glium 0.14.0

Elegant and safe OpenGL wrapper. Glium is an intermediate layer between OpenGL and your application. You still need to manually handle the graphics pipeline, but without having to use OpenGL's old and error-prone API. Its objectives: - Be safe to use. Many aspects of OpenGL that can trigger a crash if misused are automatically handled by glium. - Provide an API that enforces good pratices such as RAII or stateless function calls. - Be compatible with all OpenGL versions that support shaders, providing unified API when things diverge. - Avoid all OpenGL errors beforehand. - Produce optimized OpenGL function calls, and allow the user to easily use modern OpenGL techniques.
Documentation
#[macro_use]
extern crate glium;

use glium::Surface;
use glium::glutin;

mod support;

mod fxaa {
    use glium::{self, Surface};
    use glium::backend::Facade;
    use glium::backend::Context;
    use glium::framebuffer::SimpleFrameBuffer;

    use std::cell::RefCell;
    use std::rc::Rc;

    pub struct FxaaSystem {
        context: Rc<Context>,
        vertex_buffer: glium::VertexBuffer<SpriteVertex>,
        index_buffer: glium::IndexBuffer<u16>,
        program: glium::Program,
        target_color: RefCell<Option<glium::texture::Texture2d>>,
        target_depth: RefCell<Option<glium::framebuffer::DepthRenderBuffer>>,
    }

    #[derive(Copy, Clone)]
    struct SpriteVertex {
        position: [f32; 2],
        i_tex_coords: [f32; 2],
    }

    implement_vertex!(SpriteVertex, position, i_tex_coords);

    impl FxaaSystem {
        pub fn new<F>(facade: &F) -> FxaaSystem where F: Facade + Clone {
            FxaaSystem {
                context: facade.get_context().clone(),

                vertex_buffer: glium::VertexBuffer::new(facade,
                    &[
                        SpriteVertex { position: [-1.0, -1.0], i_tex_coords: [0.0, 0.0] },
                        SpriteVertex { position: [-1.0,  1.0], i_tex_coords: [0.0, 1.0] },
                        SpriteVertex { position: [ 1.0,  1.0], i_tex_coords: [1.0, 1.0] },
                        SpriteVertex { position: [ 1.0, -1.0], i_tex_coords: [1.0, 0.0] }
                    ]
                ).unwrap(),

                index_buffer: glium::index::IndexBuffer::new(facade,
                    glium::index::PrimitiveType::TriangleStrip, &[1 as u16, 2, 0, 3]).unwrap(),

                program: program!(facade,
                    100 => {
                        vertex: r"
                            #version 100

                            attribute vec2 position;
                            attribute vec2 i_tex_coords;

                            varying vec2 v_tex_coords;

                            void main() {
                                gl_Position = vec4(position, 0.0, 1.0);
                                v_tex_coords = i_tex_coords;
                            }
                        ",
                        fragment: r"
                            #version 100

                            precision mediump float;

                            uniform vec2 resolution;
                            uniform sampler2D tex;
                            uniform int enabled;

                            varying vec2 v_tex_coords;

                            #define FXAA_REDUCE_MIN   (1.0/ 128.0)
                            #define FXAA_REDUCE_MUL   (1.0 / 8.0)
                            #define FXAA_SPAN_MAX     8.0

                            vec4 fxaa(sampler2D tex, vec2 fragCoord, vec2 resolution,
                                        vec2 v_rgbNW, vec2 v_rgbNE, 
                                        vec2 v_rgbSW, vec2 v_rgbSE, 
                                        vec2 v_rgbM) {
                                vec4 color;
                                mediump vec2 inverseVP = vec2(1.0 / resolution.x, 1.0 / resolution.y);
                                vec3 rgbNW = texture2D(tex, v_rgbNW).xyz;
                                vec3 rgbNE = texture2D(tex, v_rgbNE).xyz;
                                vec3 rgbSW = texture2D(tex, v_rgbSW).xyz;
                                vec3 rgbSE = texture2D(tex, v_rgbSE).xyz;
                                vec4 texColor = texture2D(tex, v_rgbM);
                                vec3 rgbM  = texColor.xyz;
                                vec3 luma = vec3(0.299, 0.587, 0.114);
                                float lumaNW = dot(rgbNW, luma);
                                float lumaNE = dot(rgbNE, luma);
                                float lumaSW = dot(rgbSW, luma);
                                float lumaSE = dot(rgbSE, luma);
                                float lumaM  = dot(rgbM,  luma);
                                float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
                                float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
                                
                                mediump vec2 dir;
                                dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
                                dir.y =  ((lumaNW + lumaSW) - (lumaNE + lumaSE));
                                
