pathfinder/examples/canvas_minimal/src/main.rs

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2019-05-11 14:53:26 -04:00
// pathfinder/examples/canvas_minimal/src/main.rs
//
// Copyright © 2019 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 pathfinder_canvas::{CanvasRenderingContext2D, Path2D};
use pathfinder_geometry::basic::point::{Point2DF32, Point2DI32};
use pathfinder_geometry::basic::rect::RectF32;
use pathfinder_geometry::color::ColorF;
use pathfinder_gl::{GLDevice, GLVersion};
use pathfinder_gpu::resources::FilesystemResourceLoader;
use pathfinder_gpu::{ClearParams, Device};
use pathfinder_renderer::concurrent::rayon::RayonExecutor;
use pathfinder_renderer::concurrent::scene_proxy::SceneProxy;
use pathfinder_renderer::gpu::renderer::{DestFramebuffer, Renderer};
use pathfinder_renderer::options::RenderOptions;
use sdl2::event::Event;
use sdl2::keyboard::Keycode;
use sdl2::video::GLProfile;
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 = Point2DI32::new(640, 480);
let window = video.window("Minimal example", 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));
// Clear to white.
renderer.device.clear(&ClearParams { color: Some(ColorF::white()), ..ClearParams::default() });
// Make a canvas. We're going to draw a house.
let mut canvas = CanvasRenderingContext2D::new(window_size.to_f32());
// Set line width.
canvas.set_line_width(10.0);
// Draw walls.
canvas.stroke_rect(RectF32::new(Point2DF32::new(75.0, 140.0), Point2DF32::new(150.0, 110.0)));
// Draw door.
canvas.fill_rect(RectF32::new(Point2DF32::new(130.0, 190.0), Point2DF32::new(40.0, 60.0)));
// Draw roof.
let mut path = Path2D::new();
path.move_to(Point2DF32::new(50.0, 140.0));
path.line_to(Point2DF32::new(150.0, 60.0));
path.line_to(Point2DF32::new(250.0, 140.0));
path.close_path();
canvas.stroke_path(path);
// Render the canvas to screen.
let scene = SceneProxy::new(canvas.into_scene(), RayonExecutor);
scene.build_and_render(&mut renderer, RenderOptions::default());
window.gl_swap_window();
// Wait for a keypress.
let mut event_pump = sdl_context.event_pump().unwrap();
loop {
match event_pump.wait_event() {
Event::Quit {..} | Event::KeyDown { keycode: Some(Keycode::Escape), .. } => return,
_ => {}
}
}
}