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lib.rs
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lib.rs
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use std::ffi::{CStr, CString};
use std::num::NonZeroU32;
use std::ops::Deref;
use winit::event::{Event, WindowEvent};
use winit::window::WindowBuilder;
use raw_window_handle::HasRawWindowHandle;
use glutin::config::ConfigTemplateBuilder;
use glutin::context::{ContextApi, ContextAttributesBuilder, Version};
use glutin::display::GetGlDisplay;
use glutin::prelude::*;
use glutin::surface::SwapInterval;
use glutin_winit::{self, DisplayBuilder, GlWindow};
pub mod gl {
#![allow(clippy::all)]
include!(concat!(env!("OUT_DIR"), "/gl_bindings.rs"));
pub use Gles2 as Gl;
}
pub fn main(event_loop: winit::event_loop::EventLoop<()>) {
// Only windows requires the window to be present before creating the display.
// Other platforms don't really need one.
//
// XXX if you don't care about running on android or so you can safely remove
// this condition and always pass the window builder.
let window_builder =
if cfg!(wgl_backend) { Some(WindowBuilder::new().with_transparent(true)) } else { None };
// The template will match only the configurations supporting rendering
// to windows.
//
// XXX We force transparency only on macOS, given that EGL on X11 doesn't
// have it, but we still want to show window. The macOS situation is like
// that, because we can query only one config at a time on it, but all
// normal platforms will return multiple configs, so we can find the config
// with transparency ourselves inside the `reduce`.
let template =
ConfigTemplateBuilder::new().with_alpha_size(8).with_transparency(cfg!(cgl_backend));
let display_builder = DisplayBuilder::new().with_window_builder(window_builder);
let (mut window, gl_config) = display_builder
.build(&event_loop, template, |configs| {
// Find the config with the maximum number of samples, so our triangle will
// be smooth.
configs
.reduce(|accum, config| {
let transparency_check = config.supports_transparency().unwrap_or(false)
& !accum.supports_transparency().unwrap_or(false);
if transparency_check || config.num_samples() > accum.num_samples() {
config
} else {
accum
}
})
.unwrap()
})
.unwrap();
println!("Picked a config with {} samples", gl_config.num_samples());
let raw_window_handle = window.as_ref().map(|window| window.raw_window_handle());
// XXX The display could be obtained from the any object created by it, so we
// can query it from the config.
let gl_display = gl_config.display();
// The context creation part. It can be created before surface and that's how
// it's expected in multithreaded + multiwindow operation mode, since you
// can send NotCurrentContext, but not Surface.
let context_attributes = ContextAttributesBuilder::new().build(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(raw_window_handle);
// There are also some old devices that support neither modern OpenGL nor GLES.
// To support these we can try and create a 2.1 context.
let legacy_context_attributes = ContextAttributesBuilder::new()
.with_context_api(ContextApi::OpenGl(Some(Version::new(2, 1))))
.build(raw_window_handle);
let mut not_current_gl_context = Some(unsafe {
gl_display.create_context(&gl_config, &context_attributes).unwrap_or_else(|_| {
gl_display.create_context(&gl_config, &fallback_context_attributes).unwrap_or_else(
|_| {
gl_display
.create_context(&gl_config, &legacy_context_attributes)
.expect("failed to create context")
},
)
})
});
let mut state = None;
let mut renderer = None;
event_loop.run(move |event, window_target, control_flow| {
control_flow.set_wait();
match event {
Event::Resumed => {
#[cfg(android_platform)]
println!("Android window available");
let window = window.take().unwrap_or_else(|| {
let window_builder = WindowBuilder::new().with_transparent(true);
glutin_winit::finalize_window(window_target, window_builder, &gl_config)
.unwrap()
});
let attrs = window.build_surface_attributes(<_>::default());
let gl_surface = unsafe {
gl_config.display().create_window_surface(&gl_config, &attrs).unwrap()
};
// Make it current.
let gl_context =
not_current_gl_context.take().unwrap().make_current(&gl_surface).unwrap();
// The context needs to be current for the Renderer to set up shaders and
// buffers. It also performs function loading, which needs a current context on
// WGL.
renderer.get_or_insert_with(|| Renderer::new(&gl_display));
// Try setting vsync.
if let Err(res) = gl_surface
.set_swap_interval(&gl_context, SwapInterval::Wait(NonZeroU32::new(1).unwrap()))
{
eprintln!("Error setting vsync: {res:?}");
}
assert!(state.replace((gl_context, gl_surface, window)).is_none());
},
Event::Suspended => {
// This event is only raised on Android, where the backing NativeWindow for a GL
// Surface can appear and disappear at any moment.
println!("Android window removed");
// Destroy the GL Surface and un-current the GL Context before ndk-glue releases
// the window back to the system.
let (gl_context, ..) = state.take().unwrap();
assert!(not_current_gl_context
.replace(gl_context.make_not_current().unwrap())
.is_none());
},
Event::WindowEvent { event, .. } => match event {
WindowEvent::Resized(size) => {
if size.width != 0 && size.height != 0 {
// Some platforms like EGL require resizing GL surface to update the size
// Notable platforms here are Wayland and macOS, other don't require it
// and the function is no-op, but it's wise to resize it for portability
// reasons.
if let Some((gl_context, gl_surface, _)) = &state {
gl_surface.resize(
gl_context,
NonZeroU32::new(size.width).unwrap(),
NonZeroU32::new(size.height).unwrap(),
);
let renderer = renderer.as_ref().unwrap();
renderer.resize(size.width as i32, size.height as i32);
}
}
},
WindowEvent::CloseRequested => {
control_flow.set_exit();
},
_ => (),
},
Event::RedrawEventsCleared => {
if let Some((gl_context, gl_surface, window)) = &state {
let renderer = renderer.as_ref().unwrap();
renderer.draw();
window.request_redraw();
gl_surface.swap_buffers(gl_context).unwrap();
}
},
_ => (),
}
})
}
pub struct Renderer {
program: gl::types::GLuint,
vao: gl::types::GLuint,
vbo: gl::types::GLuint,
gl: gl::Gl,
}
impl Renderer {
pub fn new<D: GlDisplay>(gl_display: &D) -> 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 Deref for Renderer {
type Target = gl::Gl;
fn deref(&self) -> &Self::Target {
&self.gl
}
}
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);
}
}
}
unsafe fn create_shader(
gl: &gl::Gl,
shader: gl::types::GLenum,
source: &[u8],
) -> gl::types::GLuint {
let shader = gl.CreateShader(shader);
gl.ShaderSource(shader, 1, [source.as_ptr().cast()].as_ptr(), std::ptr::null());
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()))
}
}
#[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] = b"
#version 100
precision mediump float;
attribute vec2 position;
attribute vec3 color;
varying vec3 v_color;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
v_color = color;
}
\0";
const FRAGMENT_SHADER_SOURCE: &[u8] = b"
#version 100
precision mediump float;
varying vec3 v_color;
void main() {
gl_FragColor = vec4(v_color, 1.0);
}
\0";