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//! Describes miscellaneous parameters to be used when drawing. //! //! # Example //! //! ```rust //! let params = glium::DrawParameters { //! depth_test: glium::draw_parameters::DepthTest::IfLess, //! depth_write: true, //! scissor: Some(glium::Rect { bottom: 0, left: 100, width: 100, height: 200 }), //! .. Default::default() //! }; //! ``` //! //! # The new API //! //! A new API is currently in construction. Example: //! //! ```ignore //! # let display: glium::Display = unsafe { ::std::mem::uninitialized() }; //! let params = glium::DrawParameters::new(&display) //! .with_rasterizer_discard_if_supported().unwrap() //! .With_scissor(glium::Rect { bottom: 0, left: 100, width: 100, height: 200 }); //! ``` //! //! Instead of the draw command generating errors because of non-supported parameters, the errors //! will be generated directly when creating the parameters. //! //! # Queries //! //! Query objects allow you to obtain information about the rendering process. For example, a //! `SamplesPassedQuery` allows you to know the number of samples that have been drawn. //! //! ```no_run //! # let display: glium::Display = unsafe { ::std::mem::uninitialized() }; //! let query = glium::draw_parameters::SamplesPassedQuery::new(&display).unwrap(); //! let params = glium::DrawParameters { //! samples_passed_query: Some((&query).into()), //! .. Default::default() //! }; //! ``` //! //! After drawing with these parameters, you can retreive the value inside the query: //! //! ```no_run //! # let query: glium::draw_parameters::SamplesPassedQuery = unsafe { std::mem::uninitialized() }; //! let value = query.get(); //! ``` //! //! This operation will consume the query and block until the GPU has finished drawing. Instead, //! you can also use the query as a condition for drawing: //! //! ```no_run //! # let query: glium::draw_parameters::SamplesPassedQuery = unsafe { std::mem::uninitialized() }; //! let params = glium::DrawParameters { //! condition: Some(glium::draw_parameters::ConditionalRendering { //! query: (&query).into(), //! wait: true, //! per_region: true, //! }), //! .. Default::default() //! }; //! ``` //! //! If you use conditional rendering, glium will submit the draw command but the GPU will execute //! it only if the query contains a value different from 0. //! //! ## WrongQueryOperation errors //! //! OpenGL puts some restrictions about the usage of queries. If you draw one or several times //! with a query, then draw *without* that query, then the query cannot be used again. Trying //! to draw with it results in a `WrongQueryOperation` error returned by the `draw` function. //! //! For the same reasons, as soon as you call `is_ready` on a query it will stop being usable. //! use gl; use backend::Facade; use context::Context; use version::Version; use version::Api; use ContextExt; use DrawError; use Rect; use ToGlEnum; use vertex::TransformFeedbackSession; use std::ops::{Deref, DerefMut}; use std::rc::Rc; pub use self::query::{QueryCreationError}; pub use self::query::{SamplesPassedQuery, TimeElapsedQuery, PrimitivesGeneratedQuery}; pub use self::query::{AnySamplesPassedQuery, TransformFeedbackPrimitivesWrittenQuery}; mod query; /// Function that the GPU will use for blending. /// /// Blending happens at the end of the rendering process, when the GPU wants to write the /// pixels over pixels that already exist in the framebuffer. The blending function allows /// you to choose how it should merge the two. /// /// If you want to add transparent objects one over another, the usual value /// is `Addition { source: SourceAlpha, destination: OneMinusSourceAlpha }`. #[derive(Clone, Copy, Debug, PartialEq, Eq)] pub enum BlendingFunction { /// Simply overwrite the destination pixel with the source pixel. /// /// The alpha channels are simply ignored. This is the default mode. /// /// For example writing `(0.5, 0.9, 0.4, 0.2)` over `(0.9, 0.1, 0.4, 0.3)` will /// result in `(0.5, 0.9, 0.4, 0.2)`. AlwaysReplace, /// For each individual component (red, green, blue, and alpha), the minimum value is chosen /// between the source and the destination. /// /// For example writing `(0.5, 0.9, 0.4, 0.2)` over `(0.9, 0.1, 0.4, 0.3)` will /// result in `(0.5, 0.1, 0.4, 0.2)`. Min, /// For each individual component (red, green, blue, and alpha), the maximum value is chosen /// between the source and the destination. /// /// For example writing `(0.5, 0.9, 0.4, 0.2)` over `(0.9, 0.1, 0.4, 0.3)` will /// result in `(0.9, 0.9, 0.4, 