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lib.rs
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use std::ffi::{CStr, CString};
use std::num::NonZeroU32;
use raw_window_handle::{
HasRawDisplayHandle, HasRawWindowHandle, RawDisplayHandle, RawWindowHandle,
};
use winit::event::{Event, WindowEvent};
use winit::event_loop::{ControlFlow, EventLoop, EventLoopBuilder, EventLoopWindowTarget};
#[cfg(target_os = "android")]
use winit::platform::android::activity::AndroidApp;
#[cfg(glx_backend)]
use winit::platform::unix;
use glutin::config::{Config, ConfigSurfaceTypes, ConfigTemplate, ConfigTemplateBuilder};
use glutin::context::{ContextApi, ContextAttributesBuilder, NotCurrentContext};
use glutin::display::{Display, DisplayApiPreference};
use glutin::prelude::*;
use glutin::surface::{SurfaceAttributesBuilder, WindowSurface};
#[rustfmt::skip]
static VERTEX_DATA: [f32; 15] = [
-0.5, -0.5, 1.0, 0.0, 0.0,
0.0, 0.5, 0.0, 1.0, 0.0,
0.5, -0.5, 0.0, 0.0, 1.0,
];
const VERTEX_SHADER_SOURCE: &[u8] = include_bytes!("shader-vert.glsl");
const FRAGMENT_SHADER_SOURCE: &[u8] = include_bytes!("shader-frag.glsl");
pub mod gl {
#![allow(clippy::all)]
include!(concat!(env!("OUT_DIR"), "/gl_bindings.rs"));
pub use Gles2 as Gl;
}
unsafe fn create_shader(
gl: &gl::Gl,
shader: gl::types::GLenum,
source: &[u8],
) -> gl::types::GLuint {
let shader = gl.CreateShader(shader);
let len = source.len() as gl::types::GLint;
gl.ShaderSource(shader, 1, [source.as_ptr().cast()].as_ptr(), &len);
gl.CompileShader(shader);
shader
}
fn get_gl_string(gl: &gl::Gl, variant: gl::types::GLenum) -> Option<&'static CStr> {
unsafe {
let s = gl.GetString(variant);
(!s.is_null()).then(|| CStr::from_ptr(s.cast()))
}
}
pub struct Renderer {
program: gl::types::GLuint,
vao: gl::types::GLuint,
vbo: gl::types::GLuint,
gl: gl::Gl,
}
impl Renderer {
pub fn new(gl_display: &Display) -> Self {
unsafe {
let gl = gl::Gl::load_with(|symbol| {
let symbol = CString::new(symbol).unwrap();
gl_display.get_proc_address(symbol.as_c_str()).cast()
});
if let Some(renderer) = get_gl_string(&gl, gl::RENDERER) {
println!("Running on {}", renderer.to_string_lossy());
}
if let Some(version) = get_gl_string(&gl, gl::VERSION) {
println!("OpenGL Version {}", version.to_string_lossy());
}
if let Some(shaders_version) = get_gl_string(&gl, gl::SHADING_LANGUAGE_VERSION) {
println!("Shaders version on {}", shaders_version.to_string_lossy());
}
let vertex_shader = create_shader(&gl, gl::VERTEX_SHADER, VERTEX_SHADER_SOURCE);
let fragment_shader = create_shader(&gl, gl::FRAGMENT_SHADER, FRAGMENT_SHADER_SOURCE);
let program = gl.CreateProgram();
gl.AttachShader(program, vertex_shader);
gl.AttachShader(program, fragment_shader);
gl.LinkProgram(program);
gl.UseProgram(program);
gl.DeleteShader(vertex_shader);
gl.DeleteShader(fragment_shader);
let mut vao = std::mem::zeroed();
gl.GenVertexArrays(1, &mut vao);
gl.BindVertexArray(vao);
let mut vbo = std::mem::zeroed();
gl.GenBuffers(1, &mut vbo);
gl.BindBuffer(gl::ARRAY_BUFFER, vbo);
gl.BufferData(
gl::ARRAY_BUFFER,
(VERTEX_DATA.len() * std::mem::size_of::<f32>()) as gl::types::GLsizeiptr,
VERTEX_DATA.as_ptr() as *const _,
gl::STATIC_DRAW,
);
let pos_attrib = gl.GetAttribLocation(program, b"position\0".as_ptr() as *const _);
let color_attrib = gl.GetAttribLocation(program, b"color\0".as_ptr() as *const _);
gl.VertexAttribPointer(
pos_attrib as gl::types::GLuint,
2,
gl::FLOAT,
0,
5 * std::mem::size_of::<f32>() as gl::types::GLsizei,
std::ptr::null(),
);
gl.VertexAttribPointer(
color_attrib as gl::types::GLuint,
3,
gl::FLOAT,
0,
5 * std::mem::size_of::<f32>() as gl::types::GLsizei,
(2 * std::mem::size_of::<f32>()) as *const () as *const _,
);
gl.EnableVertexAttribArray(pos_attrib as gl::types::GLuint);
gl.EnableVertexAttribArray(color_attrib as gl::types::GLuint);
Self {
program,
vao,
