glium 0.29.1

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 std::thread;

#[allow(unused_imports)]
use glium::{glutin, Surface};
use glium::index::PrimitiveType;

mod screenshot {
    use glium::Surface;
    use std::collections::VecDeque;
    use std::vec::Vec;
    use std::borrow::Cow;

    // Container that holds image data as vector of (u8, u8, u8, u8).
    // This is used to take data from PixelBuffer and move it to another thread
    // with minimum conversions done on main thread.
    pub struct RGBAImageData {
        pub data: Vec<(u8, u8, u8, u8)>,
        pub width: u32,
        pub height: u32,
    }

    impl glium::texture::Texture2dDataSink<(u8, u8, u8, u8)> for RGBAImageData {
        fn from_raw(data: Cow<'_, [(u8, u8, u8, u8)]>, width: u32, height: u32) -> Self {
            RGBAImageData {
                data: data.into_owned(),
                width,
                height,
            }
        }
    }

    struct AsyncScreenshotTask {
        pub target_frame: u64,
        pub pixel_buffer: glium::texture::pixel_buffer::PixelBuffer<(u8, u8, u8, u8)>,
    }

    impl AsyncScreenshotTask {
        fn new(facade: &dyn glium::backend::Facade, target_frame: u64) -> Self {
            // Get information about current framebuffer
            let dimensions = facade.get_context().get_framebuffer_dimensions();
            let rect = glium::Rect {
                left: 0,
                bottom: 0,
                width: dimensions.0,
                height: dimensions.1,
            };
            let blit_target = glium::BlitTarget {
                left: 0,
                bottom: 0,
                width: dimensions.0 as i32,
                height: dimensions.1 as i32,
            };

            // Create temporary texture and blit the front buffer to it
            let texture = glium::texture::Texture2d::empty(facade, dimensions.0, dimensions.1)
                .unwrap();
            let framebuffer = glium::framebuffer::SimpleFrameBuffer::new(facade, &texture).unwrap();
            framebuffer.blit_from_frame(&rect,
                                        &blit_target,
                                        glium::uniforms::MagnifySamplerFilter::Nearest);

            // Read the texture into new pixel buffer
            let pixel_buffer = texture.read_to_pixel_buffer();

            AsyncScreenshotTask {
                target_frame,
                pixel_buffer,
            }
        }

        fn read_image_data(self) -> RGBAImageData {
            self.pixel_buffer.read_as_texture_2d().unwrap()
        }
    }

    pub struct ScreenshotIterator<'a>(&'a mut AsyncScreenshotTaker);

    impl<'a> Iterator for ScreenshotIterator<'a> {
        type Item = RGBAImageData;

        fn next(&mut self) -> Option<RGBAImageData> {
            if self.0.screenshot_tasks.front().map(|task| task.target_frame) == Some(self.0.frame) {
                let task = self.0.screenshot_tasks.pop_front().unwrap();
                Some(task.read_image_data())
            } else {
                None
            }
        }
    }

    pub struct AsyncScreenshotTaker {
        screenshot_delay: u64,
        frame: u64,
        screenshot_tasks: VecDeque<AsyncScreenshotTask>,
    }

    impl AsyncScreenshotTaker {
        pub fn new(screenshot_delay: u64) -> Self {
            AsyncScreenshotTaker {
                screenshot_delay,
                frame: 0,
                screenshot_tasks: VecDeque::new(),
            }
        }

        pub fn next_frame(&mut self) {
            self.frame += 1;
        }

        pub fn pickup_screenshots(&mut self) -> ScreenshotIterator<'_> {
            ScreenshotIterator(self)
        }

        pub fn take_screenshot(&mut self, facade: &dyn glium::backend::Facade) {
            self.screenshot_tasks
                .push_back(AsyncScreenshotTask::new(facade, self.frame + self.screenshot_delay));
        }
    }
}

fn main() {
    // building the display, ie. the main object
    let event_loop = glutin::event_loop::EventLoop::new();
    let wb = glutin::window::WindowBuilder::new().with_title("Press S to take screenshot");
    let cb = glutin::ContextBuilder::new();
    let display = glium::Display::new(wb, cb, &event_loop).unwrap();

    // building the vertex buffer, which contains all the vertices that we will draw
    let vertex_buffer = {
        #[derive(Copy, Clone)]
        struct Vertex {
            position: [f32; 2],
            color: [f32; 3],
        }

        implement_vertex!(Vertex, position, color);

        glium::VertexBuffer::new(&display,
                                 &[Vertex {
                                       position: [-0.5, -0.5],
                                       color: [0.0, 1.0, 0.0],
                                   },
                                   Vertex {
                                       position: [0.0, 0.5],
                                       color: [0.0, 0.0, 1.0],
                                   },
                                   Vertex {
                                       position: [0.5, -0.5],
                                       color: [1.0, 0.0, 0.0],
                                   }])
            .unwrap()
    };

