1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
//! Hardware accelerated library inspired by minifb and friends.
//!
//! # Basic Usage
//!
//! Start with the function [`gotta_go_fast`]. This will create an [`EventLoop`], basic window, and
//! a buffer that you can draw to, all in just one function call. The main public API is available
//! through the [`MiniGlFb`] type.
//!
//! ```rust
//! extern crate mini_gl_fb;
//!
//! fn main() {
//!     // Create the event loop and framebuffer
//!     let (mut event_loop, mut fb) = mini_gl_fb::gotta_go_fast("Hello world!", 800.0, 600.0);
//!
//!     // Fill the buffer with something
//!     let buffer = vec![[128u8, 0, 0, 255]; 800 * 600];
//!     fb.update_buffer(&buffer);
//!
//!     // Show the window until the user decides to quit (close button, or Esc)
//!     fb.persist(&mut event_loop);
//! }
//! ```
//!
//! The default buffer format is 32bit RGBA, so every pixel is four bytes. Buffer\[0\] is the bottom
//! left pixel (not the top). See [`Config::invert_y`] for information on this. The buffer should be
//! tightly packed with no padding after each row.
//!
//! # Interlude: Library philosophy
//!
//! All of the internals of this library are exposed. Any fields behind [`MiniGlFb::internal`]
//! are not considered a part of the public API but are exposed in case the library is missing a
//! feature that you need "right now." This library is not here to box you in.
//!
//! Likewise, by exposing as much as possible it allows you to grow what may have started as a
//! simple project without hassle. This allows you to slowly move away from `mini_gl_fb` if
//! necessary, without requiring you to completely drop the library the second you need to do
//! something "advanced."
//!
//! This also means there's a number of ways to do the same thing, but this seems like a fair
//! compromise.
//!
//! # More advanced configuration
//!
//! Use the [`get_fancy`] function for more settings. See [`Config`] for what's available. This
//! allows you to, for instance, create a window with a buffer of a different size than the window.
//! This is useful for HiDPI support, since you can take advantage of the full resolution of the
//! screen.
//!
//! `get_fancy` (and all the functions in the library) require you to bring your own event loop.
//! This allows for multiple windows. See the `multi_window` example.
//!
//! ```rust
//! use mini_gl_fb::{get_fancy, config};
//! use mini_gl_fb::glutin::event_loop::EventLoop;
//! use mini_gl_fb::glutin::dpi::LogicalSize;
//! # let window_title = "foo";
//! # let window_width = 800.0;
//! # let window_height = 600.0;
//!
//! let event_loop = EventLoop::new();
//! let config = config! {
//!    window_title: window_title.to_string(),
//!    window_size: LogicalSize::new(window_width, window_height)
//! };
//! let fb = get_fancy(config, &event_loop);
//! ```
//!
//! (See the [`Config`] documentation for an explanation of the `config!` macro.)
//!
//! If you think something else should be exposed as an option, open an issue!
//!
//! # Bring your own context (and event handling)!
//!
//! Default context is provided by glutin. If that's not good enough for you [grr! ;^)], there's
//! the function `core::init_framebuffer`. Create your own OpenGL context, load the OpenGL
//! functions, and then call `core::init_framebuffer` to get a framebuffer with a texture already
//! set up.
//!
//! # Note on possible context creation failure:
//!
//! Currently uses the `gl` crate for OpenGL loading. OpenGL context creation may fail if your
//! setup does not support the newest OpenGL. This bug needs to be verified and is be fixable.
//! OpenGL ~3 is currently required, but OpenGL 2.1 support should be feasible if requested.
//!
//! # Feature matrix
//!
//! MGlFb does not implement every feature and is not compatible with everything, but there are
//! still reasons to choose it over other libraries.
//!
//! | Feature                       | `glutin`+`mini_gl_fb` | `winit`+`pixels`     | `minifb`              |
//! |-------------------------------|-----------------------|----------------------|-----------------------|
//! | `gotta_go_fast`-like function | Yes                   | No                   | No                    |
//! | Event-based API               | Yes                   | Yes                  | No                    |
//! | Multi-window                  | Yes                   | Yes                  | Unsupported           |
//! | Vsync                         | Yes (use glutin)      | Confusing wgpu stuff | Only FPS locking      |
//! | Buffer allocation             | By user               | Confusing wgpu stuff | By user               |
//! | Resizable                     | Yes                   | Requires restart     | Yes                   |
//! | Scalable                      | Yes                   | Integer              | Buggy on Windows      |
//! | Hardware-accelerated          | Yes                   | Very                 | macOS-only            |
//! | Basic input                   | Yes                   | No                   | Always                |
//! | Multiple rendering backends   | No (OpenGL)           | Yes, by wgpu         | No (one per platform) |
//! | Custom shaders                | Yes                   | Pre-provided         | No shaders            |
//! | Requires OpenGL               | 3.3+                  | No                   | No                    |

