Compare commits

...

12 commits

19 changed files with 176 additions and 311 deletions

View file

@ -1,10 +1,11 @@
#version 300 es #version 300 es
precision highp float; precision highp float;
out vec4 out_color; out vec4 out_color;
uniform vec4 color; in vec4 vtx_color;
void main() { void main() {
if (color.w <= 0.) discard; if (vtx_color.w <= 0.) discard;
out_color = color; out_color = vtx_color;
} }

View file

@ -1,9 +1,14 @@
#version 300 es #version 300 es
precision highp float; precision highp float;
in vec2 position;
uniform vec2 resolution; uniform vec2 resolution;
in vec4 color;
in vec2 position;
out vec4 vtx_color;
void main() { void main() {
gl_Position = vec4(vec2(1., -1.) * (position / resolution), 0., 1.); vtx_color = color;
vec2 pos2d = (vec2(2., -2.) * (position / resolution)) + vec2(-1, 1);
gl_Position = vec4(pos2d, 0., 1.);
} }

View file

@ -29,28 +29,25 @@ impl From<UiVertex> for Vertex {
implement_vertex!(Vertex, position, color); implement_vertex!(Vertex, position, color);
pub struct GliumUiRenderer { struct BufferPair {
pub program: glium::Program, vertex_buffer: glium::VertexBuffer<Vertex>,
pub vertex_buffer: glium::VertexBuffer<Vertex>, index_buffer: glium::IndexBuffer<u32>,
pub index_buffer: glium::IndexBuffer<u32>, vertex_count: usize,
index_count: usize,
} }
impl GliumUiRenderer { impl BufferPair {
pub fn new<F: Facade>(facade: &F) -> Self { pub fn new<F: Facade>(facade: &F) -> Self {
log::info!("init glium backend for ui"); log::debug!("init ui buffers...");
log::debug!("init program");
let program = Program::from_source(facade, VERTEX_SHADER, FRAGMENT_SHADER, None).unwrap();
log::debug!("init buffers");
let vertex_buffer = VertexBuffer::empty_persistent(facade, 1024).unwrap();
let index_buffer = IndexBuffer::empty_persistent(facade, PrimitiveType::TrianglesList, 1024).unwrap();
Self { Self {
program, vertex_buffer: VertexBuffer::empty_persistent(facade, 1024).unwrap(),
vertex_buffer, index_buffer: IndexBuffer::empty_persistent(facade, PrimitiveType::TrianglesList, 1024).unwrap(),
index_buffer, vertex_count: 0,
index_count: 0,
} }
} }
fn ensure_buffer_size(&mut self, need_vtx: usize, need_idx: usize) { pub fn ensure_buffer_size(&mut self, need_vtx: usize, need_idx: usize) {
let current_vtx_size = self.vertex_buffer.get_size(); let current_vtx_size = self.vertex_buffer.get_size();
let current_idx_size = self.index_buffer.get_size(); let current_idx_size = self.index_buffer.get_size();
if current_vtx_size >= need_vtx && current_idx_size >= need_idx { if current_vtx_size >= need_vtx && current_idx_size >= need_idx {
@ -60,37 +57,79 @@ impl GliumUiRenderer {
let new_idx_size = (need_idx + 1).next_power_of_two(); let new_idx_size = (need_idx + 1).next_power_of_two();
log::debug!("resizing buffers: vtx {} -> {}, idx {} -> {}", current_vtx_size, new_vtx_size, current_idx_size, new_idx_size); log::debug!("resizing buffers: vtx {} -> {}, idx {} -> {}", current_vtx_size, new_vtx_size, current_idx_size, new_idx_size);
if current_vtx_size != new_vtx_size { if current_vtx_size != new_vtx_size {
