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OpenGL example: finally, a transparent window on X11
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//! Low-level window initialization handling | ||
use std::error::Error; | ||
use std::ffi::CString; | ||
use std::num::NonZeroU32; | ||
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use glow::HasContext; | ||
use raw_window_handle::HasRawWindowHandle; | ||
use winit::event::{Event, WindowEvent}; | ||
use winit::event_loop::{EventLoop, EventLoopWindowTarget}; | ||
use winit::window::{Window, WindowBuilder}; | ||
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use glutin::config::ConfigTemplateBuilder; | ||
use glutin::context::{ContextApi, ContextAttributesBuilder, NotCurrentContext, Version}; | ||
use glutin::display::GetGlDisplay; | ||
use glutin::prelude::*; | ||
use glutin::surface::SwapInterval; | ||
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use glutin_winit::{self, DisplayBuilder, GlWindow}; | ||
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pub trait App { | ||
fn resume_window(&mut self, gl: glow::Context); | ||
fn resize(&mut self, width: i32, height: i32); | ||
fn draw(&mut self); | ||
fn handle_window_event(&mut self, event: WindowEvent, window_target: &EventLoopWindowTarget<()>); | ||
} | ||
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pub struct AppFrame { | ||
window: Option<Window>, | ||
event_loop: EventLoop<()>, | ||
gl_config: glutin::config::Config, | ||
gl_display: glutin::display::Display, | ||
not_current_gl_context: Option<NotCurrentContext>, | ||
window_builder: WindowBuilder, | ||
} | ||
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impl AppFrame { | ||
pub fn init(window_builder: WindowBuilder) -> Result<Self, Box<dyn Error>> { | ||
let event_loop = EventLoop::new()?; | ||
let mut template = ConfigTemplateBuilder::new(); | ||
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// The template will match only the configurations supporting rendering | ||
// to windows. | ||
// | ||
// XXX We force transparency only on macOS, given that EGL on X11 doesn't | ||
// have it, but we still want to show window. The macOS situation is like | ||
// that, because we can query only one config at a time on it, but all | ||
// normal platforms will return multiple configs, so we can find the config | ||
// with transparency ourselves inside the `reduce`. | ||
if window_builder.transparent() { | ||
template = template.with_alpha_size(8).with_transparency(cfg!(cgl_backend)); | ||
} else { | ||
template = template.with_transparency(false); | ||
} | ||
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// Only Windows requires the window to be present before creating the display. | ||
// Other platforms don't really need one. | ||
// | ||
// XXX if you don't care about running on Android or so you can safely remove | ||
// this condition and always pass the window builder. | ||
let maydow_builder = cfg!(wgl_backend).then_some(window_builder.clone()); | ||
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let display_builder = DisplayBuilder::new().with_window_builder(maydow_builder); | ||
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let (window, gl_config) = display_builder.build(&event_loop, template, |configs| { | ||
// Find the config with the maximum number of samples, so our triangle will | ||
// be smooth. | ||
configs | ||
.reduce(|accum, config| { | ||
let config_transparent = config.supports_transparency().unwrap_or(false); | ||
let accum_transparent = accum.supports_transparency().unwrap_or(false); | ||
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let transparency_check = { | ||
match window_builder.transparent() { | ||
true => config_transparent && !accum_transparent, | ||
false => !config_transparent && accum_transparent, | ||
} | ||
}; | ||
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if transparency_check || config.num_samples() > accum.num_samples() { | ||
config | ||
} else { | ||
accum | ||
} | ||
}) | ||
.unwrap() | ||
})?; | ||
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let raw_window_handle = window.as_ref().map(|window| window.raw_window_handle()); | ||
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// XXX The display could be obtained from any object created by it, so we can | ||
// query it from the config. | ||
let gl_display = gl_config.display(); | ||
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let not_current_gl_context = { | ||
// The context creation part. It can be created before surface and that's how | ||
// it's expected in multithreaded + multiwindow operation mode, since you | ||
// can send NotCurrentContext, but not Surface. | ||
let context_attributes = ContextAttributesBuilder::new().build(raw_window_handle); | ||
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// Since glutin by default tries to create OpenGL core context, which may not be | ||
// present we should try gles. | ||
let fallback_context_attributes = ContextAttributesBuilder::new() | ||
.with_context_api(ContextApi::Gles(None)) | ||
.build(raw_window_handle); | ||
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// There are also some old devices that support neither modern OpenGL nor GLES. | ||
// To support these we can try and create a 2.1 context. | ||
let legacy_context_attributes = ContextAttributesBuilder::new() | ||
.with_context_api(ContextApi::OpenGl(Some(Version::new(2, 1)))) | ||
.build(raw_window_handle); | ||
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Some(unsafe { | ||
