unifinished port to glow for shader.rs
parent
93217e1a66
commit
adc2c93af2
11
src/main.rs
11
src/main.rs
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@ -7,7 +7,7 @@ const SCR_WIDTH: u32 = 1600;
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const SCR_HEIGHT: u32 = 900;
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const TITLE: &str = "GLFWtest";
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use glow;
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use glow::*;
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use std::sync::mpsc::Receiver;
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use std::ptr;
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@ -56,13 +56,18 @@ fn main() {
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let mut lastFrame: f32 = 0.0;
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//gl::load_with(|ptr| window.get_proc_address(ptr) as *const _);
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let gl = unsafe{glow::Context::from_loader_function(|s| window.get_proc_address(s) as *const _);};
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let gl = {
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unsafe{
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let glue = glow::Context::from_loader_function(|s| window.get_proc_address(s) as *const _);
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glue
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}
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};
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let (ourshader, ourModel) = unsafe {
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gl::Enable(gl::DEPTH_TEST);
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let ourShader = shader::shader::new("model");
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let ourShader = shader::shader::new("model", gl);
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let ourModel = model::Model::new("resources/models/TestCarModel/CarW4.obj");
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@ -1,19 +1,19 @@
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use gl;
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use glow::*;
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use std::fs;
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use std::ffi::{CString, CStr};
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use std::str;
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use cgmath::prelude::*;
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/// Shader Struct for creating and using shaders in the Context of engine
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///
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pub struct shader {
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pub struct shader<T: glow::HasContext> {
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pub ID: gl::types::GLuint,
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pub ID: T::Program,
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}
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impl shader
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impl shader<T>
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{
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/// Shader Constructor, will read, Compile and Create GLSL Program for use
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///
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@ -21,74 +21,51 @@ use cgmath::prelude::*;
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/// `new(String::from("Example"))`
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/// if the String given was "Example" the Program expects both shaders to be in the directory "resources/shaders/Example/"
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/// with the vertex shader being called "shader.vert" and fragment "shader.frag"
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pub fn new(path: &str) -> shader
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pub fn new(path: &str, gl: glow::Context) -> shader<T>
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{
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//read file contents
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let VERT_SHADER = fs::read_to_string(format!("resources/shaders/{path}/shader.vert")).unwrap();
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let FRAG_SHADER = std::fs::read_to_string(format!("resources/shaders/{path}/shader.frag")).unwrap();
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let FRAG_SHADER = fs::read_to_string(format!("resources/shaders/{path}/shader.frag")).unwrap();
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//create vertex shader
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let vertex_shader = unsafe {gl::CreateShader(gl::VERTEX_SHADER) };
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let vertex_shader = unsafe {gl.create_shader(glow::VERTEX_SHADER).unwrap() };
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unsafe {
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gl::ShaderSource(vertex_shader, 1, &VERT_SHADER.as_bytes().as_ptr().cast(), &VERT_SHADER.len().try_into().unwrap());
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gl::CompileShader(vertex_shader);
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}
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//error Checking
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let mut success = 0;
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unsafe {
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gl::GetShaderiv(vertex_shader, gl::COMPILE_STATUS, &mut success);
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if success == 0 {
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let mut log_len = 0_i32;
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gl.shader_source(vertex_shader, &VERT_SHADER);
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gl.compile_shader(vertex_shader);
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let mut v: Vec<u8> = Vec::with_capacity(1024);
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gl::GetShaderInfoLog(vertex_shader, 1024, &mut log_len, v.as_mut_ptr().cast());
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v.set_len(log_len.try_into().unwrap());
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panic!("Vertex Shader Compile Error: {}", String::from_utf8_lossy(&v));
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}
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// create fragment shader
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let fragment_shader = unsafe{gl.create_shader(glow::FRAGMENT_SHADER).unwrap()};
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unsafe {
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gl.shader_source(fragment_shader, &FRAG_SHADER);
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gl.compile_shader(fragment_shader);
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if !gl.get_shader_compile_status(fragment_shader) {
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panic!("Error, Compiling Fragment Shader: {}", gl.get_shader_info_log(fragment_shader));
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}
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let fragment_shader = gl::CreateShader(gl::FRAGMENT_SHADER);
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gl::ShaderSource(fragment_shader, 1, &FRAG_SHADER.as_bytes().as_ptr().cast(), &FRAG_SHADER.len().try_into().unwrap());
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gl::CompileShader(fragment_shader);
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let shader_program = gl.create_program().unwrap();
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let mut success = 0;
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gl::GetShaderiv(fragment_shader, gl::COMPILE_STATUS, &mut success);
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if success == 0 {
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let mut v: Vec<u8> = Vec::with_capacity(1024);
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let mut log_len = 0_i32;
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gl::GetShaderInfoLog(fragment_shader, 1024, &mut log_len, v.as_mut_ptr().cast());
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v.set_len(log_len.try_into().unwrap());
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panic!("Fragment Shader Compile Error: {}", String::from_utf8_lossy(&v));
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gl.attach_shader(shader_program, vertex_shader);
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gl.attach_shader(shader_program, fragment_shader);
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gl.link_program(shader_program);
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if !gl.get_program_link_status(shader_program) {
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panic!("Error, Linking Shader Program {}", gl.get_program_info_log(shader_program));
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}
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gl.detach_shader(shader_program, vertex_shader);
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gl.detach_shader(shader_program, fragment_shader);
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gl.delete_shader(vertex_shader);
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gl.delete_shader(fragment_shader);
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let shader_program = gl::CreateProgram();
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gl::AttachShader(shader_program, vertex_shader);
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gl::AttachShader(shader_program, fragment_shader);
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gl::LinkProgram(shader_program);
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let mut success = 0;
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gl::GetProgramiv(shader_program, gl::LINK_STATUS, &mut success);
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if success == 0 {
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let mut v: Vec<u8> = Vec::with_capacity(1024);
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let mut log_len = 0_i32;
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gl::GetProgramInfoLog(shader_program, 1024, &mut log_len, v.as_mut_ptr().cast());
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v.set_len(log_len.try_into().unwrap());
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panic!("Program Link Error: {}", String::from_utf8_lossy(&v));
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}
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gl::DetachShader(shader_program, vertex_shader);
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gl::DetachShader(shader_program, fragment_shader);
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gl::DeleteShader(vertex_shader);
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gl::DeleteShader(fragment_shader);
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// return program
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shader {
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ID: shader_program,
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}
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}
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ID: shader_program,
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};
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}
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}
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// return program
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/// uses Shader
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pub fn Use(&self)
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{
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@ -132,11 +109,7 @@ use cgmath::prelude::*;
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pub fn setMat4(&self, name: &CStr, value: &cgmath::Matrix4<f32>)
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{unsafe {gl::UniformMatrix4fv(gl::GetUniformLocation(self.ID, name.as_ptr()), 1, gl::FALSE, value.as_ptr());}}
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}
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}
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#[cfg(test)]
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mod tests {
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use glfw;
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