self.vertex_buffer = VertexBuffer::empty_persistent(self.vertex_buffer.get_context(), new_vtx_size).unwrap(); self.vertex_buffer = VertexBuffer::empty_persistent(
self.vertex_buffer.get_context(),
new_vtx_size
).unwrap();
} }
if current_idx_size != new_idx_size { if current_idx_size != new_idx_size {
self.index_buffer = IndexBuffer::empty_persistent(self.index_buffer.get_context(), PrimitiveType::TrianglesList, new_idx_size).unwrap(); self.index_buffer = IndexBuffer::empty_persistent(
self.index_buffer.get_context(),
PrimitiveType::TrianglesList,
new_idx_size
).unwrap();
} }
} }
fn write_buffer_data(&mut self, vtx: &[Vertex], idx: &[u32]) { pub fn write_data(&mut self, vtx: &[Vertex], idx: &[u32]) {
log::info!("uploading {} vertices and {} indices", vtx.len(), idx.len()); log::debug!("uploading {} vertices and {} indices", vtx.len(), idx.len());
self.ensure_buffer_size(vtx.len(), idx.len());
self.vertex_count = vtx.len();
self.index_count = idx.len();
self.vertex_buffer.invalidate(); self.vertex_buffer.invalidate();
self.vertex_buffer.slice_mut(0..vtx.len()).unwrap().write(vtx);
self.index_buffer.invalidate(); self.index_buffer.invalidate();
if self.vertex_count == 0 || self.index_count == 0 {
return
}
self.ensure_buffer_size(vtx.len(), idx.len());
self.vertex_buffer.slice_mut(0..vtx.len()).unwrap().write(vtx);
self.index_buffer.slice_mut(0..idx.len()).unwrap().write(idx); self.index_buffer.slice_mut(0..idx.len()).unwrap().write(idx);
} }
pub fn is_empty(&self) -> bool {
self.vertex_count == 0 || self.index_count == 0
}
}
pub struct GliumUiRenderer {
program: glium::Program,
buffer: BufferPair,
}
impl GliumUiRenderer {
pub fn new<F: Facade>(facade: &F) -> Self {
log::info!("init glium backend for ui");
log::debug!("init program");
let program = Program::from_source(facade, VERTEX_SHADER, FRAGMENT_SHADER, None).unwrap();
Self {
program,
buffer: BufferPair::new(facade)
}
}
pub fn update(&mut self, plan: &UiDrawPlan) { pub fn update(&mut self, plan: &UiDrawPlan) {
let data_vtx = &plan.vertices.iter().copied().map(Vertex::from).collect::<Vec<_>>(); assert!(plan.calls.len() == 1, "multiple draw calls not supported yet");
let data_idx = &plan.indices; let data_vtx = &plan.calls[0].vertices.iter().copied().map(Vertex::from).collect::<Vec<_>>();
self.write_buffer_data(data_vtx, data_idx); let data_idx = &plan.calls[0].indices;
self.buffer.write_data(data_vtx, data_idx);
} }
pub fn draw(&self, frame: &mut glium::Frame, resolution: Vec2) { pub fn draw(&self, frame: &mut glium::Frame, resolution: Vec2) {
if self.buffer.is_empty() {
return
}
let params = DrawParameters { let params = DrawParameters {
blend: Blend::alpha_blending(), blend: Blend::alpha_blending(),
..Default::default() ..Default::default()
}; };
frame.draw( frame.draw(
&self.vertex_buffer, self.buffer.vertex_buffer.slice(0..self.buffer.vertex_count).unwrap(),
&self.index_buffer, self.buffer.index_buffer.slice(0..self.buffer.index_count).unwrap(),
&self.program, &self.program,
&uniform! { &uniform! {
resolution: resolution.to_array(), resolution: resolution.to_array(),

