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( 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]); /// 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); } 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, } } /// 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(&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.redraw(); self.gl_window.swap_buffers().unwrap(); } } } 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. /// /// TODO: Possibly create a FramebufferInternal struct? pub struct Framebuffer { pub buffer_width: i32, pub buffer_height: i32, pub vp_width: i32, pub vp_height: i32, pub program: GLuint, pub sampler_location: GLint, pub vertex_shader: Option, pub geometry_shader: Option, pub fragment_shader: Option, pub texture: GLuint, pub vao: GLuint, pub vbo: GLuint, pub texture_format: (BufferFormat, GLenum), } impl Framebuffer { pub fn update_buffer(&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(&mut self, format: BufferFormat) { self.texture_format = (format, T::to_gl_enum()); } // TODO: resize_buffer /// Set the size of the OpenGL viewport. /// /// This does not resize the window or image buffer, only the area to which OpenGL draws. You /// only need to call this function when you are handling events manually and have a resizable /// window. /// /// You will know if you need to call this function, as in that case only part of the window /// will be getting drawn, typically after an update. pub fn resize_viewport(&mut self, width: u32, height: u32) { self.vp_width = width as _; self.vp_height = height as _; } 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(&mut self, f: F) { unsafe { 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); } } 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, 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 { 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 }