<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><meta name="viewport" content="width=device-width, initial-scale=1.0"><meta name="generator" content="rustdoc"><meta name="description" content="Source to the Rust file `widgetry/src/backend_glow.rs`."><meta name="keywords" content="rust, rustlang, rust-lang"><title>backend_glow.rs.html -- source</title><link rel="stylesheet" type="text/css" href="../../normalize.css"><link rel="stylesheet" type="text/css" href="../../rustdoc.css" id="mainThemeStyle"><link rel="stylesheet" type="text/css" href="../../light.css" id="themeStyle"><link rel="stylesheet" type="text/css" href="../../dark.css" disabled ><link rel="stylesheet" type="text/css" href="../../ayu.css" disabled ><script src="../../storage.js"></script><noscript><link rel="stylesheet" href="../../noscript.css"></noscript><link rel="icon" type="image/svg+xml" href="../../favicon.svg"> <link rel="alternate icon" type="image/png" href="../../favicon-16x16.png"> <link 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id="488">488</span> <span id="489">489</span> <span id="490">490</span> <span id="491">491</span> <span id="492">492</span> <span id="493">493</span> <span id="494">494</span> <span id="495">495</span> <span id="496">496</span> <span id="497">497</span> <span id="498">498</span> <span id="499">499</span> <span id="500">500</span> <span id="501">501</span> <span id="502">502</span> <span id="503">503</span> <span id="504">504</span> <span id="505">505</span> <span id="506">506</span> <span id="507">507</span> <span id="508">508</span> <span id="509">509</span> <span id="510">510</span> <span id="511">511</span> <span id="512">512</span> <span id="513">513</span> <span id="514">514</span> <span id="515">515</span> <span id="516">516</span> <span id="517">517</span> <span id="518">518</span> <span id="519">519</span> <span id="520">520</span> <span id="521">521</span> <span id="522">522</span> <span id="523">523</span> <span id="524">524</span> <span id="525">525</span> <span id="526">526</span> <span id="527">527</span> <span id="528">528</span> <span id="529">529</span> <span id="530">530</span> <span id="531">531</span> <span id="532">532</span> <span id="533">533</span> <span id="534">534</span> <span id="535">535</span> <span id="536">536</span> <span id="537">537</span> <span id="538">538</span> <span id="539">539</span> <span id="540">540</span> <span id="541">541</span> <span id="542">542</span> <span id="543">543</span> <span id="544">544</span> <span id="545">545</span> <span id="546">546</span> <span id="547">547</span> <span id="548">548</span> <span id="549">549</span> <span id="550">550</span> <span id="551">551</span> <span id="552">552</span> <span id="553">553</span> <span id="554">554</span> <span id="555">555</span> <span id="556">556</span> <span id="557">557</span> <span id="558">558</span> <span id="559">559</span> <span id="560">560</span> <span id="561">561</span> <span id="562">562</span> <span id="563">563</span> <span id="564">564</span> <span id="565">565</span> <span id="566">566</span> <span id="567">567</span> <span id="568">568</span> </pre><div class="example-wrap"><pre class="rust "> <span class="kw">use</span> <span class="ident">std</span>::<span class="ident">cell</span>::<span class="ident">Cell</span>; <span class="kw">use</span> <span class="ident">std</span>::<span class="ident">rc</span>::<span class="ident">Rc</span>; <span class="kw">use</span> <span class="ident">glow</span>::<span class="ident">HasContext</span>; <span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">drawing</span>::<span class="ident">Uniforms</span>; <span class="kw">use</span> <span class="kw">crate</span>::{<span class="ident">Canvas</span>, <span class="ident">Color</span>, <span class="ident">EventCtx</span>, <span class="ident">GeomBatch</span>, <span class="ident">ScreenDims</span>, <span class="ident">ScreenRectangle</span>}; <span class="attribute">#[<span class="ident">cfg</span>(<span class="ident">feature</span> <span class="op">=</span> <span class="string">"native-backend"</span>)]</span> <span class="kw">pub</span> <span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">backend_glow_native</span>::<span class="ident">setup</span>; <span class="attribute">#[<span class="ident">cfg</span>(<span class="ident">feature</span> <span class="op">=</span> <span class="string">"wasm-backend"</span>)]</span> <span class="kw">pub</span> <span class="kw">use</span> <span class="kw">crate</span>::<span class="ident">backend_glow_wasm</span>::<span class="ident">setup</span>; <span class="comment">// Represents one frame that's gonna be drawn</span> <span class="kw">pub</span> <span class="kw">struct</span> <span class="ident">GfxCtxInnards</span><span class="op"><</span><span class="lifetime">'a</span><span class="op">></span> { <span class="ident">gl</span>: <span class="kw-2">&</span><span class="lifetime">'a</span> <span class="ident">glow</span>::<span class="ident">Context</span>, <span class="ident">program</span>: <span class="kw-2">&</span><span class="lifetime">'a</span> <span class="op"><</span><span class="ident">glow</span>::<span class="ident">Context</span> <span class="kw">as</span> <span class="ident">glow</span>::<span class="ident">HasContext</span><span class="op">></span>::<span class="ident">Program</span>, <span class="ident">current_clip</span>: <span class="prelude-ty">Option</span><span class="op"><</span>[<span class="ident">i32</span>; <span class="number">4</span>]<span class="op">></span>, } <span class="kw">impl</span><span class="op"><</span><span class="lifetime">'a</span><span class="op">></span> <span class="ident">GfxCtxInnards</span><span class="op"><</span><span class="lifetime">'a</span><span class="op">></span> { <span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">new</span>( <span class="ident">gl</span>: <span class="kw-2">&</span><span class="lifetime">'a</span> <span class="ident">glow</span>::<span class="ident">Context</span>, <span class="ident">program</span>: <span class="kw-2">&</span><span class="lifetime">'a</span> <span class="op"><</span><span class="ident">glow</span>::<span class="ident">Context</span> <span class="kw">as</span> <span class="ident">glow</span>::<span class="ident">HasContext</span><span class="op">></span>::<span class="ident">Program</span>, ) <span class="op">-</span><span class="op">></span> <span class="self">Self</span> { <span class="ident">GfxCtxInnards</span> { <span class="ident">gl</span>, <span class="ident">program</span>, <span class="ident">current_clip</span>: <span class="prelude-val">None</span>, } } <span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">clear</span>(<span class="kw-2">&</span><span class="kw-2">mut</span> <span class="self">self</span>, <span class="ident">color</span>: <span class="ident">Color</span>) { <span class="kw">unsafe</span> { <span class="self">self</span>.<span class="ident">gl</span>.<span class="ident">clear_color</span>(<span class="ident">color</span>.<span class="ident">r</span>, <span class="ident">color</span>.