Update glium

This commit is contained in:
Thomas Forgione 2022-08-14 14:25:17 +02:00
parent 43d621bc1d
commit 238f523379
4 changed files with 353 additions and 287 deletions

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@ -7,7 +7,7 @@ authors = ["Thomas Forgione <thomas@tforgione.fr>"]
log = "0.4" log = "0.4"
stderrlog = "0.4.1" stderrlog = "0.4.1"
num = "0.1.42" num = "0.1.42"
glium = "0.22.0" glium = "0.32.1"
image = "0.23" image = "0.23"
byteorder = "1.2.3" byteorder = "1.2.3"
clap = "2.31.2" clap = "2.31.2"

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@ -2,30 +2,20 @@
const EPSILON: f64 = 0.001; const EPSILON: f64 = 0.001;
use glium::glutin::{ use glium::glutin::dpi::{PhysicalPosition, PhysicalSize};
Event, use glium::glutin::event::{
WindowEvent, ElementState, Event, KeyboardInput, MouseButton, MouseScrollDelta, VirtualKeyCode, WindowEvent,
ElementState,
MouseButton,
MouseScrollDelta,
KeyboardInput,
VirtualKeyCode,
};
use glium::glutin::dpi::{
LogicalSize,
LogicalPosition,
}; };
use math::vector::{Vector2, Vector3};
use camera::Camera; use camera::Camera;
use renderer::Renderer; use math::vector::{Vector2, Vector3};
use model::Model; use model::Model;
use renderer::Renderer;
/// The trait that all controls should implement. /// The trait that all controls should implement.
pub trait Controls { pub trait Controls {
/// Modifies the camera depending on the event. /// Modifies the camera depending on the event.
fn manage_event(&mut self, event: &Event, camera: &mut Camera, renderer: &Renderer); fn manage_event(&mut self, event: &Event<()>, camera: &mut Camera, renderer: &Renderer);
/// Updates the camera depending on time. /// Updates the camera depending on time.
fn update(&mut self, camera: &mut Camera, renderer: &Renderer); fn update(&mut self, camera: &mut Camera, renderer: &Renderer);
@ -58,7 +48,6 @@ pub struct OrbitControls {
} }
impl OrbitControls { impl OrbitControls {
/// Creates a new orbit controls, and initializes the camera. /// Creates a new orbit controls, and initializes the camera.
pub fn new(center: Vector3<f64>, distance: f64, camera: &mut Camera) -> OrbitControls { pub fn new(center: Vector3<f64>, distance: f64, camera: &mut Camera) -> OrbitControls {
let controls = OrbitControls { let controls = OrbitControls {
@ -90,35 +79,40 @@ impl OrbitControls {
OrbitControls::new( OrbitControls::new(
Vector3::new(center.x() as f64, center.y() as f64, center.z() as f64), Vector3::new(center.x() as f64, center.y() as f64, center.z() as f64),
distance as f64, distance as f64,
camera camera,
) )
} }
} }
impl Controls for OrbitControls { impl Controls for OrbitControls {
fn manage_event(&mut self, event: &Event, camera: &mut Camera, _: &Renderer) { fn manage_event(&mut self, event: &Event<()>, camera: &mut Camera, _: &Renderer) {
match *event { match *event {
Event::WindowEvent { Event::WindowEvent {
event: WindowEvent::MouseInput { event:
button: MouseButton::Left, WindowEvent::MouseInput {
state, .. button: MouseButton::Left,
}, .. state,
..
},
..
} => { } => {
self.pressed = state == ElementState::Pressed; self.pressed = state == ElementState::Pressed;
}, }
Event::WindowEvent { Event::WindowEvent {
event: WindowEvent::Resized(LogicalSize { width, height }), .. event: WindowEvent::Resized(PhysicalSize { width, height }),
..
} => { } => {
camera.aspect_ratio = width as f64 / height as f64; camera.aspect_ratio = width as f64 / height as f64;
}, }
Event::WindowEvent { Event::WindowEvent {
event: WindowEvent::MouseWheel { event:
delta: MouseScrollDelta::LineDelta(_, y), .. WindowEvent::MouseWheel {
}, .. delta: MouseScrollDelta::LineDelta(_, y),
..
},
..
} => { } => {
self.distance -= y as f64 / self.sensitivity; self.distance -= y as f64 / self.sensitivity;
@ -128,12 +122,15 @@ impl Controls for OrbitControls {
camera.position += self.center; camera.position += self.center;
camera.target = self.center; camera.target = self.center;
}, }
Event::WindowEvent{ Event::WindowEvent {
event: WindowEvent::CursorMoved { event:
position: LogicalPosition { x, y }, .. WindowEvent::CursorMoved {
}, .. position: PhysicalPosition { x, y },
..
