use glium::backend::{Context, Facade};
use glium::index::{self, PrimitiveType};
use glium::program;
use glium::texture;
use glium::vertex;
use glium::{uniform, DrawError, IndexBuffer, Program, Surface, Texture2d, VertexBuffer};
use imgui::{DrawList, FrameSize, ImGui, ImTexture, Textures, Ui};
use std::borrow::Cow;
use std::fmt;
use std::rc::Rc;
pub type RendererResult<T> = Result<T, RendererError>;
#[derive(Clone, Debug)]
pub enum RendererError {
Vertex(vertex::BufferCreationError),
Index(index::BufferCreationError),
Program(program::ProgramChooserCreationError),
Texture(texture::TextureCreationError),
Draw(DrawError),
BadTexture(ImTexture),
}
impl fmt::Display for RendererError {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
use self::RendererError::*;
match *self {
Vertex(_) => write!(f, "Vertex buffer creation failed"),
Index(_) => write!(f, "Index buffer creation failed"),
Program(ref e) => write!(f, "Program creation failed: {}", e),
Texture(_) => write!(f, "Texture creation failed"),
Draw(ref e) => write!(f, "Drawing failed: {}", e),
BadTexture(ref t) => write!(f, "Bad texture ID: {}", t.id()),
}
}
}
impl From<vertex::BufferCreationError> for RendererError {
fn from(e: vertex::BufferCreationError) -> RendererError {
RendererError::Vertex(e)
}
}
impl From<index::BufferCreationError> for RendererError {
fn from(e: index::BufferCreationError) -> RendererError {
RendererError::Index(e)
}
}
impl From<program::ProgramChooserCreationError> for RendererError {
fn from(e: program::ProgramChooserCreationError) -> RendererError {
RendererError::Program(e)
}
}
impl From<texture::TextureCreationError> for RendererError {
fn from(e: texture::TextureCreationError) -> RendererError {
RendererError::Texture(e)
}
}
impl From<DrawError> for RendererError {
fn from(e: DrawError) -> RendererError {
RendererError::Draw(e)
}
}
pub struct Renderer {
ctx: Rc<Context>,
device_objects: DeviceObjects,
}
impl Renderer {
pub fn init<F: Facade>(imgui: &mut ImGui, ctx: &F) -> RendererResult<Renderer> {
let device_objects = DeviceObjects::init(imgui, ctx)?;
Ok(Renderer {
ctx: Rc::clone(ctx.get_context()),
device_objects,
})
}
pub fn textures(&mut self) -> &mut Textures<Texture2d> {
&mut self.device_objects.textures
}
pub fn render<'a, S: Surface>(&mut self, surface: &mut S, ui: Ui<'a>) -> RendererResult<()> {
let _ = self.ctx.insert_debug_marker("imgui-rs: starting rendering");
let FrameSize {
logical_size: (width, height),
hidpi_factor,
} = ui.frame_size();
if !(width > 0.0 && height > 0.0) {
return Ok(());
}
let fb_size = (
(width * hidpi_factor) as f32,
(height * hidpi_factor) as f32,
);
let matrix = [
[(2.0 / width) as f32, 0.0, 0.0, 0.0],
[0.0, (2.0 / -height) as f32, 0.0, 0.0],
[0.0, 0.0, -1.0, 0.0],
[-1.0, 1.0, 0.0, 1.0],
];
let result = ui.render(|ui, mut draw_data| {
draw_data.scale_clip_rects(ui.imgui().display_framebuffer_scale());
for draw_list in &draw_data {
self.render_draw_list(surface, &draw_list, fb_size, matrix)?;
}
Ok(())
});
let _ = self.ctx.insert_debug_marker("imgui-rs: rendering finished");
result
}
fn render_draw_list<'a, S: Surface>(
&mut self,
surface: &mut S,
draw_list: &DrawList<'a>,
fb_size: (f32, f32),
matrix: [[f32; 4]; 4],
) -> RendererResult<()> {
use glium::{Blend, DrawParameters, Rect};
let (fb_width, fb_height) = fb_size;
let vtx_buffer = VertexBuffer::immutable(&self.ctx, draw_list.vtx_buffer)?;
let idx_buffer = IndexBuffer::immutable(
&self.ctx,
PrimitiveType::TrianglesList,
draw_list.idx_buffer,
)?;
let mut idx_start = 0;
for cmd in draw_list.cmd_buffer {
let texture_id = cmd.texture_id.into();
let texture = self
.device_objects
.textures
.get(texture_id)
.ok_or_else(|| RendererError::BadTexture(texture_id))?;
let idx_end = idx_start + cmd.elem_count as usize;
surface.draw(
&vtx_buffer,
&idx_buffer
.slice(idx_start..idx_end)
.expect("Invalid index buffer range"),
&self.device_objects.program,
&uniform! {
matrix: matrix,
tex: texture.sampled()
},
&DrawParameters {
blend: Blend::alpha_blending(),
scissor: Some(Rect {
left: cmd.clip_rect.x.max(0.0).min(fb_width).round() as u32,
bottom: (fb_height - cmd.clip_rect.w).max(0.0).min(fb_width).round() as u32,
width: (cmd.clip_rect.z - cmd.clip_rect.x)
.abs()
.min(fb_width)
.round() as u32,
height: (cmd.clip_rect.w - cmd.clip_rect.y)
.abs()
.min(fb_height)
.round() as u32,
}),
..DrawParameters::default()
},
)?;
idx_start = idx_end;
}
Ok(())
}
}
pub struct DeviceObjects {
program: Program,
textures: Textures<Texture2d>,
}
fn compile_default_program<F: Facade>(
ctx: &F,
) -> Result<Program, program::ProgramChooserCreationError> {
program!(
ctx,
400 => {
vertex: include_str!("shader/glsl_400.vert"),
fragment: include_str!("shader/glsl_400.frag"),
outputs_srgb: true,
},
150 => {
vertex: include_str!("shader/glsl_150.vert"),
fragment: include_str!("shader/glsl_150.frag"),
outputs_srgb: true,
},
130 => {
vertex: include_str!("shader/glsl_130.vert"),
fragment: include_str!("shader/glsl_130.frag"),
outputs_srgb: true,
},
110 => {
vertex: include_str!("shader/glsl_110.vert"),
fragment: include_str!("shader/glsl_110.frag"),
outputs_srgb: true,
},
300 es => {
vertex: include_str!("shader/glsles_300.vert"),
fragment: include_str!("shader/glsles_300.frag"),
outputs_srgb: true,
},
100 es => {
vertex: include_str!("shader/glsles_100.vert"),
fragment: include_str!("shader/glsles_100.frag"),
outputs_srgb: true,
},
)
}
impl DeviceObjects {
pub fn init<F: Facade>(im_gui: &mut ImGui, ctx: &F) -> RendererResult<DeviceObjects> {
use glium::texture::{ClientFormat, RawImage2d};
let program = compile_default_program(ctx)?;
let texture = im_gui.prepare_texture(|handle| {
let data = RawImage2d {
data: Cow::Borrowed(handle.pixels),
width: handle.width,
height: handle.height,
format: ClientFormat::U8U8U8U8,
};
Texture2d::new(ctx, data)
})?;
let mut textures = Textures::new();
im_gui.set_font_texture_id(textures.insert(texture));
Ok(DeviceObjects { program, textures })
}
}