Create basic buffer upload API

This commit is contained in:
shivshank 2018-05-29 22:48:20 -04:00
commit 375573b5e8
6 changed files with 280 additions and 0 deletions

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.gitignore vendored Normal file
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/target
**/*.rs.bk
Cargo.lock

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Cargo.toml Normal file
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[package]
name = "mini_gl_fb"
version = "0.1.0"
authors = ["shivshank"]
[dependencies]
glutin = "*"
gl = "*"
[dependencies.rustic_gl]
git = "https://github.com/shivshank/rustic_gl.git"
rev = "f849057"

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examples/window.rs Normal file
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extern crate mini_gl_fb;
fn main() {
let mut fb = mini_gl_fb::gotta_go_fast("Hello world!", 800, 600);
let buffer = vec![[128u8, 0, 0, 255]; 800 * 600];
fb.update_buffer(&buffer);
fb.persist(true);
}

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#version 330 core
in vec2 v_uv;
out vec4 frag_color;
uniform sampler2D u_tex0;
void main() {
frag_color = texture(u_tex0, v_uv);
}

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#version 330 core
layout(location = 0) in ivec2 pos;
layout(location = 1) in ivec2 uv;
out vec2 v_uv;
void main() {
gl_Position = vec4(pos, 0.0, 1.0);
v_uv = vec2(uv);
}

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src/lib.rs Normal file
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//! Hardware accelerated library inspired by minifb and friends.
//!
//! Powered by OpenGL. Default context is provided by glutin, but
extern crate glutin;
#[macro_use]
extern crate rustic_gl;
extern crate gl;
use glutin::GlContext;
use gl::types::*;
use std::ptr::null;
type VertexFormat = buffer_layout!([i8; 2], [u8; 2]);
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(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_source = include_str!("./default_vertex_shader.glsl");
let fragment_source = include_str!("./default_fragment_shader.glsl");
let program = rustic_gl::raw::create_basic_program(vertex_source, fragment_source).unwrap();
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(window_width, window_height, texture_format.0, texture_format.1);
let vao = create_vao().unwrap();
let vbo = create_gl_buffer().unwrap();
unsafe {
gl::BindVertexArray(vao);
gl::BindBuffer(gl::ARRAY_BUFFER, vbo);
VertexFormat::declare(0);
let verts = [
[-1i8, 1], [0, 0],
[-1, -1], [0, 1],
[1, -1], [1, 1],
[1, -1], [1, 1],
[1, 1], [1, 0],
[-1, 1], [0, 0],
];
gl::BufferData(gl::ARRAY_BUFFER, (verts.len() * 2) as _, verts.as_ptr() as *const _, gl::STATIC_DRAW);
gl::BindBuffer(gl::ARRAY_BUFFER, 0);
gl::BindVertexArray(0);
}
Framebuffer {
width: window_width,
height: window_height,
events_loop,
gl_window,
program,
sampler_location,
texture,
vao,
vbo,
texture_format,
}
}
pub struct Framebuffer {
width: i32,
height: i32,
events_loop: glutin::EventsLoop,
gl_window: glutin::GlWindow,
program: GLuint,
sampler_location: GLint,
texture: GLuint,
vao: GLuint,
vbo: GLuint,
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.width,
fb.height,
0,
format as GLenum,
kind,
image_data.as_ptr() as *const _,
);
}
})
}
pub fn change_buffer_format<T: ToGlType>(&mut self, format: BufferFormat) {
self.texture_format = (format, T::to_gl_enum());
}
/// Keeps the window open until the user closes it.
pub fn persist(&mut self) {
self.persist_and_redraw(false);
}
/// 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(|_| {});
}
}
}
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();
}
}
}
#[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)
}
}