rip out some parts of glium

This commit is contained in:
griffi-gh 2024-05-04 14:30:06 +02:00
parent 877e603fed
commit faecf5a4a4
6 changed files with 684 additions and 278 deletions

832
Cargo.lock generated

File diff suppressed because it is too large Load diff

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@ -12,14 +12,11 @@ crate-type = ["lib", "cdylib"]
kubi-shared = { path = "../kubi-shared" }
kubi-logging = { path = "../kubi-logging" }
hui = { version = "0.1.0-alpha.4", git = "https://github.com/griffi-gh/hui", rev = "dd5af8b9e2" }
hui-glium = { version = "0.1.0-alpha.4", git = "https://github.com/griffi-gh/hui", rev = "dd5af8b9e2" }
hui-winit = { version = "0.1.0-alpha.4", git = "https://github.com/griffi-gh/hui", rev = "dd5af8b9e2" }
log = "0.4"
glium = { git = "https://github.com/glium/glium", rev = "a352c667" }
glutin = "0.31"
winit = { version = "0.29", features = ["android-native-activity"] }
glutin-winit = "0.4"
raw-window-handle = "=0.5.*"
wgpu = { version = "0.20", features = ["webgl"] }
winit = { version = "0.30", features = ["android-native-activity"] }
raw-window-handle = "0.6"
glam = { version = "0.27", features = ["debug-glam-assert", "fast-math"] }
image = { version = "0.25", default_features = false, features = ["png"] }
strum = { version = "0.26", features = ["derive"] }

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@ -1,12 +1,12 @@
use hui::UiInstance;
use hui_glium::GliumUiRenderer;
//use hui_glium::GliumUiRenderer;
use shipyard::{AllStoragesView, Unique, UniqueView, NonSendSync, UniqueViewMut};
use crate::rendering::{RenderTarget, Renderer, WindowSize};
#[derive(Unique)]
pub struct UiState {
pub hui: UiInstance,
pub renderer: GliumUiRenderer
//pub renderer: GliumUiRenderer
}
pub fn kubi_ui_init(
@ -15,7 +15,7 @@ pub fn kubi_ui_init(
let renderer = storages.borrow::<NonSendSync<UniqueView<Renderer>>>().unwrap();
storages.add_unique_non_send_sync(UiState {
hui: UiInstance::new(),
renderer: GliumUiRenderer::new(&renderer.display),
//renderer: GliumUiRenderer::new(&renderer.display),
});
}
@ -29,9 +29,9 @@ pub fn kubi_ui_end(
mut ui: NonSendSync<UniqueViewMut<UiState>>
) {
let ui: &mut UiState = &mut ui;
let UiState { hui, renderer, .. } = ui;
let UiState { hui, /*renderer,*/ .. } = ui;
hui.end();
renderer.update(hui);
//renderer.update(hui);
}
pub fn kubi_ui_draw(
@ -39,7 +39,7 @@ pub fn kubi_ui_draw(
mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
size: UniqueView<WindowSize>
) {
ui.renderer.draw(&mut target.0, size.0.as_vec2());
//ui.renderer.draw(&mut target.0, size.0.as_vec2());
}
pub fn hui_process_winit_events(

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@ -43,17 +43,17 @@ impl AssetPaths for BlockTexture {
#[repr(transparent)]
pub struct BlockTexturesPrefab(pub SrgbTexture2dArray);
#[derive(Unique)]
#[repr(transparent)]
pub struct ChunkShaderPrefab(pub Program);
// #[derive(Unique)]
// #[repr(transparent)]
// pub struct ChunkShaderPrefab(pub Program);
#[derive(Unique)]
#[repr(transparent)]
pub struct ColoredShaderPrefab(pub Program);
// #[derive(Unique)]
// #[repr(transparent)]
// pub struct ColoredShaderPrefab(pub Program);
#[derive(Unique)]
#[repr(transparent)]
pub struct Colored2ShaderPrefab(pub Program);
// #[derive(Unique)]
// #[repr(transparent)]
// pub struct Colored2ShaderPrefab(pub Program);
#[derive(Unique)]
#[repr(transparent)]
@ -113,5 +113,5 @@ pub fn load_prefabs(
log::info!("releasing shader compiler");
renderer.display.release_shader_compiler();
//renderer.display.release_shader_compiler();
}