    // building the index buffer
    let index_buffer =
        glium::IndexBuffer::new(&display, PrimitiveType::TrianglesList, &[0u16, 1, 2]).unwrap();

    // compiling shaders and linking them together
    let program = program!(&display,
        140 => {
            vertex: "
                #version 140

                uniform mat4 matrix;

                in vec2 position;
                in vec3 color;

                out vec3 vColor;

                void main() {
                    gl_Position = vec4(position, 0.0, 1.0) * matrix;
                    vColor = color;
                }
            ",

            fragment: "
                #version 140
                in vec3 vColor;
                out vec4 f_color;

                void main() {
                    f_color = vec4(vColor, 1.0);
                }
            "
        },

        110 => {
            vertex: "
                #version 110

                uniform mat4 matrix;

                attribute vec2 position;
                attribute vec3 color;

                varying vec3 vColor;

                void main() {
                    gl_Position = vec4(position, 0.0, 1.0) * matrix;
                    vColor = color;
                }
            ",

            fragment: "
                #version 110
                varying vec3 vColor;

                void main() {
                    gl_FragColor = vec4(vColor, 1.0);
                }
            ",
        },
    )
        .unwrap();

    // drawing once

    // building the uniforms
    let uniforms = uniform! {
        matrix: [
            [1.0, 0.0, 0.0, 0.0],
            [0.0, 1.0, 0.0, 0.0],
            [0.0, 0.0, 1.0, 0.0],
            [0.0, 0.0, 0.0, 1.0f32]
        ]
    };

    // The parameter sets the amount of frames between requesting the image
    // transfer and picking it up. If the value is too small, the main thread
    // will block waiting for the image to finish transferring. Tune it based on
    // your requirements.
    let mut screenshot_taker = screenshot::AsyncScreenshotTaker::new(5);

    event_loop.run(move |event, _, control_flow| {

        // React to events
        use glium::glutin::event::{Event, WindowEvent, ElementState, VirtualKeyCode};

        let mut take_screenshot = false;

        let next_frame_time = std::time::Instant::now() +
            std::time::Duration::from_nanos(16_666_667);
        *control_flow = glutin::event_loop::ControlFlow::WaitUntil(next_frame_time);

        match event {
            Event::WindowEvent { event, .. } => match event {
                WindowEvent::CloseRequested => {
                    *control_flow = glutin::event_loop::ControlFlow::Exit;
                    return;
                },
                WindowEvent::KeyboardInput { input, .. } => {
                    if let ElementState::Pressed = input.state {
                        if let Some(VirtualKeyCode::S) = input.virtual_keycode {
                            take_screenshot = true;
                        }
                    }
                },
                _ => return,
            },
            Event::NewEvents(cause) => match cause {
                glutin::event::StartCause::ResumeTimeReached { .. } => (),
                glutin::event::StartCause::Init => (),
                _ => return,
            },
            _ => return,
        }

        // Tell Screenshot Taker to count next frame
        screenshot_taker.next_frame();

        // drawing a frame
        let mut target = display.draw();
        target.clear_color(0.0, 0.0, 0.0, 0.0);
        target.draw(&vertex_buffer,
                  &index_buffer,
                  &program,
                  &uniforms,
                  &Default::default())
            .unwrap();
        target.finish().unwrap();

        if take_screenshot {
            // Take screenshot and queue it's delivery
            screenshot_taker.take_screenshot(&display);
        }

        // Pick up screenshots that are ready this frame
        for image_data in screenshot_taker.pickup_screenshots() {
            // Process and write the image in separate thread to not block the rendering thread.
            thread::spawn(move || {
                // Convert (u8, u8, u8, u8) given by glium's PixelBuffer to flat u8 required by
                // image's ImageBuffer.
                let pixels = {
                    let mut v = Vec::with_capacity(image_data.data.len() * 4);
                    for (a, b, c, d) in image_data.data {
                        v.push(a);
                        v.push(b);
                        v.push(c);
                        v.push(d);
                    }
                    v
                };

                // Create ImageBuffer
                let image_buffer =
                    image::ImageBuffer::from_raw(image_data.width, image_data.height, pixels)
                        .unwrap();

                // Save the screenshot to file
                let image = image::DynamicImage::ImageRgba8(image_buffer).flipv();
                image.save("glium-example-screenshot.png").unwrap();
            });
        }
    });
}