pathfinder/examples/canvas_nanovg/src/main.rs

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// pathfinder/examples/canvas_nanovg/src/main.rs
//
// Copyright © 2020 The Pathfinder Project Developers.
//
// Licensed under the Apache License, Version 2.0 <LICENSE-APACHE or
// http://www.apache.org/licenses/LICENSE-2.0> or the MIT license
// <LICENSE-MIT or http://opensource.org/licenses/MIT>, at your
// option. This file may not be copied, modified, or distributed
// except according to those terms.
use arrayvec::ArrayVec;
use pathfinder_canvas::{CanvasFontContext, CanvasRenderingContext2D, FillStyle, LineJoin, Path2D};
use pathfinder_color::{ColorF, ColorU};
use pathfinder_content::fill::FillRule;
use pathfinder_content::gradient::{ColorStop, Gradient};
use pathfinder_content::outline::ArcDirection;
use pathfinder_content::stroke::LineCap;
use pathfinder_geometry::angle;
use pathfinder_geometry::line_segment::LineSegment2F;
use pathfinder_geometry::rect::RectF;
use pathfinder_geometry::transform2d::Transform2F;
use pathfinder_geometry::util;
use pathfinder_geometry::vector::{Vector2F, Vector2I};
use pathfinder_gl::{GLDevice, GLVersion};
use pathfinder_gpu::resources::FilesystemResourceLoader;
use pathfinder_renderer::concurrent::rayon::RayonExecutor;
use pathfinder_renderer::concurrent::scene_proxy::SceneProxy;
use pathfinder_renderer::gpu::options::{DestFramebuffer, RendererOptions};
use pathfinder_renderer::gpu::renderer::Renderer;
use pathfinder_renderer::options::BuildOptions;
use sdl2::event::Event;
use sdl2::keyboard::Keycode;
use sdl2::video::GLProfile;
use std::f32::consts::PI;
use std::time::Instant;
// TODO(pcwalton): See if we can reduce the amount of code by using the canvas shadow feature.
const PI_2: f32 = PI * 2.0;
static PARAGRAPH_TEXT: &'static str = "This is a longer chunk of text.
I would have used lorem ipsum, but she was busy jumping over the lazy dog with the fox and all \
the men who came to the aid of the party.";
fn render_demo(canvas: &mut CanvasRenderingContext2D,
mouse_position: Vector2F,
window_size: Vector2F,
time: f32) {
draw_eyes(canvas,
RectF::new(Vector2F::new(window_size.x() - 250.0, 50.0),
Vector2F::new(150.0, 100.0)),
mouse_position,
time);
/*
FIXME(pcwalton): Too slow. See https://github.com/linebender/skribo/issues/30
draw_paragraph(canvas,
RectF::new(Vector2F::new(window_size.x() - 450.0, 50.0),
Vector2F::new(150.0, 100.0)));
*/
draw_graph(canvas,
RectF::new(window_size.scale_xy(Vector2F::new(0.0, 0.5)),
window_size.scale_xy(Vector2F::new(1.0, 0.5))),
time);
draw_color_wheel(canvas,
RectF::new(window_size - Vector2F::splat(300.0), Vector2F::splat(250.0)),
time);
draw_lines(canvas,
RectF::new(Vector2F::new(120.0, window_size.y() - 50.0),
Vector2F::new(600.0, 50.0)),
time);
draw_caps(canvas, RectF::new(Vector2F::new(10.0, 300.0), Vector2F::new(30.0, 40.0)));
draw_clip(canvas, Vector2F::new(50.0, window_size.y() - 80.0), time);
}
fn draw_eyes(canvas: &mut CanvasRenderingContext2D,
rect: RectF,
mouse_position: Vector2F,
time: f32) {
let eyes_radii = rect.size().scale_xy(Vector2F::new(0.23, 0.5));
let eyes_left_position = rect.origin() + eyes_radii;
let eyes_right_position = rect.origin() + Vector2F::new(rect.width() - eyes_radii.x(),
eyes_radii.y());