                                float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *
                                                      (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN);
                                
                                float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
                                dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
                                          max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
                                          dir * rcpDirMin)) * inverseVP;
                                
                                vec3 rgbA = 0.5 * (
                                    texture2D(tex, fragCoord * inverseVP + dir * (1.0 / 3.0 - 0.5)).xyz +
                                    texture2D(tex, fragCoord * inverseVP + dir * (2.0 / 3.0 - 0.5)).xyz);
                                vec3 rgbB = rgbA * 0.5 + 0.25 * (
                                    texture2D(tex, fragCoord * inverseVP + dir * -0.5).xyz +
                                    texture2D(tex, fragCoord * inverseVP + dir * 0.5).xyz);

                                float lumaB = dot(rgbB, luma);
                                if ((lumaB < lumaMin) || (lumaB > lumaMax))
                                    color = vec4(rgbA, texColor.a);
                                else
                                    color = vec4(rgbB, texColor.a);
                                return color;
                            }

                            void main() {
                                vec2 fragCoord = v_tex_coords * resolution; 
                                vec4 color;
                                if (enabled != 0) {
                                    vec2 inverseVP = 1.0 / resolution.xy;
                                    mediump vec2 v_rgbNW = (fragCoord + vec2(-1.0, -1.0)) * inverseVP;
                                    mediump vec2 v_rgbNE = (fragCoord + vec2(1.0, -1.0)) * inverseVP;
                                    mediump vec2 v_rgbSW = (fragCoord + vec2(-1.0, 1.0)) * inverseVP;
                                    mediump vec2 v_rgbSE = (fragCoord + vec2(1.0, 1.0)) * inverseVP;
                                    mediump vec2 v_rgbM = vec2(fragCoord * inverseVP);
                                    color = fxaa(tex, fragCoord, resolution, v_rgbNW, v_rgbNE, v_rgbSW,
                                                 v_rgbSE, v_rgbM);
                                } else {
                                    color = texture2D(tex, v_tex_coords);
                                }
                                gl_FragColor = color;
                            }
                        "
                    }
                ).unwrap(),

                target_color: RefCell::new(None),
                target_depth: RefCell::new(None),
            }
        }
    }

    pub fn draw<T, F, R>(system: &FxaaSystem, target: &mut T, enabled: bool, mut draw: F)
                         -> R where T: Surface, F: FnMut(&mut SimpleFrameBuffer) -> R
    {
        let target_dimensions = target.get_dimensions();

        let mut target_color = system.target_color.borrow_mut();
        let mut target_depth = system.target_depth.borrow_mut();

        {
            let clear = if let &Some(ref tex) = &*target_color {
                tex.get_width() != target_dimensions.0 ||
                    tex.get_height().unwrap() != target_dimensions.1
            } else {
                false
            };
            if clear { *target_color = None; }
        }

        {
            let clear = if let &Some(ref tex) = &*target_depth {
                tex.get_dimensions() != target_dimensions
            } else {
                false
            };
            if clear { *target_depth = None; }
        }

        if target_color.is_none() {
            let texture = glium::texture::Texture2d::empty(&system.context,
                                                           target_dimensions.0 as u32,
                                                           target_dimensions.1 as u32).unwrap();
            *target_color = Some(texture);
        }
        let target_color = target_color.as_ref().unwrap();

        if target_depth.is_none() {
            let texture = glium::framebuffer::DepthRenderBuffer::new(&system.context,
                                                                      glium::texture::DepthFormat::I24,
                                                                      target_dimensions.0 as u32,
                                                                      target_dimensions.1 as u32).unwrap();
            *target_depth = Some(texture);
        }
        let target_depth = target_depth.as_ref().unwrap();

        let output = draw(&mut SimpleFrameBuffer::with_depth_buffer(&system.context, target_color,
                                                                                     target_depth).unwrap());

        let uniforms = uniform! {
            tex: &*target_color,
            enabled: if enabled { 1i32 } else { 0i32 },
            resolution: (target_dimensions.0 as f32, target_dimensions.1 as f32)
        };
        
        target.draw(&system.vertex_buffer, &system.index_buffer, &system.program, &uniforms,
                    &Default::default()).unwrap();

        output
    }
}

fn main() {
    use glium::DisplayBuild;

    println!("This example demonstrates FXAA. Is is an anti-aliasing technique done at the \
              post-processing stage. This example draws the teapot to a framebuffer and then \
              copies from the texture to the main framebuffer by applying a filter to it.\n\
              You can use the space bar to switch fxaa on and off.");

