2018-07-26 12:00:59 +10:00
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use config::Config;
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2018-07-26 13:17:33 +10:00
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use breakout::GlutinBreakout;
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2018-07-26 12:00:59 +10:00
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use rustic_gl;
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use glutin::{
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EventsLoop,
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WindowBuilder,
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ContextBuilder,
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GlWindow,
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GlContext,
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Event,
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WindowEvent,
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};
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use glutin::dpi::LogicalSize;
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use gl;
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use gl::types::*;
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use std::ptr::null;
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/// Create a context using glutin given a configuration.
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pub fn init_glutin_context<S: ToString>(config: &Config<S>) -> (EventsLoop, GlWindow) {
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let window_size = LogicalSize::new(config.window_size.0, config.window_size.1);
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let events_loop = EventsLoop::new();
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let window = WindowBuilder::new()
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.with_title(config.window_title.to_string())
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.with_dimensions(window_size)
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.with_resizable(config.resizable);
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let context = ContextBuilder::new();
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let gl_window = GlWindow::new(window, context, &events_loop).unwrap();
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unsafe {
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gl_window.make_current().unwrap();
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gl::load_with(|symbol| gl_window.get_proc_address(symbol) as *const _);
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}
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(events_loop, gl_window)
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}
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type VertexFormat = buffer_layout!([f32; 2], [f32; 2]);
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2018-07-26 12:42:58 +10:00
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/// Create the OpenGL resources needed for drawing to a buffer.
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2018-07-26 12:00:59 +10:00
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pub fn init_framebuffer<S: ToString>(config: &Config<S>) -> Framebuffer {
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// The config takes the size in u32 because that's all that actually makes sense but since
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// OpenGL is from the Land of C where a Working Type System doesn't exist, we work with i32s
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let buffer_width = if config.buffer_size.0 == 0 { config.window_size.0.round() as _ }
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else { config.buffer_size.0 as _ };
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let buffer_height = if config.buffer_size.1 == 0 { config.window_size.1.round() as _ }
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else { config.buffer_size.1 as _ };
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let vertex_shader = rustic_gl::raw::create_shader(
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gl::VERTEX_SHADER,
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include_str!("./default_vertex_shader.glsl"),
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).unwrap();
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let fragment_shader = rustic_gl::raw::create_shader(
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gl::FRAGMENT_SHADER,
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include_str!("./default_fragment_shader.glsl"),
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).unwrap();
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let program = unsafe {
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build_program(&[
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Some(vertex_shader),
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Some(fragment_shader),
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])
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};
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let sampler_location = unsafe {
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let location = gl::GetUniformLocation(program, b"u_tex0\0".as_ptr() as *const _);
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gl::UseProgram(program);
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gl::Uniform1i(location, 0);
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gl::UseProgram(0);
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location
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};
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let texture_format = (BufferFormat::RGBA, gl::UNSIGNED_BYTE);
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let texture = create_texture(buffer_width, buffer_height, texture_format.0, texture_format.1);
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let vao = rustic_gl::raw::create_vao().unwrap();
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let vbo = rustic_gl::raw::create_buffer().unwrap();
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unsafe {
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gl::BindVertexArray(vao);
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gl::BindBuffer(gl::ARRAY_BUFFER, vbo);
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VertexFormat::declare(0);
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let verts: [[f32; 2]; 12] = [
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[-1., 1.], [0., 0.], // top left
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[-1., -1.], [0., 1.], // bottom left
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[1., -1.], [1., 1.], // bottom right
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[1., -1.], [1., 1.], // bottom right
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[1., 1.], [1., 0.], // top right
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[-1., 1.], [0., 0.], // top left
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];
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use std::mem::size_of_val;
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gl::BufferData(gl::ARRAY_BUFFER,
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size_of_val(&verts) as _,
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verts.as_ptr() as *const _,
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gl::STATIC_DRAW
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);
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gl::BindBuffer(gl::ARRAY_BUFFER, 0);
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gl::BindVertexArray(0);
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}
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Framebuffer {
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buffer_width: buffer_width,
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buffer_height: buffer_height,
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program,
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sampler_location,
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vertex_shader: Some(vertex_shader),
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geometry_shader: None,
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fragment_shader: Some(fragment_shader),
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texture,
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vao,
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vbo,
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texture_format,
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}
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}
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2018-07-26 12:42:58 +10:00
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/// Hides away the guts of the library.
