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//! # Overview //! //! A library that lets you draw various simple 2d geometry primitives and sprites fast using //! vertex buffer objects with a safe api. Uses the builder pattern for a convinient api. //! The main design goal is to be able to draw thousands of shapes efficiently. //! Uses glutin and opengl es 3.0. //! //! ![](https://raw.githubusercontent.com/tiby312/egaku2d/master/assets/screenshot.gif) //! //! # Pipeline //! //! The egaku2d drawing pipeline works as follows: //! //! * 1. Pick a drawing type (a particular shape or a sprite) and set mandatory values for the particular shape or sprite. //! * 2. Build up a large group of verticies by calling **`add()`** //! * 2.1 Optionally save off verticies to a static vbo on the gpu for fast drawing at a later time by calling **`save()`**. //! * 3. Send the vertex data to the gpu and set mandatory shader uniform values bt calling **`send_and_uniforms()`** //! * 3.1 Set optional uniform values e.g. **`with_color()`**. //! * 4. Draw the verticies by calling **`draw()`** //! //! Additionally, there is a way to draw the vertices we saved off to the gpu. //! To do that, instead of steps 1 and 2, we use the saved off verticies, //! and then set the uniform values by valling **`uniforms()`** and then draw by calling **`draw()`**. //! //! Using this pipeline, the user can efficiently draw thousands of circles, for example, with the caveat that //! they all will be the same radius and color/transparency values. This api does not allow the user //! to efficiently draw thousands of circles where each circle has a different color or radius. //! This was a design decision to make each vertex as lightweight as possible (just a x and y position), //! making it more efficient to set and send to the gpu. //! //! # Key Design Goals //! //! The main goal was to make a very performat simple 2d graphics library. //! There is special focus on reducing traffic between the cpu and the gpu by using compact vertices, //! point sprites, and by allowing the user to save vertex data to the gpu on their own. //! //! Providing a safe api is also a goal. All draw functions require a mutable version to the canvas, ensuring //! they happen sequentially. The user is prevented from making multiple instances of the system using an atomic counter. //! The system also does not implement Send so that the drop calls from vertex buffers going out of scope happen sequentially //! as well. If the user were to call opengl functions on their own, then some safety guarentees might be lost. //! However, if the user does not, this api should be completely safe. //! //! Writing fast shader programs is a seconady goal. This is a 2d drawing library even though most of the hardware out there //! is made to handle 3d. This means that the gpu is most likely under-utilized with this library. //! Because of this, it was decided there is little point to make a non-rotatable sprite shader to save //! on gpu time, for example. Especially since the vertex layout is the same size (with 32bit alignment) (`[f32;2],i16,i16` vs `[f32;2],i16`), //! so there are no gains from having to send less data to the gpu. //! //! # Using Shapes //! //! The user can draw the following: //! //! Shape | Representation | Opengl Primitive Type //! --------------------------|---------------------------------------|----------------- //! Circles | `(point,radius)` | POINTS //! Axis Aligned Rectangles | `(startx,endx,starty,endy)` | TRIANGLES //! Axis Aligned Squares | `(point,radius)` | POINTS //! Lines | `(point,point,thickness)` | TRIANGLES //! Arrows | `(point_start,point_end,thickness)` | TRIANGLES //! //! # Using Sprites //! //! This crate also allows the user