Move demo UI to the demo

This commit is contained in:
Patrick Walton 2019-02-07 15:35:21 -08:00
parent c9a80304dc
commit 7429821867
7 changed files with 264 additions and 101 deletions

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@ -1,6 +1,6 @@
#version 330
// pathfinder/demo3/shaders/debug_font.fs.glsl
// pathfinder/demo3/shaders/debug_texture.fs.glsl
//
// Copyright © 2019 The Pathfinder Project Developers.
//
@ -13,6 +13,7 @@
precision highp float;
uniform sampler2D uTexture;
uniform vec4 uColor;
in vec2 vTexCoord;
@ -20,5 +21,5 @@ out vec4 oFragColor;
void main() {
float alpha = texture(uTexture, vTexCoord).r;
oFragColor = vec4(alpha);
oFragColor = uColor * alpha;
}

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@ -1,6 +1,6 @@
#version 330
// pathfinder/demo3/shaders/debug_font.vs.glsl
// pathfinder/demo3/shaders/debug_texture.vs.glsl
//
// Copyright © 2019 The Pathfinder Project Developers.
//

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@ -11,10 +11,13 @@
use clap::{App, Arg};
use euclid::Size2D;
use jemallocator;
use pathfinder_geometry::basic::point::{Point2DF32, Point3DF32};
use pathfinder_geometry::basic::rect::RectF32;
use pathfinder_geometry::basic::point::{Point2DF32, Point2DI32, Point3DF32};
use pathfinder_geometry::basic::rect::{RectF32, RectI32};
use pathfinder_geometry::basic::transform2d::Transform2DF32;
use pathfinder_geometry::basic::transform3d::{Perspective, Transform3DF32};
use pathfinder_gl::debug::{BUTTON_HEIGHT, BUTTON_TEXT_OFFSET, BUTTON_WIDTH, DebugUI, PADDING};
use pathfinder_gl::debug::{TEXT_COLOR, WINDOW_COLOR};
use pathfinder_gl::device::Texture;
use pathfinder_gl::renderer::Renderer;
use pathfinder_renderer::builder::{RenderOptions, RenderTransform, SceneBuilder};
use pathfinder_renderer::gpu_data::BuiltScene;
@ -45,6 +48,15 @@ const CAMERA_VELOCITY: f32 = 25.0;
const BACKGROUND_COLOR: f32 = 0.22;
const EFFECTS_WINDOW_WIDTH: i32 = 550;
const EFFECTS_WINDOW_HEIGHT: i32 = BUTTON_HEIGHT * 3 + PADDING * 4;
const SWITCH_SIZE: i32 = SWITCH_HALF_SIZE * 2 + 1;
const SWITCH_HALF_SIZE: i32 = 96;
static EFFECTS_PNG_NAME: &'static str = "demo-effects";
static OPEN_PNG_NAME: &'static str = "demo-open";
fn main() {
let options = Options::get();
@ -81,6 +93,8 @@ fn main() {
let scene_thread_proxy = SceneThreadProxy::new(base_scene, options.clone());
scene_thread_proxy.set_window_size(&window_size);
let mut demo_ui = DemoUI::new();
let mut events = vec![];
let mut first_frame = true;
let mut mouselook_enabled = false;
@ -124,7 +138,9 @@ fn main() {
renderer.render_scene(&built_scene);
let rendering_time = renderer.shift_timer_query();
renderer.debug_renderer.draw(tile_time, rendering_time);
renderer.debug_ui.add_sample(tile_time, rendering_time);
renderer.debug_ui.draw();
demo_ui.update(&mut renderer.debug_ui);
}
}
}
@ -345,3 +361,133 @@ fn build_scene(scene: &Scene, perspective: Option<Perspective>, options: &Option
}
built_scene
}
struct DemoUI {
effects_texture: Texture,
open_texture: Texture,
threed_enabled: bool,
gamma_correction_effect_enabled: bool,
stem_darkening_effect_enabled: bool,
subpixel_aa_effect_enabled: bool,
}
impl DemoUI {
fn new() -> DemoUI {
let effects_texture = Texture::from_png(EFFECTS_PNG_NAME);
let open_texture = Texture::from_png(OPEN_PNG_NAME);
DemoUI {
effects_texture,
open_texture,
threed_enabled: true,
gamma_correction_effect_enabled: false,
stem_darkening_effect_enabled: false,
subpixel_aa_effect_enabled: false,
}
}
fn update(&mut self, debug_ui: &mut DebugUI) {
let bottom = debug_ui.framebuffer_size().height as i32 - PADDING;
// Draw effects button.
