mod init; use gfx::{ format::{Depth, Srgba8}, Device, }; use gfx_glyph::{ab_glyph::*, *}; use glutin::surface::GlSurface; use glutin_winit::GlWindow; use init::init_example; use std::{env, error::Error}; use winit::{ event::{ElementState, Event, KeyboardInput, MouseScrollDelta, VirtualKeyCode, WindowEvent}, event_loop::ControlFlow, }; const MAX_FONT_SIZE: f32 = 4000.0; fn main() -> Result<(), Box> { init_example("performance"); if cfg!(debug_assertions) && env::var("yes_i_really_want_debug_mode").is_err() { eprintln!( "You should probably run an example called 'performance' in release mode, \ don't you think?\n \ If you really want to see debug performance set env var `yes_i_really_want_debug_mode`" ); return Ok(()); } let event_loop = winit::event_loop::EventLoop::new(); let title = "gfx_glyph rendering 30,000 glyphs - scroll to size, type to modify"; let window_builder = winit::window::WindowBuilder::new() .with_title(title) .with_inner_size(winit::dpi::PhysicalSize::new(1024, 576)); let old_school_gfx_glutin_ext::Init { window, gl_surface, gl_context, mut device, mut factory, mut color_view, mut depth_view, .. } = old_school_gfx_glutin_ext::window_builder(&event_loop, window_builder) .build::()?; let dejavu = FontRef::try_from_slice(include_bytes!("../../fonts/DejaVuSans.ttf"))?; let mut glyph_brush = GlyphBrushBuilder::using_font(dejavu) .initial_cache_size((2048, 2048)) .draw_cache_position_tolerance(1.0) .build(factory.clone()); let mut text: String = include_str!("loads-of-unicode.txt").into(); let mut encoder: gfx::Encoder<_, _> = factory.create_command_buffer().into(); let mut font_size: f32 = 25.0; let mut loop_helper = spin_sleep::LoopHelper::builder().build_without_target_rate(); let mut view_size = window.inner_size(); event_loop.run(move |event, _, control_flow| { *control_flow = ControlFlow::Poll; match event { Event::WindowEvent { event, .. } => match event { WindowEvent::KeyboardInput { input: KeyboardInput { virtual_keycode: Some(VirtualKeyCode::Escape), .. }, .. } | WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit, WindowEvent::KeyboardInput { input: KeyboardInput { state: ElementState::Pressed, virtual_keycode: Some(VirtualKeyCode::Back), .. }, .. } => { text.pop(); } WindowEvent::ReceivedCharacter(c) => { if c != '\u{7f}' && c != '\u{8}' { text.push(c); } } WindowEvent::MouseWheel { delta: MouseScrollDelta::LineDelta(_, y), .. } => { // increase/decrease font size with mouse wheel if y > 0.0 { font_size += (font_size / 4.0).max(2.0) } else { font_size *= 4.0 / 5.0 }; font_size = font_size.clamp(1.0, MAX_FONT_SIZE); } _ => (), }, Event::MainEventsCleared => { // handle resizes let w_size = window.inner_size(); if view_size != w_size { window.resize_surface(&gl_surface, &gl_context); old_school_gfx_glutin_ext::resize_views( w_size, &mut color_view, &mut depth_view, ); view_size = w_size; } encoder.clear(&color_view, [0.02, 0.02, 0.02, 1.0]); let (width, height, ..) = color_view.get_dimensions(); let (width, height) = (f32::from(width), f32::from(height)); let scale = PxScale::from(font_size * window.scale_factor() as f32); // The section is all the info needed for the glyph brush to render a 'section' of text. let section = Section::default() .add_text( Text::new(&text) .with_scale(scale) .with_color([0.8, 0.8, 0.8, 1.0]), ) .with_bounds((width, height)) .with_layout( Layout::default().line_breaker(BuiltInLineBreaker::AnyCharLineBreaker), ); // Adds a section & layout to the queue for the next call to `use_queue().draw(..)`, // this can be called multiple times for different sections that want to use the // same font and gpu cache. // This step computes the glyph positions, this is cached to avoid unnecessary // recalculation. glyph_brush.queue(§ion); // Finally once per frame you want to actually draw all the sections you've // submitted with `queue` calls. // // Note: Drawing in the case the text is unchanged from the previous frame // (a common case) is essentially free as the vertices are reused & gpu cache // updating interaction can be skipped. glyph_brush .use_queue() .draw(&mut encoder, &color_view) .unwrap(); encoder.flush(&mut device); gl_surface.swap_buffers(&gl_context).unwrap(); device.cleanup(); if let Some(rate) = loop_helper.report_rate() { window.set_title(&format!("{title} - {rate:.0} FPS")); } loop_helper.loop_start(); } _ => (), } }); }