Completely refactor to support breakout and exposed internals

This commit is contained in:
shivshank 2018-07-25 22:00:59 -04:00
parent 86570bd141
commit 03f4f50d28
7 changed files with 468 additions and 299 deletions

View file

@ -9,4 +9,3 @@ gl = "0.10.0"
[dependencies.rustic_gl]
git = "https://github.com/shivshank/rustic_gl.git"
rev = "f849057"

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@ -10,7 +10,7 @@ screen ASAP!
extern crate mini_gl_fb;
fn main() {
let mut fb = mini_gl_fb::gotta_go_fast("Hello world!", 800, 600);
let mut fb = mini_gl_fb::gotta_go_fast("Hello world!", 800.0, 600.0);
let buffer = vec![[128u8, 0, 0, 255]; 800 * 600];
fb.update_buffer(&buffer);
fb.persist();

View file

@ -3,7 +3,7 @@ extern crate mini_gl_fb;
/// Geometry shaders allow you to procedurally generate new geometry from the vertex data.
///
/// This shader takes the two triangles submitted by mini_gl_fb and turns them into a circle!
const geometry_source: &str = r"
const GEOMETRY_SOURCE: &str = r"
#version 330 core
layout (triangles) in;
@ -73,7 +73,7 @@ const geometry_source: &str = r"
}
";
const fragment_source: &str = r"
const FRAGMENT_SOURCE: &str = r"
#version 330 core
in vec2 g_uv;
@ -99,23 +99,23 @@ const fragment_source: &str = r"
extern crate gl;
fn main() {
let width = 800;
let height = 600;
let width = 800.0;
let height = 600.0;
let mut fb = mini_gl_fb::gotta_go_fast("Hello shaders!", width, height);
let mut buffer = vec![[128u8, 0, 0, 255]; (width * height) as usize];
// let's write a red line into the buffer roughly along the diagonal (misses many pixels)
for i in 0..100 {
let j = i as f32 / 100.0;
let index = ((width as f32) * j * ((height as f32) + 1.0)).floor() as usize;
let j = i as f64 / 100.0;
let index = (width * j * (height + 1.0)).floor() as usize;
buffer[index] = [255, 0, 0, 255];
}
// Let's keep using the default vertex shader
// fb.use_vertex_shader(...);
fb.use_geometry_shader(geometry_source);
fb.use_fragment_shader(fragment_source);
// fb.internal.use_vertex_shader(...);
fb.internal.fb.use_geometry_shader(GEOMETRY_SOURCE);
fb.internal.fb.use_fragment_shader(FRAGMENT_SOURCE);
fb.update_buffer(&buffer);

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@ -1,7 +1,7 @@
extern crate mini_gl_fb;
fn main() {
let mut fb = mini_gl_fb::gotta_go_fast("Hello world!", 800, 600);
let mut fb = mini_gl_fb::gotta_go_fast("Hello world!", 800.0, 600.0);
let buffer = vec![[128u8, 0, 0, 255]; 800 * 600];
fb.update_buffer(&buffer);
fb.persist();

36
src/config.rs Normal file
View file

@ -0,0 +1,36 @@
/// Configuration for "advanced" use cases, when `gotta_go_fast` isn't doing what you need.
///
/// The following pattern is reccomended when creating a config:
///
/// ```rust
/// let config = Config {
/// /* specify whichever fields you need to set, for example: */
/// window_size: (100.0, 100.0),
/// resizable: false,
/// .. Default::default()
/// }
/// ```
///
/// To streamline this pattern and save you imports, see the `get_fancy!` macro.
///
/// If there's a config option you want to see or think is missing, please open an issue!
pub struct Config<S: ToString> {
/// Sets the scale of the buffer. The buffer will automatically scale to the size of the
/// window. By default this will be the same size as the window_size.
pub buffer_size: (u32, u32),
pub resizable: bool,
pub window_title: S,
pub window_size: (f64, f64),
}
impl Default for Config<String> {
fn default() -> Self {
Config {
buffer_size: (0, 0),
resizable: false,
// :^)
window_title: "Super Mini GL Framebufferer 3!".to_string(),
window_size: (600.0, 480.0),
}
}
}

344
src/core.rs Normal file
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@ -0,0 +1,344 @@
use config::Config;
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>(config: &Config<S>) -> (EventsLoop, GlWindow) {
let window_size = LogicalSize::new(config.window_size.0, config.window_size.1);
let events_loop = EventsLoop::new();
let window = WindowBuilder::new()
.with_title(config.window_title.to_string())
.with_dimensions(window_size)
.with_resizable(config.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]);
pub fn init_framebuffer<S: ToString>(config: &Config<S>) -> 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 = if config.buffer_size.0 == 0 { config.window_size.0.round() as _ }
else { config.buffer_size.0 as _ };
let buffer_height = if config.buffer_size.1 == 0 { config.window_size.1.round() as _ }
else { config.buffer_size.1 as _ };
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);
}
Framebuffer {
buffer_width: buffer_width,
buffer_height: buffer_height,
program,
sampler_location,
vertex_shader: Some(vertex_shader),
geometry_shader: None,
fragment_shader: Some(fragment_shader),
texture,
vao,
vbo,
texture_format,
}
}
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 {
self.fb.draw(|_| {});
self.gl_window.swap_buffers().unwrap();
}
}
}
}
/// 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.
pub struct Framebuffer {
pub buffer_width: i32,
pub buffer_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();
}
// TODO: require passing new image data
pub fn change_buffer_format<T: ToGlType>(&mut self, format: BufferFormat) {
self.texture_format = (format, T::to_gl_enum());
}
// TODO: resize_buffer
fn draw<F: FnOnce(&Framebuffer)>(&mut self, f: F) {
unsafe {
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);
}
}
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
}