},
..
} => { } => {
let current_position = Vector2::new(x as f64, y as f64); let current_position = Vector2::new(x as f64, y as f64);
@ -141,11 +138,11 @@ impl Controls for OrbitControls {
let difference = (current_position - self.mouse_position) / self.sensitivity; let difference = (current_position - self.mouse_position) / self.sensitivity;
self.theta += difference.x(); self.theta += difference.x();
self.phi += difference.y(); self.phi += difference.y();
use std::f64::consts::PI; use std::f64::consts::PI;
self.phi = self.phi.max(- PI/2.0 + EPSILON); self.phi = self.phi.max(-PI / 2.0 + EPSILON);
self.phi = self.phi.min( PI/2.0 - EPSILON); self.phi = self.phi.min(PI / 2.0 - EPSILON);
*camera.position.x_mut() = self.distance * self.phi.cos() * self.theta.cos(); *camera.position.x_mut() = self.distance * self.phi.cos() * self.theta.cos();
*camera.position.y_mut() = self.distance * self.phi.sin(); *camera.position.y_mut() = self.distance * self.phi.sin();
@ -153,25 +150,21 @@ impl Controls for OrbitControls {
camera.position += self.center; camera.position += self.center;
camera.target = self.center; camera.target = self.center;
} }
// Record new position // Record new position
self.mouse_position = current_position; self.mouse_position = current_position;
}, }
_ => (), _ => (),
} }
} }
fn update(&mut self, _: &mut Camera, _: &Renderer) { fn update(&mut self, _: &mut Camera, _: &Renderer) {}
}
} }
/// First person controls, just like in video games. /// First person controls, just like in video games.
pub struct FirstPersonControls { pub struct FirstPersonControls {
/// Theta angle of the spheric coordinates of the direction of the camera. /// Theta angle of the spheric coordinates of the direction of the camera.
theta: f64, theta: f64,
@ -236,90 +229,121 @@ impl FirstPersonControls {
} }
impl Controls for FirstPersonControls { impl Controls for FirstPersonControls {
fn manage_event(&mut self, event: &Event<()>, camera: &mut Camera, renderer: &Renderer) {
fn manage_event(&mut self, event: &Event, camera: &mut Camera, renderer: &Renderer) {
match *event { match *event {
// On resize window // On resize window
Event::WindowEvent { Event::WindowEvent {
event: WindowEvent::Resized(LogicalSize { width, height } ), .. event: WindowEvent::Resized(PhysicalSize { width, height }),
..
} => { } => {
camera.aspect_ratio = width as f64 / height as f64; camera.aspect_ratio = width as f64 / height as f64;
}, }
// On Z pressed // On Z pressed
Event::WindowEvent { Event::WindowEvent {
event: WindowEvent::KeyboardInput { event:
input: KeyboardInput { WindowEvent::KeyboardInput {
virtual_keycode: Some(VirtualKeyCode::Z), state, .. input:
}, .. KeyboardInput {
}, .. virtual_keycode: Some(VirtualKeyCode::Z),
state,
..
},
..
},
..
} => { } => {
self.forward_pressed = state == ElementState::Pressed; self.forward_pressed = state == ElementState::Pressed;
}, }
// On S pressed // On S pressed
Event::WindowEvent { Event::WindowEvent {
event: WindowEvent::KeyboardInput { event:
input: KeyboardInput { WindowEvent::KeyboardInput {
virtual_keycode: Some(VirtualKeyCode::S), state, .. input:
}, .. KeyboardInput {
}, .. virtual_keycode: Some(VirtualKeyCode::S),
state,
..
},
..
},
..
} => { } => {
self.backward_pressed = state == ElementState::Pressed; self.backward_pressed = state == ElementState::Pressed;
}, }
// On Q pressed // On Q pressed
Event::WindowEvent { Event::WindowEvent {
event: WindowEvent::KeyboardInput { event:
input: KeyboardInput { WindowEvent::KeyboardInput {
virtual_keycode: Some(VirtualKeyCode::Q), state, .. input:
}, .. KeyboardInput {
}, .. virtual_keycode: Some(VirtualKeyCode::Q),
state,
..
},
..
},
..
} => { } => {
self.left_pressed = state == ElementState::Pressed; self.left_pressed = state == ElementState::Pressed;
}, }
// On D pressed // On D pressed
Event::WindowEvent { Event::WindowEvent {
event: WindowEvent::KeyboardInput { event:
input: KeyboardInput { WindowEvent::KeyboardInput {
virtual_keycode: Some(VirtualKeyCode::D), state, .. input:
}, .. KeyboardInput {
}, .. virtual_keycode: Some(VirtualKeyCode::D),
state,
..