to draw sprites. You can upload a tileset texture to the gpu and then draw thousands of sprites //! using a similar api to the shape drawing api. //! The sprites are point sprites drawn using the opengl POINTS primitive in order to cut down on the data //! that needs to be sent to the gpu. //! //! Each sprite vertex is composed of the following: //! //! * position:`[f32;2]` //! * index:`u16` - the user can index up to 256*256 different sprites in a tile set. //! * rotation:`u16` - this gets normalized to a float internally. The user passes a f32 float in radians. //! //! So each sprite vertex is compact at 4*3=12 bytes. //! //! Each texture object has functions to create this index from a x and y coordinate. //! On the gpu, the index will be split into a x and y coordinate. //! If the index is larger than texture.dim.x*texture.dim.y then it will be modded so that //! it can be mapped to a tile set. Therefore it is impossible for the index //! to have a 'invalid' value. But obviously, the user should be picking an index //! that maps to a valid tile in the tile set to begin with. //! //! The rotation is normalized to a float on the gpu. The fact that the tile index has size u16, //! means you can have a texture with a mamimum of 256x256 tiles. The user simply passes a f32 through //! the api. The rotation is in radians with 0 being no rotation and grows with a clockwise rotation. //! //! //! # Batch drawing //! //! While you can pretty efficiently draw thousands of objects by calling add() a bunch of times, //! you might already have all of the vertex data embeded somewhere, in which case it can seem //! wasteful to iterate through your data structure to just build up another list that is then sent //! to the gpu. egaku2d has `Batches` that lets you map verticies to an existing data structure that you might have. //! This lets us skip building up a new verticies list by sending your entire data structure to the gpu. //! //! The downside to this approach is that you might have the vertex data in a list, but it might not be //! tightly packed since you have a bunch of other data associated with each element, //! in which case we might end up sending a lot of useless data to the gpu. //! //! Currently this is only supported for circle drawing. //! //! # View //! //! The top left corner is the origin (0,0) and x and y grow to the right and downwards respectively. //! //! In windowed mode, the dimenions of the window defaults to scale exactly to the world. //! For example, if the user made a window of size 800,600, and then drew a circle at 400,300, the //! circle would appear in the center of the window. //! Similarily, if the user had a monitor with a resolution of 800,600 and started in fullscreen mode, //! and drew a circle at 400,300, it would also appear in the center of the screen. //! //! The ratio between the scale of x and y are fixed to be 1:1 so that there is no distortion in the //! shapes. The user can manually set the scale either by x or y and the other axis is automaically inferred //! so that to keep a 1:1 ratio. //! //! //! //! # Fullscreen //! //! Fullscreen is kept behind a feature gate since on certain platforms like wayland linux it does not work. //! I suspect this is a problem with glutin, so I have just disabled it for the time behing in the hope that //! once glutin leaves alpha it will work. I think the problem is that when the window is resized, I can't manually change //! the size of the context to match using resize(). //! //! # Example //! //! ```rust,no_run //! use axgeom::*; //! let events_loop = glutin::event_loop::EventLoop::new(); //! let mut glsys = egaku2d::WindowedSystem::new([600, 480], &events_loop,"test window"); //! //! //Make a tileset texture