starting a stubbed out port to glow (glutin dependencies still). it

uploads the shaders, clears the window out so far!
This commit is contained in:
Dustin Carlino 2020-02-10 16:59:02 -08:00
parent c5a055cbb6
commit 5205a0c43e
5 changed files with 276 additions and 5 deletions

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@ -13,7 +13,8 @@ abstutil = { path = "../abstutil" }
# backtrace = "0.3.40"
cpuprofiler = { version = "0.0.3", optional = true }
geom = { path = "../geom" }
glium = "0.26.0"
#glium = "0.26.0"
glow = "0.4.0"
glutin = "0.23.0"
htmlescape = "0.3.1"
image = "0.22.2"

270
ezgui/src/backend_glow.rs Normal file
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@ -0,0 +1,270 @@
use crate::drawing::Uniforms;
use crate::{Canvas, Color, ScreenDims, ScreenRectangle, TextureType};
use geom::{Angle, Polygon, Pt2D};
use glow::HasContext;
use std::cell::{Cell, RefCell};
use std::collections::{BTreeMap, HashMap};
pub fn setup(window_title: &str) -> (PrerenderInnards, winit::event_loop::EventLoop<()>) {
let event_loop = winit::event_loop::EventLoop::new();
let window = winit::window::WindowBuilder::new()
.with_title(window_title)
.with_maximized(true);
// multisampling: 2 looks bad, 4 looks fine
let context = glutin::ContextBuilder::new()
.with_multisampling(4)
.with_depth_buffer(2)
.build_windowed(window, &event_loop)
.unwrap();
let windowed_context = unsafe { context.make_current().unwrap() };
let gl =
glow::Context::from_loader_function(|s| windowed_context.get_proc_address(s) as *const _);
unsafe {
let program = gl.create_program().expect("Cannot create program");
let shaders = [
(glow::VERTEX_SHADER, include_str!("assets/vertex_140.glsl")),
(
glow::FRAGMENT_SHADER,
include_str!("assets/fragment_140.glsl"),
),
]
.into_iter()
.map(|(shader_type, source)| {
let shader = gl
.create_shader(*shader_type)
.expect("Cannot create shader");
gl.shader_source(shader, source);
gl.compile_shader(shader);
if !gl.get_shader_compile_status(shader) {
panic!(gl.get_shader_info_log(shader));
}
gl.attach_shader(program, shader);
shader
})
.collect::<Vec<_>>();
gl.link_program(program);
if !gl.get_program_link_status(program) {
panic!(gl.get_program_info_log(program));
}
for shader in shaders {
gl.detach_shader(program, shader);
gl.delete_shader(shader);
}
gl.use_program(Some(program));
}
(
PrerenderInnards {
gl,
windowed_context,
total_bytes_uploaded: Cell::new(0),
texture_lookups: RefCell::new(HashMap::new()),
},
event_loop,
)
}
// Represents one frame that's gonna be drawn
pub struct GfxCtxInnards<'a> {
gl: &'a glow::Context,
windowed_context: &'a glutin::WindowedContext<glutin::PossiblyCurrent>,
}
impl<'a> GfxCtxInnards<'a> {
pub fn clear(&mut self, color: Color) {
match color {
Color::RGBA(r, g, b, a) => unsafe {
self.gl.clear_color(r, g, b, a);
self.gl.clear(glow::COLOR_BUFFER_BIT);
},
_ => unreachable!(),
}
}
pub fn redraw(&mut self, obj: &Drawable, uniforms: &Uniforms, prerender: &PrerenderInnards) {
/*self.target
.draw(
&obj.vertex_buffer,
&obj.index_buffer,
&prerender.program,
&InnerUniforms {
values: uniforms,
arrays: &prerender.texture_arrays.borrow(),
},
&self.params,
)
.unwrap();*/
}
pub fn enable_clipping(&mut self, rect: ScreenRectangle, canvas: &Canvas) {
/*assert!(self.params.scissor.is_none());
// The scissor rectangle has to be in device coordinates, so you would think some transform
// by scale factor (previously called HiDPI factor) has to happen here. But actually,
// window dimensions and the rectangle passed in are already scaled up. So don't do
// anything here!
self.params.scissor = Some(glium::Rect {
left: rect.x1 as u32,
// Y-inversion
bottom: (canvas.window_height - rect.y2) as u32,
width: (rect.x2 - rect.x1) as u32,
height: (rect.y2 - rect.y1) as u32,
});*/
}
pub fn disable_clipping(&mut self) {
/*assert!(self.params.scissor.is_some());
self.params.scissor = None;*/
}
pub fn take_clip(&mut self) -> Option<bool> {
//self.params.scissor.take()
None
}
pub fn restore_clip(&mut self, clip: Option<bool>) {
//self.params.scissor = clip;
}
pub fn finish(self) {
self.windowed_context.swap_buffers().unwrap();
}
}
// Something that's been sent to the GPU already.
pub struct Drawable {}
#[derive(Copy, Clone)]
struct Vertex {
position: [f32; 2],
// Each type of Color encodes something different here. See the actually_upload method and
// fragment_140.glsl.
// TODO Make this u8?
style: [f32; 4],
}
pub struct PrerenderInnards {
gl: glow::Context,
windowed_context: glutin::WindowedContext<glutin::PossiblyCurrent>,
// TODO Prerender doesn't know what things are temporary and permanent. Could make the API more
// detailed (and use the corresponding persistent glium types).
pub total_bytes_uploaded: Cell<usize>,
// Kind of a weird place for this, but ah well.
pub(crate) texture_lookups: RefCell<HashMap<String, Color>>,
}
impl PrerenderInnards {
pub fn actually_upload(&self, permanent: bool, list: Vec<(Color, &Polygon)>) -> Drawable {
Drawable {}
/*for (color, poly) in list {
let idx_offset = vertices.len();
let (pts, raw_indices) = poly.raw_for_rendering();
for pt in pts {
// For the three texture cases, pass [U coordinate, V coordinate, texture group ID,
// 100 + texture offset ID] as the style. The last field is between 0 an 1 RGBA's
// alpha values, so bump by 100 to distinguish from that.
let style = match color {
Color::RGBA(r, g, b, a) => [r, g, b, a],
Color::TileTexture(id, tex_dims) => {
// The texture uses SamplerWrapFunction::Repeat, so don't clamp to [0, 1].
// Also don't offset based on the polygon's bounds -- even if there are
// separate but adjacent polygons, we want seamless tiling.
let tx = pt.x() / tex_dims.width;
let ty = pt.y() / tex_dims.height;
[tx as f32, ty as f32, id.0, 100.0 + id.1]
}
Color::StretchTexture(id, _, angle) => {
// TODO Cache
let b = poly.get_bounds();
let center = poly.center();
let origin_pt = Pt2D::new(pt.x() - center.x(), pt.y() - center.y());
let (sin, cos) = angle.invert_y().normalized_radians().sin_cos();
let rot_pt = Pt2D::new(
center.x() + origin_pt.x() * cos - origin_pt.y() * sin,
center.y() + origin_pt.y() * cos + origin_pt.x() * sin,
);
let tx = (rot_pt.x() - b.min_x) / b.width();
let ty = (rot_pt.y() - b.min_y) / b.height();
[tx as f32, ty as f32, id.0, 100.0 + id.1]
}
// Two final special cases
Color::HatchingStyle1 => [100.0, 0.0, 0.0, 0.0],
Color::HatchingStyle2 => [101.0, 0.0, 0.0, 0.0],
};
vertices.push(Vertex {
position: [pt.x() as f32, pt.y() as f32],
style,
});
}
for idx in raw_indices {
indices.push((idx_offset + *idx) as u32);
}
}
let vertex_buffer = if permanent {
glium::VertexBuffer::immutable(&self.display, &vertices).unwrap()
} else {
glium::VertexBuffer::new(&self.display, &vertices).unwrap()
};
let index_buffer = if permanent {
glium::IndexBuffer::immutable(
&self.display,
glium::index::PrimitiveType::TrianglesList,
&indices,
)
.unwrap()
} else {
glium::IndexBuffer::new(
&self.display,
glium::index::PrimitiveType::TrianglesList,
&indices,
)
.unwrap()
};
if permanent {
self.total_bytes_uploaded.set(
self.total_bytes_uploaded.get()
+ vertex_buffer.get_size()
+ index_buffer.get_size(),
);
}
Drawable {
vertex_buffer,
index_buffer,
}*/
}
pub fn request_redraw(&self) {
self.windowed_context.window().request_redraw();
}
pub(crate) fn draw_new_frame(&self) -> GfxCtxInnards {
GfxCtxInnards {
gl: &self.gl,
windowed_context: &self.windowed_context,
}
}
pub(crate) fn upload_textures(
&self,
dims_to_textures: BTreeMap<(u32, u32), Vec<(String, Vec<u8>, TextureType)>>,
) {
for (group_idx, (raw_dims, list)) in dims_to_textures.into_iter().enumerate() {
for (tex_idx, (filename, raw, tex_type)) in list.into_iter().enumerate() {
let tex_id = (group_idx as f32, tex_idx as f32);
let dims = ScreenDims::new(f64::from(raw_dims.0), f64::from(raw_dims.1));
self.texture_lookups.borrow_mut().insert(
filename,
match tex_type {
TextureType::Stretch => Color::StretchTexture(tex_id, dims, Angle::ZERO),
TextureType::Tile => Color::TileTexture(tex_id, dims),
},
);
}
}
}
}