debug_ui.draw_solid_rect(RectI32::new(Point2DI32::new(PADDING, bottom - BUTTON_HEIGHT),
Point2DI32::new(BUTTON_WIDTH, BUTTON_HEIGHT)),
WINDOW_COLOR);
debug_ui.draw_texture(Point2DI32::new(PADDING + PADDING, bottom - BUTTON_HEIGHT + PADDING),
&self.effects_texture,
TEXT_COLOR);
// Draw open button.
let open_button_x = PADDING + BUTTON_WIDTH + PADDING;
let open_button_y = bottom - BUTTON_HEIGHT;
debug_ui.draw_solid_rect(RectI32::new(Point2DI32::new(open_button_x, open_button_y),
Point2DI32::new(BUTTON_WIDTH, BUTTON_HEIGHT)),
WINDOW_COLOR);
debug_ui.draw_texture(Point2DI32::new(open_button_x + PADDING, open_button_y + PADDING),
&self.open_texture,
TEXT_COLOR);
// Draw 3D switch.
let threed_switch_x = PADDING + (BUTTON_WIDTH + PADDING) * 2;
let threed_switch_origin = Point2DI32::new(threed_switch_x, open_button_y);
debug_ui.draw_solid_rect(RectI32::new(threed_switch_origin,
Point2DI32::new(SWITCH_SIZE, BUTTON_HEIGHT)),
WINDOW_COLOR);
self.threed_enabled =
self.draw_switch(debug_ui, threed_switch_origin, "2D", "3D", self.threed_enabled);
// Draw effects window.
let effects_window_y = bottom - (BUTTON_HEIGHT + PADDING + EFFECTS_WINDOW_HEIGHT);
debug_ui.draw_solid_rect(RectI32::new(Point2DI32::new(PADDING, effects_window_y),
Point2DI32::new(EFFECTS_WINDOW_WIDTH,
EFFECTS_WINDOW_HEIGHT)),
WINDOW_COLOR);
self.gamma_correction_effect_enabled =
self.draw_effects_switch(debug_ui,
"Gamma Correction",
0,
effects_window_y,
self.gamma_correction_effect_enabled);
self.stem_darkening_effect_enabled =
self.draw_effects_switch(debug_ui,
"Stem Darkening",
1,
effects_window_y,
self.stem_darkening_effect_enabled);
self.subpixel_aa_effect_enabled =
self.draw_effects_switch(debug_ui,
"Subpixel AA",
2,
effects_window_y,
self.subpixel_aa_effect_enabled);
}
fn draw_effects_switch(&self,
debug_ui: &mut DebugUI,
text: &str,
index: i32,
window_y: i32,
value: bool)
-> bool {
let text_x = PADDING * 2;
let text_y = window_y + PADDING + BUTTON_TEXT_OFFSET + (BUTTON_HEIGHT + PADDING) * index;
debug_ui.draw_text(text, Point2DI32::new(text_x, text_y), false);
let switch_x = PADDING + EFFECTS_WINDOW_WIDTH - (SWITCH_SIZE + PADDING);
let switch_y = window_y + PADDING + (BUTTON_HEIGHT + PADDING) * index;
self.draw_switch(debug_ui, Point2DI32::new(switch_x, switch_y), "Off", "On", value)
}
fn draw_switch(&self,
debug_ui: &mut DebugUI,
origin: Point2DI32,
off_text: &str,
on_text: &str,
value: bool)
-> bool {
let size = Point2DI32::new(SWITCH_SIZE, BUTTON_HEIGHT);
debug_ui.draw_rect_outline(RectI32::new(origin, size), TEXT_COLOR);
let highlight_size = Point2DI32::new(SWITCH_HALF_SIZE, BUTTON_HEIGHT);
if !value {
debug_ui.draw_solid_rect(RectI32::new(origin, highlight_size), TEXT_COLOR);
} else {
let x_offset = SWITCH_HALF_SIZE + 1;
debug_ui.draw_solid_rect(RectI32::new(origin + Point2DI32::new(x_offset, 0),
highlight_size),
TEXT_COLOR);
}
let off_size = debug_ui.measure_text(off_text);
let on_size = debug_ui.measure_text(on_text);
let off_offset = SWITCH_HALF_SIZE / 2 - off_size / 2;
let on_offset = SWITCH_HALF_SIZE + SWITCH_HALF_SIZE / 2 - on_size / 2;
let text_top = BUTTON_TEXT_OFFSET;
debug_ui.draw_text(off_text, origin + Point2DI32::new(off_offset, text_top), !value);
debug_ui.draw_text(on_text, origin + Point2DI32::new(on_offset, text_top), value);
value
}
}

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@ -23,36 +23,36 @@ use pathfinder_geometry::basic::point::Point2DI32;
use pathfinder_geometry::basic::rect::RectI32;
