unifinished port to glow for shader.rs

pull/1/head
Milk.H 2023-03-06 10:13:01 +01:00
parent 93217e1a66
commit adc2c93af2
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GPG Key ID: 3D9DAE46AAC37BD8
2 changed files with 44 additions and 66 deletions

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@ -7,7 +7,7 @@ const SCR_WIDTH: u32 = 1600;
const SCR_HEIGHT: u32 = 900;
const TITLE: &str = "GLFWtest";
use glow;
use glow::*;
use std::sync::mpsc::Receiver;
use std::ptr;
@ -56,13 +56,18 @@ fn main() {
let mut lastFrame: f32 = 0.0;
//gl::load_with(|ptr| window.get_proc_address(ptr) as *const _);
let gl = unsafe{glow::Context::from_loader_function(|s| window.get_proc_address(s) as *const _);};
let gl = {
unsafe{
let glue = glow::Context::from_loader_function(|s| window.get_proc_address(s) as *const _);
glue
}
};
let (ourshader, ourModel) = unsafe {
gl::Enable(gl::DEPTH_TEST);
let ourShader = shader::shader::new("model");
let ourShader = shader::shader::new("model", gl);
let ourModel = model::Model::new("resources/models/TestCarModel/CarW4.obj");

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@ -1,19 +1,19 @@
use gl;
use glow::*;
use std::fs;
use std::ffi::{CString, CStr};
use std::str;
use cgmath::prelude::*;
/// Shader Struct for creating and using shaders in the Context of engine
///
pub struct shader {
pub struct shader<T: glow::HasContext> {
pub ID: gl::types::GLuint,
pub ID: T::Program,
}
impl shader
impl shader<T>
{
/// Shader Constructor, will read, Compile and Create GLSL Program for use
///
@ -21,74 +21,51 @@ use cgmath::prelude::*;
/// `new(String::from("Example"))`
/// if the String given was "Example" the Program expects both shaders to be in the directory "resources/shaders/Example/"
/// with the vertex shader being called "shader.vert" and fragment "shader.frag"
pub fn new(path: &str) -> shader
pub fn new(path: &str, gl: glow::Context) -> shader<T>
{
//read file contents
let VERT_SHADER = fs::read_to_string(format!("resources/shaders/{path}/shader.vert")).unwrap();
let FRAG_SHADER = std::fs::read_to_string(format!("resources/shaders/{path}/shader.frag")).unwrap();
let FRAG_SHADER = fs::read_to_string(format!("resources/shaders/{path}/shader.frag")).unwrap();
//create vertex shader
let vertex_shader = unsafe {gl::CreateShader(gl::VERTEX_SHADER) };
let vertex_shader = unsafe {gl.create_shader(glow::VERTEX_SHADER).unwrap() };
unsafe {
gl::ShaderSource(vertex_shader, 1, &VERT_SHADER.as_bytes().as_ptr().cast(), &VERT_SHADER.len().try_into().unwrap());
gl::CompileShader(vertex_shader);
}
//error Checking
let mut success = 0;
unsafe {
gl::GetShaderiv(vertex_shader, gl::COMPILE_STATUS, &mut success);
if success == 0 {
let mut log_len = 0_i32;
gl.shader_source(vertex_shader, &VERT_SHADER);
gl.compile_shader(vertex_shader);
let mut v: Vec<u8> = Vec::with_capacity(1024);
gl::GetShaderInfoLog(vertex_shader, 1024, &mut log_len, v.as_mut_ptr().cast());
v.set_len(log_len.try_into().unwrap());
panic!("Vertex Shader Compile Error: {}", String::from_utf8_lossy(&v));
}
// create fragment shader
let fragment_shader = unsafe{gl.create_shader(glow::FRAGMENT_SHADER).unwrap()};
unsafe {
gl.shader_source(fragment_shader, &FRAG_SHADER);
gl.compile_shader(fragment_shader);
if !gl.get_shader_compile_status(fragment_shader) {
panic!("Error, Compiling Fragment Shader: {}", gl.get_shader_info_log(fragment_shader));
}
let fragment_shader = gl::CreateShader(gl::FRAGMENT_SHADER);
gl::ShaderSource(fragment_shader, 1, &FRAG_SHADER.as_bytes().as_ptr().cast(), &FRAG_SHADER.len().try_into().unwrap());
gl::CompileShader(fragment_shader);
let shader_program = gl.create_program().unwrap();
let mut success = 0;
gl::GetShaderiv(fragment_shader, gl::COMPILE_STATUS, &mut success);
if success == 0 {
let mut v: Vec<u8> = Vec::with_capacity(1024);
let mut log_len = 0_i32;
gl::GetShaderInfoLog(fragment_shader, 1024, &mut log_len, v.as_mut_ptr().cast());
v.set_len(log_len.try_into().unwrap());
panic!("Fragment Shader Compile Error: {}", String::from_utf8_lossy(&v));
gl.attach_shader(shader_program, vertex_shader);
gl.attach_shader(shader_program, fragment_shader);
gl.link_program(shader_program);
if !gl.get_program_link_status(shader_program) {
panic!("Error, Linking Shader Program {}", gl.get_program_info_log(shader_program));
}
gl.detach_shader(shader_program, vertex_shader);
gl.detach_shader(shader_program, fragment_shader);
gl.delete_shader(vertex_shader);
gl.delete_shader(fragment_shader);
let shader_program = gl::CreateProgram();
gl::AttachShader(shader_program, vertex_shader);
gl::AttachShader(shader_program, fragment_shader);
gl::LinkProgram(shader_program);
let mut success = 0;
gl::GetProgramiv(shader_program, gl::LINK_STATUS, &mut success);
if success == 0 {
let mut v: Vec<u8> = Vec::with_capacity(1024);
let mut log_len = 0_i32;
gl::GetProgramInfoLog(shader_program, 1024, &mut log_len, v.as_mut_ptr().cast());
v.set_len(log_len.try_into().unwrap());
panic!("Program Link Error: {}", String::from_utf8_lossy(&v));
}
gl::DetachShader(shader_program, vertex_shader);
gl::DetachShader(shader_program, fragment_shader);
gl::DeleteShader(vertex_shader);
gl::DeleteShader(fragment_shader);
// return program
shader {
ID: shader_program,
}
}
ID: shader_program,
};
}
}
// return program
/// uses Shader
pub fn Use(&self)
{
@ -132,11 +109,7 @@ use cgmath::prelude::*;
pub fn setMat4(&self, name: &CStr, value: &cgmath::Matrix4<f32>)
{unsafe {gl::UniformMatrix4fv(gl::GetUniformLocation(self.ID, name.as_ptr()), 1, gl::FALSE, value.as_ptr());}}
}
}
#[cfg(test)]
mod tests {
use glfw;