<span class="ident">g</span>, <span class="ident">color</span>.<span class="ident">b</span>, <span class="ident">color</span>.<span class="ident">a</span>); <span class="self">self</span>.<span class="ident">gl</span>.<span class="ident">clear</span>(<span class="ident">glow</span>::<span class="ident">COLOR_BUFFER_BIT</span>); <span class="self">self</span>.<span class="ident">gl</span>.<span class="ident">clear_depth_f32</span>(<span class="number">1.0</span>); <span class="self">self</span>.<span class="ident">gl</span>.<span class="ident">clear</span>(<span class="ident">glow</span>::<span class="ident">DEPTH_BUFFER_BIT</span>); } } <span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">redraw</span>(<span class="kw-2">&</span><span class="kw-2">mut</span> <span class="self">self</span>, <span class="ident">obj</span>: <span class="kw-2">&</span><span class="ident">Drawable</span>, <span class="ident">uniforms</span>: <span class="kw-2">&</span><span class="ident">Uniforms</span>, <span class="kw">_</span>: <span class="kw-2">&</span><span class="ident">PrerenderInnards</span>) { <span class="kw">unsafe</span> { <span class="kw">let</span> <span class="ident">transform_loc</span> <span class="op">=</span> <span class="self">self</span> .<span class="ident">gl</span> .<span class="ident">get_uniform_location</span>(<span class="kw-2">*</span><span class="self">self</span>.<span class="ident">program</span>, <span class="string">"transform"</span>) .<span class="ident">unwrap</span>(); <span class="self">self</span>.<span class="ident">gl</span> .<span class="ident">uniform_3_f32_slice</span>(<span class="prelude-val">Some</span>(<span class="kw-2">&</span><span class="ident">transform_loc</span>), <span class="kw-2">&</span><span class="ident">uniforms</span>.<span class="ident">transform</span>); <span class="kw">let</span> <span class="ident">window_loc</span> <span class="op">=</span> <span class="self">self</span> .<span class="ident">gl</span> .<span class="ident">get_uniform_location</span>(<span class="kw-2">*</span><span class="self">self</span>.<span class="ident">program</span>, <span class="string">"window"</span>) .<span class="ident">unwrap</span>(); <span class="self">self</span>.<span class="ident">gl</span> .<span class="ident">uniform_3_f32_slice</span>(<span class="prelude-val">Some</span>(<span class="kw-2">&</span><span class="ident">window_loc</span>), <span class="kw-2">&</span><span class="ident">uniforms</span>.<span class="ident">window</span>); <span class="self">self</span>.<span class="ident">gl</span>.<span class="ident">bind_vertex_array</span>(<span class="prelude-val">Some</span>(<span class="ident">obj</span>.<span class="ident">vert_array</span>.<span class="ident">id</span>)); <span class="self">self</span>.<span class="ident">gl</span> .<span class="ident">draw_elements</span>(<span class="ident">glow</span>::<span class="ident">TRIANGLES</span>, <span class="ident">obj</span>.<span class="ident">num_indices</span>, <span class="ident">glow</span>::<span class="ident">UNSIGNED_INT</span>, <span class="number">0</span>); <span class="self">self</span>.<span class="ident">gl</span>.<span class="ident">bind_vertex_array</span>(<span class="prelude-val">None</span>); } } <span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">enable_clipping</span>(<span class="kw-2">&</span><span class="kw-2">mut</span> <span class="self">self</span>, <span class="ident">rect</span>: <span class="ident">ScreenRectangle</span>, <span class="ident">scale_factor</span>: <span class="ident">f64</span>, <span class="ident">canvas</span>: <span class="kw-2">&</span><span class="ident">Canvas</span>) { <span class="macro">assert</span><span class="macro">!</span>(<span class="self">self</span>.<span class="ident">current_clip</span>.<span class="ident">is_none</span>()); <span class="comment">// The scissor rectangle is in units of physical pixles, as opposed to logical pixels</span> <span class="kw">let</span> <span class="ident">left</span> <span class="op">=</span> (<span class="ident">rect</span>.<span class="ident">x1</span> <span class="op">*</span> <span class="ident">scale_factor</span>) <span class="kw">as</span> <span class="ident">i32</span>; <span class="comment">// Y-inversion</span> <span class="kw">let</span> <span class="ident">bottom</span> <span class="op">=</span> ((<span class="ident">canvas</span>.<span class="ident">window_height</span> <span class="op">-</span> <span class="ident">rect</span>.<span class="ident">y2</span>) <span class="op">*</span> <span class="ident">scale_factor</span>) <span class="kw">as</span> <span class="ident">i32</span>; <span class="kw">let</span> <span class="ident">width</span> <span class="op">=</span> ((<span class="ident">rect</span>.<span class="ident">x2</span> <span class="op">-</span> <span class="ident">rect</span>.<span class="ident">x1</span>) <span class="op">*</span> <span class="ident">scale_factor</span>) <span class="kw">as</span> <span class="ident">i32</span>; <span class="kw">let</span> <span class="ident">height</span> <span class="op">=</span> ((<span class="ident">rect</span>.<span class="ident">y2</span> <span class="op">-</span> <span class="ident">rect</span>.<span class="ident">y1</span>) <span class="op">*</span> <span class="ident">scale_factor</span>) <span class="kw">as</span> <span class="ident">i32</span>; <span class="kw">unsafe</span> { <span class="self">self</span>.<span class="ident">gl</span>.<span class="ident">scissor</span>(<span class="ident">left</span>, <span class="ident">bottom</span>, <span class="ident">width</span>, <span class="ident">height</span>); } <span class="self">self</span>.<span class="ident">current_clip</span> <span class="op">=</span> <span class="prelude-val">Some</span>([<span class="ident">left</span>, <span class="ident">bottom</span>, <span class="ident">width</span>, <span class="ident">height</span>]); } <span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">disable_clipping</span>(<span class="kw-2">&</span><span class="kw-2">mut</span> <span class="self">self</span>, <span class="ident">scale_factor</span>: <span class="ident">f64</span>, <span class="ident">canvas</span>: <span class="kw-2">&</span><span class="ident">Canvas</span>) { <span class="macro">assert</span><span class="macro">!</span>(<span class="self">self</span>.<span class="ident">current_clip</span>.<span class="ident">is_some</span>()); <span class="self">self</span>.<span class="ident">current_clip</span> <span class="op">=</span> <span class="prelude-val">None</span>; <span class="kw">unsafe</span> { <span class="self">self</span>.<span class="ident">gl</span>.<span class="ident">scissor</span>( <span class="number">0</span>, <span class="number">0</span>, (<span class="ident">canvas</span>.<span class="ident">window_width</span> <span class="op">*</span> <span class="ident">scale_factor</span>) <span class="kw">as</span> <span class="ident">i32</span>, (<span class="ident">canvas</span>.