0.3)`. Max, /// For each individual component (red, green, blue, and alpha), a weighted addition /// between the source and the destination. /// /// The result is equal to `source_component * source_factor + dest_component * dest_factor`, /// where `source_factor` and `dest_factor` are the values of `source` and `destination` of /// this enum. Addition { /// The factor to apply to the source pixel. source: LinearBlendingFactor, /// The factor to apply to the destination pixel. destination: LinearBlendingFactor, }, /// For each individual component (red, green, blue, and alpha), a weighted substraction /// of the source by the destination. /// /// The result is equal to `source_component * source_factor - dest_component * dest_factor`, /// where `source_factor` and `dest_factor` are the values of `source` and `destination` of /// this enum. Subtraction { /// The factor to apply to the source pixel. source: LinearBlendingFactor, /// The factor to apply to the destination pixel. destination: LinearBlendingFactor, }, /// For each individual component (red, green, blue, and alpha), a weighted substraction /// of the destination by the source. /// /// The result is equal to `-source_component * source_factor + dest_component * dest_factor`, /// where `source_factor` and `dest_factor` are the values of `source` and `destination` of /// this enum. ReverseSubtraction { /// The factor to apply to the source pixel. source: LinearBlendingFactor, /// The factor to apply to the destination pixel. destination: LinearBlendingFactor, }, } /// Indicates which value to multiply each component with. #[derive(Clone, Copy, Debug, PartialEq, Eq)] pub enum LinearBlendingFactor { /// Multiply the source or destination component by zero, which always /// gives `0.0`. Zero, /// Multiply the source or destination component by one, which always /// gives you the original value. One, /// Multiply the source or destination component by its corresponding value /// in the source. /// /// If you apply this to the source components, you get the values squared. SourceColor, /// Equivalent to `1 - SourceColor`. OneMinusSourceColor, /// Multiply the source or destination component by its corresponding value /// in the destination. /// /// If you apply this to the destination components, you get the values squared. DestinationColor, /// Equivalent to `1 - DestinationColor`. OneMinusDestinationColor, /// Multiply the source or destination component by the alpha value of the source. SourceAlpha, /// Multiply the source or destination component by `1.0` minus the alpha value of the source. OneMinusSourceAlpha, /// Multiply the source or destination component by the alpha value of the destination. DestinationAlpha, /// Multiply the source or destination component by `1.0` minus the alpha value of the /// destination. OneMinusDestinationAlpha, } impl ToGlEnum for LinearBlendingFactor { fn to_glenum(&self) -> gl::types::GLenum { match *self { LinearBlendingFactor::Zero => gl::ZERO, LinearBlendingFactor::One => gl::ONE, LinearBlendingFactor::SourceColor => gl::SRC_COLOR, LinearBlendingFactor::OneMinusSourceColor => gl::ONE_MINUS_SRC_COLOR, LinearBlendingFactor::DestinationColor => gl::DST_COLOR, LinearBlendingFactor::OneMinusDestinationColor => gl::ONE_MINUS_DST_COLOR, LinearBlendingFactor::SourceAlpha => gl::SRC_ALPHA, LinearBlendingFactor::OneMinusSourceAlpha => gl::ONE_MINUS_SRC_ALPHA, LinearBlendingFactor::DestinationAlpha => gl::DST_ALPHA, LinearBlendingFactor::OneMinusDestinationAlpha => gl::ONE_MINUS_DST_ALPHA, } } } /// Describes how triangles should be filtered before the fragment processing. Backface culling /// is purely an optimization. If you don't know what this does, just use `CullingDisabled`. /// /// # Backface culling /// /// After the vertex shader stage, the GPU knows the 2D coordinates of each vertex of /// each triangle. /// /// For a given triangle, there are only two situations: /// /// - The vertices are arranged in a clockwise direction on the screen. /// - The vertices are arranged in a counterclockwise direction on the screen. /// /// If you wish so, you can ask the GPU to discard all the primitives that belong to one /// of these two categories. /// /// ## Example /// /// The vertices of this triangle are counter-clock-wise. /// /// <svg width="556.84381" height="509.69049" version="1.1"> /// <g transform="translate(-95.156215,-320.37201)"> /// <path style="fill:none;stroke:#000000;stroke-width:4;stroke-miterlimit:4;stroke-opacity:1;stroke-dasharray:none" d="M 324.25897,418.99654 