let eyes_center = f32::min(eyes_radii.x(), eyes_radii.y()) * 0.5;
let blink = 1.0 - f32::powf(f32::sin(time * 0.5), 200.0) * 0.8;
let mut gradient =
Gradient::linear(LineSegment2F::new(Vector2F::new(0.0, rect.height() * 0.5),
rect.size().scale_xy(Vector2F::new(0.1, 1.0))) +
rect.origin());
gradient.add_color_stop(ColorStop::new(ColorU::new(0, 0, 0, 32), 0.0));
gradient.add_color_stop(ColorStop::new(ColorU::new(0, 0, 0, 16), 1.0));
let mut path = Path2D::new();
path.ellipse(eyes_left_position + Vector2F::new(3.0, 16.0), eyes_radii, 0.0, 0.0, PI_2);
path.ellipse(eyes_right_position + Vector2F::new(3.0, 16.0), eyes_radii, 0.0, 0.0, PI_2);
canvas.set_fill_style(FillStyle::Gradient(gradient));
canvas.fill_path(path, FillRule::Winding);
let mut gradient =
Gradient::linear(LineSegment2F::new(Vector2F::new(0.0, rect.height() * 0.25),
rect.size().scale_xy(Vector2F::new(0.1, 1.0))) +
rect.origin());
gradient.add_color_stop(ColorStop::new(ColorU::new(220, 220, 220, 255), 0.0));
gradient.add_color_stop(ColorStop::new(ColorU::new(128, 128, 128, 255), 1.0));
let mut path = Path2D::new();
path.ellipse(eyes_left_position, eyes_radii, 0.0, 0.0, PI_2);
path.ellipse(eyes_right_position, eyes_radii, 0.0, 0.0, PI_2);
canvas.set_fill_style(FillStyle::Gradient(gradient));
canvas.fill_path(path, FillRule::Winding);
let mut delta = (mouse_position - eyes_right_position) / eyes_radii.scale(10.0);
let distance = delta.length();
if distance > 1.0 {
delta = delta.scale(1.0 / distance);
}
delta = delta.scale_xy(eyes_radii).scale_xy(Vector2F::new(0.4, 0.5));
let mut path = Path2D::new();
path.ellipse(eyes_left_position +
delta +
Vector2F::new(0.0, eyes_radii.y() * 0.25 * (1.0 - blink)),
Vector2F::new(eyes_center, eyes_center * blink),
0.0,
0.0,
PI_2);
path.ellipse(eyes_right_position +
delta +
Vector2F::new(0.0, eyes_radii.y() * 0.25 * (1.0 - blink)),
Vector2F::new(eyes_center, eyes_center * blink),
0.0,
0.0,
PI_2);
canvas.set_fill_style(FillStyle::Color(ColorU::new(32, 32, 32, 255)));
canvas.fill_path(path, FillRule::Winding);
let gloss_position = eyes_left_position - eyes_radii.scale_xy(Vector2F::new(0.25, 0.5));
let mut gloss = Gradient::radial(LineSegment2F::new(gloss_position, gloss_position),
eyes_radii.x() * 0.1,
eyes_radii.x() * 0.75);
gloss.add_color_stop(ColorStop::new(ColorU::new(255, 255, 255, 128), 0.0));
gloss.add_color_stop(ColorStop::new(ColorU::new(255, 255, 255, 0), 1.0));
canvas.set_fill_style(FillStyle::Gradient(gloss));
let mut path = Path2D::new();
path.ellipse(eyes_left_position, eyes_radii, 0.0, 0.0, PI_2);
canvas.fill_path(path, FillRule::Winding);
let gloss_position = eyes_right_position - eyes_radii.scale_xy(Vector2F::new(0.25, 0.5));
let mut gloss = Gradient::radial(LineSegment2F::new(gloss_position, gloss_position),
eyes_radii.x() * 0.1,
eyes_radii.x() * 0.75);
gloss.add_color_stop(ColorStop::new(ColorU::new(255, 255, 255, 128), 0.0));
gloss.add_color_stop(ColorStop::new(ColorU::new(255, 255, 255, 0), 1.0));
canvas.set_fill_style(FillStyle::Gradient(gloss));
let mut path = Path2D::new();
path.ellipse(eyes_right_position, eyes_radii, 0.0, 0.0, PI_2);
canvas.fill_path(path, FillRule::Winding);
}
// This is nowhere near correct line layout, but it suffices to more or less match what NanoVG
// does.