use pathfinder_renderer::paint::ColorU;
use serde_json;
use std::collections::HashMap;
use std::collections::{HashMap, VecDeque};
use std::fs::File;
use std::io::BufReader;
use std::ptr;
use std::time::Duration;
const SAMPLE_BUFFER_SIZE: usize = 60;
const DEBUG_TEXTURE_VERTEX_SIZE: GLint = 8;
const DEBUG_SOLID_VERTEX_SIZE: GLint = 4;
pub const PADDING: i32 = 12;
pub const BUTTON_WIDTH: i32 = PADDING * 2 + ICON_SIZE;
pub const BUTTON_HEIGHT: i32 = PADDING * 2 + ICON_SIZE;
pub const BUTTON_TEXT_OFFSET: i32 = PADDING + 36;
pub static TEXT_COLOR: ColorU = ColorU { r: 255, g: 255, b: 255, a: 255 };
pub static WINDOW_COLOR: ColorU = ColorU { r: 30, g: 30, b: 30, a: 255 - 30 };
const PERF_WINDOW_WIDTH: i32 = 300;
const PERF_WINDOW_HEIGHT: i32 = LINE_HEIGHT * 2 + PADDING + 2;
const EFFECTS_WINDOW_WIDTH: i32 = 400;
const EFFECTS_WINDOW_HEIGHT: i32 = LINE_HEIGHT * 3 + PADDING + 2;
const PADDING: i32 = 12;
const FONT_ASCENT: i32 = 28;
const LINE_HEIGHT: i32 = 42;
const ICON_SIZE: i32 = 48;
const BUTTON_WIDTH: i32 = PADDING * 2 + ICON_SIZE;
const BUTTON_HEIGHT: i32 = PADDING * 2 + ICON_SIZE;
const SWITCH_HALF_SIZE: i32 = 64;
const SWITCH_SIZE: i32 = PADDING * 2 + SWITCH_HALF_SIZE * 2 - 1;
static WINDOW_COLOR: ColorU = ColorU { r: 30, g: 30, b: 30, a: 255 - 30 };
static TEXT_COLOR: ColorU = ColorU { r: 255, g: 255, b: 255, a: 255 };
static INVERTED_TEXT_COLOR: ColorU = ColorU { r: 0, g: 0, b: 0, a: 255 };
static JSON_PATH: &'static str = "resources/debug-font.json";
static EFFECTS_PNG_NAME: &'static str = "debug-effects";
static FONT_PNG_NAME: &'static str = "debug-font";
static OPEN_PNG_NAME: &'static str = "debug-open";
static QUAD_INDICES: [u32; 6] = [0, 1, 3, 1, 2, 3];
@ -87,20 +87,22 @@ impl DebugFont {
}
}
pub struct DebugRenderer {
pub struct DebugUI {
framebuffer_size: Size2D<u32>,
texture_program: DebugTextureProgram,
texture_vertex_array: DebugTextureVertexArray,
font: DebugFont,
solid_program: DebugSolidProgram,
solid_vertex_array: DebugSolidVertexArray,
font_texture: Texture,
effects_texture: Texture,
open_texture: Texture,
cpu_samples: SampleBuffer,
gpu_samples: SampleBuffer,
}
impl DebugRenderer {
pub fn new(framebuffer_size: &Size2D<u32>) -> DebugRenderer {
impl DebugUI {
pub fn new(framebuffer_size: &Size2D<u32>) -> DebugUI {
let texture_program = DebugTextureProgram::new();
let texture_vertex_array = DebugTextureVertexArray::new(&texture_program);
let font = DebugFont::load();
@ -112,10 +114,8 @@ impl DebugRenderer {
BufferUploadMode::Static);
let font_texture = Texture::from_png(FONT_PNG_NAME);
let effects_texture = Texture::from_png(EFFECTS_PNG_NAME);
let open_texture = Texture::from_png(OPEN_PNG_NAME);
DebugRenderer {
DebugUI {
framebuffer_size: *framebuffer_size,
texture_program,
texture_vertex_array,
@ -123,16 +123,27 @@ impl DebugRenderer {
solid_program,
solid_vertex_array,
font_texture,
effects_texture,
open_texture,
cpu_samples: SampleBuffer::new(),
gpu_samples: SampleBuffer::new(),
}
}
pub fn framebuffer_size(&self) -> Size2D<u32> {
self.framebuffer_size
}
pub fn set_framebuffer_size(&mut self, window_size: &Size2D<u32>) {
self.framebuffer_size = *window_size;
}
pub fn draw(&self, tile_time: Duration, rendering_time: Option<Duration>) {
pub fn add_sample(&mut self, tile_time: Duration, rendering_time: Option<Duration>) {
self.cpu_samples.push(tile_time);
if let Some(rendering_time) = rendering_time {
self.gpu_samples.push(rendering_time);
}
}
pub fn draw(&self) {
// Draw performance window.