#[macro_use]
pub extern crate rustic_gl;
#[macro_use]
extern crate derive_builder;

pub extern crate glutin;
pub extern crate gl;

pub mod config;
pub mod core;
pub mod breakout;

pub use breakout::{GlutinBreakout, BasicInput};
pub use config::{Config, ConfigBuilder};
pub use crate::core::{Internal, BufferFormat, Framebuffer};

use crate::core::ToGlType;
use glutin::event_loop::{EventLoop, EventLoopWindowTarget};
use glutin::dpi::LogicalSize;

/// Creates a non-resizable window and framebuffer with a given size in logical pixels. On HiDPI
/// screens, the physical size of the window may be larger or smaller than the provided values, but
/// the buffer will be scaled to match.
///
/// This function also creates an event loop for you. If you would like to create your own event
/// loop, you can use the `get_fancy` function directly.
pub fn gotta_go_fast<S: ToString>(
    window_title: S,
    window_width: f64,
    window_height: f64
) -> (EventLoop<()>, MiniGlFb) {
    let event_loop = EventLoop::new();
    let config = config! {
        window_title: window_title.to_string(),
        window_size: LogicalSize::from((window_width, window_height)),
        resizable: false
    };
    let fancy = get_fancy(config, &event_loop);
    (event_loop, fancy)
}

/// Create a window with a custom configuration.
///
/// If this configuration is not sufficient for you, check out the source for this function.
/// Creating the `MiniGlFb` instance is just a call to two functions!
///
/// Many window settings can be changed after creation, so you most likely don't ever need to call
/// `get_fancy` with a custom config. However, if there is a bug in the OS/windowing system or
/// glutin or in this library, this function exists as a possible work around (or in case for some
/// reason everything must be absolutely correct at window creation)
pub fn get_fancy<ET: 'static>(config: Config, event_loop: &EventLoopWindowTarget<ET>) -> MiniGlFb {
    let buffer_size = config.buffer_size.unwrap_or_else(|| config.window_size.cast());

    let context = core::init_glutin_context(
        config.window_title,
        config.window_size.width,
        config.window_size.height,
        config.resizable,
        event_loop
    );

    let (vp_width, vp_height) = context.window().inner_size().into();

    let fb = core::init_framebuffer(
        buffer_size.width,
        buffer_size.height,
        vp_width,
        vp_height,
        config.invert_y
    );

    MiniGlFb {
        internal: Internal {
            context,
            fb,
        }
    }
}

/// Main wrapper type.
///
/// **Any fields accessed through `internal` are not considered a public API and may be subject to
/// breaking API changes.** Only access this field as a last resort if the MiniGlFb API fails
/// to fit your exact use case.
///
/// Public methods of `Internal` are considered stable, but may be more complicated to use.
///
/// # Basic Usage
///
/// See the `update_buffer` and `persist` methods.
pub struct MiniGlFb {
    pub internal: Internal,
}

impl MiniGlFb {
    /// Updates the backing buffer and draws immediately (swaps buffers).
    ///
    /// The main drawing function.
    ///
    /// # Panics
    ///
    /// Panics if the size of the buffer does not exactly match the correct size of the texture
    /// data required based on the buffers format.
    pub fn update_buffer<T>(&mut self, image_data: &[T]) {
        self.internal.update_buffer(image_data);
    }

    pub fn redraw(&mut self) {
        self.internal.redraw();
    }

    /// Use a custom post process shader written in GLSL (version 330 core).
    ///
    /// The interface is unapologetically similar to ShaderToy's. It works by inserting your code
    /// (it is implemented as literal substitution) into a supplied fragment shader and calls
    /// a function `main_image` that it assumes you define.
    ///
    /// # Example usage
    ///
    /// The behavior of the default fragment shader can be emulated by the following:
    ///
    /// ```rust
    /// # use mini_gl_fb::get_fancy;
    /// # use mini_gl_fb::glutin::event_loop::EventLoop;
    /// # let mut fb = get_fancy(Default::default(), &EventLoop::new());
    /// fb.use_post_process_shader("
    ///     void main_image( out vec4 r_frag_color, in vec2 v_uv ) {
    ///         r_frag_color = texture(u_buffer, v_uv);
    ///     }
    /// ");
    /// ```
    ///
    /// Regardless of the format of your buffer, the internal texture is always stored as RGBA,
    /// so sampling u_buffer will yield a vec4 representing an RGBA color. The built in grayscale
    /// shader, for instance, only stores Red components, and then uses the red component for the
    /// green and blue components to create gray.
    ///
    /// The output color is determined by the value of the first output parameter, `r_frag_color`.
    /// Your buffer is accessible as a 2D sampler uniform named `u_buffer`. The first input
    /// parameter `v_uv` is a vec2 UV coordinate. UV (0, 0) represents the bottom left of the
    /// screen and (1, 1) represents the top right.
    ///
    /// An API for exposing more built in and custom uniforms is planned, along with support for
    /// an arbitrary number of render targets and possibly more user supplied textures.
    pub fn use_post_process_shader(&mut self, source: &str) {
        self.internal.fb.use_post_process_shader(source);
    }