fn draw_paragraph(canvas: &mut CanvasRenderingContext2D, rect: RectF) {
const LINE_HEIGHT: f32 = 24.0;
canvas.save();
canvas.set_font_size(18.0);
let mut cursor = rect.origin();
next_line(canvas, &mut cursor, rect);
let space_width = canvas.measure_text("A B").width - canvas.measure_text("AB").width;
for space_separated in PARAGRAPH_TEXT.split(' ') {
let mut first = true;
for word in space_separated.split('\n') {
if !first {
next_line(canvas, &mut cursor, rect);
}
first = false;
let word_width = canvas.measure_text(word).width;
if cursor.x() + space_width + word_width > rect.max_x() {
next_line(canvas, &mut cursor, rect);
} else if cursor.x() > rect.min_x() {
cursor = cursor + Vector2F::new(space_width, 0.0);
}
canvas.set_fill_style(FillStyle::Color(ColorU::white()));
canvas.fill_text(word, cursor);
cursor = cursor + Vector2F::new(word_width, 0.0);
}
}
canvas.restore();
fn next_line(canvas: &mut CanvasRenderingContext2D, cursor: &mut Vector2F, rect: RectF) {
cursor.set_x(rect.min_x());
canvas.set_fill_style(FillStyle::Color(ColorU::new(255, 255, 255, 16)));
canvas.fill_rect(RectF::new(*cursor, Vector2F::new(rect.width(), LINE_HEIGHT)));
*cursor = *cursor + Vector2F::new(0.0, LINE_HEIGHT);
}
}
fn draw_graph(canvas: &mut CanvasRenderingContext2D, rect: RectF, time: f32) {
let sample_spread = rect.width() / 5.0;
let samples = [
(1.0 + f32::sin(time * 1.2345 + f32::cos(time * 0.33457) * 0.44)) * 0.5,
(1.0 + f32::sin(time * 0.68363 + f32::cos(time * 1.30) * 1.55)) * 0.5,
(1.0 + f32::sin(time * 1.1642 + f32::cos(time * 0.33457) * 1.24)) * 0.5,
(1.0 + f32::sin(time * 0.56345 + f32::cos(time * 1.63) * 0.14)) * 0.5,
(1.0 + f32::sin(time * 1.6245 + f32::cos(time * 0.254) * 0.3)) * 0.5,
(1.0 + f32::sin(time * 0.345 + f32::cos(time * 0.03) * 0.6)) * 0.5,
];
let sample_scale = Vector2F::new(sample_spread, rect.height() * 0.8);
let sample_points: ArrayVec<[Vector2F; 6]> = samples.iter()
.enumerate()
.map(|(index, &sample)| {
rect.origin() + Vector2F::new(index as f32, sample).scale_xy(sample_scale)
}).collect();
// Draw graph background.
let mut background = Gradient::linear(LineSegment2F::new(Vector2F::default(),
Vector2F::new(0.0, rect.height())) +
rect.origin());
background.add_color_stop(ColorStop::new(ColorU::new(0, 160, 192, 0), 0.0));
background.add_color_stop(ColorStop::new(ColorU::new(0, 160, 192, 64), 1.0));
canvas.set_fill_style(FillStyle::Gradient(background));
let mut path = create_graph_path(&sample_points, sample_spread, Vector2F::default());
path.line_to(rect.lower_right());
path.line_to(rect.lower_left());
canvas.fill_path(path, FillRule::Winding);
// Draw graph line shadow.
canvas.set_stroke_style(FillStyle::Color(ColorU::new(0, 0, 0, 32)));
canvas.set_line_width(3.0);
let path = create_graph_path(&sample_points, sample_spread, Vector2F::new(0.0, 2.0));
canvas.stroke_path(path);
// Draw graph line.
canvas.set_stroke_style(FillStyle::Color(ColorU::new(0, 160, 192, 255)));
canvas.set_line_width(3.0);
let path = create_graph_path(&sample_points, sample_spread, Vector2F::default());
canvas.stroke_path(path);
// Draw sample position highlights.
for &sample_point in &sample_points {
let gradient_center = sample_point + Vector2F::new(0.0, 2.0);
let mut background = Gradient::radial(LineSegment2F::new(gradient_center, gradient_center),
3.0,
8.0);
background.add_color_stop(ColorStop::new(ColorU::new(0, 0, 0, 32), 0.0));
background.add_color_stop(ColorStop::new(ColorU::transparent_black(), 1.0));
canvas.set_fill_style(FillStyle::Gradient(background));
canvas.fill_rect(RectF::new(sample_point + Vector2F::new(-10.0, -10.0 + 2.0),
Vector2F::splat(20.0)));
}
// Draw sample positions.