539.42145,726.08292 212.13204,741.23521 z" /> /// <text style="font-size:40px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;font-family:Sans" x="296.98483" y="400.81378"><tspan x="296.98483" y="400.81378">1</tspan></text> /// <text style="font-size:40px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;font-family:Sans" x="175.22902" y="774.8031"><tspan x="175.22902" y="774.8031">2</tspan></text> /// <text style="font-size:40px;font-style:normal;font-weight:normal;line-height:125%;letter-spacing:0px;word-spacing:0px;fill:#000000;fill-opacity:1;stroke:none;font-family:Sans" x="555.58386" y="748.30627"><tspan x="555.58386" y="748.30627">3</tspan></text> /// </g> /// </svg> /// /// # Usage /// /// The trick is that if you make a 180° rotation of a shape, all triangles that were /// clockwise become counterclockwise and vice versa. /// /// Therefore you can arrange your model so that the triangles that are facing the screen /// are all either clockwise or counterclockwise, and all the triangle are *not* facing /// the screen are the other one. /// /// By doing so you can use backface culling to discard all the triangles that are not /// facing the screen, and increase your framerate. /// #[derive(Clone, Copy, Debug, PartialEq, Eq)] pub enum BackfaceCullingMode { /// All triangles are always drawn. CullingDisabled, /// Triangles whose vertices are counterclockwise won't be drawn. CullCounterClockWise, /// Triangles whose vertices are clockwise won't be drawn. CullClockWise } /// The function that the GPU will use to determine whether to write over an existing pixel /// on the target. /// /// # Depth buffers /// /// After the fragment shader has been run, the GPU maps the output Z coordinates to the depth /// range (which you can specify in the draw parameters) in order to obtain the depth value in /// in window coordinates. This depth value is always between `0.0` and `1.0`. /// /// In addition to the buffer where pixel colors are stored, you can also have a buffer /// which contains the depth value of each pixel. Whenever the GPU tries to write a pixel, /// it will first compare the depth value of the pixel to be written with the depth value that /// is stored at this location. If `depth_write` is set to `true` in the draw parameters, it will /// then write the depth value in the buffer. /// /// The most common value for depth testing is to set `depth_test` to `IfLess`, and `depth_write` /// to `true`. /// /// If you don't have a depth buffer available, you can only pass `Overwrite`. Glium detects if /// you pass any other value and reports an error. #[derive(Clone, Copy, Debug, PartialEq, Eq)] pub enum DepthTest { /// Never replace the target pixel. /// /// This option doesn't really make sense, but is here for completeness. Ignore, /// Always replace the target pixel. /// /// This is the default mode. Overwrite, /// Replace if the z-value of the source is equal to the destination. IfEqual, /// Replace if the z-value of the source is different than the destination. IfNotEqual, /// Replace if the z-value of the source is more than the destination. IfMore, /// Replace if the z-value of the source is more than, or equal to the destination. IfMoreOrEqual, /// Replace if the z-value of the source is less than the destination. IfLess, /// Replace if the z-value of the source is less than, or equal to the destination. IfLessOrEqual } impl DepthTest { /// Returns true if the function requires a depth buffer to be used. pub fn requires_depth_buffer(&self) -> bool { match *self { DepthTest::Ignore => true, DepthTest::Overwrite => false, DepthTest::IfEqual => true, DepthTest::IfNotEqual => true, DepthTest::IfMore => true, DepthTest::IfMoreOrEqual => true, DepthTest::IfLess => true, DepthTest::IfLessOrEqual => true, } } } impl ToGlEnum for DepthTest { fn to_glenum(&self) -> gl::types::GLenum { match *self { DepthTest::Ignore => gl::NEVER, DepthTest::Overwrite => gl::ALWAYS, DepthTest::IfEqual => gl::EQUAL, DepthTest::IfNotEqual => gl::NOTEQUAL, DepthTest::IfMore => gl::GREATER, DepthTest::IfMoreOrEqual => gl::GEQUAL, DepthTest::IfLess => gl::LESS, DepthTest::IfLessOrEqual => gl::LEQUAL, } } } /// Specifies which comparison the GPU will do to determine whether a sample passes the stencil /// test. The general equation is `(ref & mask) CMP (stencil & mask)`, where `ref` is the reference /// value (`stencil_reference_value_clockwise` or `stencil_reference_value_counter_clockwise`), /// `CMP` is the comparison chosen, and `stencil` is the current value in the stencil