let bottom = self.framebuffer_size.height as i32 - PADDING;
let window_rect = RectI32::new(
@ -140,67 +151,22 @@ impl DebugRenderer {
bottom - PERF_WINDOW_HEIGHT),
Point2DI32::new(PERF_WINDOW_WIDTH, PERF_WINDOW_HEIGHT));
self.draw_solid_rect(window_rect, WINDOW_COLOR);
self.draw_text(&format!("CPU: {:.3} ms", duration_ms(tile_time)),
self.draw_text(&format!("CPU: {:.3} ms", self.cpu_samples.mean_ms()),
Point2DI32::new(window_rect.min_x() + PADDING,
window_rect.min_y() + PADDING + FONT_ASCENT));
if let Some(rendering_time) = rendering_time {
self.draw_text(&format!("GPU: {:.3} ms", duration_ms(rendering_time)),
window_rect.min_y() + PADDING + FONT_ASCENT),
false);
self.draw_text(&format!("GPU: {:.3} ms", self.gpu_samples.mean_ms()),
Point2DI32::new(
window_rect.min_x() + PADDING,
window_rect.min_y() + PADDING + FONT_ASCENT + LINE_HEIGHT));
window_rect.min_y() + PADDING + FONT_ASCENT + LINE_HEIGHT),
false);
}
// Draw effects button.
self.draw_solid_rect(RectI32::new(Point2DI32::new(PADDING, bottom - BUTTON_HEIGHT),
Point2DI32::new(BUTTON_WIDTH, BUTTON_HEIGHT)),
WINDOW_COLOR);
self.draw_texture(Point2DI32::new(PADDING + PADDING, bottom - BUTTON_HEIGHT + PADDING),
&self.effects_texture);
// Draw open button.
let open_button_x = PADDING + BUTTON_WIDTH + PADDING;
self.draw_solid_rect(RectI32::new(Point2DI32::new(open_button_x, bottom - BUTTON_HEIGHT),
Point2DI32::new(BUTTON_WIDTH, BUTTON_HEIGHT)),
WINDOW_COLOR);
self.draw_texture(Point2DI32::new(open_button_x + PADDING,
bottom - BUTTON_HEIGHT + PADDING),
&self.open_texture);
// Draw 3D switch.
let threed_switch_x = PADDING + (BUTTON_WIDTH + PADDING) * 2;
self.draw_switch(Point2DI32::new(threed_switch_x, bottom - BUTTON_HEIGHT), "2D", "3D");
// Draw effects window.
