imgui-rs/imgui-glow-renderer/examples/glow_05_framebufferobject.rs
2023-04-04 20:37:03 +02:00

151 lines
5.8 KiB
Rust

//! A basic example showing imgui rendering on top of a simple custom scene.
use std::{cell::RefCell, rc::Rc, time::Instant};
mod utils;
use glow::HasContext;
use utils::Triangler;
struct UserData {
gl: Rc<glow::Context>,
fbo: glow::NativeFramebuffer,
_rbo: glow::NativeRenderbuffer,
}
const FBO_SIZE: i32 = 128;
fn main() {
let (event_loop, window) = utils::create_window("Hello, FBO!", glutin::GlRequest::Latest);
let (mut winit_platform, mut imgui_context) = utils::imgui_init(&window);
let gl = utils::glow_context(&window);
let mut ig_renderer = imgui_glow_renderer::AutoRenderer::initialize(gl, &mut imgui_context)
.expect("failed to create renderer");
let tri_renderer = Triangler::new(ig_renderer.gl_context(), "#version 330");
let fbo;
let rbo;
unsafe {
let gl = ig_renderer.gl_context();
fbo = gl.create_framebuffer().unwrap();
rbo = gl.create_renderbuffer().unwrap();
gl.bind_framebuffer(glow::DRAW_FRAMEBUFFER, Some(fbo));
gl.bind_renderbuffer(glow::RENDERBUFFER, Some(rbo));
gl.renderbuffer_storage(glow::RENDERBUFFER, glow::RGBA8, FBO_SIZE, FBO_SIZE);
gl.framebuffer_renderbuffer(
glow::DRAW_FRAMEBUFFER,
glow::COLOR_ATTACHMENT0,
glow::RENDERBUFFER,
Some(rbo),
);
gl.bind_renderbuffer(glow::RENDERBUFFER, None);
gl.viewport(0, 0, FBO_SIZE, FBO_SIZE);
tri_renderer.render(gl);
gl.bind_framebuffer(glow::DRAW_FRAMEBUFFER, None);
}
let data = Rc::new(RefCell::new(UserData {
gl: Rc::clone(ig_renderer.gl_context()),
fbo,
_rbo: rbo,
}));
let mut last_frame = Instant::now();
event_loop.run(move |event, _, control_flow| {
match event {
glutin::event::Event::NewEvents(_) => {
let now = Instant::now();
imgui_context
.io_mut()
.update_delta_time(now.duration_since(last_frame));
last_frame = now;
}
glutin::event::Event::MainEventsCleared => {
winit_platform
.prepare_frame(imgui_context.io_mut(), window.window())
.unwrap();
window.window().request_redraw();
}
glutin::event::Event::RedrawRequested(_) => {
// Render your custom scene, note we need to borrow the OpenGL
// context from the `AutoRenderer`, which takes ownership of it.
unsafe {
ig_renderer.gl_context().clear(glow::COLOR_BUFFER_BIT);
}
let ui = imgui_context.frame();
ui.show_demo_window(&mut true);
ui.window("FBO").resizable(false).build(|| {
let pos = ui.cursor_screen_pos();
ui.set_cursor_screen_pos([pos[0] + FBO_SIZE as f32, pos[1] + FBO_SIZE as f32]);
let draws = ui.get_window_draw_list();
let scale = ui.io().display_framebuffer_scale;
let dsp_size = ui.io().display_size;
draws
.add_callback({
let data = Rc::clone(&data);
move || {
let data = data.borrow();
let gl = &*data.gl;
unsafe {
let x = pos[0] * scale[0];
let y = (dsp_size[1] - pos[1]) * scale[1];
let dst_x0 = x as i32;
let dst_y0 = (y - FBO_SIZE as f32 * scale[1]) as i32;
let dst_x1 = (x + FBO_SIZE as f32 * scale[0]) as i32;
let dst_y1 = y as i32;
gl.scissor(dst_x0, dst_y0, dst_x1 - dst_x0, dst_y1 - dst_y0);
gl.enable(glow::SCISSOR_TEST);
gl.bind_framebuffer(glow::READ_FRAMEBUFFER, Some(data.fbo));
gl.blit_framebuffer(
0,
0,
FBO_SIZE,
FBO_SIZE,
dst_x0,
dst_y0,
dst_x1,
dst_y1,
glow::COLOR_BUFFER_BIT,
glow::NEAREST,
);
gl.bind_framebuffer(glow::READ_FRAMEBUFFER, None);
}
}
})
.build();
});
winit_platform.prepare_render(ui, window.window());
let draw_data = imgui_context.render();
// Render imgui on top of it
ig_renderer
.render(draw_data)
.expect("error rendering imgui");
window.swap_buffers().unwrap();
}
glutin::event::Event::WindowEvent {
event: glutin::event::WindowEvent::CloseRequested,
..
} => {
*control_flow = glutin::event_loop::ControlFlow::Exit;
}
glutin::event::Event::LoopDestroyed => {
let gl = ig_renderer.gl_context();
tri_renderer.destroy(gl);
}
event => {
winit_platform.handle_event(imgui_context.io_mut(), window.window(), &event);
}
}
});
}