buffer. #[derive(Copy, Clone, Debug, PartialEq, Eq)] pub enum StencilTest { /// The stencil test always passes. AlwaysPass, /// The stencil test always fails. AlwaysFail, /// `(ref & mask) < (stencil & mask)` IfLess { /// The mask that is and'ed with the reference value and stencil buffer. mask: u32 }, /// `(ref & mask) <= (stencil & mask)` IfLessOrEqual { /// The mask that is and'ed with the reference value and stencil buffer. mask: u32, }, /// `(ref & mask) > (stencil & mask)` IfMore { /// The mask that is and'ed with the reference value and stencil buffer. mask: u32, }, /// `(ref & mask) >= (stencil & mask)` IfMoreOrEqual { /// The mask that is and'ed with the reference value and stencil buffer. mask: u32, }, /// `(ref & mask) == (stencil & mask)` IfEqual { /// The mask that is and'ed with the reference value and stencil buffer. mask: u32, }, /// `(ref & mask) != (stencil & mask)` IfNotEqual { /// The mask that is and'ed with the reference value and stencil buffer. mask: u32, }, } /// Specificies which operation the GPU will do depending on the result of the stencil test. #[derive(Copy, Clone, Debug, PartialEq, Eq)] pub enum StencilOperation { /// Keeps the value currently in the stencil buffer. Keep, /// Writes zero in the stencil buffer. Zero, /// Writes the reference value (`stencil_reference_value_clockwise` or /// `stencil_reference_value_counter_clockwise`) in the stencil buffer. Replace, /// Increments the value currently in the stencil buffer. If the value is the /// maximum, don't do anything. Increment, /// Increments the value currently in the stencil buffer. If the value is the /// maximum, wrap to `0`. IncrementWrap, /// Decrements the value currently in the stencil buffer. If the value is `0`, /// don't do anything. Decrement, /// Decrements the value currently in the stencil buffer. If the value is `0`, /// wrap to `-1`. DecrementWrap, /// Inverts each bit of the value. Invert, } impl ToGlEnum for StencilOperation { fn to_glenum(&self) -> gl::types::GLenum { match *self { StencilOperation::Keep => gl::KEEP, StencilOperation::Zero => gl::ZERO, StencilOperation::Replace => gl::REPLACE, StencilOperation::Increment => gl::INCR, StencilOperation::IncrementWrap => gl::INCR_WRAP, StencilOperation::Decrement => gl::DECR, StencilOperation::DecrementWrap => gl::DECR_WRAP, StencilOperation::Invert => gl::INVERT, } } } /// Defines how the device should render polygons. /// /// The usual value is `Fill`, which fills the content of polygon with the color. However other /// values are sometimes useful, especially for debugging purposes. /// /// # Example /// /// The same triangle drawn respectively with `Fill`, `Line` and `Point` (barely visible). /// /// <svg width="890.26135" height="282.59375" version="1.1"> /// <g transform="translate(0,-769.9375)"> /// <path style="fill:#ff0000;fill-opacity:1;stroke:none" d="M 124.24877,771.03979 258.59906,1051.8622 0,1003.3749 z" /> /// <path style="fill:none;fill-opacity:1;stroke:#ff0000;stroke-opacity:1" d="M 444.46713,771.03979 578.81742,1051.8622 320.21836,1003.3749 z" /> /// <path style="fill:#ff0000;fill-opacity:1;stroke:none" d="m 814.91074,385.7662 c 0,0.0185 -0.015,0.0335 -0.0335,0.0335 -0.0185,0 -0.0335,-0.015 -0.0335,-0.0335 0,-0.0185 0.015,-0.0335 0.0335,-0.0335 0.0185,0 0.0335,0.015 0.0335,0.0335 z" transform="matrix(18.833333,0,0,18.833333,-14715.306,-6262.0056)" /> /// <path style="fill:#ff0000;fill-opacity:1;stroke:none" d="m 814.91074,385.7662 c 0,0.0185 -0.015,0.0335 -0.0335,0.0335 -0.0185,0 -0.0335,-0.015 -0.0335,-0.0335 0,-0.0185 0.015,-0.0335 0.0335,-0.0335 0.0185,0 0.0335,0.015 0.0335,0.0335 z" transform="matrix(18.833333,0,0,18.833333,-14591.26,-6493.994)" /> /// <path style="fill:#ff0000;fill-opacity:1;stroke:none" d="m 814.91074,385.7662 c 0,0.0185 -0.015,0.0335 -0.0335,0.0335 -0.0185,0 -0.0335,-0.015 -0.0335,-0.0335 0,-0.0185 0.015,-0.0335 0.0335,-0.0335 0.0185,0 0.0335,0.015 0.0335,0.0335 z" transform="matrix(18.833333,0,0,18.833333,-14457.224,-6213.6135)" /> /// </g> /// </svg> /// #[derive(Clone, Copy, Debug, PartialEq, Eq)] pub enum PolygonMode { /// Only draw a single point at each vertex. /// /// All attributes that apply to points (`point_size`) are used when using this mode. Point, /// Only draw a line in the boundaries of each polygon. /// /// All attributes that apply to lines (`line_width`) are used when using this mode. Line, /// Fill the content of the polygon. This is the default mode. Fill, } impl ToGlEnum for PolygonMode { fn to_glenum(&self) -> gl::types::GLenum { match *self { PolygonMode::Point => gl::POINT, PolygonMode::Line => gl::LINE, PolygonMode::Fill => gl::FILL, } } } /// Specifies a hint for the smoothing. /// /// Note that this is just a hint and the driver may disregard it. #[derive(Clone, Copy, Debug, PartialEq, Eq)] pub enum Smooth { /// The most efficient option should be chosen. Fastest, /// The most correct, or highest quality, option should be chosen. Nicest, /// No preference. DontCare, } impl ToGlEnum for Smooth { fn to_glenum(&self) -> gl::types::GLenum { match *self { Smooth::Fastest => gl::FASTEST, Smooth::Nicest => gl::NICEST, Smooth::DontCare => gl::DONT_CARE, } } } /// Represents the parameters to use when drawing. /// /// Example: /// /// ``` /// let params = glium::DrawParameters { /// depth_test: glium::DepthTest::IfLess, /// depth_write: true, /// .. Default::default() /// }; /// ``` /// #[derive(Clone, Copy, Debug)] pub struct DrawParameters<'a> { /// The function that the GPU will use to determine whether to write over an existing pixel /// on the target. Don't forget to set `depth_write` appropriately if you use a depth test. /// /// See the `DepthTest` documentation for more details. /// /// The default is `Overwrite`. pub depth_test: DepthTest, /// Sets whether the GPU will write the depth values on the depth buffer if they pass the /// depth test. /// /// The default is `false`. You most likely want `true` if you're doing depth testing. /// /// If you pass `true` but don't have a depth buffer available, drawing will produce /// a `NoDepthBuffer` error. pub depth_write: bool, /// The range of possible Z values in surface coordinates. /// /// Just like OpenGL turns X and Y coordinates between `-1.0` and `1.0` into surface /// coordinates, it will also map your Z coordinates to a certain range which you can /// specify here. /// /// The two values must be between `0.0` and `1.0`, anything outside this range will result /// in a panic. By default the depth range is `(0.0, 1.0)`. /// /// The first value of the tuple must be the "near" value, where `-1.0` will be mapped. /// The second value must be the "far" value, where `1.0` will be mapped. /// It is possible for the "near" value to be greater than the "far" value. pub depth_range: (f32, f32), /// A comparaison against the existing value in the stencil buffer. /// /// Only relevant for faces that are clockwise on the target surface. Other faces, points and /// lines use `stencil_test_counter_clockwise` instead. /// /// The default value is `AlwaysPass`. pub stencil_test_clockwise: StencilTest, /// Reference value that is used by `stencil_test_clockwise`, `stencil_fail_operation_clockwise`, /// `stencil_pass_depth_fail_operation_clockwise` and `stencil_depth_pass_operation_clockwise`. pub stencil_reference_value_clockwise: i32, /// Allows specifying a mask when writing data on the stencil buffer. /// /// Only relevant for faces that are clockwise on the target surface. Other faces, points and /// lines use `stencil_write_mask_counter_clockwise` instead. /// /// The default value is `0xffffffff`. pub stencil_write_mask_clockwise: u32, /// Specifies the operation to do when a fragment fails the stencil test. /// /// The stencil test is the test specified by `stencil_test_clockwise`. /// /// Only relevant for faces that are clockwise on the target surface. Other faces, points and /// lines use `stencil_fail_operation_counter_clockwise` instead. /// /// The default value is `Keep`. pub stencil_fail_operation_clockwise: StencilOperation, /// Specifies the operation to do when a fragment passes the stencil test but fails /// the depth test. /// /// The stencil test is the test specified by `stencil_test_clockwise`. /// /// Only relevant for faces that are clockwise on the target surface. Other faces, points and /// lines use `stencil_pass_depth_fail_operation_counter_clockwise` instead. /// /// The default value is `Keep`. pub stencil_pass_depth_fail_operation_clockwise: StencilOperation, /// Specifies the operation to do when a fragment passes both the stencil and depth tests. /// /// The stencil test is the test specified by `stencil_test_clockwise`. /// /// Only relevant for faces that are clockwise on the target surface. Other faces, points and /// lines use `stencil_depth_pass_operation_counter_clockwise` instead. /// /// The default value is `Keep`. pub stencil_depth_pass_operation_clockwise: StencilOperation, /// A comparaison against the existing value in the stencil buffer. /// /// Only relevant for points, lines and faces that are counter-clockwise