<span class="ident">window_height</span> <span class="op">*</span> <span class="ident">scale_factor</span>) <span class="kw">as</span> <span class="ident">i32</span>, ); } } <span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">take_clip</span>(<span class="kw-2">&</span><span class="kw-2">mut</span> <span class="self">self</span>, <span class="ident">scale_factor</span>: <span class="ident">f64</span>, <span class="ident">canvas</span>: <span class="kw-2">&</span><span class="ident">Canvas</span>) <span class="op">-</span><span class="op">></span> <span class="prelude-ty">Option</span><span class="op"><</span>[<span class="ident">i32</span>; <span class="number">4</span>]<span class="op">></span> { <span class="kw">let</span> <span class="ident">clip</span> <span class="op">=</span> <span class="self">self</span>.<span class="ident">current_clip</span><span class="question-mark">?</span>; <span class="self">self</span>.<span class="ident">disable_clipping</span>(<span class="ident">scale_factor</span>, <span class="ident">canvas</span>); <span class="prelude-val">Some</span>(<span class="ident">clip</span>) } <span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">restore_clip</span>(<span class="kw-2">&</span><span class="kw-2">mut</span> <span class="self">self</span>, <span class="ident">clip</span>: <span class="prelude-ty">Option</span><span class="op"><</span>[<span class="ident">i32</span>; <span class="number">4</span>]<span class="op">></span>) { <span class="self">self</span>.<span class="ident">current_clip</span> <span class="op">=</span> <span class="ident">clip</span>; <span class="kw">if</span> <span class="kw">let</span> <span class="prelude-val">Some</span>(<span class="ident">c</span>) <span class="op">=</span> <span class="ident">clip</span> { <span class="kw">unsafe</span> { <span class="self">self</span>.<span class="ident">gl</span>.<span class="ident">scissor</span>(<span class="ident">c</span>[<span class="number">0</span>], <span class="ident">c</span>[<span class="number">1</span>], <span class="ident">c</span>[<span class="number">2</span>], <span class="ident">c</span>[<span class="number">3</span>]); } } } } <span class="doccomment">/// Geometry that's been uploaded to the GPU once and can be quickly redrawn many times. Create by</span> <span class="doccomment">/// creating a `GeomBatch` and calling `ctx.upload(batch)`.</span> <span class="kw">pub</span> <span class="kw">struct</span> <span class="ident">Drawable</span> { <span class="ident">vert_array</span>: <span class="ident">VertexArray</span>, <span class="ident">vert_buffer</span>: <span class="ident">Buffer</span>, <span class="ident">elem_buffer</span>: <span class="ident">Buffer</span>, <span class="ident">num_indices</span>: <span class="ident">i32</span>, <span class="ident">gl</span>: <span class="ident">Rc</span><span class="op"><</span><span class="ident">glow</span>::<span class="ident">Context</span><span class="op">></span>, } <span class="kw">impl</span> <span class="ident">Drop</span> <span class="kw">for</span> <span class="ident">Drawable</span> { <span class="attribute">#[<span class="ident">inline</span>]</span> <span class="kw">fn</span> <span class="ident">drop</span>(<span class="kw-2">&</span><span class="kw-2">mut</span> <span class="self">self</span>) { <span class="self">self</span>.<span class="ident">elem_buffer</span>.<span class="ident">destroy</span>(<span class="kw-2">&</span><span class="self">self</span>.<span class="ident">gl</span>); <span class="self">self</span>.<span class="ident">vert_buffer</span>.<span class="ident">destroy</span>(<span class="kw-2">&</span><span class="self">self</span>.<span class="ident">gl</span>); <span class="self">self</span>.<span class="ident">vert_array</span>.<span class="ident">destroy</span>(<span class="kw-2">&</span><span class="self">self</span>.<span class="ident">gl</span>); } } <span class="kw">impl</span> <span class="ident">Drawable</span> { <span class="doccomment">/// This has no effect when drawn.</span> <span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">empty</span>(<span class="ident">ctx</span>: <span class="kw-2">&</span><span class="ident">EventCtx</span>) <span class="op">-</span><span class="op">></span> <span class="ident">Drawable</span> { <span class="ident">ctx</span>.<span class="ident">upload</span>(<span class="ident">GeomBatch</span>::<span class="ident">new</span>()) } } <span class="kw">struct</span> <span class="ident">VertexArray</span> { <span class="ident">id</span>: <span class="op"><</span><span class="ident">glow</span>::<span class="ident">Context</span> <span class="kw">as</span> <span class="ident">glow</span>::<span class="ident">HasContext</span><span class="op">></span>::<span class="ident">VertexArray</span>, <span class="ident">was_destroyed</span>: <span class="ident">bool</span>, } <span class="kw">impl</span> <span class="ident">VertexArray</span> { <span class="kw">fn</span> <span class="ident">new</span>(<span class="ident">gl</span>: <span class="kw-2">&</span><span class="ident">glow</span>::<span class="ident">Context</span>) <span class="op">-</span><span class="op">></span> <span class="ident">VertexArray</span> { <span class="kw">let</span> <span class="ident">id</span> <span class="op">=</span> <span class="kw">unsafe</span> { <span class="ident">gl</span>.<span class="ident">create_vertex_array</span>().<span class="ident">unwrap</span>() }; <span class="ident">VertexArray</span> { <span class="ident">id</span>, <span class="ident">was_destroyed</span>: <span class="bool-val">false</span>, } } <span class="kw">fn</span> <span class="ident">destroy</span>(<span class="kw-2">&</span><span class="kw-2">mut</span> <span class="self">self</span>, <span class="ident">gl</span>: <span class="kw-2">&</span><span class="ident">glow</span>::<span class="ident">Context</span>) { <span class="macro">assert</span><span class="macro">!</span>(<span class="op">!</span><span class="self">self</span>.<span class="ident">was_destroyed</span>, <span class="string">"already destroyed"</span>); <span class="self">self</span>.<span class="ident">was_destroyed</span> <span class="op">=</span> <span class="bool-val">true</span>; <span class="kw">unsafe</span> { <span class="ident">gl</span>.<span class="ident">delete_vertex_array</span>(<span class="self">self</span>.<span class="ident">id</span>); } } } <span class="kw">impl</span> <span class="ident">Drop</span> <span class="kw">for</span> <span class="ident">VertexArray</span> { <span class="kw">fn</span> <span class="ident">drop</span>(<span class="kw-2">&</span><span class="kw-2">mut</span> <span class="self">self</span>) { <span class="macro">assert</span><span class="macro">!</span>( <span class="self">self</span>.<span class="ident">was_destroyed</span>, <span class="string">"failed to call `destroy` before dropped. Memory leaked."