},
..
},
..
} => { } => {
self.right_pressed = state == ElementState::Pressed; self.right_pressed = state == ElementState::Pressed;
}, }
// On Space pressed // On Space pressed
Event::WindowEvent { Event::WindowEvent {
event: WindowEvent::KeyboardInput { event:
input: KeyboardInput { WindowEvent::KeyboardInput {
virtual_keycode: Some(VirtualKeyCode::Space), state, .. input:
}, .. KeyboardInput {
}, .. virtual_keycode: Some(VirtualKeyCode::Space),
state,
..
},
..
},
..
} => { } => {
self.boost = state == ElementState::Pressed; self.boost = state == ElementState::Pressed;
}, }
// On mouse move // On mouse move
Event::WindowEvent { Event::WindowEvent {
event: WindowEvent::CursorMoved { event:
position: LogicalPosition { x, y }, .. WindowEvent::CursorMoved {
}, .. position: PhysicalPosition { x, y },
..
},
..
} => { } => {
let size = renderer.gl_window().window().inner_size();
let size = renderer.gl_window().window().get_inner_size().unwrap();
let center = Vector2::new(size.width as f64 / 2.0, size.height as f64 / 2.0); let center = Vector2::new(size.width as f64 / 2.0, size.height as f64 / 2.0);
let current_position = Vector2::new(x as f64, y as f64); let current_position = Vector2::new(x as f64, y as f64);
let difference = (current_position - center) / self.sensitivity; let difference = (current_position - center) / self.sensitivity;
self.theta += difference.x(); self.theta += difference.x();
self.phi -= difference.y(); self.phi -= difference.y();
use std::f64::consts::PI; use std::f64::consts::PI;
self.phi = self.phi.max(- PI/2.0 + EPSILON); self.phi = self.phi.max(-PI / 2.0 + EPSILON);
self.phi = self.phi.min( PI/2.0 - EPSILON); self.phi = self.phi.min(PI / 2.0 - EPSILON);
self.forward = Vector3::new( self.forward = Vector3::new(
self.phi.cos() * self.theta.cos(), self.phi.cos() * self.theta.cos(),
@ -327,29 +351,29 @@ impl Controls for FirstPersonControls {
self.phi.cos() * self.theta.sin(), self.phi.cos() * self.theta.sin(),
); );
self.left = Vector3::new(0.0, 1.0, 0.0).cross_product(self.forward).normalized(); self.left = Vector3::new(0.0, 1.0, 0.0)
.cross_product(self.forward)
.normalized();
// Move the cursor back to the center // Move the cursor back to the center
renderer renderer
.gl_window() .gl_window()
.window() .window()
.set_cursor_position(LogicalPosition::new( .set_cursor_position(PhysicalPosition::new(
size.width / 2.0, size.height / 2.0)) size.width as f64 / 2.0,
size.height as f64 / 2.0,
))
.unwrap(); .unwrap();
}
},
_ => (), _ => (),
} }
self.update_camera(camera); self.update_camera(camera);
} }
fn update(&mut self, camera: &mut Camera, renderer: &Renderer) { fn update(&mut self, camera: &mut Camera, renderer: &Renderer) {
renderer.gl_window().window().set_cursor_visible(false);
renderer.gl_window().hide_cursor(true);
let mut speed = Vector3::new(0.0, 0.0, 0.0); let mut speed = Vector3::new(0.0, 0.0, 0.0);

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@ -6,37 +6,33 @@ extern crate serde_derive;
#[macro_use] #[macro_use]
extern crate log; extern crate log;
extern crate stderrlog;
extern crate clap; extern crate clap;
extern crate glium; extern crate glium;
extern crate model_converter; extern crate model_converter;
extern crate stderrlog;
use std::fs::File; use std::fs::File;
use std::io::Write; use std::io::Write;
use std::process::exit; use std::process::exit;
use std::time::{Instant, Duration};
use std::thread::sleep; use std::thread::sleep;
use std::time::{Duration, Instant};
use clap::{App, Arg}; use clap::{App, Arg};
use glium::Display;
use glium::glutin; use glium::glutin;
use glium::glutin::{EventsLoop, WindowBuilder}; use glium::glutin::event_loop::EventLoop;
use glium::glutin::window::WindowBuilder;
use glium::Display;
use glium::glutin::{ use glium::glutin::event::{ElementState, Event, KeyboardInput, VirtualKeyCode, WindowEvent};
Event,
WindowEvent,
VirtualKeyCode,
ElementState,
};
use model_converter::scene::Scene; use model_converter::camera::Camera;
use model_converter::controls::{FirstPersonControls, OrbitControls};
use model_converter::math::bounding_box::BoundingBox3; use model_converter::math::bounding_box::BoundingBox3;
use model_converter::math::vector::Vector3; use model_converter::math::vector::Vector3;
use model_converter::parser::parse_file; use model_converter::parser::parse_file;
use model_converter::renderer::Renderer; use model_converter::renderer::Renderer;
use model_converter::controls::{OrbitControls, FirstPersonControls}; use model_converter::scene::Scene;