View file

@ -9,322 +9,112 @@
//! setup does not support the newest OpenGL. This bug needs to be verified and is be fixable.
//! OpenGL ~3 is currently required, but OpenGL 2.1 support should be feasible if requested.
extern crate glutin;
#[macro_use]
extern crate rustic_gl;
extern crate gl;
pub extern crate rustic_gl;
use glutin::GlContext;
use glutin::dpi::LogicalSize;
pub extern crate glutin;
pub extern crate gl;
use gl::types::*;
mod config;
mod core;
// mod breakout;
use std::ptr::null;
pub use config::Config;
pub use core::{Internal, BufferFormat};
type VertexFormat = buffer_layout!([f32; 2], [f32; 2]);
/*
// TODO: Support mixed { prop, prop: value, .. } for creating configs through the macro
pub fn gotta_go_fast<S: ToString>(window_title: S, window_width: i32, window_height: i32) -> Framebuffer {
let events_loop = glutin::EventsLoop::new();
let window = glutin::WindowBuilder::new()
.with_title(window_title.to_string())
.with_dimensions(LogicalSize::new(window_width as _, window_height as _));
let context = glutin::ContextBuilder::new();
let gl_window = glutin::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 _);
}
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),
])
#[macro_export]
macro_rules! get_fancy {
(
$($setting:ident: $setting_value:expr),*
) => {
// Support both no trailing comma and trailing comma
// (The core macro impl assumes trailing comma)
get_fancy!($($setting: $setting_value),*,)
};
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
(
$($setting:ident),*
) => {
// Support both no trailing comma and trailing comma
// (The core macro impl assumes trailing comma)
get_fancy!($($setting),*,)
};
let texture_format = (BufferFormat::RGBA, gl::UNSIGNED_BYTE);
let texture = create_texture(window_width, window_height, texture_format.0, texture_format.1);
(
$($setting:ident),*,
) => {
get_fancy!($($setting: $setting),*,)
};
let vao = create_vao().unwrap();
let vbo = create_gl_buffer().unwrap();
(
$($setting:ident: $setting_value:expr),*,
) => {{
let config = $crate::Config {
$(
$setting: $setting_value
),*,
.. Default::default()
};
$crate::get_fancy(config)
}};
}*/
unsafe {
gl::BindVertexArray(vao);
gl::BindBuffer(gl::ARRAY_BUFFER, vbo);
VertexFormat::declare(0);
pub fn gotta_go_fast<S: ToString>(
window_title: S,
window_width: f64,
window_height: f64
) -> MiniGlFb {
let config = Config {
window_title: window_title.to_string(),
window_size: (window_width, window_height),
.. Default::default()
};
get_fancy(config)
}
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);
}
pub fn get_fancy<S: ToString>(config: Config<S>) -> MiniGlFb {
let (events_loop, gl_window) = core::init_glutin_context(&config);
let fb = core::init_framebuffer(&config);
Framebuffer {
width: window_width,
height: window_height,
events_loop,
gl_window,
program,
sampler_location,
vertex_shader: Some(vertex_shader),
geometry_shader: None,
fragment_shader: Some(fragment_shader),
texture,
vao,
vbo,
texture_format,
MiniGlFb {
internal: Internal {
events_loop,
gl_window,
fb,
}
}
}
pub struct Framebuffer {
width: i32,
height: i32,
events_loop: glutin::EventsLoop,
gl_window: glutin::GlWindow,
program: GLuint,
sampler_location: GLint,
vertex_shader: Option<GLuint>,
geometry_shader: Option<GLuint>,
fragment_shader: Option<GLuint>,
texture: GLuint,
vao: GLuint,
vbo: GLuint,
texture_format: (BufferFormat, GLenum),
pub struct MiniGlFb {
/// All fields are exposed for your convienience, but use at your own risk.
///
/// Anything accessed through `internal` is not considered a public API and may be subject to
/// breaking API changes. Only access this field as a last resort if the MiniGlFb API fails
/// to fit your exact use case.
pub internal: Internal,
}
impl Framebuffer {
impl MiniGlFb {
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.width,
fb.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 change_buffer_format<T: ToGlType>(&mut self, format: BufferFormat) {
self.texture_format = (format, T::to_gl_enum());
self.internal.update_buffer(image_data);
}
/// Keeps the window open until the user closes it.
pub fn persist(&mut self) {
self.persist_and_redraw(false);
self.internal.persist();
}
/// Persist implementation.
/// `persist` implementation.
///
/// When redraw is true, redraws as fast as possible. This function is primarily for debugging.
pub fn persist_and_redraw(&mut self, redraw: bool) {
let mut running = true;
while running {
self.events_loop.poll_events(|event| {
match event {
glutin::Event::WindowEvent{ event, .. } => match event {
glutin::WindowEvent::CloseRequested => running = false,
_ => {},
},
_ => {},
}
});
if redraw {
self.draw(|_| {});
}
}
self.internal.persist_and_redraw(redraw);
}
fn draw<F: FnOnce(&Framebuffer)>(&mut self, f: F) {
unsafe {
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);
self.gl_window.swap_buffers().unwrap();
}
}
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 create_vao() -> Option<GLuint> {
unsafe {
let mut vao = 0;
gl::GenVertexArrays(1, &mut vao);
if vao == 0 {
return None;
}
Some(vao)
}
}
fn create_gl_buffer() -> Option<GLuint> {
unsafe {
let mut b = 0;
gl::GenBuffers(1, &mut b);
if b == 0 {
return None;
}
Some(b)
}
}
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
// TODO: resize_buffer
// TODO: set_resizable
// TODO: change_buffer_format
}