from a png that has 64 different tiles. //! let food_texture = glsys.texture("food.png",[8,8]).unwrap(); //! //! let canvas = glsys.canvas_mut(); //! //! //Make the background dark gray. //! canvas.clear_color([0.2,0.2,0.2]); //! //! //Push some squares to a static vertex buffer object on the gpu. //! let rect_save = canvas.squares() //! .add([40., 40.]) //! .add([40., 40.]) //! .save(canvas); //! //! //Draw the squares we saved. //! rect_save.uniforms(canvas,5.0).with_color([0.0, 1.0, 0.1, 0.5]).draw(); //! //! //Draw some arrows. //! canvas.arrows(5.0) //! .add([40., 40.], [40., 200.]) //! .add([40., 40.], [200., 40.]) //! .send_and_uniforms(canvas).draw(); //! //! //Draw some circles. //! canvas.circles() //! .add([5.,6.]) //! .add([7.,8.]) //! .add([9.,5.]) //! .send_and_uniforms(canvas,4.0).with_color([0., 1., 1., 0.1]).draw(); //! //! //Draw some circles from f32 primitives. //! canvas.circles() //! .add([5.,6.]) //! .add([7.,8.]) //! .add([9.,5.]) //! .send_and_uniforms(canvas,4.0).with_color([0., 1., 1., 0.1]).draw(); //! //! //Draw the first tile in the top left corder of the texture. //! canvas.sprites().add([100.,100.],food_texture.coord_to_index([0,0]),3.14).send_and_uniforms(canvas,&food_texture,4.0).draw(); //! //! //Swap buffers on the opengl context. //! glsys.swap_buffers(); //! ``` use egaku2d_core::axgeom; pub use glutin; use glutin::PossiblyCurrent; use egaku2d_core; use egaku2d_core::gl; pub use egaku2d_core::batch; pub use egaku2d_core::shapes; pub use egaku2d_core::sprite; pub use egaku2d_core::uniforms; pub use egaku2d_core::SimpleCanvas; use egaku2d_core::FixedAspectVec2; use egaku2d_core::AspectRatio; mod onein { use std::sync::atomic::{AtomicUsize, Ordering::SeqCst}; static INSTANCES: AtomicUsize = AtomicUsize::new(0); pub fn assert_only_one_instance() { assert_eq!( INSTANCES.fetch_add(1, SeqCst), 0, "Cannot have multiple instances of the egaku2d system at the same time!" ); } pub fn decrement_one_instance() { assert_eq!( INSTANCES.fetch_sub(1, SeqCst), 1, "The last egaku2d system object was not properly destroyed" ); } } ///A timer to determine how often to refresh the screen. ///You pass it the desired refresh rate, then you can poll ///with is_ready() to determine if it is time to refresh. pub struct RefreshTimer { interval: usize, last_time: std::time::Instant, } impl RefreshTimer { pub fn new(interval: usize) -> RefreshTimer { RefreshTimer { interval, last_time: std::time::Instant::now(), } } pub fn is_ready(&mut self) -> bool { if self.last_time.elapsed().as_millis() >= self.interval as u128 { self.last_time = std::time::Instant::now(); true } else { false } } } ///Unlike a windowed system, we do not have control over the dimensions of the ///window we end up with. ///After construction, the user must set the viewport using the window dimension ///information. #[cfg(feature = "fullscreen")] pub use self::fullscreen::FullScreenSystem; #[cfg(feature = "fullscreen")] pub mod fullscreen { use super::*; impl Drop for FullScreenSystem { fn drop(&mut self) { onein::decrement_one_instance(); } } pub struct FullScreenSystem { inner: SimpleCanvas, window_dim: FixedAspectVec2, windowed_context: Option<glutin::WindowedContext<PossiblyCurrent>>, } impl FullScreenSystem { pub fn new(events_loop: &glutin::event_loop::EventLoop<()>) -> Self { onein::assert_only_one_instance(); use glutin::window::Fullscreen; let fullscreen = Fullscreen::Borderless(prompt_for_monitor(events_loop)); let gl_window = glutin::window::WindowBuilder::new().with_fullscreen(Some(fullscreen)); //we are targeting only opengl 3.0 es. and glsl 300 es. let windowed_context = glutin::ContextBuilder::new() .with_gl(glutin::GlRequest::Specific(glutin::Api::OpenGlEs, (3, 0))) .with_vsync(true) .build_windowed(gl_window, &events_loop) .unwrap(); let windowed_context = unsafe { windowed_context.make_current().unwrap() }; let glutin::dpi::PhysicalSize { width, height } = windowed_context.window().inner_size(); // Load the OpenGL function pointers gl::load_with(|symbol| windowed_context.get_proc_address(symbol) as *const _); assert_eq!