</span> ); } } <span class="kw">struct</span> <span class="ident">Buffer</span> { <span class="ident">id</span>: <span class="op"><</span><span class="ident">glow</span>::<span class="ident">Context</span> <span class="kw">as</span> <span class="ident">glow</span>::<span class="ident">HasContext</span><span class="op">></span>::<span class="ident">Buffer</span>, <span class="ident">was_destroyed</span>: <span class="ident">bool</span>, } <span class="kw">impl</span> <span class="ident">Buffer</span> { <span class="kw">fn</span> <span class="ident">new</span>(<span class="ident">gl</span>: <span class="kw-2">&</span><span class="ident">glow</span>::<span class="ident">Context</span>) <span class="op">-</span><span class="op">></span> <span class="ident">Buffer</span> { <span class="kw">let</span> <span class="ident">id</span> <span class="op">=</span> <span class="kw">unsafe</span> { <span class="ident">gl</span>.<span class="ident">create_buffer</span>().<span class="ident">unwrap</span>() }; <span class="ident">Buffer</span> { <span class="ident">id</span>, <span class="ident">was_destroyed</span>: <span class="bool-val">false</span>, } } <span class="kw">fn</span> <span class="ident">destroy</span>(<span class="kw-2">&</span><span class="kw-2">mut</span> <span class="self">self</span>, <span class="ident">gl</span>: <span class="kw-2">&</span><span class="ident">glow</span>::<span class="ident">Context</span>) { <span class="macro">assert</span><span class="macro">!</span>(<span class="op">!</span><span class="self">self</span>.<span class="ident">was_destroyed</span>, <span class="string">"already destroyed"</span>); <span class="self">self</span>.<span class="ident">was_destroyed</span> <span class="op">=</span> <span class="bool-val">true</span>; <span class="kw">unsafe</span> { <span class="ident">gl</span>.<span class="ident">delete_buffer</span>(<span class="self">self</span>.<span class="ident">id</span>) }; } } <span class="kw">impl</span> <span class="ident">Drop</span> <span class="kw">for</span> <span class="ident">Buffer</span> { <span class="kw">fn</span> <span class="ident">drop</span>(<span class="kw-2">&</span><span class="kw-2">mut</span> <span class="self">self</span>) { <span class="macro">assert</span><span class="macro">!</span>( <span class="self">self</span>.<span class="ident">was_destroyed</span>, <span class="string">"failed to call `destroy` before dropped. Memory leaked."</span> ); } } <span class="attribute">#[<span class="ident">cfg</span>(<span class="ident">feature</span> <span class="op">=</span> <span class="string">"wasm-backend"</span>)]</span> <span class="kw">type</span> <span class="ident">WindowAdapter</span> <span class="op">=</span> <span class="kw">crate</span>::<span class="ident">backend_glow_wasm</span>::<span class="ident">WindowAdapter</span>; <span class="attribute">#[<span class="ident">cfg</span>(<span class="ident">feature</span> <span class="op">=</span> <span class="string">"native-backend"</span>)]</span> <span class="kw">type</span> <span class="ident">WindowAdapter</span> <span class="op">=</span> <span class="kw">crate</span>::<span class="ident">backend_glow_native</span>::<span class="ident">WindowAdapter</span>; <span class="kw">pub</span> <span class="kw">struct</span> <span class="ident">PrerenderInnards</span> { <span class="ident">gl</span>: <span class="ident">Rc</span><span class="op"><</span><span class="ident">glow</span>::<span class="ident">Context</span><span class="op">></span>, <span class="ident">window_adapter</span>: <span class="ident">WindowAdapter</span>, <span class="ident">program</span>: <span class="op"><</span><span class="ident">glow</span>::<span class="ident">Context</span> <span class="kw">as</span> <span class="ident">glow</span>::<span class="ident">HasContext</span><span class="op">></span>::<span class="ident">Program</span>, <span class="comment">// TODO Prerender doesn't know what things are temporary and permanent. Could make the API more</span> <span class="comment">// detailed.</span> <span class="kw">pub</span> <span class="ident">total_bytes_uploaded</span>: <span class="ident">Cell</span><span class="op"><</span><span class="ident">usize</span><span class="op">></span>, } <span class="kw">impl</span> <span class="ident">PrerenderInnards</span> { <span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">new</span>( <span class="ident">gl</span>: <span class="ident">glow</span>::<span class="ident">Context</span>, <span class="ident">program</span>: <span class="op"><</span><span class="ident">glow</span>::<span class="ident">Context</span> <span class="kw">as</span> <span class="ident">glow</span>::<span class="ident">HasContext</span><span class="op">></span>::<span class="ident">Program</span>, <span class="ident">window_adapter</span>: <span class="ident">WindowAdapter</span>, ) <span class="op">-</span><span class="op">></span> <span class="ident">PrerenderInnards</span> { <span class="ident">PrerenderInnards</span> { <span class="ident">gl</span>: <span class="ident">Rc</span>::<span class="ident">new</span>(<span class="ident">gl</span>), <span class="ident">program</span>, <span class="ident">window_adapter</span>, <span class="ident">total_bytes_uploaded</span>: <span class="ident">Cell</span>::<span class="ident">new</span>(<span class="number">0</span>), } } <span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">actually_upload</span>(<span class="kw-2">&</span><span class="self">self</span>, <span class="ident">permanent</span>: <span class="ident">bool</span>, <span class="ident">batch</span>: <span class="ident">GeomBatch</span>) <span class="op">-</span><span class="op">></span> <span class="ident">Drawable</span> { <span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">vertices</span>: <span class="ident">Vec</span><span class="op"><</span>[<span class="ident">f32</span>; <span class="number">8</span>]<span class="op">></span> <span class="op">=</span> <span class="ident">Vec</span>::<span class="ident">new</span>(); <span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">indices</span>: <span class="ident">Vec</span><span class="op"><</span><span class="ident">u32</span><span class="op">></span> <span class="op">=</span> <span class="ident">Vec</span>::<span class="ident">new</span>(); <span class="kw">for</span> (<span class="ident">color</span>, <span class="ident">poly</span>, <span class="ident">z</span>) <span class="kw">in</span> <span class="ident">batch</span>.<span class="ident">consume</span>() { <span class="kw">let</span> <span class="ident">idx_offset</span> <span class="op">=</span> <span class="ident">vertices</span>.<span class="ident">len</span>() <span class="kw">as</span> <span class="ident">u32</span>; <span class="kw">let</span> (<span class="ident">pts</span>, <span class="ident">raw_indices</span>) <span class="op">=</span> <span class="ident">poly</span>.<span class="ident">raw_for_rendering</span>(); <span class="kw">for</span> <span class="ident">pt</span> <span class="kw">in</span> <span class="ident">pts</span> { <span class="kw">let</span> <span class="ident">style</span> <span class="op">=</span> <span class="ident">color</span>.<span class="ident">shader_style</span>(<span class="kw-2">*</span><span class="ident">pt</span>); <span class="ident">vertices</span>.