let effects_window_y = bottom - (BUTTON_HEIGHT + PADDING + EFFECTS_WINDOW_HEIGHT);
self.draw_solid_rect(RectI32::new(Point2DI32::new(PADDING, effects_window_y),
Point2DI32::new(EFFECTS_WINDOW_WIDTH,
EFFECTS_WINDOW_HEIGHT)),
WINDOW_COLOR);
let effects_text_origin = effects_window_y + PADDING + FONT_ASCENT;
self.draw_text("Gamma Correction", Point2DI32::new(PADDING * 2, effects_text_origin));
self.draw_text("Stem Darkening",
Point2DI32::new(PADDING * 2, effects_text_origin + LINE_HEIGHT));
self.draw_text("Subpixel AA",
Point2DI32::new(PADDING * 2, effects_text_origin + LINE_HEIGHT * 2));
}
fn draw_switch(&self, origin: Point2DI32, off_text: &str, on_text: &str) {
//self.draw_solid_rect(RectI32::new(origin, Point2DI32::new(SWITCH_SIZE), WINDOW_COLOR);
self.draw_rect_outline(RectI32::new(origin, Point2DI32::new(SWITCH_SIZE, BUTTON_HEIGHT)),
TEXT_COLOR);
self.draw_solid_rect(RectI32::new(origin + Point2DI32::new(SWITCH_HALF_SIZE, 0),
Point2DI32::new(SWITCH_HALF_SIZE, BUTTON_HEIGHT)),
TEXT_COLOR);
self.draw_text(off_text, origin + Point2DI32::new(PADDING, PADDING + FONT_ASCENT));
self.draw_text(on_text, origin + Point2DI32::new(SWITCH_HALF_SIZE + PADDING,
PADDING + FONT_ASCENT));
}
fn draw_solid_rect(&self, rect: RectI32, color: ColorU) {
pub fn draw_solid_rect(&self, rect: RectI32, color: ColorU) {
self.draw_rect(rect, color, true);
}
fn draw_rect_outline(&self, rect: RectI32, color: ColorU) {
pub fn draw_rect_outline(&self, rect: RectI32, color: ColorU) {
self.draw_rect(rect, color, false);
}
@ -221,11 +187,7 @@ impl DebugRenderer {
gl::Uniform2f(self.solid_program.framebuffer_size_uniform.location,
self.framebuffer_size.width as GLfloat,
self.framebuffer_size.height as GLfloat);
gl::Uniform4f(self.solid_program.color_uniform.location,
color.r as f32 * (1.0 / 255.0),
color.g as f32 * (1.0 / 255.0),
color.b as f32 * (1.0 / 255.0),
color.a as f32 * (1.0 / 255.0));
set_color_uniform(&self.solid_program.color_uniform, color);
gl::BlendEquation(gl::FUNC_ADD);
gl::BlendFunc(gl::ONE, gl::ONE_MINUS_SRC_ALPHA);
gl::Enable(gl::BLEND);
@ -238,7 +200,7 @@ impl DebugRenderer {
}
}
fn draw_text(&self, string: &str, origin: Point2DI32) {
pub fn draw_text(&self, string: &str, origin: Point2DI32, invert: bool) {
let mut next = origin;
let char_count = string.chars().count();
let mut vertex_data = Vec::with_capacity(char_count * 4);
@ -267,10 +229,11 @@ impl DebugRenderer {
next.set_x(next_x);
}
self.draw_texture_with_vertex_data(&vertex_data, &index_data, &self.font_texture);
let color = if invert { INVERTED_TEXT_COLOR } else { TEXT_COLOR };
self.draw_texture_with_vertex_data(&vertex_data, &index_data, &self.font_texture, color);
}
fn draw_texture(&self, origin: Point2DI32, texture: &Texture) {
pub fn draw_texture(&self, origin: Point2DI32, texture: &Texture, color: ColorU) {
let size = Point2DI32::new(texture.size.width as i32, texture.size.height as i32);
let position_rect = RectI32::new(origin, size);
let tex_coord_rect = RectI32::new(Point2DI32::default(), size);
@ -281,13 +244,27 @@ impl DebugRenderer {
DebugTextureVertex::new(position_rect.lower_left(), tex_coord_rect.lower_left()),
];
self.draw_texture_with_vertex_data(&vertex_data, &QUAD_INDICES, texture);
self.draw_texture_with_vertex_data(&vertex_data, &QUAD_INDICES, texture, color);
}
pub fn measure_text(&self, string: &str) -> i32 {
let mut next = 0;
for mut character in string.chars() {
if !self.font.characters.contains_key(&character) {
character = '?';
}
let info = &self.font.characters[&character];
next += info.advance;
}
next
}
