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| #[macro_use] | |
| extern crate glium; | |
| extern crate rand; | |
| #[allow(unused_imports)] | |
| use glium::{glutin, Surface}; | |
| use glium::index::PrimitiveType; | |
| mod support; | |
| fn main() { | |
| println!("This example demonstrates how to draw a lot of sprites in an efficient manner. \n\n\ | |
| Instead of drawing sprites one by one, it writes the list of sprites in a buffer \ | |
| and draws everything at once. Textures are accessed though a Texture2dArray to \ | |
| avoid the problem of binding textures one by one.\n\n\ | |
| Performances are limited by the synchronization required to write on the color \ | |
| buffer. Enabling depth test would likely increase the framerate.\n"); | |
| const SPRITES_COUNT: usize = 1024; | |
| println!("Number of sprites: {}", SPRITES_COUNT); | |
| let event_loop = glutin::event_loop::EventLoop::new(); | |
| let wb = glutin::window::WindowBuilder::new(); | |
| let cb = glutin::ContextBuilder::new(); | |
| let display = glium::Display::new(wb, cb, &event_loop).unwrap(); | |
| // generating a bunch of unicolor 2D images that will be used for a texture | |
| // we store all of them in a `Texture2dArray` | |
| let texture = { | |
| let images = (0 .. 64).map(|_| { | |
| let color1: (f32, f32, f32) = (rand::random(), rand::random(), rand::random()); | |
| let color2: (f32, f32, f32) = (rand::random(), rand::random(), rand::random()); | |
| vec![vec![color1], vec![color2]] | |
| }).collect::<Vec<_>>(); | |
| glium::texture::Texture2dArray::new(&display, images).unwrap() | |
| }; | |
| // building the vertex buffer and index buffers that will be filled with the data of | |
| // the sprites | |
| let (mut vertex_buffer, index_buffer) = { | |
| #[derive(Copy, Clone)] | |
| struct Vertex { | |
| i_position: [f32; 2], | |
| i_tex_id: u32, | |
| } | |
| implement_vertex!(Vertex, i_position, i_tex_id); | |
| let mut vb: glium::VertexBuffer<Vertex> = glium::VertexBuffer::empty_dynamic(&display, | |
| SPRITES_COUNT * 4).unwrap(); | |
| let mut ib_data = Vec::with_capacity(SPRITES_COUNT * 6); | |
| // initializing with random data | |
| for (num, sprite) in vb.map().chunks_mut(4).enumerate() { | |
| let tex_id: u32 = rand::random(); | |
| let tex_id = tex_id % texture.get_array_size().unwrap(); | |
| let position: (f32, f32) = (rand::random(), rand::random()); | |
| let position: (f32, f32) = (position.0 * 2.0 - 1.0, position.1 * 2.0 - 1.0); | |
| sprite[0].i_position[0] = position.0 - 0.1; | |
| sprite[0].i_position[1] = position.1 + 0.1; | |
| sprite[0].i_tex_id = tex_id; | |
| sprite[1].i_position[0] = position.0 + 0.1; | |
| sprite[1].i_position[1] = position.1 + 0.1; | |
| sprite[1].i_tex_id = tex_id; | |
| sprite[2].i_position[0] = position.0 - 0.1; | |
| sprite[2].i_position[1] = position.1 - 0.1; | |
| sprite[2].i_tex_id = tex_id; | |
| sprite[3].i_position[0] = position.0 + 0.1; | |
| sprite[3].i_position[1] = position.1 - 0.1; | |
| sprite[3].i_tex_id = tex_id; | |
| let num = num as u16; | |
| ib_data.push(num * 4); | |
| ib_data.push(num * 4 + 1); | |
| ib_data.push(num * 4 + 2); | |
| ib_data.push(num * 4 + 1); | |
| ib_data.push(num * 4 + 3); | |
| ib_data.push(num * 4 + 2); | |
| } | |
| (vb, glium::index::IndexBuffer::new(&display, PrimitiveType::TrianglesList, &ib_data).unwrap()) | |
| }; | |
| // we determine the texture coordinates depending on the ID the of vertex | |
| let program = program!(&display, | |
| 140 => { | |
| vertex: " | |
| #version 140 | |
| in vec2 i_position; | |
| in uint i_tex_id; | |
| out vec2 v_tex_coords; | |
| flat out uint v_tex_id; | |
| void main() { | |
| gl_Position = vec4(i_position, 0.0, 1.0); | |
| if (gl_VertexID % 4 == 0) { | |
| v_tex_coords = vec2(0.0, 1.0); | |
| } else if (gl_VertexID % 4 == 1) { | |
| v_tex_coords = vec2(1.0, 1.0); | |