View file

@ -34,20 +34,25 @@ pub struct UiVertex {
} }
#[derive(Default)] #[derive(Default)]
pub struct UiDrawPlan { pub struct UiDrawCall {
pub vertices: Vec<UiVertex>, pub vertices: Vec<UiVertex>,
pub indices: Vec<u32>, pub indices: Vec<u32>,
} }
#[derive(Default)]
pub struct UiDrawPlan {
pub calls: Vec<UiDrawCall>
}
impl UiDrawPlan { impl UiDrawPlan {
pub fn build(calls: &UiDrawCommands) -> Self { pub fn build(calls: &UiDrawCommands) -> Self {
let mut plan = Self::default(); let mut call = UiDrawCall::default();
for call in &calls.commands { for command in &calls.commands {
match call { match command {
UiDrawCommand::Rectangle { position, size, color } => { UiDrawCommand::Rectangle { position, size, color } => {
let idx = plan.vertices.len() as u32; let idx = call.vertices.len() as u32;
plan.indices.extend([idx, idx + 1, idx + 2, idx, idx + 2, idx + 3]); call.indices.extend([idx, idx + 1, idx + 2, idx, idx + 2, idx + 3]);
plan.vertices.extend([ call.vertices.extend([
UiVertex { UiVertex {
position: *position, position: *position,
color: *color, color: *color,
@ -68,6 +73,8 @@ impl UiDrawPlan {
} }
} }
} }
plan Self {
calls: vec![call]
}
} }
} }

View file

@ -1,5 +1,5 @@
use glam::{Vec2, Vec4}; use glam::{Vec2, Vec4};
use crate::{UiDirection, LayoutInfo, draw::UiDrawCommand, measure::{IsMeasurable, Response}, state::StateRepo, UiSize}; use crate::{UiDirection, LayoutInfo, draw::UiDrawCommand, measure::Response, state::StateRepo, UiSize};
use super::UiElement; use super::UiElement;
#[derive(Default, Clone, Copy, Debug)] #[derive(Default, Clone, Copy, Debug)]

View file

@ -48,16 +48,20 @@ impl UiElement for ProgressBar {
} }
fn process(&self, measure: &Response, state: &mut StateRepo, layout: &LayoutInfo, draw: &mut Vec<UiDrawCommand>) { fn process(&self, measure: &Response, state: &mut StateRepo, layout: &LayoutInfo, draw: &mut Vec<UiDrawCommand>) {
let value = self.value.clamp(0., 1.);
if value < 1. {
draw.push(UiDrawCommand::Rectangle { draw.push(UiDrawCommand::Rectangle {
position: layout.position, position: layout.position,
size: measure.desired_size, size: measure.desired_size,
color: self.color_background color: self.color_background
}); });
}
if value > 0. {
draw.push(UiDrawCommand::Rectangle { draw.push(UiDrawCommand::Rectangle {
position: layout.position, position: layout.position,
size: measure.desired_size * vec2(self.value, 1.0), size: measure.desired_size * vec2(value, 1.0),
color: self.color_foreground color: self.color_foreground
}); });
} }
}
} }

View file

@ -37,6 +37,16 @@ impl KubiUi {
} }
} }
pub fn add<T: UiElement>(&mut self, element: T, max_size: Vec2) {
let layout = LayoutInfo {
position: Vec2::ZERO,
max_size,
direction: UiDirection::Vertical,
};
let measure = element.measure(&self.stateful_state, &layout);
element.process(&measure, &mut self.stateful_state, &layout, &mut self.draw_commands.commands);
}
pub fn begin(&mut self) { pub fn begin(&mut self) {
std::mem::swap(&mut self.prev_draw_commands, &mut self.draw_commands); std::mem::swap(&mut self.prev_draw_commands, &mut self.draw_commands);
self.draw_plan_modified = false; self.draw_plan_modified = false;
@ -77,9 +87,9 @@ pub enum UiDirection {
Horizontal, Horizontal,
} }
struct LayoutInfo { pub struct LayoutInfo {
///Not availabe during measuring step ///Not availabe during measuring step
position: Vec2, pub position: Vec2,
max_size: Vec2, pub max_size: Vec2,
direction: UiDirection, pub direction: UiDirection,
} }

View file

@ -1,13 +1,5 @@
use glam::Vec2; use glam::Vec2;
#[derive(Clone, Copy, Default, PartialEq, Eq, PartialOrd, Ord)]
pub enum IsMeasurable {
#[default]
No,
Maybe,
Yes
}
pub struct Response { pub struct Response {
pub desired_size: Vec2 pub desired_size: Vec2
} }

View file

@ -1,17 +0,0 @@
#version 300 es
precision highp float;
in vec2 v_uv;
out vec4 out_color;
uniform float progress;
uniform vec4 color;
uniform vec4 bg_color;
void main() {
if (v_uv.x <= progress) {
out_color = color;
} else {
out_color = bg_color;
}
}