fn draw_texture_with_vertex_data(&self,
vertex_data: &[DebugTextureVertex],
index_data: &[u32],
texture: &Texture) {
texture: &Texture,
color: ColorU) {
self.texture_vertex_array
.vertex_buffer
.upload(&vertex_data, BufferTarget::Vertex, BufferUploadMode::Dynamic);
@ -304,6 +281,7 @@ impl DebugRenderer {
gl::Uniform2f(self.texture_program.texture_size_uniform.location,
texture.size.width as GLfloat,
texture.size.height as GLfloat);
set_color_uniform(&self.texture_program.color_uniform, color);
texture.bind(0);
gl::Uniform1i(self.texture_program.texture_uniform.location, 0);
gl::BlendEquation(gl::FUNC_ADD);
@ -410,6 +388,7 @@ struct DebugTextureProgram {
framebuffer_size_uniform: Uniform,
texture_size_uniform: Uniform,
texture_uniform: Uniform,
color_uniform: Uniform,
}
impl DebugTextureProgram {
@ -418,11 +397,13 @@ impl DebugTextureProgram {
let framebuffer_size_uniform = Uniform::new(&program, "FramebufferSize");
let texture_size_uniform = Uniform::new(&program, "TextureSize");
let texture_uniform = Uniform::new(&program, "Texture");
let color_uniform = Uniform::new(&program, "Color");
DebugTextureProgram {
program,
framebuffer_size_uniform,
texture_size_uniform,
texture_uniform,
color_uniform,
}
}
}
@ -475,6 +456,41 @@ impl DebugSolidVertex {
}
}
fn duration_ms(time: Duration) -> f64 {
time.as_secs() as f64 * 1000.0 + time.subsec_nanos() as f64 / 1000000.0
struct SampleBuffer {
samples: VecDeque<Duration>,
}
impl SampleBuffer {
fn new() -> SampleBuffer {
SampleBuffer { samples: VecDeque::with_capacity(SAMPLE_BUFFER_SIZE) }
}
fn push(&mut self, time: Duration) {
self.samples.push_back(time);
while self.samples.len() > SAMPLE_BUFFER_SIZE {
self.samples.pop_front();
}
}
fn mean_ms(&self) -> f64 {
if self.samples.is_empty() {
return 0.0;
}
let mut ms = 0.0;
for time in &self.samples {
ms += time.as_secs() as f64 * 1000.0 + time.subsec_nanos() as f64 / 1000000.0;
}
ms / self.samples.len() as f64
}
}
fn set_color_uniform(uniform: &Uniform, color: ColorU) {
unsafe {
gl::Uniform4f(uniform.location,
color.r as f32 * (1.0 / 255.0),
color.g as f32 * (1.0 / 255.0),
color.b as f32 * (1.0 / 255.0),
color.a as f32 * (1.0 / 255.0));
}
}

View File

@ -8,7 +8,7 @@
// option. This file may not be copied, modified, or distributed
// except according to those terms.
use crate::debug::DebugRenderer;
use crate::debug::DebugUI;
use crate::device::{Buffer, BufferTarget, BufferUploadMode, Framebuffer, Program, Texture};
use crate::device::{TimerQuery, Uniform, VertexAttr};
use euclid::Size2D;
@ -54,7 +54,7 @@ pub struct Renderer {
// Debug
pending_timer_queries: VecDeque<TimerQuery>,
free_timer_queries: Vec<TimerQuery>,
pub debug_renderer: DebugRenderer,
pub debug_ui: DebugUI,
// Extra info
main_framebuffer_size: Size2D<u32>,
@ -91,7 +91,7 @@ impl Renderer {
let fill_colors_texture = Texture::new_rgba(&Size2D::new(FILL_COLORS_TEXTURE_WIDTH,
FILL_COLORS_TEXTURE_HEIGHT));
let debug_renderer = DebugRenderer::new(main_framebuffer_size);
let debug_ui = DebugUI::new(main_framebuffer_size);
Renderer {
fill_program,
@ -112,7 +112,7 @@ impl Renderer {
pending_timer_queries: VecDeque::new(),
free_timer_queries: vec![],
debug_renderer,
debug_ui,
main_framebuffer_size: *main_framebuffer_size,
}
@ -150,7 +150,7 @@ impl Renderer {
pub fn set_main_framebuffer_size(&mut self, new_framebuffer_size: &Size2D<u32>) {
self.main_framebuffer_size = *new_framebuffer_size;
self.debug_renderer.set_framebuffer_size(new_framebuffer_size);
self.debug_ui.set_framebuffer_size(new_framebuffer_size);
}
fn upload_shaders(&mut self, shaders: &[ObjectShader]) {