smithay/examples/helpers/glium.rs

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use glium;
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use glium::{Frame, Surface, GlObject};
use glium::backend::Facade;
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use glium::index::PrimitiveType;
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use glium::texture::{MipmapsOption, UncompressedFloatFormat, Texture2d};
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use smithay::backend::graphics::egl::EGLGraphicsBackend;
use smithay::backend::graphics::egl::wayland::{Format, EGLImages};
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use smithay::backend::graphics::glium::GliumGraphicsBackend;
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use std::borrow::Borrow;
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use std::ops::Deref;
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#[derive(Copy, Clone)]
struct Vertex {
position: [f32; 2],
tex_coords: [f32; 2],
}
implement_vertex!(Vertex, position, tex_coords);
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pub struct GliumDrawer<F: EGLGraphicsBackend + 'static> {
display: GliumGraphicsBackend<F>,
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vertex_buffer: glium::VertexBuffer<Vertex>,
index_buffer: glium::IndexBuffer<u16>,
program: glium::Program,
}
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impl<F: EGLGraphicsBackend + 'static> Deref for GliumDrawer<F> {
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type Target = F;
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fn deref(&self) -> &F {
self.borrow()
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}
}
impl<F: EGLGraphicsBackend + 'static> Borrow<F> for GliumDrawer<F> {
fn borrow(&self) -> &F {
self.display.borrow()
}
}
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impl<T: Into<GliumGraphicsBackend<T>> + EGLGraphicsBackend + 'static> From<T> for GliumDrawer<T> {
fn from(backend: T) -> GliumDrawer<T> {
let display = backend.into();
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// building the vertex buffer, which contains all the vertices that we will draw
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let vertex_buffer = glium::VertexBuffer::new(
&display,
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&[
Vertex {
position: [0.0, 0.0],
tex_coords: [0.0, 0.0],
},
Vertex {
position: [0.0, 1.0],
tex_coords: [0.0, 1.0],
},
Vertex {
position: [1.0, 1.0],
tex_coords: [1.0, 1.0],
},
Vertex {
position: [1.0, 0.0],
tex_coords: [1.0, 0.0],
},
],
).unwrap();
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// building the index buffer
let index_buffer =
glium::IndexBuffer::new(&display, PrimitiveType::TriangleStrip, &[1 as u16, 2, 0, 3]).unwrap();
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// compiling shaders and linking them together
let program = program!(&display,
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100 => {
vertex: "
#version 100
uniform lowp mat4 matrix;
attribute lowp vec2 position;
attribute lowp vec2 tex_coords;
varying lowp vec2 v_tex_coords;
void main() {
gl_Position = matrix * vec4(position, 0.0, 1.0);
v_tex_coords = tex_coords;
}
",
fragment: "
#version 100
uniform lowp sampler2D tex;
varying lowp vec2 v_tex_coords;
void main() {
lowp vec4 color = texture2D(tex, v_tex_coords);
gl_FragColor.r = color.z;
gl_FragColor.g = color.y;
gl_FragColor.b = color.x;
gl_FragColor.a = color.w;
}
",
},
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).unwrap();
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GliumDrawer {
display,
vertex_buffer,
index_buffer,
program,
}
}
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}
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impl<F: EGLGraphicsBackend + 'static> GliumDrawer<F> {
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pub fn texture_from_mem(&self, contents: &[u8], surface_dimensions: (u32, u32)) -> Texture2d {
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let image = glium::texture::RawImage2d {
data: contents.into(),
width: surface_dimensions.0,
height: surface_dimensions.1,
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format: glium::texture::ClientFormat::U8U8U8U8,
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};
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Texture2d::new(&self.display, image).unwrap()
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}
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pub fn texture_from_egl(&self, images: &EGLImages)
-> Option<Texture2d>
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{
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let format = match images.format {
Format::RGB => UncompressedFloatFormat::U8U8U8,
Format::RGBA => UncompressedFloatFormat::U8U8U8U8,
_ => return None,
};
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let opengl_texture = Texture2d::empty_with_format(
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&self.display,
format,
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MipmapsOption::NoMipmap,
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images.width,
images.height,
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).unwrap();
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if let Err(_) = unsafe { self.display.get_context().exec_in_context(|| {
images.bind_to_texture(0, opengl_texture.get_id())
}) } { return None };
Some(opengl_texture)
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}
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pub fn render_texture(&self, target: &mut glium::Frame, texture: &Texture2d,
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y_inverted: bool, surface_dimensions: (u32, u32),
surface_location: (i32, i32), screen_size: (u32, u32))
{
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let xscale = 2.0 * (surface_dimensions.0 as f32) / (screen_size.0 as f32);
let mut yscale = -2.0 * (surface_dimensions.1 as f32) / (screen_size.1 as f32);
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let x = 2.0 * (surface_location.0 as f32) / (screen_size.0 as f32) - 1.0;
let mut y = 1.0 - 2.0 * (surface_location.1 as f32) / (screen_size.1 as f32);
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if y_inverted {
yscale = -yscale;
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y -= surface_dimensions.1 as f32;
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}
let uniforms = uniform! {
matrix: [
[xscale, 0.0 , 0.0, 0.0],
[ 0.0 , yscale , 0.0, 0.0],
[ 0.0 , 0.0 , 1.0, 0.0],
[ x , y , 0.0, 1.0]
],
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tex: texture,
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};
target
.draw(
&self.vertex_buffer,
&self.index_buffer,
&self.program,
&uniforms,
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&glium::DrawParameters {
blend: glium::Blend {
color: glium::BlendingFunction::Addition {
source: glium::LinearBlendingFactor::One,
destination: glium::LinearBlendingFactor::OneMinusSourceAlpha,
},
alpha: glium::BlendingFunction::Addition {
source: glium::LinearBlendingFactor::One,
destination: glium::LinearBlendingFactor::OneMinusSourceAlpha,
},
..Default::default()
},
depth: glium::Depth {
test: glium::DepthTest::IfLess,
write: false,
..Default::default()
},
.. Default::default()
},
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)
.unwrap();
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}
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#[inline]
pub fn draw(&self) -> Frame {
self.display.draw()
}
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}