canvas.set_fill_style(FillStyle::Color(ColorU::new(0, 160, 192, 255)));
let mut path = Path2D::new();
for &sample_point in &sample_points {
path.ellipse(sample_point, Vector2F::splat(4.0), 0.0, 0.0, PI_2);
}
canvas.fill_path(path, FillRule::Winding);
canvas.set_fill_style(FillStyle::Color(ColorU::new(220, 220, 220, 255)));
let mut path = Path2D::new();
for &sample_point in &sample_points {
path.ellipse(sample_point, Vector2F::splat(2.0), 0.0, 0.0, PI_2);
}
canvas.fill_path(path, FillRule::Winding);
// Reset state.
canvas.set_line_width(1.0);
}
fn draw_color_wheel(canvas: &mut CanvasRenderingContext2D, rect: RectF, time: f32) {
let hue = time * 0.12;
canvas.save();
let center = rect.center();
let outer_radius = f32::min(rect.width(), rect.height()) * 0.5 - 5.0;
let inner_radius = outer_radius - 20.0;
// Half a pixel arc length in radians.
let half_arc_len = 0.5 / outer_radius;
// Draw outer circle.
for segment in 0..6 {
let start_angle = segment as f32 / 6.0 * PI_2 - half_arc_len;
let end_angle = (segment + 1) as f32 / 6.0 * PI_2 + half_arc_len;
let line = LineSegment2F::new(Vector2F::new(f32::cos(start_angle), f32::sin(start_angle)),
Vector2F::new(f32::cos(end_angle), f32::sin(end_angle)));
let scale = util::lerp(inner_radius, outer_radius, 0.5);
let mut gradient = Gradient::linear(line.scale(scale) + center);
let start_color = ColorF::from_hsl(start_angle, 1.0, 0.55).to_u8();
let end_color = ColorF::from_hsl(end_angle, 1.0, 0.55).to_u8();
gradient.add_color_stop(ColorStop::new(start_color, 0.0));
gradient.add_color_stop(ColorStop::new(end_color, 1.0));
canvas.set_fill_style(FillStyle::Gradient(gradient));
let mut path = Path2D::new();
path.arc(center, inner_radius, start_angle, end_angle, ArcDirection::CW);
path.arc(center, outer_radius, end_angle, start_angle, ArcDirection::CCW);
path.close_path();
canvas.fill_path(path, FillRule::Winding);
}
// Stroke outer circle.
canvas.set_stroke_style(FillStyle::Color(ColorU::new(0, 0, 0, 64)));
canvas.set_line_width(1.0);
let mut path = Path2D::new();
path.ellipse(center, Vector2F::splat(inner_radius - 0.5), 0.0, 0.0, PI_2);
path.ellipse(center, Vector2F::splat(outer_radius + 0.5), 0.0, 0.0, PI_2);
canvas.stroke_path(path);
// Prepare to draw the selector.
canvas.save();
canvas.set_current_transform(&(Transform2F::from_translation(center) *
Transform2F::from_rotation(hue)));
canvas.set_stroke_style(FillStyle::Color(ColorU::new(255, 255, 255, 192)));
canvas.set_line_width(2.0);
canvas.stroke_rect(RectF::new(Vector2F::new(inner_radius - 1.0, -3.0),
Vector2F::new(outer_radius - inner_radius + 2.0, 6.0)));
// TODO(pcwalton): Marker fill with box gradient
// Draw center triangle.
let triangle_radius = inner_radius - 6.0;
let triangle_vertex_a = Vector2F::new(triangle_radius, 0.0);
let triangle_vertex_b = Vector2F::new(f32::cos(PI * 2.0 / 3.0),
f32::sin(PI * 2.0 / 3.0)).scale(triangle_radius);
let triangle_vertex_c = Vector2F::new(f32::cos(PI * -2.0 / 3.0),
f32::sin(PI * -2.0 / 3.0)).scale(triangle_radius);
let mut gradient_0 = Gradient::linear(LineSegment2F::new(triangle_vertex_a,
triangle_vertex_b));
gradient_0.add_color_stop(ColorStop::new(ColorF::from_hsl(hue, 1.0, 0.5).to_u8(), 0.0));
gradient_0.add_color_stop(ColorStop::new(ColorU::white(), 1.0));
let mut gradient_1 =
Gradient::linear(LineSegment2F::new(triangle_vertex_a.lerp(triangle_vertex_b, 0.5),
triangle_vertex_c));
gradient_1.add_color_stop(ColorStop::new(ColorU::transparent_black(), 0.0));
gradient_1.add_color_stop(ColorStop::new(ColorU::black(), 1.0));
let mut path = Path2D::new();
path.move_to(triangle_vertex_a);
path.line_to(triangle_vertex_b);
path.line_to(triangle_vertex_c);
path.close_path();
canvas.set_fill_style(FillStyle::Gradient(gradient_0));
canvas.fill_path(path.clone(), FillRule::Winding);
canvas.set_fill_style(FillStyle::Gradient(gradient_1));
canvas.fill_path(path.clone(), FillRule::Winding);
canvas.set_stroke_style(FillStyle::Color(ColorU::new(0, 0, 0, 64)));
canvas.stroke_path(path);
// Stroke the selection circle on the triangle.