    /// Changes the format of the image buffer.
    ///
    /// OpenGL will interpret any missing components as 0, except the alpha which it will assume is
    /// 255. For instance, if you set the format to BufferFormat::RG, OpenGL will render every
    /// pixel reading the two values you passed for the first two components, and then assume 0
    /// for the blue component, and 255 for the alpha.
    ///
    /// If you want to render in grayscale by providing a single component for each pixel, set
    /// the buffer format to BufferFormat::R, and call `use_grayscale_shader` (which will replace
    /// the fragment shader with one that sets all components equal to the red component).
    ///
    /// The type `T` does not affect how the texture is sampled, only how the buffer you pass is
    /// interpreted. Since there is no way exposed to change the internal format of the texture,
    /// (for instance if you wanted to make it an HDR image with floating point components) only
    /// the types `u8` and `i8` are supported. Open an issue if you have a use case for other
    /// types.
    ///
    /// # Example
    ///
    /// ```rust
    /// use mini_gl_fb::BufferFormat;
    /// # use mini_gl_fb::get_fancy;
    /// # use mini_gl_fb::glutin::event_loop::EventLoop;
    /// # let mut fb = get_fancy(Default::default(), &EventLoop::new());
    ///
    /// fb.change_buffer_format::<u8>(BufferFormat::R);
    /// fb.use_grayscale_shader();
    /// ```
    pub fn change_buffer_format<T: ToGlType>(&mut self, format: BufferFormat) {
        self.internal.fb.change_buffer_format::<T>(format);
    }

    /// Resizes the buffer.
    ///
    /// This does not affect the size of the window. The texture will be scaled to fit.
    pub fn resize_buffer(&mut self, buffer_width: u32, buffer_height: u32) {
        self.internal.fb.resize_buffer(buffer_width, buffer_height);
    }

    /// Switch to a shader that only uses the first component from your buffer.
    ///
    /// This **does not** switch to a shader which converts RGB(A) images to grayscale, for
    /// instance, by preserving percieved luminance.
    pub fn use_grayscale_shader(&mut self) {
        self.internal.fb.use_grayscale_shader();
    }

    /// Set the size of the OpenGL viewport (does not trigger a redraw).
    ///
    /// For high DPI screens this is the physical size of the viewport.
    ///
    /// This does not resize the window or image buffer, only the area to which OpenGL draws. You
    /// only need to call this function when you are handling events manually and have a resizable
    /// window.
    ///
    /// You will know if you need to call this function, as in that case only part of the window
    /// will be getting drawn, typically after an update.
    pub fn resize_viewport(&mut self, width: u32, height: u32) {
        self.internal.fb.resize_viewport(width, height);
    }

    /// Set whether or not the window is resizable.
    ///
    /// Please note that if you are handling events yourself that you need to call
    /// `resize_viewport` when the window is resized, otherwise the buffer will only be drawn to
    /// a small portion of the window.
    pub fn set_resizable(&mut self, resizable: bool) {
        self.internal.set_resizable(resizable);
    }

    /// Keeps the window open until the user closes it.
    ///
    /// Supports pressing escape to quit. Automatically scales the rendered buffer to the size of
    /// the window if the window is resiable (but this does not resize the buffer).
    pub fn persist<ET: 'static>(&mut self, event_loop: &mut EventLoop<ET>) {
        self.internal.persist(event_loop);
    }

    /// `persist` implementation.
    ///
    /// When redraw is true, redraws as fast as possible. This function is primarily for debugging.
    ///
    /// See `persist` method documentation for more info.
    pub fn persist_and_redraw<ET: 'static>(&mut self, event_loop: &mut EventLoop<ET>, redraw: bool) {
        self.internal.persist_and_redraw(event_loop, redraw);
    }

    /// Provides an easy interface for rudimentary input handling.
    ///
    /// Automatically handles close events and partially handles resizes (the caller chooses if
    /// a redraw is necessary; and the window will only actually physically change size if it is
    /// a resizable window).
    ///
    /// Polls for window events and summarizes the input events for you each frame. See
    /// `BasicInput` for the information that is provided to you. You will need to use some
    /// glutin types (which just wraps the crate winit's input types), so glutin is re-expoted
    /// by this library. You can access it via `use mini_gl_fb::glutin`.
    ///
    /// You can cause the handler to exit by returning false from it. This does not kill the
    /// window, so as long as you still have it in scope, you can actually keep using it and,
    /// for example, resume handling input but with a different handler callback.
    pub fn glutin_handle_basic_input<ET: 'static, F: FnMut(&mut Framebuffer, &mut BasicInput) -> bool>(
        &mut self, event_loop: &mut EventLoop<ET>, handler: F
    ) {
        self.internal.glutin_handle_basic_input(event_loop, handler);
    }

    /// Need full access to Glutin's event handling? No problem!
    ///
    /// Hands you the window we created, so you can handle events however you want, and the
    /// Framebuffer, so you can still draw easily!
    ///
    /// **IMPORTANT:** You should make sure to render something before swapping buffers or **the
    /// window may flash violently**. You can call `fb.redraw()` directly before if you are unsure
    /// that an OpenGL draw call was issued. `fb.update_buffer` will typically issue a draw call.
    pub fn glutin_breakout(self) -> GlutinBreakout {
        self.internal.glutin_breakout()
    }
}