View file

@ -1,12 +0,0 @@
#version 300 es
in vec2 position;
out vec2 v_uv;
uniform mat4 ui_view;
uniform mat3 transform;
void main() {
v_uv = position;
vec2 transformed = (transform * vec3(position, 1.)).xy;
gl_Position = ui_view * vec4(transformed, 0., 1.);
}

View file

@ -19,9 +19,11 @@ uniform sampler2DArray tex;
void main() { void main() {
// base color from texture // base color from texture
color = texture(tex, vec3(v_uv, v_tex_index)); color = texture(tex, vec3(v_uv, v_tex_index));
// discard fully transparent pixels // discard transparent pixels
if (color.w <= 0.0) discard; if (color.w < 0.5) discard;
//basic "lighting" //basic "lighting"
float light = abs(v_normal.x) + .8 * abs(v_normal.y) + .6 * abs(v_normal.z); float light = abs(v_normal.x) + .8 * abs(v_normal.y) + .6 * abs(v_normal.z);
color *= vec4(vec3(light), 1.); color *= vec4(vec3(light), 1.);
//discard alpha
color.w = 1.;
} }

View file

@ -1,78 +0,0 @@
use shipyard::{Component, Unique, Workload, IntoWorkload, AllStoragesView, View, UniqueViewMut, IntoIter};
use glam::{Vec4, Mat4};
use crate::{color::color_hex, events::WindowResizedEvent};
pub mod text_widget;
pub mod progressbar;
use progressbar::render_progressbars;
//TODO compute gui scale on window resize
#[derive(Unique, Clone, Copy, Debug, Default)]
pub struct LegacyGuiView(pub Mat4);
#[derive(Component, Clone, Copy, Debug, Default)]
pub struct LegacyGuiComponent;
#[derive(Component, Clone, Copy, Debug)]
pub struct LegacyPrimaryColor(pub Vec4);
impl Default for LegacyPrimaryColor {
fn default() -> Self {
Self(color_hex(0x156cddff))
}
}
#[derive(Component, Clone, Copy, Debug)]
pub struct LegacySecondaryColor(pub Vec4);
impl Default for LegacySecondaryColor {
fn default() -> Self {
Self(color_hex(0xc9d5e4ff))
}
}
fn update_legacy_gui_view(
mut view: UniqueViewMut<LegacyGuiView>,
resize: View<WindowResizedEvent>,
) {
let Some(&size) = resize.iter().next() else {
return
};
let [w, h] = size.0.to_array();
view.0 = Mat4::orthographic_rh_gl(0.0, w as f32, h as f32, 0.0, -1.0, 1.0);
}
pub fn legacy_ui_init(
storages: AllStoragesView
) {
storages.add_unique(LegacyGuiView::default());
}
pub fn legacy_ui_update() -> Workload {
(
update_legacy_gui_view
).into_sequential_workload()
}
pub fn legacy_ui_render() -> Workload {
(
render_progressbars
).into_sequential_workload()
}
// pub fn gui_testing(
// mut storages: AllStoragesViewMut,
// ) {
// storages.add_entity((
// GuiComponent,
// Transform2d(Mat3::from_scale_angle_translation(
// vec2(1920., 16.),
// 0.,
// vec2(0., 0.)
// )),
// ProgressbarComponent {
// progress: 0.33
// },
// PrimaryColor::default(),
// SecondaryColor::default(),
// ));
// }

