2020-12-06 09:32:21 -08:00

287 lines
9.2 KiB
Rust

use gfx::Device;
use glutin::{
dpi::LogicalSize,
event::{Event, WindowEvent},
event_loop::{ControlFlow, EventLoop},
// XXX for easier porting...
platform::desktop::EventLoopExtDesktop,
window::WindowBuilder,
};
use imgui::{Context, FontConfig, FontGlyphRanges, FontSource, Ui};
use imgui_gfx_renderer::{Renderer, Shaders};
use imgui_winit_support::{HiDpiMode, WinitPlatform};
use old_school_gfx_glutin_ext::*;
use std::time::Instant;
type ColorFormat = gfx::format::Rgba8;
type DepthFormat = gfx::format::DepthStencil;
// hack
type EventsLoop = EventLoop<()>;
pub struct System {
pub events_loop: EventsLoop,
pub imgui: Context,
pub platform: WinitPlatform,
pub render_sys: RenderSystem,
pub font_size: f32,
}
pub fn init(title: &str) -> System {
let title = match title.rfind('/') {
Some(idx) => title.split_at(idx + 1).1,
None => title,
};
let events_loop = EventsLoop::new();
let builder = WindowBuilder::new()
.with_title(title.to_owned())
.with_inner_size(LogicalSize::new(1024f64, 768f64));
let mut imgui = Context::create();
imgui.set_ini_filename(None);
let mut platform = WinitPlatform::init(&mut imgui);
let hidpi_factor = platform.hidpi_factor();
let font_size = (13.0 * hidpi_factor) as f32;
imgui.fonts().add_font(&[
FontSource::DefaultFontData {
config: Some(FontConfig {
size_pixels: font_size,
..FontConfig::default()
}),
},
FontSource::TtfData {
data: include_bytes!("../../../resources/mplus-1p-regular.ttf"),
size_pixels: font_size,
config: Some(FontConfig {
rasterizer_multiply: 1.75,
glyph_ranges: FontGlyphRanges::japanese(),
..FontConfig::default()
}),
},
]);
imgui.io_mut().font_global_scale = (1.0 / hidpi_factor) as f32;
let render_sys = RenderSystem::init(&mut imgui, builder, &events_loop);
platform.attach_window(imgui.io_mut(), render_sys.window(), HiDpiMode::Rounded);
System {
events_loop,
imgui,
platform,
render_sys,
font_size,
}
}
impl System {
pub fn main_loop<F: FnMut(&mut bool, &mut Ui)>(self, mut run_ui: F) {
let System {
mut events_loop,
mut imgui,
mut platform,
mut render_sys,
..
} = self;
let mut encoder: gfx::Encoder<_, _> = render_sys.factory.create_command_buffer().into();
let mut last_frame = Instant::now();
let mut run = true;
while run {
events_loop.run_return(|event, _, control_flow| {
platform.handle_event(imgui.io_mut(), render_sys.window(), &event);
if let Event::WindowEvent { event, .. } = event {
match event {
WindowEvent::Resized(_) => render_sys.update_views(),
WindowEvent::CloseRequested => {
run = false;
}
_ => (),
}
}
*control_flow = ControlFlow::Exit;
});
if !run {
break;
}
let io = imgui.io_mut();
platform
.prepare_frame(io, render_sys.window())
.expect("Failed to start frame");
let now = Instant::now();
io.update_delta_time(now - last_frame);
last_frame = now;
let mut ui = imgui.frame();
run_ui(&mut run, &mut ui);
if let Some(main_color) = render_sys.main_color.as_mut() {
encoder.clear(main_color, [1.0, 1.0, 1.0, 1.0]);
}
platform.prepare_render(&ui, render_sys.window());
let draw_data = ui.render();
if let Some(main_color) = render_sys.main_color.as_mut() {
render_sys
.renderer
.render(&mut render_sys.factory, &mut encoder, main_color, draw_data)
.expect("Rendering failed");
}
encoder.flush(&mut render_sys.device);
render_sys.swap_buffers();
render_sys.device.cleanup();
}
}
}
#[cfg(feature = "opengl")]
mod types {
pub type Device = gfx_device_gl::Device;
pub type Factory = gfx_device_gl::Factory;
pub type Resources = gfx_device_gl::Resources;
}
#[cfg(feature = "opengl")]
pub struct RenderSystem {
