verts) as _,
verts.as_ptr() as *const _,
gl::STATIC_DRAW
);
gl::BindBuffer(gl::ARRAY_BUFFER, 0);
gl::BindVertexArray(0);
// So the user doesn't have to consider alignment in their buffer
gl::PixelStorei(gl::PACK_ALIGNMENT, 1);
}
Framebuffer {
buffer_width,
buffer_height,
vp_width,
vp_height,
program,
sampler_location,
vertex_shader: Some(vertex_shader),
geometry_shader: None,
fragment_shader: Some(fragment_shader),
texture,
vao,
vbo,
texture_format,
}
}
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/// Hides away the guts of the library.
///
/// Public methods are considered stable. Provides more advanced methods that may be difficult
/// or more complicated to use, but may be applicable to some use cases.
///
/// When `MiniGlFb` wraps a method from `Internal`, the documentation is provided there. If there
/// is no documentation and you find the method is non-trivial, it's a bug! Feel free to submit an
/// issue!
pub struct Internal {
pub events_loop: EventsLoop,
pub gl_window: GlWindow,
pub fb: Framebuffer,
}
impl Internal {
pub fn update_buffer<T>(&mut self, image_data: &[T]) {
self.fb.update_buffer(image_data);
self.gl_window.swap_buffers().unwrap();
}
pub fn persist(&mut self) {
self.persist_and_redraw(false);
}
pub fn persist_and_redraw(&mut self, redraw: bool) {
let mut running = true;
while running {
self.events_loop.poll_events(|event| {
match event {
Event::WindowEvent { event, .. } => match event {
WindowEvent::CloseRequested => running = false,
_ => {},
},
_ => {},
}
});
if redraw {
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self.fb.redraw();
self.gl_window.swap_buffers().unwrap();
}
}
}
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pub fn glutin_breakout(self) -> GlutinBreakout {
GlutinBreakout {
events_loop: self.events_loop,
gl_window: self.gl_window,
fb: self.fb,
}
}
}
/// Provides the drawing functionality.
///
/// You can get direct access by using a breakout function, such as breakout_glutin.
///
/// # Disclaimer:
///
/// Accessing fields directly is not the intended usage. If a feature is missing please open an
/// issue. The fields are public, however, so that while you are waiting for a feature to be
/// exposed, if you need something in a pinch you can dig in easily and make it happen.
///
/// The internal fields may change.
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///
/// TODO: Possibly create a FramebufferInternal struct?
pub struct Framebuffer {
pub buffer_width: i32,
pub buffer_height: i32,
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pub vp_width: i32,
pub vp_height: i32,
pub program: GLuint,
pub sampler_location: GLint,
pub vertex_shader: Option<GLuint>,
pub geometry_shader: Option<GLuint>,
pub fragment_shader: Option<GLuint>,
pub texture: GLuint,
pub vao: GLuint,
pub vbo: GLuint,
pub texture_format: (BufferFormat, GLenum),
}
impl Framebuffer {
pub fn update_buffer<T>(&mut self, image_data: &[T]) {
// TODO: Safety check on the length of the passed slice so this is actually a safe method
self.draw(|fb| {
unsafe {
let (format, kind) = fb.texture_format;
gl::TexImage2D(
gl::TEXTURE_2D,
0,
gl::RGBA as _,
fb.buffer_width,
fb.buffer_height,
0,
format as GLenum,
kind,
image_data.as_ptr() as *const _,
);
}
})
}
pub fn use_vertex_shader(&mut self, source: &str) {
rebuild_shader(&mut self.vertex_shader, gl::VERTEX_SHADER, source);
self.relink_program();
}
pub fn use_fragment_shader(&mut self, source: &str) {
rebuild_shader(&mut self.fragment_shader, gl::FRAGMENT_SHADER, source);
self.relink_program();
}
pub fn use_geometry_shader(&mut self, source: &str) {
rebuild_shader(&mut self.geometry_shader, gl::GEOMETRY_SHADER, source);
self.relink_program();
}
pub fn use_grayscale_shader(&mut self) {
self.use_fragment_shader(include_str!("./grayscale_fragment_shader.glsl"));
}
pub fn change_buffer_format<T: ToGlType>(
&mut self,
format: BufferFormat,
) {
self.texture_format = (format, T::to_gl_enum());
}
pub fn resize_buffer(&mut self, buffer_width: u32, buffer_height: u32) {
self.buffer_width = buffer_width as _;
self.buffer_height = buffer_height as _;
}
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pub fn resize_viewport(&mut self, width: u32, height: u32) {
self.vp_width = width as _;
self.vp_height = height as _;
}
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pub fn redraw(&mut self) {
self.draw(|_| {})
}
/// Draw the quad to the active context. Optionally issue other commands after binding
/// everything but before
///
/// You probably want `redraw` (equivalent to `.draw(|_| {})`).