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///
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/// Public methods are considered stable. Provides more advanced methods that may be difficult
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/// or more complicated to use, but may be applicable to some use cases.
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///
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/// When `MiniGlFb` wraps a method from `Internal`, the documentation is provided there. If there
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/// is no documentation and you find the method is non-trivial, it's a bug! Feel free to submit an
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/// issue!
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2018-07-26 12:00:59 +10:00
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pub struct Internal {
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pub events_loop: EventsLoop,
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pub gl_window: GlWindow,
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pub fb: Framebuffer,
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}
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impl Internal {
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pub fn update_buffer<T>(&mut self, image_data: &[T]) {
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self.fb.update_buffer(image_data);
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self.gl_window.swap_buffers().unwrap();
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}
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pub fn persist(&mut self) {
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self.persist_and_redraw(false);
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}
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pub fn persist_and_redraw(&mut self, redraw: bool) {
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let mut running = true;
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while running {
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self.events_loop.poll_events(|event| {
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match event {
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Event::WindowEvent { event, .. } => match event {
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WindowEvent::CloseRequested => running = false,
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_ => {},
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},
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_ => {},
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}
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});
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if redraw {
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2018-07-26 13:17:33 +10:00
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self.fb.redraw();
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2018-07-26 12:00:59 +10:00
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self.gl_window.swap_buffers().unwrap();
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}
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}
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}
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2018-07-26 13:17:33 +10:00
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pub fn glutin_breakout(self) -> GlutinBreakout {
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GlutinBreakout {
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events_loop: self.events_loop,
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gl_window: self.gl_window,
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fb: self.fb,
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}
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}
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2018-07-26 12:00:59 +10:00
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}
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/// Provides the drawing functionality.
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///
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/// You can get direct access by using a breakout function, such as breakout_glutin.
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///
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/// # Disclaimer:
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///
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/// Accessing fields directly is not the intended usage. If a feature is missing please open an
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/// issue. The fields are public, however, so that while you are waiting for a feature to be
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/// exposed, if you need something in a pinch you can dig in easily and make it happen.
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///
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/// The internal fields may change.
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2018-07-26 13:17:33 +10:00
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///
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/// TODO: Possibly create a FramebufferInternal struct?
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2018-07-26 12:00:59 +10:00
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pub struct Framebuffer {
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pub buffer_width: i32,
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pub buffer_height: i32,
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pub program: GLuint,
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pub sampler_location: GLint,
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pub vertex_shader: Option<GLuint>,
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pub geometry_shader: Option<GLuint>,
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pub fragment_shader: Option<GLuint>,
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pub texture: GLuint,
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pub vao: GLuint,
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pub vbo: GLuint,
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pub texture_format: (BufferFormat, GLenum),
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}
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impl Framebuffer {
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pub fn update_buffer<T>(&mut self, image_data: &[T]) {
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// TODO: Safety check on the length of the passed slice so this is actually a safe method
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self.draw(|fb| {
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unsafe {
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let (format, kind) = fb.texture_format;
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gl::TexImage2D(
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gl::TEXTURE_2D,
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0,
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gl::RGBA as _,
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fb.buffer_width,
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fb.buffer_height,
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0,
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format as GLenum,
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kind,
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image_data.as_ptr() as *const _,
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);
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}
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})
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}
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pub fn use_vertex_shader(&mut self, source: &str) {
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rebuild_shader(&mut self.vertex_shader, gl::VERTEX_SHADER, source);
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self.relink_program();
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}
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pub fn use_fragment_shader(&mut self, source: &str) {
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rebuild_shader(&mut self.fragment_shader, gl::FRAGMENT_SHADER, source);
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self.relink_program();
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}
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pub fn use_geometry_shader(&mut self, source: &str) {
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rebuild_shader(&mut self.geometry_shader, gl::GEOMETRY_SHADER, source);
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self.relink_program();
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}
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// TODO: require passing new image data
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pub fn change_buffer_format<T: ToGlType>(&mut self, format: BufferFormat) {
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self.texture_format = (format, T::to_gl_enum());
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}
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// TODO: resize_buffer
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2018-07-26 13:17:33 +10:00
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pub fn redraw(&mut self) {
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self.draw(|_| {})
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}
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/// Draw the quad to the active context. Optionally issue other commands after binding
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/// everything but before
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///
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/// You probably want `redraw` (equivalent to `.draw(|_| {})`).