on the target surface. /// Other faces use `stencil_test_counter_clockwise` instead. /// /// The default value is `AlwaysPass`. pub stencil_test_counter_clockwise: StencilTest, /// Reference value that is used by `stencil_test_counter_clockwise`, /// `stencil_fail_operation_counter_clockwise`, /// `stencil_pass_depth_fail_operation_counter_clockwise` and /// `stencil_depth_pass_operation_counter_clockwise`. pub stencil_reference_value_counter_clockwise: i32, /// Allows specifying a mask when writing data on the stencil buffer. /// /// Only relevant for points, lines and faces that are counter-clockwise on the target surface. /// Other faces use `stencil_write_mask_clockwise` instead. /// /// The default value is `0xffffffff`. pub stencil_write_mask_counter_clockwise: u32, /// Specifies the operation to do when a fragment fails the stencil test. /// /// The stencil test is the test specified by `stencil_test_counter_clockwise`. /// /// Only relevant for faces that are counter-clockwise on the target surface. Other faces /// use `stencil_fail_operation_clockwise` instead. /// /// The default value is `Keep`. pub stencil_fail_operation_counter_clockwise: StencilOperation, /// Specifies the operation to do when a fragment passes the stencil test but fails /// the depth test. /// /// The stencil test is the test specified by `stencil_test_counter_clockwise`. /// /// Only relevant for faces that are counter-clockwise on the target surface. Other faces /// use `stencil_pass_depth_fail_operation_clockwise` instead. /// /// The default value is `Keep`. pub stencil_pass_depth_fail_operation_counter_clockwise: StencilOperation, /// Specifies the operation to do when a fragment passes both the stencil and depth tests. /// /// The stencil test is the test specified by `stencil_test_counter_clockwise`. /// /// Only relevant for faces that are counter-clockwise on the target surface. Other faces /// use `stencil_depth_pass_operation_clockwise` instead. /// /// The default value is `Keep`. pub stencil_depth_pass_operation_counter_clockwise: StencilOperation, /// The function that the GPU will use to merge the existing pixel with the pixel that is /// being written. /// /// `None` means "don't care" (usually when you know that the alpha is always 1). pub blending_function: Option<BlendingFunction>, /// Allows you to disable some color components. /// /// This affects all attachments to the framebuffer. It's at the same level as the /// blending function. /// /// The parameters are in order: red, green, blue, alpha. `true` means that the given /// component will be written, `false` means that it will be ignored. The default value /// is `(true, true, true, true)`. pub color_mask: (bool, bool, bool, bool), /// Width in pixels of the lines to draw when drawing lines. /// /// `None` means "don't care". Use this when you don't draw lines. pub line_width: Option<f32>, /// Diameter in pixels of the points to draw when drawing points. /// /// `None` means "don't care". Use this when you don't draw points. pub point_size: Option<f32>, /// Whether or not the GPU should filter out some faces. /// /// After the vertex shader stage, the GPU will try to remove the faces that aren't facing /// the camera. /// /// See the `BackfaceCullingMode` documentation for more infos. pub backface_culling: BackfaceCullingMode, /// How to render polygons. The default value is `Fill`. /// /// See the documentation of `PolygonMode` for more infos. pub polygon_mode: PolygonMode, /// Whether multisample antialiasing (MSAA) should be used. Default value is `true`. /// /// Note that you will need to set the appropriate option when creating the window. /// The recommended way to do is to leave this to `true`, and adjust the option when /// creating the window. pub multisampling: bool, /// Whether dithering is activated. Default value is `true`. /// /// Dithering will smoothen the transition between colors in your color buffer. pub dithering: bool, /// The viewport to use when drawing. /// /// The X and Y positions of your vertices are mapped to the viewport so that `(-1, -1)` /// corresponds to the lower-left hand corner and `(1, 1)` corresponds to the top-right /// hand corner. Any pixel outside of the viewport is discarded. /// /// You can specify a viewport greater than the target if you want to stretch the image. /// /// `None` means "use the whole surface". pub viewport: Option<Rect>, /// If specified, only pixels in this rect will be displayed. Default is `None`. /// /// This is different from a viewport. The