mirror of
https://github.com/italicsjenga/mini_gl_fb.git
synced 2024-11-23 07:51:31 +11:00
404 lines
12 KiB
Rust
404 lines
12 KiB
Rust
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]);
|
|
|
|
/// 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,
|
|
}
|
|
}
|
|
|
|
/// 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 {
|
|
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<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 _;
|
|
}
|
|
|
|
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<F: FnOnce(&Framebuffer)>(&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<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
|
|
}
|