pub renderer: Renderer<ColorFormat, types::Resources>,
pub windowed_context: glutin::WindowedContext<glutin::PossiblyCurrent>,
pub device: types::Device,
pub factory: types::Factory,
pub main_color: Option<gfx::handle::RenderTargetView<types::Resources, ColorFormat>>,
pub main_depth: gfx::handle::DepthStencilView<types::Resources, DepthFormat>,
}
#[cfg(feature = "opengl")]
impl RenderSystem {
pub fn init(
imgui: &mut Context,
builder: WindowBuilder,
events_loop: &EventsLoop,
) -> RenderSystem {
{
// Fix incorrect colors with sRGB framebuffer
fn imgui_gamma_to_linear(col: [f32; 4]) -> [f32; 4] {
let x = col[0].powf(2.2);
let y = col[1].powf(2.2);
let z = col[2].powf(2.2);
let w = 1.0 - (1.0 - col[3]).powf(2.2);
[x, y, z, w]
}
let style = imgui.style_mut();
for col in 0..style.colors.len() {
style.colors[col] = imgui_gamma_to_linear(style.colors[col]);
}
}
let (windowed_context, device, mut factory, main_color, main_depth) =
glutin::ContextBuilder::new()
.with_vsync(true)
.with_gfx_color_depth::<ColorFormat, DepthFormat>()
.build_windowed(builder, events_loop)
.expect("Failed to initialize graphics")
.init_gfx::<ColorFormat, DepthFormat>();
let shaders = {
let version = device.get_info().shading_language;
if version.is_embedded {
if version.major >= 3 {
Shaders::GlSlEs300
} else {
Shaders::GlSlEs100
}
} else if version.major >= 4 {
Shaders::GlSl400
} else if version.major >= 3 {
if version.minor >= 2 {
Shaders::GlSl150
} else {
Shaders::GlSl130
}
} else {
Shaders::GlSl110
}
};
let renderer =
Renderer::init(imgui, &mut factory, shaders).expect("Failed to initialize renderer");
RenderSystem {
renderer,
windowed_context,
device,
factory,
main_color: Some(main_color),
main_depth,
}
}
pub fn window(&self) -> &glutin::window::Window {
self.windowed_context.window()
}
pub fn update_views(&mut self) {
if let Some(main_color) = self.main_color.as_mut() {
self.windowed_context
.update_gfx(main_color, &mut self.main_depth);
}
}
pub fn swap_buffers(&mut self) {
self.windowed_context.swap_buffers().unwrap();
}
}
#[cfg(all(feature = "directx", windows))]
mod types {
pub type Device = gfx_device_dx11::Device;
pub type Factory = gfx_device_dx11::Factory;
pub type Resources = gfx_device_dx11::Resources;
}
#[cfg(all(feature = "directx", windows))]
pub struct RenderSystem {
pub renderer: Renderer<ColorFormat, types::Resources>,
pub window: gfx_window_dxgi::Window,
pub device: types::Device,
pub factory: types::Factory,
pub main_color: Option<gfx::handle::RenderTargetView<types::Resources, ColorFormat>>,
}
#[cfg(all(feature = "directx", windows))]
impl RenderSystem {
pub fn init(
imgui: &mut Context,
builder: WindowBuilder,
events_loop: &EventsLoop,
) -> RenderSystem {
let (window, device, mut factory, main_color) =
gfx_window_dxgi::init(builder, &events_loop).expect("Failed to initialize graphics");
let renderer = Renderer::init(imgui, &mut factory, Shaders::HlslSm40)
.expect("Failed to initialize renderer");
RenderSystem {
renderer,
window,
device,
factory,
main_color: Some(main_color),
}
}
pub fn window(&self) -> &glutin::Window {
&self.window.inner
}
pub fn update_views(&mut self, size: LogicalSize) {
let physical = size.to_physical(self.window().get_hidpi_factor());
let (width, height): (u32, u32) = physical.into();
let _ = self.main_color.take(); // we need to drop main_color before calling update_views
self.main_color = Some(
gfx_window_dxgi::update_views(
&mut self.window,
&mut self.factory,
&mut self.device,
width as u16,
height as u16,
)
.expect("Failed to update resize"),
);
}
pub fn swap_buffers(&mut self) {
self.window.swap_buffers(1);
}
}