(unsafe { gl::GetError() }, gl::NO_ERROR); let window_dim = axgeom::FixedAspectVec2 { ratio: AspectRatio(vec2(width as f64, height as f64)), width: width as f64, }; let windowed_context = Some(windowed_context); let mut f = FullScreenSystem { windowed_context, window_dim, inner: unsafe { SimpleCanvas::new(window_dim) }, }; f.set_viewport_from_width(width as f32); f } //After this is called, you should update the viewport!!!! pub fn update_window_dim(&mut self) { let dpi = self .windowed_context .as_ref() .unwrap() .window() .scale_factor(); let size = self .windowed_context .as_ref() .unwrap() .window() .inner_size(); println!("resizing context!!! {:?}", (dpi, size)); self.windowed_context.as_mut().unwrap().resize(size); self.window_dim = axgeom::FixedAspectVec2 { ratio: AspectRatio(vec2(size.width as f64, size.height as f64)), width: size.width as f64, }; let ctx = unsafe { self.windowed_context .take() .unwrap() .make_not_current() .unwrap() }; self.windowed_context = Some(unsafe { ctx.make_current().unwrap() }); } pub fn set_viewport_from_width(&mut self, width: f32) { self.inner.set_viewport(self.window_dim, width); } pub fn set_viewport_min(&mut self, d: f32) { if self.get_dim().x < self.get_dim().y { self.set_viewport_from_width(d); } else { self.set_viewport_from_height(d); } } pub fn set_viewport_from_height(&mut self, height: f32) { let width = self.window_dim.ratio.width_over_height() as f32 * height; self.inner.set_viewport(self.window_dim, width); } ///Creates a new texture from the specified file. ///The fact that we need a mutable reference to this object ///Ensures that we make the texture in the same thread. ///The grid dimensions passed are the tile dimensions is ///the texture is a tile set. pub fn texture( &mut self, file: &str, grid_dim: [u8; 2], ) -> image::ImageResult<sprite::Texture> { crate::texture(file, grid_dim) } pub fn canvas(&self) -> &SimpleCanvas { &self.inner } pub fn canvas_mut(&mut self) -> &mut SimpleCanvas { &mut self.inner } pub fn get_dim(&self) -> Vec2<usize> { self.window_dim.as_vec().inner_as() } pub fn swap_buffers(&mut self) { self.windowed_context .as_mut() .unwrap() .swap_buffers() .unwrap(); assert_eq!(unsafe { gl::GetError() }, gl::NO_ERROR); } } } ///A version where the user can control the size of the window. pub struct WindowedSystem { inner: SimpleCanvas, window_dim: FixedAspectVec2, windowed_context: glutin::WindowedContext<PossiblyCurrent>, } impl Drop for WindowedSystem { fn drop(&mut self) { onein::decrement_one_instance(); } } impl WindowedSystem { pub fn new( dim: [usize; 2], events_loop: &glutin::event_loop::EventLoop<()>, title: &str, ) -> WindowedSystem { onein::assert_only_one_instance(); let dim = axgeom::vec2(dim[0], dim[1]); let dim = dim.inner_as::<f32>(); let game_world = axgeom::Rect::new(0.0, dim.x, 0.0, dim.y); let width = game_world.x.distance() as f64; let height = game_world.y.distance() as f64; let monitor = prompt_for_monitor(events_loop); let dpi = monitor.scale_factor(); let p: glutin::dpi::LogicalSize<f64> = glutin::dpi::PhysicalSize { width, height }.to_logical(dpi); let gl_window = glutin::window::WindowBuilder::new() .with_inner_size(p) .with_resizable(false) .with_title(title); //we are targeting only opengl 3.0 es. and glsl 300 es. let windowed_context = glutin::ContextBuilder::new() .with_gl(glutin::GlRequest::Specific(glutin::Api::OpenGlEs, (3, 0))) .with_vsync(true) .build_windowed(gl_window, &events_loop) .unwrap(); let windowed_context = unsafe { windowed_context.make_current().unwrap() }; // Load the OpenGL function pointers gl::load_with(|symbol| windowed_context.get_proc_address(symbol) as *const _); assert_eq!