image will stretch to fill the viewport, but /// not the scissor box. pub scissor: Option<Rect>, /// If `false`, the pipeline will stop after the primitives generation stage. The default /// value is `true`. /// /// If `false`, the fragment shader of your program won't be executed. /// /// If `false`, drawing may return `TransformFeedbackNotSupported` if the backend doesn't /// support this feature. /// /// This parameter may seem pointless, but it can be useful when you use transform /// feedback or if you just use your shaders to write to a buffer. pub draw_primitives: bool, /// If set, each sample (ie. usually each pixel) written to the output adds one to the /// counter of the `SamplesPassedQuery`. pub samples_passed_query: Option<SamplesQueryParam<'a>>, /// If set, the time it took for the GPU to execute this draw command is added to the total /// stored inside the `TimeElapsedQuery`. pub time_elapsed_query: Option<&'a TimeElapsedQuery>, /// If set, the number of primitives generated is added to the total stored inside the query. pub primitives_generated_query: Option<&'a PrimitivesGeneratedQuery>, /// If set, the number of vertices written by transform feedback. pub transform_feedback_primitives_written_query: Option<&'a TransformFeedbackPrimitivesWrittenQuery>, /// If set, the commands will only be executed if the specified query contains `true` or /// a number different than 0. pub condition: Option<ConditionalRendering<'a>>, /// If set, then the generated primitives will be written back to a buffer. pub transform_feedback: Option<&'a TransformFeedbackSession<'a>>, /// If set, then the generated primitives will be smoothed. /// /// Note that blending needs to be enabled for this to work. pub smooth: Option<Smooth>, } /// Condition whether to render or not. #[derive(Debug, Copy, Clone)] pub struct ConditionalRendering<'a> { /// The query to use. pub query: SamplesQueryParam<'a>, /// If true, the GPU will wait until the query result has been obtained. If false, the GPU /// is free to ignore the query and draw anyway. pub wait: bool, /// If true, only samples that match those that were written with the query active will /// be drawn. pub per_region: bool, } /// The query to use for samples counting. #[derive(Debug, Copy, Clone)] pub enum SamplesQueryParam<'a> { /// A `SamplesPassedQuery`. SamplesPassedQuery(&'a SamplesPassedQuery), /// A `AnySamplesPassedQuery`. AnySamplesPassedQuery(&'a AnySamplesPassedQuery), } impl<'a> From<&'a SamplesPassedQuery> for SamplesQueryParam<'a> { fn from(r: &'a SamplesPassedQuery) -> SamplesQueryParam<'a> { SamplesQueryParam::SamplesPassedQuery(r) } } impl<'a> From<&'a AnySamplesPassedQuery> for SamplesQueryParam<'a> { fn from(r: &'a AnySamplesPassedQuery) -> SamplesQueryParam<'a> { SamplesQueryParam::AnySamplesPassedQuery(r) } } impl<'a> Default for DrawParameters<'a> { fn default() -> DrawParameters<'a> { DrawParameters { depth_test: DepthTest::Overwrite, depth_write: false, depth_range: (0.0, 1.0), stencil_test_clockwise: StencilTest::AlwaysPass, stencil_reference_value_clockwise: 0, stencil_write_mask_clockwise: 0xffffffff, stencil_fail_operation_clockwise: StencilOperation::Keep, stencil_pass_depth_fail_operation_clockwise: StencilOperation::Keep, stencil_depth_pass_operation_clockwise: StencilOperation::Keep, stencil_test_counter_clockwise: StencilTest::AlwaysPass, stencil_reference_value_counter_clockwise: 0, stencil_write_mask_counter_clockwise: 0xffffffff, stencil_fail_operation_counter_clockwise: StencilOperation::Keep, stencil_pass_depth_fail_operation_counter_clockwise: StencilOperation::Keep, stencil_depth_pass_operation_counter_clockwise: StencilOperation::Keep, blending_function: Some(BlendingFunction::AlwaysReplace), color_mask: (true, true, true, true), line_width: None, point_size: None, backface_culling: BackfaceCullingMode::CullingDisabled, polygon_mode: PolygonMode::Fill, multisampling: true, dithering: true, viewport: None, scissor: None, draw_primitives: true, samples_passed_query: None, time_elapsed_query: None, primitives_generated_query: None, transform_feedback_primitives_written_query: None, condition: None, transform_feedback: None, smooth: None, } } } /// This is what the new API of `DrawParameters` will look like in a future version. /// /// FIXME: add the missing functions (with a better API) pub struct DrawParametersBuilder<'a> { context: &'a Rc<Context>, params: DrawParameters<'a>, } impl<'a> DrawParameters<'a> { /// Start building draw parameters. pub fn new<F>(facade: &'a F) -> DrawParametersBuilder<'a> where F: Facade { DrawParametersBuilder { context: facade.get_context(), params: Default::default(), } } } impl<'a> DrawParametersBuilder<'a> { /// Sets the depth operation to use while drawing. /// /// For a simple depth buffer usage, the common parameters /// are `(DepthTest::IfLess, true, (0.0, 1.0))`. pub fn with_depth(mut self, test: DepthTest, write: bool, range: (f32, f32)) -> DrawParametersBuilder<'a> { assert!