<span class="ident">push</span>([ <span class="ident">pt</span>.<span class="ident">x</span>() <span class="kw">as</span> <span class="ident">f32</span>, <span class="ident">pt</span>.<span class="ident">y</span>() <span class="kw">as</span> <span class="ident">f32</span>, <span class="ident">z</span> <span class="kw">as</span> <span class="ident">f32</span>, <span class="ident">style</span>[<span class="number">0</span>], <span class="ident">style</span>[<span class="number">1</span>], <span class="ident">style</span>[<span class="number">2</span>], <span class="ident">style</span>[<span class="number">3</span>], <span class="ident">style</span>[<span class="number">4</span>], ]); } <span class="kw">for</span> <span class="ident">idx</span> <span class="kw">in</span> <span class="ident">raw_indices</span> { <span class="ident">indices</span>.<span class="ident">push</span>(<span class="ident">idx_offset</span> <span class="op">+</span> (<span class="kw-2">*</span><span class="ident">idx</span> <span class="kw">as</span> <span class="ident">u32</span>)); } } <span class="kw">let</span> (<span class="ident">vert_buffer</span>, <span class="ident">vert_array</span>, <span class="ident">elem_buffer</span>) <span class="op">=</span> <span class="kw">unsafe</span> { <span class="kw">let</span> <span class="ident">vert_array</span> <span class="op">=</span> <span class="ident">VertexArray</span>::<span class="ident">new</span>(<span class="kw-2">&</span><span class="self">self</span>.<span class="ident">gl</span>); <span class="kw">let</span> <span class="ident">vert_buffer</span> <span class="op">=</span> <span class="ident">Buffer</span>::<span class="ident">new</span>(<span class="kw-2">&</span><span class="self">self</span>.<span class="ident">gl</span>); <span class="kw">let</span> <span class="ident">elem_buffer</span> <span class="op">=</span> <span class="ident">Buffer</span>::<span class="ident">new</span>(<span class="kw-2">&</span><span class="self">self</span>.<span class="ident">gl</span>); <span class="self">self</span>.<span class="ident">gl</span>.<span class="ident">bind_vertex_array</span>(<span class="prelude-val">Some</span>(<span class="ident">vert_array</span>.<span class="ident">id</span>)); <span class="self">self</span>.<span class="ident">gl</span> .<span class="ident">bind_buffer</span>(<span class="ident">glow</span>::<span class="ident">ARRAY_BUFFER</span>, <span class="prelude-val">Some</span>(<span class="ident">vert_buffer</span>.<span class="ident">id</span>)); <span class="self">self</span>.<span class="ident">gl</span>.<span class="ident">buffer_data_u8_slice</span>( <span class="ident">glow</span>::<span class="ident">ARRAY_BUFFER</span>, <span class="kw-2">&</span><span class="ident">vertices</span>.<span class="ident">align_to</span>::<span class="op"><</span><span class="ident">u8</span><span class="op">></span>().<span class="number">1</span>, <span class="comment">// TODO Use permanent</span> <span class="ident">glow</span>::<span class="ident">STATIC_DRAW</span>, ); <span class="self">self</span>.<span class="ident">gl</span> .<span class="ident">bind_buffer</span>(<span class="ident">glow</span>::<span class="ident">ELEMENT_ARRAY_BUFFER</span>, <span class="prelude-val">Some</span>(<span class="ident">elem_buffer</span>.<span class="ident">id</span>)); <span class="self">self</span>.<span class="ident">gl</span>.<span class="ident">buffer_data_u8_slice</span>( <span class="ident">glow</span>::<span class="ident">ELEMENT_ARRAY_BUFFER</span>, <span class="kw-2">&</span><span class="ident">indices</span>.<span class="ident">align_to</span>::<span class="op"><</span><span class="ident">u8</span><span class="op">></span>().<span class="number">1</span>, <span class="ident">glow</span>::<span class="ident">STATIC_DRAW</span>, ); <span class="kw">let</span> <span class="ident">vertex_attributes</span>: [<span class="ident">i32</span>; <span class="number">3</span>] <span class="op">=</span> [ <span class="number">3</span>, <span class="comment">// position is vec2</span> <span class="number">4</span>, <span class="comment">// color is vec4</span> <span class="number">1</span>, <span class="comment">// texture_id is float</span> ]; <span class="kw">let</span> <span class="ident">stride</span> <span class="op">=</span> <span class="ident">vertex_attributes</span>.<span class="ident">iter</span>().<span class="ident">sum</span>::<span class="op"><</span><span class="ident">i32</span><span class="op">></span>() <span class="op">*</span> <span class="ident">std</span>::<span class="ident">mem</span>::<span class="ident">size_of</span>::<span class="op"><</span><span class="ident">f32</span><span class="op">></span>() <span class="kw">as</span> <span class="ident">i32</span>; <span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">offset</span> <span class="op">=</span> <span class="number">0</span>; <span class="kw">for</span> (<span class="ident">i</span>, <span class="ident">size</span>) <span class="kw">in</span> <span class="ident">vertex_attributes</span>.<span class="ident">iter</span>().<span class="ident">enumerate</span>() { <span class="self">self</span>.<span class="ident">gl</span>.<span class="ident">enable_vertex_attrib_array</span>(<span class="ident">i</span> <span class="kw">as</span> <span class="ident">u32</span>); <span class="self">self</span>.<span class="ident">gl</span>.<span class="ident">vertex_attrib_pointer_f32</span>( <span class="ident">i</span> <span class="kw">as</span> <span class="ident">u32</span>, <span class="kw-2">*</span><span class="ident">size</span>, <span class="ident">glow</span>::<span class="ident">FLOAT</span>, <span class="bool-val">false</span>, <span class="ident">stride</span>, <span class="ident">offset</span>, ); <span class="ident">offset</span> <span class="op">+</span><span class="op">=</span> <span class="ident">size</span> <span class="op">*</span> <span class="ident">std</span>::<span class="ident">mem</span>::<span class="ident">size_of</span>::<span class="op"><</span><span class="ident">f32</span><span class="op">></span>() <span class="kw">as</span> <span class="ident">i32</span>; } <span class="comment">// Safety?</span> <span class="self">self</span>.<span class="ident">gl</span>.<span class="ident">bind_vertex_array</span>(<span class="prelude-val">None</span>); <span class="self">self</span>.<span class="ident">gl</span>.<span class="ident">bind_buffer</span>(<span class="ident">glow</span>::<span class="ident">ARRAY_BUFFER</span>, <span class="prelude-val">None</span>); <span class="self">self</span>.<span class="ident">gl</span>.<span class="ident">bind_buffer</span>(<span class="ident">glow</span>::<span class="ident">ELEMENT_ARRAY_BUFFER</span>, <span class="prelude-val">None</span>); (<span class="ident">vert_buffer</span>, <span class="ident">vert_array</span>, <span class="ident">elem_buffer</span>) }; <span class="kw">let</span> <span class="ident">num_indices</span> <span class="op">=</span> <span class="ident">indices</span>.