vbo,
gl,
}
}
}
pub fn draw(&self) {
unsafe {
self.gl.UseProgram(self.program);
self.gl.BindVertexArray(self.vao);
self.gl.BindBuffer(gl::ARRAY_BUFFER, self.vbo);
self.gl.ClearColor(0.1, 0.1, 0.1, 0.9);
self.gl.Clear(gl::COLOR_BUFFER_BIT);
self.gl.DrawArrays(gl::TRIANGLES, 0, 3);
}
}
pub fn resize(&self, width: i32, height: i32) {
unsafe {
self.gl.Viewport(0, 0, width, height);
}
}
}
impl Drop for Renderer {
fn drop(&mut self) {
unsafe {
self.gl.DeleteProgram(self.program);
self.gl.DeleteBuffers(1, &self.vbo);
self.gl.DeleteVertexArrays(1, &self.vao);
}
}
}
struct SurfaceState {
window: winit::window::Window,
surface: glutin::surface::Surface<glutin::surface::WindowSurface>,
}
struct App {
winsys_display: RawDisplayHandle,
glutin_display: Option<Display>,
surface_state: Option<SurfaceState>,
context: Option<glutin::context::PossiblyCurrentContext>,
render_state: Option<Renderer>,
}
impl App {
fn new(winsys_display: RawDisplayHandle) -> Self {
Self {
winsys_display,
glutin_display: None,
surface_state: None,
context: None,
render_state: None,
}
}
}
impl App {
#[allow(unused_variables)]
fn create_display(
raw_display: RawDisplayHandle,
raw_window_handle: RawWindowHandle,
) -> Display {
#[cfg(egl_backend)]
let preference = DisplayApiPreference::Egl;
#[cfg(glx_backend)]
let preference = DisplayApiPreference::Glx(Box::new(unix::register_xlib_error_hook));
#[cfg(cgl_backend)]
let preference = DisplayApiPreference::Cgl;
#[cfg(wgl_backend)]
let preference = DisplayApiPreference::Wgl(Some(raw_window_handle));
#[cfg(all(egl_backend, wgl_backend))]
let preference = DisplayApiPreference::WglThenEgl(Some(raw_window_handle));
#[cfg(all(egl_backend, glx_backend))]
let preference = DisplayApiPreference::GlxThenEgl(Box::new(unix::register_xlib_error_hook));
// Create connection to underlying OpenGL client Api.
unsafe { Display::new(raw_display, preference).unwrap() }
}
fn ensure_glutin_display(&mut self, window: &winit::window::Window) {
if self.glutin_display.is_none() {
let raw_window_handle = window.raw_window_handle();
self.glutin_display =
Some(Self::create_display(self.winsys_display, raw_window_handle));
}
}
fn create_compatible_gl_context(
glutin_display: &Display,
raw_window_handle: RawWindowHandle,
config: &Config,
) -> NotCurrentContext {
let context_attributes = ContextAttributesBuilder::new().build(Some(raw_window_handle));
// Since glutin by default tries to create OpenGL core context, which may not be
// present we should try gles.
let fallback_context_attributes = ContextAttributesBuilder::new()
.with_context_api(ContextApi::Gles(None))
.build(Some(raw_window_handle));
unsafe {
glutin_display
.create_context(&config, &context_attributes)
.unwrap_or_else(|_| {
glutin_display
.create_context(config, &fallback_context_attributes)
.expect("failed to create context")
})
}
}
/// Create template to find OpenGL config.
pub fn config_template(raw_window_handle: RawWindowHandle) -> ConfigTemplate {
let builder = ConfigTemplateBuilder::new()
.with_alpha_size(8)
.compatible_with_native_window(raw_window_handle)
.with_surface_type(ConfigSurfaceTypes::WINDOW);
#[cfg(cgl_backend)]
let builder = builder.with_transparency(true).with_multisampling(8);
builder.build()
}
fn ensure_surface_and_context<T>(&mut self, event_loop: &EventLoopWindowTarget<T>) {
let window = winit::window::Window::new(&event_loop).unwrap();
let raw_window_handle = window.raw_window_handle();
// Lazily initialize, egl, wgl, glx etc
self.ensure_glutin_display(&window);
let glutin_display = self
.glutin_display
.as_ref()
.expect("Can't ensure surface + context without a Glutin Display connection");
let template = Self::config_template(raw_window_handle);
let config = unsafe {
glutin_display
.find_configs(template)
.unwrap()
.reduce(|accum, config| {
// Find the config with the maximum number of samples.