(range.0 >= 0.0); assert!(range.1 >= 0.0); assert!(range.0 <= 1.0); assert!(range.1 <= 1.0); self.params.depth_test = test; self.params.depth_write = write; self.params.depth_range = range; self } /// Sets the function that the GPU will use to merge the existing pixel with the pixel that is /// being written. pub fn with_blending_function(mut self, blending: BlendingFunction) -> DrawParametersBuilder<'a> { self.params.blending_function = Some(blending); self } /// Sets whether to cull faces, and which ones. pub fn with_backface_culling(mut self, culling: BackfaceCullingMode) -> DrawParametersBuilder<'a> { self.params.backface_culling = culling; self } /// Sets the viewport to use. /// /// By default, the whole surface is used. pub fn with_viewport(mut self, viewport: Rect) -> DrawParametersBuilder<'a> { self.params.viewport = Some(viewport); self } /// Sets the scissor box to use. /// /// By default, no scissor box is used. pub fn with_scissor(mut self, scissor: Rect) -> DrawParametersBuilder<'a> { self.params.scissor = Some(scissor); self } /// Sets that the output of the rasterized must be discarded. /// /// It is not discarded by default. /// /// Returns `Err` if the backend doesn't support this operation. pub fn with_rasterizer_discard_if_supported(mut self) -> Result<DrawParametersBuilder<'a>, DrawParametersBuilder<'a>> { if !(self.context.get_version() >= &Version(Api::Gl, 3, 0)) && !self.context.get_extensions().gl_ext_transform_feedback { return Err(self); } self.params.draw_primitives = false; Ok(self) } /// Sets that multisampling must not be used. /// /// Multisampling is active by default. pub fn without_multisampling(mut self) -> DrawParametersBuilder<'a> { self.params.multisampling = false; self } /// Sets that dithering must not be used. /// /// Dithering is active by default. pub fn without_dithering(mut self) -> DrawParametersBuilder<'a> { self.params.dithering = false; self } /// Sets the query to store the number of samples that are written to the output. pub fn with_samples_passed_query<Q>(mut self, query: Q) -> DrawParametersBuilder<'a> where Q: Into<SamplesQueryParam<'a>> { self.params.samples_passed_query = Some(query.into()); self } /// Sets the query to store the time that it takes to execute the commands. pub fn with_time_elapsed_query(mut self, query: &'a TimeElapsedQuery) -> DrawParametersBuilder<'a> { self.params.time_elapsed_query = Some(query); self } /// Sets the query to store the number of primitives generated by the commands. pub fn with_primitives_generated_query(mut self, query: &'a PrimitivesGeneratedQuery) -> DrawParametersBuilder<'a> { self.params.primitives_generated_query = Some(query); self } /// Sets the query to store the number of vertices generated by transform feedback in /// the commands. pub fn with_transform_feedback_primitives_written_query(mut self, query: &'a TransformFeedbackPrimitivesWrittenQuery) -> DrawParametersBuilder<'a> { self.params.transform_feedback_primitives_written_query = Some(query); self } /// See the `ConditionalRendering` struct. pub fn with_conditional_rendering<Q>(mut self, query: Q, wait: bool, per_region: bool) -> DrawParametersBuilder<'a> where Q: Into<SamplesQueryParam<'a>> { self.params.condition = Some(ConditionalRendering { query: query.into(), wait: wait, per_region: per_region, }); self } } impl<'a> Deref for DrawParametersBuilder<'a> { type Target = DrawParameters<'a>; fn deref(&self) -> &DrawParameters<'a> { &self.params } } impl<'a> DerefMut for DrawParametersBuilder<'a> { fn deref_mut(&mut self) -> &mut DrawParameters<'a> { &mut self.params } } /// Checks parameters and panics if something is wrong. pub fn validate(context: &Context, params: &DrawParameters) -> Result<(), DrawError> { if params.depth_range.0 < 0.0 || params.depth_range.0 > 1.0 || params.depth_range.1 < 0.0 || params.depth_range.1 > 1.0 { return Err(DrawError::InvalidDepthRange); } if !params.draw_primitives && context.get_version() < &Version(Api::Gl, 3, 0) && !context.get_extensions().gl_ext_transform_feedback { return Err(DrawError::TransformFeedbackNotSupported); } Ok(()) }