use model_converter::camera::Camera;
fn as_millis(duration: Duration) -> u64 { fn as_millis(duration: Duration) -> u64 {
duration.as_secs() * 1_000 + (duration.subsec_nanos() as u64) / 1_000_000 duration.as_secs() * 1_000 + (duration.subsec_nanos() as u64) / 1_000_000
@ -66,26 +62,31 @@ struct CameraEvent {
} }
fn main() { fn main() {
let matches = App::new("3D Viewer") let matches = App::new("3D Viewer")
.version("1.0") .version("1.0")
.arg(Arg::with_name("input") .arg(
.short("i") Arg::with_name("input")
.long("input") .short("i")
.value_name("FILES") .long("input")
.takes_value(true) .value_name("FILES")
.multiple(true) .takes_value(true)
.help("Input model files") .multiple(true)
.required(true)) .help("Input model files")
.arg(Arg::with_name("first person") .required(true),
.short("f") )
.long("first-person") .arg(
.help("Uses first person controls instead of orbit controls")) Arg::with_name("first person")
.arg(Arg::with_name("verbose") .short("f")
.short("v") .long("first-person")
.long("verbose") .help("Uses first person controls instead of orbit controls"),
.multiple(true) )
.help("Shows logs during the parsing of the model")) .arg(
Arg::with_name("verbose")
.short("v")
.long("verbose")
.multiple(true)
.help("Shows logs during the parsing of the model"),
)
.get_matches(); .get_matches();
// Set verbose flag // Set verbose flag
@ -99,16 +100,12 @@ fn main() {
let mut path_count = 0; let mut path_count = 0;
let mut path = vec![]; let mut path = vec![];
use std::f64::{MIN, MAX}; use std::f64::{MAX, MIN};
let mut bbox = BoundingBox3::new( let mut bbox = BoundingBox3::new(Vector3::new(MAX, MAX, MAX), Vector3::new(MIN, MIN, MIN));
Vector3::new(MAX, MAX, MAX),
Vector3::new(MIN, MIN, MIN),
);
let mut models = vec![]; let mut models = vec![];
for input in matches.values_of("input").unwrap() { for input in matches.values_of("input").unwrap() {
info!("Parsing model {}", input); info!("Parsing model {}", input);
match parse_file(&input) { match parse_file(&input) {
@ -117,19 +114,19 @@ fn main() {
bbox = bbox.union(&model.bounding_box()); bbox = bbox.union(&model.bounding_box());
} }
models.push((input.to_owned(), model)) models.push((input.to_owned(), model))
}, }
Err(e) => { Err(e) => {
error!("Error while parsing file: {}", e); error!("Error while parsing file: {}", e);
exit(1); exit(1);
}, }
} }
} }
let mut events_loop = EventsLoop::new(); let event_loop = EventLoop::new();
let window = WindowBuilder::new().with_visibility(false); let window = WindowBuilder::new().with_visible(false);
let context = glutin::ContextBuilder::new().with_depth_buffer(24); let context = glutin::ContextBuilder::new().with_depth_buffer(24);
let display = Display::new(window, context, &events_loop).unwrap(); let display = Display::new(window, context, &event_loop).unwrap();
let mut renderer = Renderer::new(display); let mut renderer = Renderer::new(display);
let mut scene = Scene::new(); let mut scene = Scene::new();
@ -163,12 +160,10 @@ fn main() {
let center_f64 = Vector3::new(center.x() as f64, center.y() as f64, center.z() as f64); let center_f64 = Vector3::new(center.x() as f64, center.y() as f64, center.z() as f64);
let size_f64 = size as f64; let size_f64 = size as f64;
let mut closed = false;
let mut camera = Camera::new( let mut camera = Camera::new(
Vector3::new( 0.0, 0.0, 0.0), Vector3::new(0.0, 0.0, 0.0),
Vector3::new( 0.0, 0.0, 0.0), Vector3::new(0.0, 0.0, 0.0),
Vector3::new( 0.0, 1.0, 0.0), Vector3::new(0.0, 1.0, 0.0),
); );
camera.z_near = 0.0001; camera.z_near = 0.0001;
@ -179,7 +174,7 @@ fn main() {
Box::new(OrbitControls::new( Box::new(OrbitControls::new(
Vector3::new(0.0, 0.0, 0.0), Vector3::new(0.0, 0.0, 0.0),
1.0, 1.0,
&mut camera &mut camera,
)) ))
}; };
@ -190,86 +185,120 @@ fn main() {
let mut recording = false; let mut recording = false;
let mut before = Instant::now(); let mut before = Instant::now();
while !closed { event_loop.run(move |ev, _, control_flow| {
let mut should_screenshot = false; let mut should_screenshot = false;
controls.manage_event(&ev, &mut camera, &renderer);
events_loop.poll_events(|ev| { match ev {
// No idea what this is
Event::NewEvents(cause) => match cause {
glium::glutin::event::StartCause::ResumeTimeReached { .. } => (),
glium::glutin::event::StartCause::Init => (),
_ => return,
},
controls.manage_event(&ev, &mut camera, &renderer); // Close window
Event::WindowEvent {
event: WindowEvent::CloseRequested,
..