View file

@ -1,46 +0,0 @@
use shipyard::{UniqueView, UniqueViewMut, NonSendSync, View, Component, IntoIter, IntoWithId, Get, track};
use glium::{Surface, uniform, DrawParameters};
use crate::{
prefabs::ProgressbarShaderPrefab,
rendering::{
RenderTarget,
primitives::rect::RectPrimitive
},
transform::Transform2d,
};
use super::{LegacyGuiComponent, LegacyPrimaryColor, LegacySecondaryColor, LegacyGuiView};
#[derive(Component, Debug, Clone, Copy, Default)]
pub struct ProgressbarComponent {
pub progress: f32
}
pub fn render_progressbars(
mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
rect: NonSendSync<UniqueView<RectPrimitive>>,
program: NonSendSync<UniqueView<ProgressbarShaderPrefab>>,
view: UniqueView<LegacyGuiView>,
components: View<LegacyGuiComponent>,
transforms: View<Transform2d, track::All>,
progressbars: View<ProgressbarComponent>,
primary: View<LegacyPrimaryColor>,
secondary: View<LegacySecondaryColor>,
) {
for (eid, (_, transform, progress)) in (&components, &transforms, &progressbars).iter().with_id() {
let primary_color = primary.get(eid).copied().unwrap_or_default();
let secondary_color = secondary.get(eid).copied().unwrap_or_default();
target.0.draw(
&rect.0,
&rect.1,
&program.0,
&uniform! {
transform: transform.0.to_cols_array_2d(),
ui_view: view.0.to_cols_array_2d(),
progress: progress.progress,
color: primary_color.0.to_array(),
bg_color: secondary_color.0.to_array(),
},
&DrawParameters::default()
).unwrap();
}
}

View file

@ -1 +0,0 @@
//TODO text widget

View file

@ -29,7 +29,6 @@ pub(crate) mod delta_time;
pub(crate) mod cursor_lock; pub(crate) mod cursor_lock;
pub(crate) mod control_flow; pub(crate) mod control_flow;
pub(crate) mod state; pub(crate) mod state;
pub(crate) mod legacy_gui;
pub(crate) mod guiv2_integration; pub(crate) mod guiv2_integration;
pub(crate) mod networking; pub(crate) mod networking;
pub(crate) mod init; pub(crate) mod init;
@ -77,7 +76,6 @@ use control_flow::{exit_on_esc, insert_control_flow_unique, RequestExit};
use state::{is_ingame, is_ingame_or_loading, is_loading, init_state, update_state, is_connecting}; use state::{is_ingame, is_ingame_or_loading, is_loading, init_state, update_state, is_connecting};
use networking::{update_networking, update_networking_late, is_multiplayer, disconnect_on_exit, is_singleplayer}; use networking::{update_networking, update_networking_late, is_multiplayer, disconnect_on_exit, is_singleplayer};
use init::initialize_from_args; use init::initialize_from_args;
use legacy_gui::{legacy_ui_render, legacy_ui_init, legacy_ui_update};
use guiv2_integration::{kubi_ui_init, kubi_ui_begin, kubi_ui_end, kubi_ui_draw}; use guiv2_integration::{kubi_ui_init, kubi_ui_begin, kubi_ui_end, kubi_ui_draw};
use loading_screen::update_loading_screen; use loading_screen::update_loading_screen;
use connecting_screen::switch_to_loading_if_connected; use connecting_screen::switch_to_loading_if_connected;
@ -104,7 +102,6 @@ fn startup() -> Workload {
initialize_from_args, initialize_from_args,
lock_cursor_now, lock_cursor_now,
init_input, init_input,
legacy_ui_init,
insert_control_flow_unique, insert_control_flow_unique,
init_delta_time, init_delta_time,
).into_sequential_workload() ).into_sequential_workload()
@ -141,7 +138,6 @@ fn update() -> Workload {
).into_sequential_workload().run_if(is_ingame), ).into_sequential_workload().run_if(is_ingame),
update_networking_late.run_if(is_multiplayer), update_networking_late.run_if(is_multiplayer),
compute_cameras, compute_cameras,
legacy_ui_update,
kubi_ui_end, kubi_ui_end,
update_state, update_state,
exit_on_esc, exit_on_esc,
@ -158,7 +154,7 @@ fn render() -> Workload {
render_selection_box, render_selection_box,
render_entities, render_entities,
).into_sequential_workload().run_if(is_ingame), ).into_sequential_workload().run_if(is_ingame),
legacy_ui_render, kubi_ui_draw,
).into_sequential_workload() ).into_sequential_workload()
} }