<span class="ident">len</span>() <span class="kw">as</span> <span class="ident">i32</span>; <span class="kw">if</span> <span class="ident">permanent</span> { <span class="comment">/*self.total_bytes_uploaded.set( self.total_bytes_uploaded.get() + vertex_buffer.get_size() + index_buffer.get_size(), );*/</span> } <span class="ident">Drawable</span> { <span class="ident">vert_array</span>, <span class="ident">vert_buffer</span>, <span class="ident">elem_buffer</span>, <span class="ident">num_indices</span>, <span class="ident">gl</span>: <span class="self">self</span>.<span class="ident">gl</span>.<span class="ident">clone</span>(), } } <span class="kw">fn</span> <span class="ident">window</span>(<span class="kw-2">&</span><span class="self">self</span>) <span class="op">-</span><span class="op">></span> <span class="kw-2">&</span><span class="ident">winit</span>::<span class="ident">window</span>::<span class="ident">Window</span> { <span class="self">self</span>.<span class="ident">window_adapter</span>.<span class="ident">window</span>() } <span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">request_redraw</span>(<span class="kw-2">&</span><span class="self">self</span>) { <span class="self">self</span>.<span class="ident">window</span>().<span class="ident">request_redraw</span>(); } <span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">set_cursor_icon</span>(<span class="kw-2">&</span><span class="self">self</span>, <span class="ident">icon</span>: <span class="ident">winit</span>::<span class="ident">window</span>::<span class="ident">CursorIcon</span>) { <span class="self">self</span>.<span class="ident">window</span>().<span class="ident">set_cursor_icon</span>(<span class="ident">icon</span>); } <span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">draw_new_frame</span>(<span class="kw-2">&</span><span class="self">self</span>) <span class="op">-</span><span class="op">></span> <span class="ident">GfxCtxInnards</span> { <span class="ident">GfxCtxInnards</span>::<span class="ident">new</span>(<span class="kw-2">&</span><span class="self">self</span>.<span class="ident">gl</span>, <span class="kw-2">&</span><span class="self">self</span>.<span class="ident">program</span>) } <span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">window_resized</span>(<span class="kw-2">&</span><span class="self">self</span>, <span class="ident">new_size</span>: <span class="ident">ScreenDims</span>, <span class="ident">scale_factor</span>: <span class="ident">f64</span>) { <span class="kw">let</span> <span class="ident">physical_size</span> <span class="op">=</span> <span class="ident">winit</span>::<span class="ident">dpi</span>::<span class="ident">LogicalSize</span>::<span class="ident">from</span>(<span class="ident">new_size</span>).<span class="ident">to_physical</span>(<span class="ident">scale_factor</span>); <span class="self">self</span>.<span class="ident">window_adapter</span>.<span class="ident">window_resized</span>(<span class="ident">new_size</span>, <span class="ident">scale_factor</span>); <span class="kw">unsafe</span> { <span class="self">self</span>.<span class="ident">gl</span> .<span class="ident">viewport</span>(<span class="number">0</span>, <span class="number">0</span>, <span class="ident">physical_size</span>.<span class="ident">width</span>, <span class="ident">physical_size</span>.<span class="ident">height</span>); <span class="comment">// I think it's safe to assume there's not a clip right now.</span> <span class="self">self</span>.<span class="ident">gl</span> .<span class="ident">scissor</span>(<span class="number">0</span>, <span class="number">0</span>, <span class="ident">physical_size</span>.<span class="ident">width</span>, <span class="ident">physical_size</span>.<span class="ident">height</span>); } } <span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">window_size</span>(<span class="kw-2">&</span><span class="self">self</span>, <span class="ident">scale_factor</span>: <span class="ident">f64</span>) <span class="op">-</span><span class="op">></span> <span class="ident">ScreenDims</span> { <span class="self">self</span>.<span class="ident">window</span>().<span class="ident">inner_size</span>().<span class="ident">to_logical</span>(<span class="ident">scale_factor</span>).<span class="ident">into</span>() } <span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">set_window_icon</span>(<span class="kw-2">&</span><span class="self">self</span>, <span class="ident">icon</span>: <span class="ident">winit</span>::<span class="ident">window</span>::<span class="ident">Icon</span>) { <span class="self">self</span>.<span class="ident">window</span>().<span class="ident">set_window_icon</span>(<span class="prelude-val">Some</span>(<span class="ident">icon</span>)); } <span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">monitor_scale_factor</span>(<span class="kw-2">&</span><span class="self">self</span>) <span class="op">-</span><span class="op">></span> <span class="ident">f64</span> { <span class="self">self</span>.<span class="ident">window</span>().<span class="ident">scale_factor</span>() } <span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">draw_finished</span>(<span class="kw-2">&</span><span class="self">self</span>, <span class="ident">gfc_ctx_innards</span>: <span class="ident">GfxCtxInnards</span>) { <span class="self">self</span>.<span class="ident">window_adapter</span>.<span class="ident">draw_finished</span>(<span class="ident">gfc_ctx_innards</span>) } } <span class="doccomment">/// Uploads a sprite sheet of textures to the GPU so they can be used by Fill::Texture and</span> <span class="doccomment">/// friends to paint shapes.</span> <span class="doccomment">///</span> <span class="doccomment">/// `path` - image file which is a grid of images.</span> <span class="doccomment">/// `sprite_length` - the width and height of an individual cell in the image grid</span> <span class="doccomment">///</span> <span class="doccomment">/// The image file can have any number of sprites, but they must all be the same size.</span> <span class="doccomment">///</span> <span class="doccomment">/// Once uploaded, textures are addressed by their id, starting from 1, from left to right, top to</span> <span class="doccomment">/// bottom, like so:</span> <span class="doccomment">///</span> <span class="doccomment">/// ┌─┬─┬─┐</span> <span class="doccomment">/// │1│2│3│</span> <span class="doccomment">/// ├─┼─┼─┤</span> <span class="doccomment">/// │4│5│6│</span> <span class="doccomment">/// ├─┼─┼─┤</span> <span class="doccomment">/// │7│8│9│</span> <span class="doccomment">/// └─┴─┴─┘</span> <span class="doccomment">///</span> <span class="doccomment">/// Texture(0) is reserved for a pure white (no-op) texture.</span> <span class="doccomment">///</span> <span class="doccomment">/// Implementation is based on the the description of ArrayTextures from:</span> <span class="doccomment">/// https://www.khronos.org/opengl/wiki/Array_Texture.