} => *control_flow = glutin::event_loop::ControlFlow::Exit,
match ev { // Escape key
// Close window Event::WindowEvent {
Event::WindowEvent { event:
event: WindowEvent::CloseRequested, .. WindowEvent::KeyboardInput {
} => closed = true, input:
KeyboardInput {
virtual_keycode: Some(VirtualKeyCode::Escape),
state: ElementState::Pressed,
..
},
..
},
..
} => *control_flow = glutin::event_loop::ControlFlow::Exit,
// Escape key // R key
Event::WindowEvent { Event::WindowEvent {
event: WindowEvent::KeyboardInput { event:
input: glutin::KeyboardInput { WindowEvent::KeyboardInput {
virtual_keycode: Some(VirtualKeyCode::Escape), input:
state: ElementState::Pressed, .. KeyboardInput {
}, .. virtual_keycode: Some(VirtualKeyCode::R),
}, .. state: ElementState::Pressed,
} => closed = true, ..
},
// R key ..
Event::WindowEvent { },
event: WindowEvent::KeyboardInput { ..
input: glutin::KeyboardInput { } => {
virtual_keycode: Some(VirtualKeyCode::R), if !recording {
state: ElementState::Pressed, .. path.clear();
}, .. recording = true;
}, .. } else {
} => { recording = false;
if ! recording { let string = serde_json::to_string(&path).unwrap();
path.clear(); let mut file = File::create(format!("path-{}.json", path_count)).unwrap();
recording = true; file.write_all(string.as_bytes()).unwrap();
} else { path_count += 1;
recording = false; }
let string = serde_json::to_string(&path).unwrap();
let mut file = File::create(format!("path-{}.json", path_count)).unwrap();
file.write_all(string.as_bytes()).unwrap();
path_count += 1;
}
},
// Enter key
Event::WindowEvent {
event: WindowEvent::KeyboardInput {
input: glutin::KeyboardInput {
virtual_keycode: Some(VirtualKeyCode::Return),
state: ElementState::Pressed, ..
}, ..
}, ..
} => {
trace!("Camera:");
let world_position = camera.position * size_f64 + center_f64;
let world_target = camera.target * size_f64 + center_f64;
trace!("\tPosition: ({}, {}, {})",
world_position.x(), world_position.y(), world_position.z());
trace!("\tTarget: ({}, {}, {})",
world_target.x(), world_target.y(), world_target.z());
trace!("\tUp: ({}, {}, {})",
camera.up.x(), camera.up.y(), camera.up.z());
},
Event::WindowEvent {
event: WindowEvent::KeyboardInput {
input: glutin::KeyboardInput {
virtual_keycode: Some(VirtualKeyCode::C),
state: ElementState::Pressed, ..
}, ..
}, ..
} => should_screenshot = true,
_ => (),
} }
});
// Enter key
Event::WindowEvent {
event:
WindowEvent::KeyboardInput {
input:
KeyboardInput {
virtual_keycode: Some(VirtualKeyCode::Return),
state: ElementState::Pressed,
..
},
..
},
..
} => {
trace!("Camera:");
let world_position = camera.position * size_f64 + center_f64;
let world_target = camera.target * size_f64 + center_f64;
trace!(
"\tPosition: ({}, {}, {})",
world_position.x(),
world_position.y(),
world_position.z()
);
trace!(
"\tTarget: ({}, {}, {})",
world_target.x(),
world_target.y(),
world_target.z()
);
trace!(
"\tUp: ({}, {}, {})",
camera.up.x(),
camera.up.y(),
camera.up.z()
);
}
Event::WindowEvent {
event:
WindowEvent::KeyboardInput {
input:
KeyboardInput {
virtual_keycode: Some(VirtualKeyCode::C),
state: ElementState::Pressed,
..