(unsafe { gl::GetError() }, gl::NO_ERROR); //let dpi = windowed_context.window().scale_factor(); let glutin::dpi::PhysicalSize { width, height } = windowed_context.window().inner_size(); assert_eq!(width as usize, dim.x as usize); assert_eq!(height as usize, dim.y as usize); let window_dim = FixedAspectVec2 { ratio: AspectRatio(axgeom::vec2(width as f64, height as f64)), width: width as f64, }; WindowedSystem { windowed_context, window_dim, inner: unsafe { SimpleCanvas::new(window_dim) }, } } pub fn set_viewport_from_width(&mut self, width: f32) { self.inner.set_viewport(self.window_dim, width); } pub fn set_viewport_min(&mut self, d: f32) { if self.get_dim()[0] < self.get_dim()[1] { self.set_viewport_from_width(d); } else { self.set_viewport_from_height(d); } } pub fn set_viewport_from_height(&mut self, height: f32) { let width = self.window_dim.ratio.width_over_height() as f32 * height; self.inner.set_viewport(self.window_dim, width); } pub fn get_dim(&self) -> [usize; 2] { let v = self.window_dim.as_vec().inner_as(); [v.x, v.y] } ///Creates a new texture from the specified file. ///The fact that we need a mutable reference to this object ///Ensures that we make the texture in the same thread. ///The grid dimensions passed are the tile dimensions is ///the texture is a tile set. pub fn texture( &mut self, file: &str, grid_dim: [u8; 2], ) -> image::ImageResult<sprite::Texture> { crate::texture(file, grid_dim) } pub fn canvas(&self) -> &SimpleCanvas { &self.inner } pub fn canvas_mut(&mut self) -> &mut SimpleCanvas { &mut self.inner } pub fn swap_buffers(&mut self) { self.windowed_context.swap_buffers().unwrap(); assert_eq!(unsafe { gl::GetError() }, gl::NO_ERROR); } } use glutin::event_loop::EventLoop; use glutin::monitor::MonitorHandle; // Enumerate monitors and prompt user to choose one fn prompt_for_monitor(el: &EventLoop<()>) -> MonitorHandle { let num = 0; let monitor = el .available_monitors() .nth(num) .expect("Please enter a valid ID"); monitor } use egaku2d_core::gl::types::GLuint; use egaku2d_core::gl_ok; use egaku2d_core::sprite::*; ///Creates a new texture from the specified file. ///The fact that we need a mutable reference to this object ///Ensures that we make the texture in the same thread. ///The grid dimensions passed are the tile dimensions is ///the texture is a tile set. fn texture(file: &str, grid_dim: [u8; 2]) -> image::ImageResult<sprite::Texture> { match image::open(&file.to_string()) { Err(err) => Err(err), Ok(img) => { use image::GenericImageView; let (width, height) = img.dimensions(); let img = match img { image::DynamicImage::ImageRgba8(img) => img, img => img.to_rgba(), }; let id = build_opengl_mipmapped_texture(width, height, img); Ok(unsafe { Texture::new(id, grid_dim, [width as f32, height as f32]) }) } } } fn build_opengl_mipmapped_texture(width: u32, height: u32, image: image::RgbaImage) -> GLuint { unsafe { let mut texture_id: GLuint = 0; gl::GenTextures(1, &mut texture_id); gl_ok!(); gl::BindTexture(gl::TEXTURE_2D, texture_id); gl_ok!(); let raw = image.into_raw(); gl::TexImage2D( gl::TEXTURE_2D, 0, gl::RGBA as i32, width as i32, height as i32, 0, gl::RGBA, gl::UNSIGNED_BYTE, raw.as_ptr() as *const _, ); gl_ok!(); //TODO convert these into options? with_linear() with_nearest() ?? gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::NEAREST as i32); gl_ok!(); gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::NEAREST as i32); gl_ok!(); gl::BindTexture(gl::TEXTURE_2D, 0); gl_ok!(); texture_id } }