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@ -1,5 +1,5 @@
use crate::assets::Assets;
use crate::backend_glium::{GfxCtxInnards, PrerenderInnards};
use crate::backend_glow::{GfxCtxInnards, PrerenderInnards};
use crate::svg;
use crate::{
Canvas, Color, Drawable, EventCtx, HorizontalAlignment, ScreenDims, ScreenPt, ScreenRectangle,

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@ -1,5 +1,5 @@
mod assets;
mod backend_glium;
mod backend_glow;
mod canvas;
mod color;
mod drawing;
@ -14,7 +14,7 @@ mod svg;
mod text;
mod widgets;
pub use crate::backend_glium::Drawable;
pub use crate::backend_glow::Drawable;
pub use crate::canvas::{Canvas, HorizontalAlignment, VerticalAlignment};
pub use crate::color::Color;
pub use crate::drawing::{GeomBatch, GfxCtx, Prerender, RewriteColor};

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@ -158,7 +158,7 @@ impl Settings {
}
pub fn run<G: 'static + GUI, F: FnOnce(&mut EventCtx) -> G>(settings: Settings, make_gui: F) -> ! {
let (prerender_innards, event_loop) = crate::backend_glium::setup(&settings.window_title);
let (prerender_innards, event_loop) = crate::backend_glow::setup(&settings.window_title);
let window_size = event_loop.primary_monitor().size();
let mut canvas = Canvas::new(window_size.width.into(), window_size.height.into());