},
..
},
..
} => should_screenshot = true,
_ => (),
}
controls.update(&mut camera, &renderer); controls.update(&mut camera, &renderer);
renderer.render(&scene, &camera); renderer.render(&scene, &camera);
@ -298,5 +327,5 @@ fn main() {
} }
before = Instant::now(); before = Instant::now();
} });
} }

View File

@ -1,23 +1,24 @@
//! This module contains the rendering structs. //! This module contains the rendering structs.
use std::cell::Ref;
use std::borrow::Cow; use std::borrow::Cow;
use std::cell::Ref;
use std::ops::Deref;
use image; use image;
use image::{ImageBuffer, Rgba, DynamicImage}; use image::{DynamicImage, ImageBuffer, Rgba};
use glium::texture::{RawImage2d, SrgbTexture2d, Texture2dDataSink}; use glium::draw_parameters::{Blend, DepthTest};
use glium::{Frame, Display, Surface, Program, DrawParameters, Depth, VertexBuffer}; use glium::glutin::{ContextCurrentState, PossiblyCurrent as Pc};
use glium::draw_parameters::{DepthTest, Blend};
use glium::index::{NoIndices, PrimitiveType}; use glium::index::{NoIndices, PrimitiveType};
use glium::glutin::GlWindow;
use glium::program::ProgramCreationInput; use glium::program::ProgramCreationInput;
use glium::texture::{RawImage2d, SrgbTexture2d, Texture2dDataSink};
use glium::{Depth, Display, DrawParameters, Frame, Program, Surface, VertexBuffer};
use camera::{mat_to_f32, RenderCamera};
use scene::Scene; use scene::Scene;
use camera::{RenderCamera, mat_to_f32};
use model::{Vertex, Part, Model};
use math::vector::Vector3; use math::vector::Vector3;
use model::{Model, Part, Vertex};
/// Image data stored as RGBA. /// Image data stored as RGBA.
pub struct RgbaImageData { pub struct RgbaImageData {
@ -57,61 +58,62 @@ pub struct Renderer {
} }
impl Renderer { impl Renderer {
/// Creates the program with the default shader. /// Creates the program with the default shader.
pub fn default_shader(display: &Display) -> Program { pub fn default_shader(display: &Display) -> Program {
Program::new(display, ProgramCreationInput::SourceCode { Program::new(
vertex_shader: include_str!("../assets/shaders/default.vert"), display,
fragment_shader: include_str!("../assets/shaders/default.frag"), ProgramCreationInput::SourceCode {
geometry_shader: None, vertex_shader: include_str!("../assets/shaders/default.vert"),
tessellation_control_shader: None, fragment_shader: include_str!("../assets/shaders/default.frag"),
tessellation_evaluation_shader: None, geometry_shader: None,
transform_feedback_varyings: None, tessellation_control_shader: None,
outputs_srgb: false, tessellation_evaluation_shader: None,
uses_point_size: false, transform_feedback_varyings: None,
}).unwrap() outputs_srgb: false,
uses_point_size: false,
},
)
.unwrap()
} }
/// Creates the shader with one color per face. /// Creates the shader with one color per face.
pub fn color_shader(display: &Display) -> Program { pub fn color_shader(display: &Display) -> Program {
Program::new(display, ProgramCreationInput::SourceCode { Program::new(
vertex_shader: include_str!("../assets/shaders/color.vert"), display,
fragment_shader: include_str!("../assets/shaders/color.frag"), ProgramCreationInput::SourceCode {
geometry_shader: None, vertex_shader: include_str!("../assets/shaders/color.vert"),
tessellation_control_shader: None, fragment_shader: include_str!("../assets/shaders/color.frag"),
tessellation_evaluation_shader: None, geometry_shader: None,
transform_feedback_varyings: None, tessellation_control_shader: None,
outputs_srgb: true, tessellation_evaluation_shader: None,
uses_point_size: false, transform_feedback_varyings: None,
}).unwrap() outputs_srgb: true,
uses_point_size: false,
},
)
.unwrap()
} }
/// Creates a new renderer from a display. /// Creates a new renderer from a display.
/// ///
/// Is uses the default shaders and creates an empty vec of models. /// Is uses the default shaders and creates an empty vec of models.
pub fn new(display: Display) -> Renderer { pub fn new(display: Display) -> Renderer {
let program = Renderer::default_shader(&display); let program = Renderer::default_shader(&display);
Renderer::from_display_and_program(display, program) Renderer::from_display_and_program(display, program)
} }
/// Creates a new colored renderer from a display. /// Creates a new colored renderer from a display.