pub fn draw<F: FnOnce(&Framebuffer)>(&mut self, f: F) {
unsafe {
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gl::Viewport(0, 0, self.vp_width, self.vp_height);
gl::UseProgram(self.program);
gl::BindVertexArray(self.vao);
gl::ActiveTexture(0);
gl::BindTexture(gl::TEXTURE_2D, self.texture);
f(self);
gl::DrawArrays(gl::TRIANGLES, 0, 6);
gl::BindTexture(gl::TEXTURE_2D, 0);
gl::BindVertexArray(0);
gl::UseProgram(0);
}
}
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pub fn relink_program(&mut self) {
unsafe {
gl::DeleteProgram(self.program);
self.program = build_program(&[
self.vertex_shader,
self.fragment_shader,
self.geometry_shader,
]);
}
}
}
#[derive(Copy, Clone, PartialEq, Eq)]
#[repr(u32)]
pub enum BufferFormat {
R = gl::RED,
RG = gl::RG,
RGB = gl::RGB,
BGR = gl::BGR,
RGBA = gl::RGBA,
BGRA = gl::BGRA,
}
pub trait ToGlType {
fn to_gl_enum() -> GLenum;
}
macro_rules! impl_ToGlType {
(
$(
$t:ty, $gl_type:expr
),+,
) => {
$(
impl ToGlType for $t {
fn to_gl_enum() -> GLenum {
$gl_type
}
}
)+
}
}
impl_ToGlType!(
u8, gl::UNSIGNED_BYTE,
i8, gl::BYTE,
);
fn create_texture(width: i32, height: i32, format: BufferFormat, buffer_kind: GLenum) -> GLuint {
unsafe {
let mut tex = 0;
gl::GenTextures(1, &mut tex);
if tex == 0 {
// TODO
panic!();
}
gl::BindTexture(gl::TEXTURE_2D, tex);
gl::TexImage2D(gl::TEXTURE_2D, 0, gl::RGBA as _, width, height, 0, format as GLenum, buffer_kind, null());
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::NEAREST as _);
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::NEAREST as _);
gl::BindTexture(gl::TEXTURE_2D, 0);
tex
}
}
fn rebuild_shader(shader: &mut Option<GLuint>, kind: GLenum, source: &str) {
if let Some(shader) = *shader {
unsafe {
gl::DeleteShader(shader);
}
}
let compilation_result = rustic_gl::raw::create_shader(kind, source);
match compilation_result {
Ok(gl_id) => {
*shader = Some(gl_id);
},
Err(rustic_gl::error::GlError::ShaderCompilation(info)) => {
if let Some(log) = info {
panic!("Shader compilation failed with the following information: {}", log);
} else {
panic!("Shader compilation failed without any information.")
}
},
Err(err) => {
panic!("An error occured while compiling shader: {}", err);
}
}
}
unsafe fn build_program(shaders: &[Option<GLuint>]) -> GLuint {
let program = rustic_gl::raw::create_program()
.unwrap();
for shader in shaders.iter() {
if let &Some(shader) = shader {
gl::AttachShader(program, shader);
}
}
gl::LinkProgram(program);
rustic_gl::raw::get_link_status(program)
.unwrap();
for shader in shaders {
if let &Some(shader) = shader {
gl::DetachShader(program, shader);
}
}
program
}