scratch/2020-11-02/pw313/src/old.rs

186 lines
5.2 KiB
Rust

use glium::{implement_vertex, uniform};
use std::error::Error;
use std::sync::{Arc, Mutex};
use glium::Surface;
use uvc::{Context, Frame};
fn frame_to_raw_image(
frame: &Frame,
) -> Result<glium::texture::RawImage2d<'static, u8>, Box<dyn Error>> {
let new_frame = frame.to_rgb()?;
let data = new_frame.to_bytes();
let image = glium::texture::RawImage2d::from_raw_rgb(
data.to_vec(),
(new_frame.width(), new_frame.height()),
);
Ok(image)
}
fn callback_frame_to_image(
frame: &Frame,
data: &mut Arc<Mutex<Option<glium::texture::RawImage2d<u8>>>>,
) {
let image = frame_to_raw_image(frame);
match image {
Err(x) => println!("{:#?}", x),
Ok(x) => {
let mut data = Mutex::lock(&data).unwrap();
*data = Some(x);
}
}
}
fn main() {
let ctx = Context::new().expect("Could not create context");
let dev = ctx
.find_device(None, None, None)
.expect("Could not find device");
let description = dev.description().unwrap();
println!(
"Found device: Bus {:03} Device {:03} : ID {:04x}:{:04x} {} ({})",
dev.bus_number(),
dev.device_address(),
description.vendor_id,
description.product_id,
description.product.unwrap_or_else(|| "Unknown".to_owned()),
description
.manufacturer
.unwrap_or_else(|| "Unknown".to_owned())
);
// Open multiple devices by enumerating:
// let mut list = ctx.devices().expect("Could not get devices");
// let dev = list.next().expect("No device available");
let devh = dev.open().expect("Could not open device");
let format = devh
.get_preferred_format(|x, y| {
if x.fps >= y.fps && x.width * x.height >= y.width * y.height {
x
} else {
y
}
})
.unwrap();
println!("Best format found: {:?}", format);
let mut streamh = devh.get_stream_handle_with_format(format).unwrap();
println!(
"Scanning mode: {:?}\nAuto-exposure mode: {:?}\nAuto-exposure priority: {:?}\nAbsolute exposure: {:?}\nRelative exposure: {:?}\nAboslute focus: {:?}\nRelative focus: {:?}",
devh.scanning_mode(),
devh.ae_mode(),
devh.ae_priority(),
devh.exposure_abs(),
devh.exposure_rel(),
devh.focus_abs(),
devh.focus_rel(),
);
let frame = Arc::new(Mutex::new(None));
let _stream = streamh
.start_stream(callback_frame_to_image, frame.clone())
.unwrap();
use glium::glutin;
let events_loop = glutin::event_loop::EventLoop::new();
let window = glutin::window::WindowBuilder::new().with_title("Mirror");
let context = glutin::ContextBuilder::new();
let display = glium::Display::new(window, context, &events_loop).unwrap();
#[derive(Copy, Clone)]
pub struct QuadVertex {
pos: (f32, f32),
}
implement_vertex!(QuadVertex, pos);
let vertices: [QuadVertex; 4] = [
QuadVertex { pos: (-1.0, -1.0) },
QuadVertex { pos: (-1.0, 1.0) },
QuadVertex { pos: (1.0, -1.0) },
QuadVertex { pos: (1.0, 1.0) },
];
let indices: [u8; 6] = [0, 1, 2, 1, 3, 2];
let vertex_shader_source = r#"
#version 140
in vec2 pos;
out vec2 v_position;
void main() {
v_position = (pos + 1.0)/2.0;
gl_Position = vec4(-pos.x, -pos.y, 0.0, 1.0);
}
"#;
let fragment_shader_source = r#"
#version 140
in vec2 v_position;
out vec4 colour;
uniform sampler2D u_image;
void main() {
vec2 pos = v_position;
colour = texture(u_image, pos);
}
"#;
let vertices = glium::VertexBuffer::new(&display, &vertices).unwrap();
let indices = glium::IndexBuffer::new(
&display,
glium::index::PrimitiveType::TrianglesList,
&indices,
)
.unwrap();
let program =
glium::Program::from_source(&display, vertex_shader_source, fragment_shader_source, None)
.unwrap();
let mut buffer: Option<glium::texture::SrgbTexture2d> = None;
events_loop.run(move |event, _, control_flow| {
if let glutin::event::Event::WindowEvent { event, .. } = event {
if let glutin::event::WindowEvent::CloseRequested = event {
*control_flow = glutin::event_loop::ControlFlow::Exit;
return;
}
}
let mut target = display.draw();
target.clear_color(0.0, 0.0, 1.0, 1.0);
let mut mutex = Mutex::lock(&frame).unwrap();
match mutex.take() {
None => {
// No new frame to render
}
Some(image) => {
let image = glium::texture::SrgbTexture2d::new(&display, image)
.expect("Could not use image");
buffer = Some(image);
}
}
if let Some(ref b) = buffer {
let uniforms = uniform! { u_image: b };
target
.draw(
&vertices,
&indices,
&program,
&uniforms,
&Default::default(),
)
.unwrap();
}
target.finish().unwrap();
});
}