/// ///
/// Is uses the face colors shaders and creates an empty vec of models. /// Is uses the face colors shaders and creates an empty vec of models.
pub fn color(display: Display) -> Renderer { pub fn color(display: Display) -> Renderer {
let program = Renderer::color_shader(&display); let program = Renderer::color_shader(&display);
Renderer::from_display_and_program(display, program) Renderer::from_display_and_program(display, program)
} }
/// Creates a new renderer from a program. /// Creates a new renderer from a program.
/// ///
/// It allows you to use a custom shader. /// It allows you to use a custom shader.
pub fn from_display_and_program(display: Display, program: Program) -> Renderer { pub fn from_display_and_program(display: Display, program: Program) -> Renderer {
let image = RawImage2d::from_raw_rgba(vec![1.0, 1.0, 1.0, 1.0], (1, 1)); let image = RawImage2d::from_raw_rgba(vec![1.0, 1.0, 1.0, 1.0], (1, 1));
let texture = SrgbTexture2d::new(&display, image).ok().unwrap(); let texture = SrgbTexture2d::new(&display, image).ok().unwrap();
@ -126,11 +128,10 @@ impl Renderer {
renderer.capture(); renderer.capture();
renderer renderer
} }
/// Returns the inner GlWindows. /// Returns the inner GlWindows.
pub fn gl_window(&self) -> Ref<GlWindow> { pub fn gl_window(&self) -> Ref<'_, impl Deref<Target = glium::glutin::WindowedContext<Pc>>> {
self.display.gl_window() self.display.gl_window()
} }
@ -145,14 +146,23 @@ impl Renderer {
} }
/// Creates a SrgbTexture from an image buffer. /// Creates a SrgbTexture from an image buffer.
pub fn make_texture_from_buffer(&self, buffer: ImageBuffer<Rgba<u8>, Vec<u8>>) -> SrgbTexture2d { pub fn make_texture_from_buffer(
&self,
buffer: ImageBuffer<Rgba<u8>, Vec<u8>>,
) -> SrgbTexture2d {
let dimensions = buffer.dimensions(); let dimensions = buffer.dimensions();
let buffer = RawImage2d::from_raw_rgba_reversed(&buffer.into_raw(), dimensions); let buffer = RawImage2d::from_raw_rgba_reversed(&buffer.into_raw(), dimensions);
SrgbTexture2d::new(&self.display, buffer).ok().unwrap() SrgbTexture2d::new(&self.display, buffer).ok().unwrap()
} }
/// Creates a 1x1 SrgbTexture with the color passed as parameter. /// Creates a 1x1 SrgbTexture with the color passed as parameter.
pub fn make_texture_from_color_channels(&self, r: f32, g: f32, b: f32, a: f32) -> SrgbTexture2d { pub fn make_texture_from_color_channels(
&self,
r: f32,
g: f32,
b: f32,
a: f32,
) -> SrgbTexture2d {
let image = RawImage2d::from_raw_rgba(vec![r, g, b, a], (1, 1)); let image = RawImage2d::from_raw_rgba(vec![r, g, b, a], (1, 1));
SrgbTexture2d::new(&self.display, image).ok().unwrap() SrgbTexture2d::new(&self.display, image).ok().unwrap()
} }
@ -170,7 +180,6 @@ impl Renderer {
/// Renders on the display. /// Renders on the display.