gl_display | ||
.create_context(&gl_config, &context_attributes) | ||
.unwrap_or_else(|_| { | ||
gl_display | ||
.create_context(&gl_config, &fallback_context_attributes) | ||
.unwrap_or_else(|_| { | ||
gl_display | ||
.create_context(&gl_config, &legacy_context_attributes) | ||
.expect("failed to create context") | ||
}) | ||
}) | ||
}) | ||
}; | ||
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Ok(Self { | ||
window, | ||
event_loop, | ||
gl_config, | ||
gl_display, | ||
not_current_gl_context, | ||
window_builder, | ||
}) | ||
} | ||
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pub fn run<A: App + 'static>(mut self, mut app: A) -> Result<(), Box<dyn Error>> { | ||
let mut state = None; | ||
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self.event_loop.run(move |event, window_target| { | ||
match event { | ||
Event::Resumed => { | ||
#[cfg(android_platform)] | ||
println!("Android window available"); | ||
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let window = self.window.take().unwrap_or_else(|| { | ||
let window_builder = self.window_builder.clone(); | ||
glutin_winit::finalize_window(window_target, window_builder, &self.gl_config).unwrap() | ||
}); | ||
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let attrs = window.build_surface_attributes(Default::default()); | ||
let gl_surface = unsafe { | ||
self.gl_config | ||
.display() | ||
.create_window_surface(&self.gl_config, &attrs) | ||
.unwrap() | ||
}; | ||
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// Make it current. | ||
let gl_context = (self.not_current_gl_context) | ||
.take() | ||
.unwrap() | ||
.make_current(&gl_surface) | ||
.unwrap(); | ||
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// Load the OpenGL function pointers (this needs a current context in WGL) | ||
let gl = unsafe { | ||
glow::Context::from_loader_function(|symbol| { | ||
self.gl_display.get_proc_address(&CString::new(symbol).unwrap()) as *const _ | ||
}) | ||
}; | ||
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// Check for "GL_KHR_debug" support (not present on Apple *OS). | ||
if gl.supported_extensions().contains("GL_KHR_debug") { | ||
unsafe { | ||
gl.debug_message_callback(|_src, ty, _id, sevr, msg| { | ||
let ty = match ty { | ||
glow::DEBUG_TYPE_ERROR => "Error: ", | ||
glow::DEBUG_TYPE_DEPRECATED_BEHAVIOR => "Deprecated Behavior: ", | ||
glow::DEBUG_TYPE_MARKER => "Marker: ", | ||
glow::DEBUG_TYPE_OTHER => "", | ||
glow::DEBUG_TYPE_POP_GROUP => "Pop Group: ", | ||
glow::DEBUG_TYPE_PORTABILITY => "Portability: ", | ||
glow::DEBUG_TYPE_PUSH_GROUP => "Push Group: ", | ||
glow::DEBUG_TYPE_UNDEFINED_BEHAVIOR => "Undefined Behavior: ", | ||
glow::DEBUG_TYPE_PERFORMANCE => "Performance: ", | ||
ty => unreachable!("unknown debug type {ty}"), | ||
}; | ||
match sevr { | ||
glow::DEBUG_SEVERITY_NOTIFICATION => tracing::debug!(target: "opengl", "{ty}{msg}"), | ||
glow::DEBUG_SEVERITY_LOW => tracing::info!(target: "opengl", "{ty}{msg}"), | ||
glow::DEBUG_SEVERITY_MEDIUM => tracing::warn!(target: "opengl", "{ty}{msg}"), | ||
glow::DEBUG_SEVERITY_HIGH => tracing::error!(target: "opengl", "{ty}{msg}"), | ||
sevr => unreachable!("unknown debug severity {sevr}"), | ||
}; | ||
}); | ||
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gl.enable(glow::DEBUG_OUTPUT); | ||
} | ||
} | ||
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app.resume_window(gl); | ||
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// Try setting vsync. | ||
if let Err(res) = | ||
gl_surface.set_swap_interval(&gl_context, SwapInterval::Wait(NonZeroU32::new(1).unwrap())) | ||
{ | ||
eprintln!("Error setting vsync: {res:?}"); | ||
} | ||
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assert!(state.replace((gl_context, gl_surface, window)).is_none()); | ||
} | ||
Event::Suspended => { | ||
// This event is only raised on Android, where the backing NativeWindow for a GL | ||
// Surface can appear and disappear at any moment. | ||
#[cfg(android_platform)] | ||
println!("Android window removed"); | ||
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// Destroy the GL Surface and un-current the GL Context before ndk-glue releases | ||
// the window back to the system. | ||
let (gl_context, ..) = state.take().unwrap(); | ||
assert!(self | ||
.not_current_gl_context | ||
.replace(gl_context.make_not_current().unwrap()) | ||
.is_none()); | ||
} | ||
Event::WindowEvent { event, .. } => match event { | ||
WindowEvent::Resized(size) => { | ||
if size.width != 0 && size.height != 0 { | ||
// Some platforms like EGL require resizing GL surface to update the size | ||
// Notable platforms here are Wayland and macOS, other don't require it | ||
// and the function is no-op, but it's wise to resize it for portability | ||
// reasons. | ||
if let Some((gl_context, gl_surface, _)) = &state { | ||
gl_surface.resize( | ||
gl_context, | ||
NonZeroU32::new(size.width).unwrap(), | ||
NonZeroU32::new(size.height).unwrap(), | ||
); | ||
app.resize(size.width as i32, size.height as i32); | ||
} | ||
} | ||
} | ||
_ => { | ||
app.handle_window_event(event, window_target); | ||
} | ||
}, | ||
Event::AboutToWait => { | ||
if let Some((gl_context, gl_surface, window)) = &state { | ||
app.draw(); | ||
window.request_redraw(); | ||
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gl_surface.swap_buffers(gl_context).unwrap(); | ||
} | ||
} | ||
_ => (), | ||
} | ||
})?; | ||
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Ok(()) | ||
} | ||
} |
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