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use abstutil::Timer;
use crate::backend_glow::{build_program, GfxCtxInnards, PrerenderInnards, SpriteTexture};
use crate::ScreenDims;
pub fn setup(
window_title: &str,
timer: &mut Timer,
) -> (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.clone(), &event_loop)
.or_else(|err| {
warn!("Trying default graphics context after standard graphics context failed with error: {:?}", err);
glutin::ContextBuilder::new().build_windowed(window.clone(), &event_loop)
})
.or_else(|err| {
warn!("Trying graphics context with vsync after default graphics context failed with error: {:?}", err);
glutin::ContextBuilder::new()
.with_vsync(true)
.build_windowed(window.clone(), &event_loop)
}).unwrap_or_else(|err| {
panic!("Your videocard doesn't support the OpenGL mode requested. This is a common issue when running inside a virtual machine; please run natively if possible. See https://github.com/a-b-street/abstreet/issues/103 for more info, and feel free to ask for help using that issue.\n\nError: {:?}", err);
});
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 {
build_program(
&gl,
include_str!("../shaders/vertex_140.glsl"),
include_str!("../shaders/fragment_140.glsl"),
)
.or_else(|err| {
warn!(
"unable to build program with default shaderrs, falling back to v300. error: {:?}",
err
);
build_program(
&gl,
include_str!("../shaders/vertex_300.glsl"),
include_str!("../shaders/fragment_300.glsl"),
)
})
.unwrap_or_else(|err| {
panic!("error building program: {:?}", err);
})
};
timer.start("load textures");
let sprite_texture = SpriteTexture::new(
include_bytes!("../textures/spritesheet.png").to_vec(),
64,
64,
)
.expect("failed to format texture sprite sheet");
sprite_texture
.upload_gl2(&gl)
.expect("failed to upload textures");
timer.stop("load textures");
(
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();
}
}