pub fn render<C: RenderCamera>(&self, scene: &Scene, camera: &C) { pub fn render<C: RenderCamera>(&self, scene: &Scene, camera: &C) {
let mut target = self.draw(); let mut target = self.draw();
target.clear_color_srgb_and_depth(self.clear_color, 1.0); target.clear_color_srgb_and_depth(self.clear_color, 1.0);
@ -181,18 +190,16 @@ impl Renderer {
depth: Depth { depth: Depth {
test: DepthTest::IfLess, test: DepthTest::IfLess,
write: true, write: true,
.. Default::default() ..Default::default()
}, },
blend: Blend::alpha_blending(), blend: Blend::alpha_blending(),
.. Default::default() ..Default::default()
}; };
for model in scene.iter() { for model in scene.iter() {
let model = &*model.borrow(); let model = &*model.borrow();
for part in &model.parts { for part in &model.parts {
if let &Some(ref buffer) = part.vertex_buffer() { if let &Some(ref buffer) = part.vertex_buffer() {
let diffuse = if let Some(ref name) = part.material_name { let diffuse = if let Some(ref name) = part.material_name {
if let None = model.materials.get(name) { if let None = model.materials.get(name) {
panic!("Material {} not found", name); panic!("Material {} not found", name);
@ -206,24 +213,29 @@ impl Renderer {
let texture = self.get_texture_of_part(&model, part); let texture = self.get_texture_of_part(&model, part);
let (texture, size) = if let Some((texture, size)) = texture { let (texture, size) = if let Some((texture, size)) = texture {
(texture, Vector3::new(size[0] as f32, size[1] as f32, size[2] as f32)) (
texture,
Vector3::new(size[0] as f32, size[1] as f32, size[2] as f32),
)
} else { } else {
(&self.default_texture, Vector3::new(1.0, 1.0, 1.0)) (&self.default_texture, Vector3::new(1.0, 1.0, 1.0))
}; };
target.draw( target
buffer, .draw(
NoIndices(PrimitiveType::TrianglesList), buffer,
&self.program, NoIndices(PrimitiveType::TrianglesList),
&uniform!( &self.program,
diffuse: Into::<[f32; 3]>::into(diffuse), &uniform!(
tex: texture, diffuse: Into::<[f32; 3]>::into(diffuse),
perspective: Into::<[[f32; 4]; 4]>::into(perspective), tex: texture,
view: Into::<[[f32; 4]; 4]>::into(view), perspective: Into::<[[f32; 4]; 4]>::into(perspective),
texture_size: Into::<[f32; 3]>::into(size), view: Into::<[[f32; 4]; 4]>::into(view),
), texture_size: Into::<[f32; 3]>::into(size),
),
&params, &params,
).unwrap(); )
.unwrap();
} }
} }
} }
@ -232,7 +244,11 @@ impl Renderer {
} }
/// Renders a part of a model. /// Renders a part of a model.
fn get_texture_of_part<'a>(&self, model: &'a Model, part: &Part) -> Option<(&'a SrgbTexture2d, Vector3<f64>)> { fn get_texture_of_part<'a>(
&self,
model: &'a Model,
part: &Part,
) -> Option<(&'a SrgbTexture2d, Vector3<f64>)> {
if let Some(ref material_name) = part.material_name { if let Some(ref material_name) = part.material_name {
if let Some(ref material) = model.materials.get(material_name) { if let Some(ref material) = model.materials.get(material_name) {
if let Some((texture, size)) = material.textures.get("map_Kd") { if let Some((texture, size)) = material.textures.get("map_Kd") {
@ -264,21 +280,21 @@ impl Renderer {
/// Shows the window if hidden. /// Shows the window if hidden.
pub fn show(&mut self) { pub fn show(&mut self) {
self.gl_window().show(); self.gl_window().window().set_visible(true);
} }
/// Returns a DynamicImage of the corresponding frame. /// Returns a DynamicImage of the corresponding frame.
pub fn capture(&self) -> DynamicImage { pub fn capture(&self) -> DynamicImage {
// Create temporary texture and blit the front buffer to it // Create temporary texture and blit the front buffer to it
let image: RawImage2d<u8> = self.display.read_front_buffer(); let image: RawImage2d<u8> = self.display.read_front_buffer().unwrap();
let image = ImageBuffer::from_raw(image.width, image.height, image.data.into_owned()).unwrap(); let image =
ImageBuffer::from_raw(image.width, image.height, image.data.into_owned()).unwrap();
DynamicImage::ImageRgba8(image).flipv() DynamicImage::ImageRgba8(image).flipv()
} }
} }
/// Converts a RgbaImamgeData to a DynamicImage. /// Converts a RgbaImamgeData to a DynamicImage.
pub fn rgba_image_data_to_image(image_data: RgbaImageData) -> image::DynamicImage { pub fn rgba_image_data_to_image(image_data: RgbaImageData) -> image::DynamicImage {
let pixels = { let pixels = {
let mut v = Vec::with_capacity(image_data.data.len() * 4); let mut v = Vec::with_capacity(image_data.data.len() * 4);
for (a, b, c, d) in image_data.data { for (a, b, c, d) in image_data.data {
@ -290,15 +306,12 @@ pub fn rgba_image_data_to_image(image_data: RgbaImageData) -> image::DynamicImag
v v
}; };
// Create ImageBuffer // Create ImageBuffer
let image_buffer = let image_buffer =
image::ImageBuffer::from_raw(image_data.width, image_data.height, pixels) image::ImageBuffer::from_raw(image_data.width, image_data.height, pixels).unwrap();
.unwrap();
// Save the screenshot to file // Save the screenshot to file
let image = image::DynamicImage::ImageRgba8(image_buffer).flipv(); let image = image::DynamicImage::ImageRgba8(image_buffer).flipv();
image image
} }