View file

@ -1,60 +1,30 @@
use shipyard::{UniqueView, UniqueViewMut, Workload, IntoWorkload, EntityId, Unique, AllStoragesViewMut, ViewMut, Get, SystemModificator, track}; use kubi_ui::element::progress_bar::ProgressBar;
use shipyard::{UniqueView, UniqueViewMut, Workload, NonSendSync, IntoWorkload};
use winit::keyboard::KeyCode; use winit::keyboard::KeyCode;
use glam::{Mat3, vec2};
use crate::{ use crate::{
world::ChunkStorage, world::ChunkStorage,
state::{GameState, NextState, is_changing_state}, state::{GameState, NextState},
transform::Transform2d, rendering::WindowSize,
legacy_gui::{
LegacyGuiComponent,
progressbar::ProgressbarComponent
},
rendering::{WindowSize, if_resized},
input::RawKbmInputState, input::RawKbmInputState,
guiv2_integration::UiState,
}; };
#[derive(Unique, Clone, Copy)] fn render_progressbar(
struct ProgressbarId(EntityId); mut ui: NonSendSync<UniqueViewMut<UiState>>,
fn spawn_loading_screen(
mut storages: AllStoragesViewMut,
) {
let size = *storages.borrow::<UniqueView<WindowSize>>().unwrap();
let entity = storages.add_entity((
LegacyGuiComponent,
Transform2d(Mat3::from_scale_angle_translation(
vec2(size.0.x as f32, 16.),
0.,
vec2(0., 0.)
)),
ProgressbarComponent {
progress: 0.33
},
));
storages.add_unique(ProgressbarId(entity));
}
fn resize_progress_bar(
size: UniqueView<WindowSize>,
bar: UniqueView<ProgressbarId>,
mut transforms: ViewMut<Transform2d, track::All>
) {
let mut trans = (&mut transforms).get(bar.0).unwrap();
trans.0.x_axis.x = size.0.x as f32;
}
fn update_progress_bar_progress (
world: UniqueView<ChunkStorage>, world: UniqueView<ChunkStorage>,
mut bar: ViewMut<ProgressbarComponent>, size: UniqueView<WindowSize>
eid: UniqueView<ProgressbarId>,
) { ) {
let mut bar = (&mut bar).get(eid.0).unwrap(); let value = {
let loaded = world.chunks.iter().fold(0, |acc, (&_, chunk)| { let loaded = world.chunks.iter().fold(0, |acc, (&_, chunk)| {
acc + chunk.desired_state.matches_current(chunk.current_state) as usize acc + chunk.desired_state.matches_current(chunk.current_state) as usize
}); });
let total = world.chunks.len(); let total = world.chunks.len();
let progress = loaded as f32 / total as f32; loaded as f32 / total as f32
bar.progress = progress; };
ui.ui.add(
ProgressBar { value, ..Default::default() },
size.0.as_vec2()
);
} }
fn switch_to_ingame_if_loaded( fn switch_to_ingame_if_loaded(
@ -81,24 +51,10 @@ fn override_loading(
} }
} }
fn despawn_loading_screen_if_switching_state(
mut storages: AllStoragesViewMut,
) {
let state = storages.borrow::<UniqueView<NextState>>().unwrap().0.unwrap();
if state != GameState::LoadingWorld {
let progress_bar = storages.borrow::<UniqueView<ProgressbarId>>().unwrap().0;
storages.delete_entity(progress_bar);
storages.remove_unique::<ProgressbarId>().unwrap();
}
}
pub fn update_loading_screen() -> Workload { pub fn update_loading_screen() -> Workload {
( (
spawn_loading_screen.run_if_missing_unique::<ProgressbarId>(), render_progressbar,
resize_progress_bar.run_if(if_resized),
update_progress_bar_progress,
override_loading, override_loading,
switch_to_ingame_if_loaded, switch_to_ingame_if_loaded,
despawn_loading_screen_if_switching_state.run_if(is_changing_state),
).into_sequential_workload() ).into_sequential_workload()
} }