    // building the display, ie. the main object
    let display = glutin::WindowBuilder::new()
        .with_depth_buffer(24)
        .build_glium()
        .unwrap();

    // building the vertex and index buffers
    let vertex_buffer = support::load_wavefront(&display, include_bytes!("support/teapot.obj"));

    // the program
    let program = program!(&display,
        140 => {
            vertex: "
                #version 140

                uniform mat4 persp_matrix;
                uniform mat4 view_matrix;

                in vec3 position;
                in vec3 normal;
                out vec3 v_position;
                out vec3 v_normal;

                void main() {
                    v_position = position;
                    v_normal = normal;
                    gl_Position = persp_matrix * view_matrix * vec4(v_position * 0.005, 1.0);
                }
            ",

            fragment: "
                #version 140

                in vec3 v_normal;
                out vec4 f_color;

                const vec3 LIGHT = vec3(-0.2, 0.8, 0.1);

                void main() {
                    float lum = max(dot(normalize(v_normal), normalize(LIGHT)), 0.0);
                    vec3 color = (0.3 + 0.7 * lum) * vec3(1.0, 1.0, 1.0);
                    f_color = vec4(color, 1.0);
                }
            ",
        },

        110 => {
            vertex: "
                #version 110

                uniform mat4 persp_matrix;
                uniform mat4 view_matrix;

                attribute vec3 position;
                attribute vec3 normal;
                varying vec3 v_position;
                varying vec3 v_normal;

                void main() {
                    v_position = position;
                    v_normal = normal;
                    gl_Position = persp_matrix * view_matrix * vec4(v_position * 0.005, 1.0);
                }
            ",

            fragment: "
                #version 110

                varying vec3 v_normal;

                const vec3 LIGHT = vec3(-0.2, 0.8, 0.1);

                void main() {
                    float lum = max(dot(normalize(v_normal), normalize(LIGHT)), 0.0);
                    vec3 color = (0.3 + 0.7 * lum) * vec3(1.0, 1.0, 1.0);
                    gl_FragColor = vec4(color, 1.0);
                }
            ",
        },

        100 => {
            vertex: "
                #version 100

                uniform lowp mat4 persp_matrix;
                uniform lowp mat4 view_matrix;

                attribute lowp vec3 position;
                attribute lowp vec3 normal;
                varying lowp vec3 v_position;
                varying lowp vec3 v_normal;

                void main() {
                    v_position = position;
                    v_normal = normal;
                    gl_Position = persp_matrix * view_matrix * vec4(v_position * 0.005, 1.0);
                }
            ",

            fragment: "
                #version 100

                varying lowp vec3 v_normal;

                const lowp vec3 LIGHT = vec3(-0.2, 0.8, 0.1);

                void main() {
                    lowp float lum = max(dot(normalize(v_normal), normalize(LIGHT)), 0.0);
                    lowp vec3 color = (0.3 + 0.7 * lum) * vec3(1.0, 1.0, 1.0);
                    gl_FragColor = vec4(color, 1.0);
                }
            ",
        },
    ).unwrap();

    //
    let mut camera = support::camera::CameraState::new();
    let fxaa = fxaa::FxaaSystem::new(&display);
    let mut fxaa_enabled = true;
    
    // the main loop
    support::start_loop(|| {
        camera.update();

        // building the uniforms
        let uniforms = uniform! {
            persp_matrix: camera.get_perspective(),
            view_matrix: camera.get_view(),
        };

        // draw parameters
        let params = glium::DrawParameters {
            depth: glium::Depth {
                test: glium::DepthTest::IfLess,
                write: true,
                .. Default::default()
            },
            .. Default::default()
        };

        // drawing a frame
        let mut target = display.draw();
        fxaa::draw(&fxaa, &mut target, fxaa_enabled, |target| {
            target.clear_color_and_depth((0.0, 0.0, 0.0, 0.0), 1.0);
            target.draw(&vertex_buffer,
                        &glium::index::NoIndices(glium::index::PrimitiveType::TrianglesList),
                        &program, &uniforms, &params).unwrap();
        });
        target.finish().unwrap();

        // polling and handling the events received by the window
        for event in display.poll_events() {
            match event {
                glutin::Event::Closed => return support::Action::Stop,
                glutin::Event::KeyboardInput(glutin::ElementState::Pressed, _, Some(glutin::VirtualKeyCode::Space)) => {
                    fxaa_enabled = !fxaa_enabled;
                    println!("FXAA is now {}", if fxaa_enabled { "enabled" } else { "disabled" });
                },
                ev => camera.process_input(&ev),
            }
        }

        support::Action::Continue
    });
}