let selection_circle_center =
Vector2F::new(f32::cos(PI_2 / 3.0),
f32::sin(PI_2 / 3.0)).scale(triangle_radius)
.scale_xy(Vector2F::new(0.3, 0.4));
canvas.set_stroke_style(FillStyle::Color(ColorU::new(255, 255, 255, 192)));
canvas.set_line_width(2.0);
let mut path = Path2D::new();
path.ellipse(selection_circle_center, Vector2F::splat(5.0), 0.0, 0.0, PI_2);
canvas.stroke_path(path);
// Fill the selection circle.
let mut gradient = Gradient::radial(LineSegment2F::new(selection_circle_center,
selection_circle_center),
7.0,
9.0);
gradient.add_color_stop(ColorStop::new(ColorU::new(0, 0, 0, 64), 0.0));
gradient.add_color_stop(ColorStop::new(ColorU::transparent_black(), 1.0));
canvas.set_fill_style(FillStyle::Gradient(gradient));
let mut path = Path2D::new();
path.rect(RectF::new(selection_circle_center - Vector2F::splat(20.0), Vector2F::splat(40.0)));
path.ellipse(selection_circle_center, Vector2F::splat(7.0), 0.0, 0.0, PI_2);
canvas.fill_path(path, FillRule::EvenOdd);
canvas.restore();
canvas.restore();
}
fn draw_lines(canvas: &mut CanvasRenderingContext2D, rect: RectF, time: f32) {
const PADDING: f32 = 5.0;
let spacing = rect.width() / 9.0 - PADDING * 2.0;
canvas.save();
let points = [
Vector2F::new(-spacing * 0.25 + f32::cos(time * 0.3) * spacing * 0.5,
f32::sin(time * 0.3) * spacing * 0.5),
Vector2F::new(-spacing * 0.25, 0.0),
Vector2F::new( spacing * 0.25, 0.0),
Vector2F::new( spacing * 0.25 + f32::cos(time * -0.3) * spacing * 0.5,
f32::sin(time * -0.3) * spacing * 0.5),
];
for (cap_index, &cap) in [LineCap::Butt, LineCap::Round, LineCap::Square].iter().enumerate() {
for (join_index, &join) in [
LineJoin::Miter, LineJoin::Miter /* FIXME(pcwalton): Round crashes */, LineJoin::Bevel
].iter().enumerate() {
let origin = rect.origin() +
Vector2F::new(spacing, -spacing).scale(0.5) +
Vector2F::new((cap_index * 3 + join_index) as f32 / 9.0 * rect.width(), 0.0) +
Vector2F::splat(PADDING);
canvas.set_line_cap(cap);
canvas.set_line_join(join);
canvas.set_line_width(spacing * 0.3);
canvas.set_stroke_style(FillStyle::Color(ColorU::new(0, 0, 0, 160)));
let mut path = Path2D::new();
path.move_to(points[0] + origin);
path.line_to(points[1] + origin);
path.line_to(points[2] + origin);
path.line_to(points[3] + origin);
canvas.stroke_path(path.clone());
canvas.set_line_cap(LineCap::Butt);
canvas.set_line_join(LineJoin::Bevel);
canvas.set_line_width(1.0);
canvas.set_stroke_style(FillStyle::Color(ColorU::new(0, 192, 255, 255)));
canvas.stroke_path(path);
}
}
canvas.restore();
}
fn draw_caps(canvas: &mut CanvasRenderingContext2D, rect: RectF) {
const LINE_WIDTH: f32 = 8.0;
canvas.save();
canvas.set_fill_style(FillStyle::Color(ColorU::new(255, 255, 255, 32)));
canvas.fill_rect(rect.dilate(Vector2F::new(LINE_WIDTH / 2.0, 0.0)));
canvas.fill_rect(rect);
canvas.set_line_width(LINE_WIDTH);
for (cap_index, &cap) in [LineCap::Butt, LineCap::Round, LineCap::Square].iter().enumerate() {
canvas.set_line_cap(cap);
canvas.set_stroke_style(FillStyle::Color(ColorU::black()));
let offset = cap_index as f32 * 10.0 + 5.0;
let mut path = Path2D::new();
path.move_to(rect.origin() + Vector2F::new(0.0, offset));
path.line_to(rect.upper_right() + Vector2F::new(0.0, offset));
canvas.stroke_path(path);
}
canvas.restore();
}
fn draw_clip(canvas: &mut CanvasRenderingContext2D, origin: Vector2F, time: f32) {
canvas.save();
// Draw first rect.