View file

@ -48,10 +48,6 @@ pub struct ChunkShaderPrefab(pub Program);
#[repr(transparent)] #[repr(transparent)]
pub struct ColoredShaderPrefab(pub Program); pub struct ColoredShaderPrefab(pub Program);
#[derive(Unique)]
#[repr(transparent)]
pub struct ProgressbarShaderPrefab(pub Program);
pub fn load_prefabs( pub fn load_prefabs(
storages: AllStoragesView, storages: AllStoragesView,
renderer: NonSendSync<UniqueView<Renderer>>, renderer: NonSendSync<UniqueView<Renderer>>,
@ -84,14 +80,6 @@ pub fn load_prefabs(
&renderer.display &renderer.display
) )
)); ));
storages.add_unique_non_send_sync(ProgressbarShaderPrefab(
include_shader_prefab!(
"gui/progressbar",
"../shaders/gui/progressbar.vert",
"../shaders/gui/progressbar.frag",
&renderer.display
)
));
log::info!("releasing shader compiler"); log::info!("releasing shader compiler");

View file

@ -9,10 +9,12 @@ use winit::{
use glium::{Display, Surface, Version, Api}; use glium::{Display, Surface, Version, Api};
use glutin::{ use glutin::{
prelude::*, prelude::*,
context::ContextAttributesBuilder, context::{ContextAttributesBuilder, GlProfile},
surface::{WindowSurface, SurfaceAttributesBuilder}, surface::{WindowSurface, SurfaceAttributesBuilder},
display::GetGlDisplay, display::GetGlDisplay,
config::ConfigTemplateBuilder
}; };
use glutin_winit::DisplayBuilder;
use glam::{Vec3, UVec2}; use glam::{Vec3, UVec2};
use crate::{events::WindowResizedEvent, settings::{GameSettings, FullscreenMode}}; use crate::{events::WindowResizedEvent, settings::{GameSettings, FullscreenMode}};
@ -89,15 +91,21 @@ impl Renderer {
} }
}); });
// First we start by opening a new Window let display_builder = DisplayBuilder::new()
let display_builder = glutin_winit::DisplayBuilder::new().with_window_builder(Some(wb)); .with_window_builder(Some(wb));
let config_template_builder = glutin::config::ConfigTemplateBuilder::new();
let config_template_builder = ConfigTemplateBuilder::new()
.prefer_hardware_accelerated(Some(true))
.with_depth_size(24)
.with_multisampling(settings.msaa.unwrap_or_default());
let (window, gl_config) = display_builder let (window, gl_config) = display_builder
.build(event_loop, config_template_builder, |mut configs| { .build(event_loop, config_template_builder, |mut configs| {
configs.next().unwrap() configs.next().unwrap()
}) })
.unwrap(); .unwrap();
let window = window.unwrap();
let window = window.expect("no window");
// Now we get the window size to use as the initial size of the Surface // 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 (width, height): (u32, u32) = window.inner_size().into();
@ -108,11 +116,22 @@ impl Renderer {
); );
// Finally we can create a Surface, use it to make a PossiblyCurrentContext and create the glium Display // 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 surface = unsafe {
let context_attributes = ContextAttributesBuilder::new().build(Some(window.raw_window_handle())); 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 { let current_context = unsafe {
gl_config.display().create_context(&gl_config, &context_attributes).expect("failed to create context") gl_config.display()
.create_context(&gl_config, &context_attributes)
.expect("failed to create context")
}.make_current(&surface).unwrap(); }.make_current(&surface).unwrap();
let display = Display::from_context_surface(current_context, surface).unwrap(); let display = Display::from_context_surface(current_context, surface).unwrap();
//TODO MIGRATION //TODO MIGRATION

View file

@ -13,7 +13,7 @@ pub struct FullscreenSettings {
pub struct GameSettings { pub struct GameSettings {
pub vsync: bool, pub vsync: bool,
pub fullscreen: Option<FullscreenSettings>, pub fullscreen: Option<FullscreenSettings>,
pub msaa: Option<u16>, pub msaa: Option<u8>,
pub max_anisotropy: Option<u16>, pub max_anisotropy: Option<u16>,
/// there's a 1 chunk border of loaded but invisible around this /// there's a 1 chunk border of loaded but invisible around this
pub render_distance: u8, pub render_distance: u8,