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@ -1,16 +1,9 @@
use std::num::NonZeroU32;
use raw_window_handle::HasRawWindowHandle;
use shipyard::{Unique, NonSendSync, UniqueView, UniqueViewMut, View, IntoIter, AllStoragesView};
use winit::{
event_loop::EventLoopWindowTarget,
window::{WindowBuilder, Fullscreen, Window},
event_loop::ActiveEventLoop,
window::{WindowAttributes, Fullscreen, Window},
dpi::PhysicalSize
};
use glium::{Display, Surface, Version, Api as GlApiTy};
use glutin::{
config::{Api, ConfigTemplateBuilder}, context::{ContextAttributesBuilder, GlProfile}, display::GetGlDisplay, prelude::*, surface::{SurfaceAttributesBuilder, WindowSurface}
};
use glutin_winit::DisplayBuilder;
use glam::{Vec3, UVec2};
use crate::{events::WindowResizedEvent, settings::{GameSettings, FullscreenMode}};
@ -20,10 +13,6 @@ pub mod selection_box;
pub mod entities;
pub mod sumberge;
#[derive(Unique)]
#[repr(transparent)]
pub struct RenderTarget(pub glium::Frame);
#[derive(Unique)]
#[repr(transparent)]
pub struct BackgroundColor(pub Vec3);
@ -35,14 +24,13 @@ pub struct WindowSize(pub UVec2);
#[derive(Unique)]
pub struct Renderer {
pub window: Window,
pub display: Display<WindowSurface>,
}
impl Renderer {
pub fn init(event_loop: &EventLoopWindowTarget<()>, settings: &GameSettings) -> Self {
pub fn init(event_loop: &ActiveEventLoop, settings: &GameSettings) -> Self {
log::info!("initializing display");
let wb = WindowBuilder::new()
let wb = WindowAttributes::new()
.with_title("kubi")
.with_maximized(true)
.with_min_inner_size(PhysicalSize::new(640, 480))
@ -88,74 +76,7 @@ impl Renderer {
}
});
let display_builder = DisplayBuilder::new()
.with_window_builder(Some(wb));
let config_template_builder = ConfigTemplateBuilder::new()
.with_api(Api::GLES3)
.prefer_hardware_accelerated(Some(true))
.with_depth_size(24)
.with_multisampling(settings.msaa.unwrap_or_default());
let (window, gl_config) = display_builder
.build(event_loop, config_template_builder, |mut configs| {
configs.next().unwrap()
})
.unwrap();
let window = window.expect("no window");
// Now we get the window size to use as the initial size of the Surface
let (width, height): (u32, u32) = window.inner_size().into();
let attrs = SurfaceAttributesBuilder::<WindowSurface>::new().build(
window.raw_window_handle(),
NonZeroU32::new(width).unwrap(),
NonZeroU32::new(height).unwrap(),
);
// Finally we can create a Surface, use it to make a PossiblyCurrentContext and create the glium Display
let surface = unsafe {
gl_config.display().create_window_surface(&gl_config, &attrs).unwrap()
};
let context_attributes = ContextAttributesBuilder::new()
.with_debug(cfg!(debug_assertions))
.with_context_api(glutin::context::ContextApi::Gles(None))
.with_profile(GlProfile::Core)
.build(Some(window.raw_window_handle()));
let current_context = unsafe {
gl_config.display()
.create_context(&gl_config, &context_attributes)
.expect("failed to create context")
}.make_current(&surface).unwrap();
let display = Display::from_context_surface(current_context, surface).unwrap();
//TODO MIGRATION
// let cb = ContextBuilder::new()
// //.with_srgb(false)
// .with_depth_buffer(24)
// .with_multisampling(settings.msaa.unwrap_or_default())
// .with_vsync(settings.vsync)
// .with_gl_profile(GlProfile::Core)
// .with_gl(GlRequest::Latest);
// let display = Display::new(wb, cb)
// .expect("Failed to create a glium Display");
log::info!("Vendor: {}", display.get_opengl_vendor_string());
log::info!("Renderer: {}", display.get_opengl_renderer_string());
log::info!("OpenGL: {}", display.get_opengl_version_string());
log::info!("Supports GLSL: {:?}", display.get_supported_glsl_version());
log::info!("Framebuffer dimensions: {:?}", display.get_framebuffer_dimensions());
if display.is_context_loss_possible() { log::warn!("OpenGL context loss possible") }
if display.is_robust() { log::warn!("OpenGL implementation is not robust") }
if display.is_debug() { log::info!("OpenGL context is in debug mode") }
assert!(display.is_glsl_version_supported(&Version(GlApiTy::GlEs, 3, 0)), "GLSL ES 3.0 is not supported");
Self { window, display }
Self { window }
}
}

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