</span> <span class="kw">pub</span> <span class="kw">fn</span> <span class="ident">load_textures</span>( <span class="ident">gl</span>: <span class="kw-2">&</span><span class="ident">glow</span>::<span class="ident">Context</span>, <span class="ident">filename</span>: <span class="kw-2">&</span><span class="ident">str</span>, <span class="ident">sprite_length</span>: <span class="ident">u32</span>, ) <span class="op">-</span><span class="op">></span> <span class="prelude-ty">Result</span><span class="op"><</span>(), <span class="ident">Box</span><span class="op"><</span><span class="ident">dyn</span> <span class="ident">std</span>::<span class="ident">error</span>::<span class="ident">Error</span><span class="op">></span><span class="op">></span> { <span class="kw">let</span> <span class="ident">path</span> <span class="op">=</span> <span class="ident">abstutil</span>::<span class="ident">path</span>(<span class="ident">filename</span>); <span class="kw">let</span> <span class="ident">image_bytes</span> <span class="op">=</span> <span class="ident">abstutil</span>::<span class="ident">slurp_file</span>(<span class="kw-2">&</span><span class="ident">path</span>)<span class="question-mark">?</span>; <span class="kw">let</span> <span class="ident">dynamic_img</span> <span class="op">=</span> <span class="ident">image</span>::<span class="ident">load_from_memory</span>(<span class="kw-2">&</span><span class="ident">image_bytes</span>)<span class="question-mark">?</span>; <span class="kw">let</span> <span class="ident">img</span> <span class="op">=</span> <span class="kw">if</span> <span class="kw">let</span> <span class="ident">image</span>::<span class="ident">DynamicImage</span>::<span class="ident">ImageRgba8</span>(<span class="ident">img</span>) <span class="op">=</span> <span class="ident">dynamic_img</span> { <span class="ident">img</span> } <span class="kw">else</span> { <span class="macro">todo</span><span class="macro">!</span>(<span class="string">"support other image formats"</span>); }; <span class="kw">let</span> <span class="ident">format</span> <span class="op">=</span> <span class="ident">glow</span>::<span class="ident">RGBA</span>; <span class="kw">let</span> <span class="ident">target</span> <span class="op">=</span> <span class="ident">glow</span>::<span class="ident">TEXTURE_2D_ARRAY</span>; <span class="kw">let</span> <span class="ident">mipmap_level</span> <span class="op">=</span> <span class="number">1</span>; <span class="kw">let</span> <span class="ident">internal_format</span> <span class="op">=</span> <span class="ident">glow</span>::<span class="ident">RGBA</span>; <span class="kw">let</span> <span class="ident">bytes_per_pixel</span> <span class="op">=</span> <span class="number">4</span>; <span class="kw">let</span> <span class="ident">texture_id</span> <span class="op">=</span> <span class="kw">unsafe</span> { <span class="ident">gl</span>.<span class="ident">create_texture</span>()<span class="question-mark">?</span> }; <span class="kw">unsafe</span> { <span class="ident">gl</span>.<span class="ident">bind_texture</span>(<span class="ident">target</span>, <span class="prelude-val">Some</span>(<span class="ident">texture_id</span>)); } <span class="kw">let</span> (<span class="ident">img_width</span>, <span class="ident">img_height</span>) <span class="op">=</span> <span class="ident">img</span>.<span class="ident">dimensions</span>(); <span class="kw">let</span> <span class="ident">sprite_height</span> <span class="op">=</span> <span class="ident">sprite_length</span>; <span class="kw">let</span> <span class="ident">sprites_per_row</span> <span class="op">=</span> <span class="ident">img_width</span> <span class="op">/</span> <span class="ident">sprite_length</span>; <span class="kw">let</span> <span class="ident">sprites_per_column</span> <span class="op">=</span> <span class="ident">img_height</span> <span class="op">/</span> <span class="ident">sprite_length</span>; <span class="kw">let</span> <span class="ident">sprite_count</span> <span class="op">=</span> <span class="ident">sprites_per_row</span> <span class="op">*</span> <span class="ident">sprites_per_column</span>; <span class="macro">assert_eq</span><span class="macro">!</span>( <span class="ident">sprites_per_row</span> <span class="op">*</span> <span class="ident">sprite_length</span>, <span class="ident">img_width</span>, <span class="string">"sprites must align exactly"</span> ); <span class="macro">assert_eq</span><span class="macro">!</span>( <span class="ident">sprites_per_column</span> <span class="op">*</span> <span class="ident">sprite_height</span>, <span class="ident">img_height</span>, <span class="string">"sprites must align exactly"</span> ); <span class="macro">info</span><span class="macro">!</span>( <span class="string">"img_size: {}x{}px ({} px), sprite_size: {}x{}px, sprites: {}x{} ({} sprites)"</span>, <span class="ident">img_width</span>, <span class="ident">img_height</span>, <span class="ident">img</span>.<span class="ident">pixels</span>().<span class="ident">len</span>(), <span class="ident">sprite_length</span>, <span class="ident">sprite_height</span>, <span class="ident">sprites_per_row</span>, <span class="ident">sprites_per_column</span>, <span class="ident">sprite_count</span> ); <span class="comment">// Allocate the storage.</span> <span class="kw">unsafe</span> { <span class="ident">gl</span>.<span class="ident">tex_storage_3d</span>( <span class="ident">target</span>, <span class="ident">mipmap_level</span>, <span class="ident">internal_format</span>, <span class="ident">sprite_length</span> <span class="kw">as</span> <span class="ident">i32</span>, <span class="ident">sprite_height</span> <span class="kw">as</span> <span class="ident">i32</span>, <span class="ident">sprite_count</span> <span class="kw">as</span> <span class="ident">i32</span>, ); } <span class="comment">// Upload pixel data.</span> <span class="comment">//</span> <span class="comment">// From: https://www.khronos.org/opengl/wiki/Array_Texture#Creation_and_Management</span> <span class="comment">// > The first 0 refers to the mipmap level (level 0, since there's only 1)</span> <span class="comment">// > The following 2 zeroes refers to the x and y offsets in case you only want to</span> <span class="comment">// > specify a subrectangle.</span> <span class="comment">// > The final 0 refers to the layer index offset (we start from index 0 and have 2</span> <span class="comment">// > levels).</span> <span class="comment">// > Altogether you can specify a 3D box subset of the overall texture, but only one</span> <span class="comment">// > mip level at a time.</span> <span class="kw">let</span> <span class="kw-2">mut</span> <span class="ident">formatted_pixel_bytes</span>: <span class="ident">Vec</span><span class="op"><</span><span class="ident">u8</span><span class="op">></span> <span class="op">=</span> <span class="ident">Vec</span>::<span class="ident">with_capacity</span>(<span class="ident">img</span>.<span class="ident">pixels</span>().<span class="ident">len</span>() <span class="op">*</span> <span class="ident">bytes_per_pixel</span>); <span class="comment">// In order to avoid branching in our shader logic, all shapes are rendered with a texture.