| } else if (gl_VertexID % 4 == 2) { | |
| v_tex_coords = vec2(0.0, 0.0); | |
| } else { | |
| v_tex_coords = vec2(1.0, 0.0); | |
| } | |
| v_tex_id = i_tex_id; | |
| } | |
| ", | |
| fragment: " | |
| #version 140 | |
| uniform sampler2DArray tex; | |
| in vec2 v_tex_coords; | |
| flat in uint v_tex_id; | |
| out vec4 f_color; | |
| void main() { | |
| f_color = texture(tex, vec3(v_tex_coords, float(v_tex_id))); | |
| } | |
| " | |
| }, | |
| 110 => { | |
| vertex: " | |
| #version 110 | |
| in vec2 i_position; | |
| in uint i_tex_id; | |
| varying vec2 v_tex_coords; | |
| flat varying uint v_tex_id; | |
| void main() { | |
| gl_Position = vec4(i_position, 0.0, 1.0); | |
| if (gl_VertexID % 4 == 0) { | |
| v_tex_coords = vec2(0.0, 1.0); | |
| } else if (gl_VertexID % 4 == 1) { | |
| v_tex_coords = vec2(1.0, 1.0); | |
| } else if (gl_VertexID % 4 == 2) { | |
| v_tex_coords = vec2(0.0, 0.0); | |
| } else { | |
| v_tex_coords = vec2(1.0, 0.0); | |
| } | |
| v_tex_id = i_tex_id; | |
| } | |
| ", | |
| fragment: " | |
| #version 110 | |
| uniform sampler2DArray tex; | |
| varying vec2 v_tex_coords; | |
| flat varying uint v_tex_id; | |
| void main() { | |
| gl_FragColor = texture2DArray(tex, vec3(v_tex_coords, float(v_tex_id))); | |
| } | |
| " | |
| }, | |
| 100 => { | |
| vertex: " | |
| #version 100 | |
| attribute lowp vec2 i_position; | |
| attribute uint i_tex_id; | |
| varying lowp vec2 v_tex_coords; | |
| flat varying uint v_tex_id; | |
| void main() { | |
| gl_Position = vec4(i_position, 0.0, 1.0); | |
| if (gl_VertexID % 4 == 0) { | |
| v_tex_coords = vec2(0.0, 1.0); | |
| } else if (gl_VertexID % 4 == 1) { | |
| v_tex_coords = vec2(1.0, 1.0); | |
| } else if (gl_VertexID % 4 == 2) { | |
| v_tex_coords = vec2(0.0, 0.0); | |
| } else { | |
| v_tex_coords = vec2(1.0, 0.0); | |
| } | |
| v_tex_id = i_tex_id; | |
| } | |
| ", | |
| fragment: " | |
| #version 100 | |
| uniform sampler2DArray tex; | |
| varying lowp vec2 v_tex_coords; | |
| flat varying uint v_tex_id; | |
| void main() { | |
| gl_FragColor = texture2DArray(tex, vec3(v_tex_coords, float(v_tex_id))); | |
| } | |
| " | |
| }, | |
| ).unwrap(); | |
| // the main loop | |
| support::start_loop(event_loop, move |events| { | |
| // moving the sprites in a random direction | |
| // in a game, you would typically write the exact positions and texture IDs of your sprites | |
| { | |
| let mut mapping = vertex_buffer.map(); | |
| for sprite in mapping.chunks_mut(4) { | |
| let mv: (f32, f32) = (rand::random(), rand::random()); | |
| let mv = (mv.0 * 0.01 - 0.005, mv.1 * 0.01 - 0.005); | |
| sprite[0].i_position[0] += mv.0; | |
| sprite[0].i_position[1] += mv.1; | |
| sprite[1].i_position[0] += mv.0; | |
| sprite[1].i_position[1] += mv.1; | |
| sprite[2].i_position[0] += mv.0; | |
| sprite[2].i_position[1] += mv.1; | |
| sprite[3].i_position[0] += mv.0; | |
| sprite[3].i_position[1] += mv.1; | |
| // sprite[...].i_tex_id = ...; // if you want to set the texture | |
| } | |
| } | |
| // we must only draw the number of sprites that we have written in the vertex buffer | |
| // if you only want to draw 20 sprites for example, you should pass `0 .. 20 * 6` instead | |
| let ib_slice = index_buffer.slice(0 .. SPRITES_COUNT * 6).unwrap(); | |
| // drawing a frame | |
| let mut target = display.draw(); | |
| target.clear_color(0.0, 0.0, 0.0, 0.0); | |
| target.draw(&vertex_buffer, &ib_slice, | |
| &program, &uniform! { tex: &texture }, &Default::default()).unwrap(); | |
| target.finish().unwrap(); | |
| let mut action = support::Action::Continue; | |
| for event in events { | |
| match event { | |
| glutin::event::Event::WindowEvent { event, .. } => match event { | |
| glutin::event::WindowEvent::CloseRequested => action = support::Action::Stop, | |
| _ => () | |
| }, | |
| _ => (), | |
| } | |
| }; | |
| action | |
| }); | |
| } |