let transform_a = Transform2F::from_translation(origin) *
Transform2F::from_rotation(angle::angle_from_degrees(5.0));
canvas.set_current_transform(&transform_a);
canvas.set_fill_style(FillStyle::Color(ColorU::new(255, 0, 0, 255)));
let mut clip_path = Path2D::new();
clip_path.rect(RectF::new(Vector2F::splat(-20.0), Vector2F::new(60.0, 40.0)));
canvas.fill_path(clip_path.clone(), FillRule::Winding);
// Draw second rectangle with no clip.
let transform_b = transform_a * Transform2F::from_translation(Vector2F::new(40.0, 0.0)) *
Transform2F::from_rotation(time);
canvas.set_current_transform(&transform_b);
canvas.set_fill_style(FillStyle::Color(ColorU::new(255, 128, 0, 64)));
let fill_rect = RectF::new(Vector2F::new(-20.0, -10.0), Vector2F::new(60.0, 30.0));
canvas.fill_rect(fill_rect);
// Draw second rectangle with clip.
canvas.set_current_transform(&transform_a);
canvas.clip_path(clip_path, FillRule::Winding);
canvas.set_current_transform(&transform_b);
canvas.set_fill_style(FillStyle::Color(ColorU::new(255, 128, 0, 255)));
canvas.fill_rect(fill_rect);
canvas.restore();
}
fn create_graph_path(sample_points: &[Vector2F], sample_spread: f32, offset: Vector2F) -> Path2D {
let mut path = Path2D::new();
path.move_to(sample_points[0] + Vector2F::new(0.0, 2.0));
for pair in sample_points.windows(2) {
path.bezier_curve_to(pair[0] + offset + Vector2F::new(sample_spread * 0.5, 0.0),
pair[1] + offset - Vector2F::new(sample_spread * 0.5, 0.0),
pair[1] + offset);
}
path
}
fn main() {
// Set up SDL2.
let sdl_context = sdl2::init().unwrap();
let video = sdl_context.video().unwrap();
// Make sure we have at least a GL 3.0 context. Pathfinder requires this.
let gl_attributes = video.gl_attr();
gl_attributes.set_context_profile(GLProfile::Core);
gl_attributes.set_context_version(3, 3);
// Open a window.
let window_size = Vector2I::new(800, 600);
let window =
video.window("NanoVG example port", window_size.x() as u32, window_size.y() as u32)
.opengl()
.build()
.unwrap();
// Create the GL context, and make it current.
let gl_context = window.gl_create_context().unwrap();
gl::load_with(|name| video.gl_get_proc_address(name) as *const _);
window.gl_make_current(&gl_context).unwrap();
// Create a Pathfinder renderer.
let mut renderer = Renderer::new(GLDevice::new(GLVersion::GL3, 0),
&FilesystemResourceLoader::locate(),
DestFramebuffer::full_window(window_size),
RendererOptions {
background_color: Some(ColorF::new(0.3, 0.3, 0.32, 1.0)),
});
// Initialize state.
let mut event_pump = sdl_context.event_pump().unwrap();
let mut mouse_position = Vector2F::default();
let start_time = Instant::now();
// Enter the main loop.
loop {
// Make a canvas.
let mut canvas = CanvasRenderingContext2D::new(CanvasFontContext::from_system_source(),
window_size.to_f32());
// Render the demo.
let time = (Instant::now() - start_time).as_secs_f32();
render_demo(&mut canvas, mouse_position, window_size.to_f32(), time);
// Render the canvas to screen.
let scene = SceneProxy::from_scene(canvas.into_scene(), RayonExecutor);
scene.build_and_render(&mut renderer, BuildOptions::default());
window.gl_swap_window();
for event in event_pump.poll_iter() {
match event {
Event::Quit {..} | Event::KeyDown { keycode: Some(Keycode::Escape), .. } => return,
Event::MouseMotion { x, y, .. } => {
mouse_position = Vector2I::new(x, y).to_f32();
}
_ => {}
}
}
}
}