//
// In general if you're not sure what you want in template you can request or
// don't want to require multisampling for example, you can search for a
// specific option you want afterwards.
//
// XXX however on macOS you can request only one config, so you should do
// a search with the help of `find_configs` and adjusting your template.
if config.num_samples() > accum.num_samples() {
config
} else {
accum
}
})
.unwrap()
};
println!("Picked a config with {} samples", config.num_samples());
// XXX: Winit is missing a window.surface_size() API and the inner_size may be the wrong
// size to use on some platforms!
let (width, height): (u32, u32) = window.inner_size().into();
let raw_window_handle = window.raw_window_handle();
let attrs = SurfaceAttributesBuilder::<WindowSurface>::new().build(
raw_window_handle,
NonZeroU32::new(width).unwrap(),
NonZeroU32::new(height).unwrap(),
);
let surface = unsafe {
glutin_display
.create_window_surface(&config, &attrs)
.unwrap()
};
let surface_state = SurfaceState { window, surface };
let prev_ctx = self.context.take();
match prev_ctx {
Some(ctx) => {
let not_current_context = ctx
.make_not_current()
.expect("Failed to make GL context not current");
self.context = Some(
not_current_context
.make_current(&surface_state.surface)
.expect("Failed to make GL context current"),
);
}
None => {
let not_current_context =
Self::create_compatible_gl_context(glutin_display, raw_window_handle, &config);
self.context = Some(
not_current_context
.make_current(&surface_state.surface)
.expect("Failed to make GL context current"),
);
}
}
self.surface_state = Some(surface_state);
}
fn ensure_renderer(&mut self) {
let glutin_display = self
.glutin_display
.as_ref()
.expect("Can't ensure renderer without a Glutin Display connection");
self.render_state
.get_or_insert_with(|| Renderer::new(glutin_display));
}
fn queue_redraw(&self) {
if let Some(surface_state) = &self.surface_state {
log::trace!("Making Redraw Request");
surface_state.window.request_redraw();
}
}
fn resume<T>(&mut self, event_loop: &EventLoopWindowTarget<T>) {
log::trace!("Resumed, creating render state...");
self.ensure_surface_and_context(event_loop);
self.ensure_renderer();
self.queue_redraw();
}
}
fn run(event_loop: EventLoop<()>) {
log::trace!("Running mainloop...");
let raw_display = event_loop.raw_display_handle();
let mut app = App::new(raw_display);
event_loop.run(move |event, event_loop, control_flow| {
log::trace!("Received Winit event: {event:?}");
*control_flow = ControlFlow::Wait;
match event {
Event::Resumed => {
app.resume(event_loop);
}
Event::Suspended => {
log::trace!("Suspended, dropping surface state...");
app.surface_state = None;
}
Event::WindowEvent {
event: WindowEvent::Resized(_size),
..
} => {
// Winit: doesn't currently implicitly request a redraw
// for a resize which may be required on some platforms...
app.queue_redraw();
}
Event::RedrawRequested(_) => {
log::trace!("Handling Redraw Request");
if let Some(ref surface_state) = app.surface_state {
if let Some(ctx) = &app.context {
if let Some(ref renderer) = app.render_state {
renderer.draw();
if let Err(err) = surface_state.surface.swap_buffers(ctx) {
log::error!("Failed to swap buffers after render: {}", err);
}
}
app.queue_redraw();
}
}
}
Event::WindowEvent {
event: WindowEvent::CloseRequested,
..
} => *control_flow = ControlFlow::Exit,
_ => {}
}
});
}
#[cfg(target_os = "android")]
#[no_mangle]
fn android_main(app: AndroidApp) {
use winit::platform::android::EventLoopBuilderExtAndroid;
android_logger::init_once(android_logger::Config::default().with_min_level(log::Level::Trace));
let event_loop = EventLoopBuilder::new().with_android_app(app).build();
run(event_loop);
}
// declared as pub to avoid dead_code warnings from cdylib target build
#[cfg(not(target_os = "android"))]
pub fn main() {
env_logger::builder()
.filter_level(log::LevelFilter::Trace) // Default Log Level
.parse_default_env()
.init();
let event_loop = EventLoopBuilder::new().build();
run(event_loop);
}