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pub fn draw<F: FnOnce(&Framebuffer)>(&mut self, f: F) {
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2018-07-26 12:00:59 +10:00
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unsafe {
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gl::UseProgram(self.program);
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gl::BindVertexArray(self.vao);
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gl::ActiveTexture(0);
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gl::BindTexture(gl::TEXTURE_2D, self.texture);
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f(self);
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gl::DrawArrays(gl::TRIANGLES, 0, 6);
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gl::BindTexture(gl::TEXTURE_2D, 0);
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gl::BindVertexArray(0);
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gl::UseProgram(0);
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}
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}
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2018-07-26 13:17:33 +10:00
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pub fn relink_program(&mut self) {
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2018-07-26 12:00:59 +10:00
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unsafe {
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gl::DeleteProgram(self.program);
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self.program = build_program(&[
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self.vertex_shader,
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self.fragment_shader,
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self.geometry_shader,
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]);
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}
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}
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}
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#[derive(Copy, Clone, PartialEq, Eq)]
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#[repr(u32)]
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pub enum BufferFormat {
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R = gl::RED,
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RG = gl::RG,
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RGB = gl::RGB,
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BGR = gl::BGR,
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RGBA = gl::RGBA,
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BGRA = gl::BGRA,
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}
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pub trait ToGlType {
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fn to_gl_enum() -> GLenum;
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}
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macro_rules! impl_ToGlType {
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(
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$(
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$t:ty, $gl_type:expr
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),+,
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) => {
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$(
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impl ToGlType for $t {
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fn to_gl_enum() -> GLenum {
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$gl_type
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}
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}
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)+
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}
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}
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impl_ToGlType!(
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u8, gl::UNSIGNED_BYTE,
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i8, gl::BYTE,
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);
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fn create_texture(width: i32, height: i32, format: BufferFormat, buffer_kind: GLenum) -> GLuint {
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unsafe {
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let mut tex = 0;
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gl::GenTextures(1, &mut tex);
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if tex == 0 {
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// TODO
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panic!();
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}
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gl::BindTexture(gl::TEXTURE_2D, tex);
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gl::TexImage2D(gl::TEXTURE_2D, 0, gl::RGBA as _, width, height, 0, format as GLenum, buffer_kind, null());
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gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::NEAREST as _);
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gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::NEAREST as _);
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gl::BindTexture(gl::TEXTURE_2D, 0);
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tex
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}
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}
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fn rebuild_shader(shader: &mut Option<GLuint>, kind: GLenum, source: &str) {
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if let Some(shader) = *shader {
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unsafe {
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gl::DeleteShader(shader);
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}
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}
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let compilation_result = rustic_gl::raw::create_shader(kind, source);
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match compilation_result {
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Ok(gl_id) => {
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*shader = Some(gl_id);
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},
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Err(rustic_gl::error::GlError::ShaderCompilation(info)) => {
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if let Some(log) = info {
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panic!("Shader compilation failed with the following information: {}", log);
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} else {
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panic!("Shader compilation failed without any information.")
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}
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},
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Err(err) => {
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panic!("An error occured while compiling shader: {}", err);
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}
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}
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}
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unsafe fn build_program(shaders: &[Option<GLuint>]) -> GLuint {
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let program = rustic_gl::raw::create_program()
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.unwrap();
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for shader in shaders.iter() {
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if let &Some(shader) = shader {
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gl::AttachShader(program, shader);
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}
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}
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gl::LinkProgram(program);
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rustic_gl::raw::get_link_status(program)
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.unwrap();
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for shader in shaders {
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if let &Some(shader) = shader {
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gl::DetachShader(program, shader);
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}
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}
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|
program
|
|
|
|
}
|