</span> <span class="comment">// Even "non-textured" styles like Fill::Color, use a "default" no-op (pure white) texture,</span> <span class="comment">// which we generate here.</span> <span class="ident">formatted_pixel_bytes</span>.<span class="ident">append</span>(<span class="kw-2">&</span><span class="kw-2">mut</span> <span class="macro">vec</span><span class="macro">!</span>[ <span class="number">255</span>; (<span class="ident">sprite_length</span> <span class="op">*</span> <span class="ident">sprite_height</span>) <span class="kw">as</span> <span class="ident">usize</span> <span class="op">*</span> <span class="ident">bytes_per_pixel</span> ]); <span class="comment">// OpenGL texture arrays expect each texture's bytes to be contiguous, but it's conventional to</span> <span class="comment">// store textures in a grid within a single spritesheet image, where a row and column traverses</span> <span class="comment">// multiple sprites.</span> <span class="comment">//</span> <span class="comment">// For example, if we had 6 textures, A-F, the input spritesheet bytes would be like:</span> <span class="comment">// [[AAA, BBB, CCC],</span> <span class="comment">// [AAA, BBB, CCC]</span> <span class="comment">// [AAA, BBB, CCC],</span> <span class="comment">// [DDD, EEE, FFF],</span> <span class="comment">// [DDD, EEE, FFF],</span> <span class="comment">// [DDD, EEE, FFF]]</span> <span class="comment">//</span> <span class="comment">// Which we need to convert to:</span> <span class="comment">// [[AAAAAAAAA],</span> <span class="comment">// [BBBBBBBBB],</span> <span class="comment">// [CCCCCCCCC],</span> <span class="comment">// [DDDDDDDDD],</span> <span class="comment">// [EEEEEEEEE],</span> <span class="comment">// [FFFFFFFFF]]</span> <span class="kw">use</span> <span class="ident">image</span>::<span class="ident">GenericImageView</span>; <span class="kw">for</span> <span class="ident">y</span> <span class="kw">in</span> <span class="number">0</span>..<span class="ident">sprites_per_column</span> { <span class="kw">for</span> <span class="ident">x</span> <span class="kw">in</span> <span class="number">0</span>..<span class="ident">sprites_per_row</span> { <span class="kw">let</span> <span class="ident">sprite_cell</span> <span class="op">=</span> <span class="ident">img</span>.<span class="ident">view</span>( <span class="ident">x</span> <span class="op">*</span> <span class="ident">sprite_length</span>, <span class="ident">y</span> <span class="op">*</span> <span class="ident">sprite_height</span>, <span class="ident">sprite_length</span>, <span class="ident">sprite_height</span>, ); <span class="kw">for</span> <span class="ident">p</span> <span class="kw">in</span> <span class="ident">sprite_cell</span>.<span class="ident">pixels</span>() { <span class="ident">formatted_pixel_bytes</span>.<span class="ident">extend_from_slice</span>(<span class="kw-2">&</span><span class="ident">p</span>.<span class="number">2</span> .<span class="number">0</span>); } } } <span class="comment">// prepare and generate mipmaps</span> <span class="kw">unsafe</span> { <span class="ident">gl</span>.<span class="ident">tex_sub_image_3d</span>( <span class="ident">target</span>, <span class="number">0</span>, <span class="number">0</span>, <span class="number">0</span>, <span class="number">0</span>, <span class="ident">sprite_length</span> <span class="kw">as</span> <span class="ident">i32</span>, <span class="ident">sprite_height</span> <span class="kw">as</span> <span class="ident">i32</span>, <span class="ident">sprite_count</span> <span class="kw">as</span> <span class="ident">i32</span>, <span class="ident">format</span>, <span class="ident">glow</span>::<span class="ident">UNSIGNED_BYTE</span>, <span class="ident">glow</span>::<span class="ident">PixelUnpackData</span>::<span class="ident">Slice</span>(<span class="kw-2">&</span><span class="ident">formatted_pixel_bytes</span>), ); <span class="ident">gl</span>.<span class="ident">tex_image_3d</span>( <span class="ident">target</span>, <span class="number">0</span>, <span class="ident">format</span> <span class="kw">as</span> <span class="ident">i32</span>, <span class="ident">sprite_length</span> <span class="kw">as</span> <span class="ident">i32</span>, <span class="ident">sprite_height</span> <span class="kw">as</span> <span class="ident">i32</span>, <span class="ident">sprite_count</span> <span class="kw">as</span> <span class="ident">i32</span>, <span class="number">0</span>, <span class="ident">format</span>, <span class="ident">glow</span>::<span class="ident">UNSIGNED_BYTE</span>, <span class="prelude-val">Some</span>(<span class="kw-2">&</span><span class="ident">formatted_pixel_bytes</span>), ); <span class="ident">gl</span>.<span class="ident">tex_image_3d</span>( <span class="ident">target</span>, <span class="number">1</span>, <span class="ident">format</span> <span class="kw">as</span> <span class="ident">i32</span>, (<span class="ident">sprite_length</span> <span class="op">/</span> <span class="number">2</span>) <span class="kw">as</span> <span class="ident">i32</span>, (<span class="ident">sprite_height</span> <span class="op">/</span> <span class="number">2</span>) <span class="kw">as</span> <span class="ident">i32</span>, <span class="ident">sprite_count</span> <span class="kw">as</span> <span class="ident">i32</span>, <span class="number">0</span>, <span class="ident">format</span>, <span class="ident">glow</span>::<span class="ident">UNSIGNED_BYTE</span>, <span class="prelude-val">Some</span>(<span class="kw-2">&</span><span class="ident">formatted_pixel_bytes</span>), ); <span class="ident">gl</span>.<span class="ident">tex_image_3d</span>( <span class="ident">target</span>, <span class="number">2</span>, <span class="ident">format</span> <span class="kw">as</span> <span class="ident">i32</span>, (<span class="ident">sprite_length</span> <span class="op">/</span> <span class="number">4</span>) <span class="kw">as</span> <span class="ident">i32</span>, (<span class="ident">sprite_height</span> <span class="op">/</span> <span class="number">4</span>) <span class="kw">as</span> <span class="ident">i32</span>, <span class="ident">sprite_count</span> <span class="kw">as</span> <span class="ident">i32</span>, <span class="number">0</span>, <span class="ident">format</span>, <span class="ident">glow</span>::<span class="ident">UNSIGNED_BYTE</span>, <span class="prelude-val">Some</span>(<span class="kw-2">&</span><span class="ident">formatted_pixel_bytes</span>), ); <span class="ident">gl</span>.<span class="ident">generate_mipmap</span>(<span class="ident">target</span>); } <span class="prelude-val">Ok</span>(()) } </pre></div> </section><section id="search" class="content hidden"></section><section class="footer"></section><script>window.rootPath = "../../";window.currentCrate = "widgetry";</script><script src="../../main.js"></script><script src="../../source-script.js"></script><script src="../../source-files.js"></script><script defer src="../../search-index.js"></script></body></html>