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use glow::HasContext;
pub use crate::backend_glow::Drawable;
use crate::backend_glow::{GfxCtxInnards, PrerenderInnards};
use crate::ScreenDims;
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);
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 = unsafe {
glow::Context::from_loader_function(|s| windowed_context.get_proc_address(s) as *const _)
};
let program = unsafe { gl.create_program().expect("Cannot create program") };
unsafe {
let shaders = [
(glow::VERTEX_SHADER, include_str!("shaders/vertex_140.glsl")),
(
glow::FRAGMENT_SHADER,
include_str!("shaders/fragment_140.glsl"),
),
]
.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));
gl.enable(glow::SCISSOR_TEST);
gl.enable(glow::DEPTH_TEST);
gl.depth_func(glow::LEQUAL);
gl.enable(glow::BLEND);
gl.blend_func_separate(
glow::SRC_ALPHA,
glow::ONE_MINUS_SRC_ALPHA,
glow::SRC_ALPHA,
glow::ONE_MINUS_SRC_ALPHA,
);
}
crate::backend_glow::load_textures(&gl, "system/assets/textures/spritesheet.png", 64).unwrap();
(
PrerenderInnards::new(gl, program, WindowAdapter(windowed_context)),
event_loop,
)
}
pub struct WindowAdapter(glutin::WindowedContext<glutin::PossiblyCurrent>);
impl WindowAdapter {
pub fn window(&self) -> &winit::window::Window {
&self.0.window()
}
pub fn window_resized(&self, new_size: ScreenDims, scale_factor: f64) {
let physical_size = winit::dpi::LogicalSize::from(new_size).to_physical(scale_factor);
self.0.resize(physical_size);
}
pub fn draw_finished(&self, _gfc_ctx_innards: GfxCtxInnards) {
self.0.swap_buffers().unwrap();
}
}