Changed to SDL instead of glfw
parent
e363da01b5
commit
bcba7739c8
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@ -11,5 +11,4 @@ image = "0.24.5"
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cgmath = "0.18.0"
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cgmath = "0.18.0"
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tobj = "2.0.0"
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tobj = "2.0.0"
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glow = "0.12.1"
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glow = "0.12.1"
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[dependencies.glfw]
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sdl2 = "0.35.2"
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version = "*"
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158
src/main.rs
158
src/main.rs
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@ -1,15 +1,20 @@
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use std::convert::TryInto;
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use std::convert::TryInto;
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use glfw;
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//use glfw;
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use glfw::{Action, Context, Key};
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//use glfw::{Action, Context, Key};
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use cgmath::{Matrix4, vec3, Point3, Deg, perspective};
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use cgmath::{Matrix4, vec3, Point3, Deg, perspective};
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use cgmath::prelude::*;
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use cgmath::prelude::*;
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use std::rc::Rc;
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use std::sync::Arc;
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const SCR_WIDTH: u32 = 1600;
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const SCR_WIDTH: u32 = 1600;
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const SCR_HEIGHT: u32 = 900;
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const SCR_HEIGHT: u32 = 900;
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const TITLE: &str = "GLFWtest";
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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 sdl2;
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use sdl2::pixels::Color;
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use sdl2::keyboard::Keycode;
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use sdl2::event::Event;
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use std::sync::mpsc::Receiver;
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use std::sync::mpsc::Receiver;
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use std::ptr;
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use std::ptr;
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use std::mem;
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use std::mem;
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@ -21,27 +26,57 @@ mod model;
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mod camera;
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mod camera;
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fn main() {
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fn main() {
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let mut glfw = glfw::init(glfw::FAIL_ON_ERRORS).unwrap();
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//let mut glfw = glfw::init(glfw::FAIL_ON_ERRORS).unwrap();
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glfw.window_hint(glfw::WindowHint::ContextVersion(3, 3));
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// glfw.window_hint(glfw::WindowHint::ContextVersion(3, 3));
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glfw.window_hint(glfw::WindowHint::OpenGlProfile(glfw::OpenGlProfileHint::Core));
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// glfw.window_hint(glfw::WindowHint::OpenGlProfile(glfw::OpenGlProfileHint::Core));
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glfw.window_hint(glfw::WindowHint::OpenGlForwardCompat(true));
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// glfw.window_hint(glfw::WindowHint::OpenGlForwardCompat(true));
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glfw.window_hint(glfw::WindowHint::Resizable(false));
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// glfw.window_hint(glfw::WindowHint::Resizable(false));
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glfw.window_hint(glfw::WindowHint::TransparentFramebuffer(false));
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// glfw.window_hint(glfw::WindowHint::TransparentFramebuffer(false));
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glfw.window_hint(glfw::WindowHint::Decorated(true));
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// glfw.window_hint(glfw::WindowHint::Decorated(true));
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let (mut window, events) = glfw.create_window(SCR_WIDTH, SCR_HEIGHT, TITLE, glfw::WindowMode::Windowed).unwrap();
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// let (mut window, events) = glfw.create_window(SCR_WIDTH, SCR_HEIGHT, TITLE, glfw::WindowMode::Windowed).unwrap();
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let (screen_width, screen_height) = window.get_framebuffer_size();
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//let (screen_width, screen_height) = window.get_framebuffer_size();
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window.make_current();
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let (gl, shader_version, window, mut events_loop, _context) = {
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window.set_key_polling(true);
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let sdl = match sdl2::init()
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window.set_framebuffer_size_polling(true);
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{
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window.set_cursor_pos_polling(true);
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Ok(sdl) => sdl,
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window.set_cursor_mode(glfw::CursorMode::Disabled);
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Err(s) => panic!("Error with Initializing SDL: {}", s),
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};
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let video = sdl.video().unwrap();
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let gl_attr = video.gl_attr();
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gl_attr.set_context_profile(sdl2::video::GLProfile::Core);
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gl_attr.set_context_version(3, 3);
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let window = match video
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.window("DairyTest", SCR_WIDTH, SCR_HEIGHT)
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.opengl()
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.resizable()
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.build() {
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Ok(ret) => ret,
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Err(s) => panic!("Error with Initializing SDL Window: {}", s),
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};
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let gl_context = match window.gl_create_context()
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{
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Ok(ret) => ret,
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Err(s) => panic!("Error with Initializing SDL Context: {}", s)
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};
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let gl = std::sync::Arc::new(unsafe{glow::Context::from_loader_function(|s| video.gl_get_proc_address(s) as *const _)});
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let event_loop = match sdl.event_pump()
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{
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Ok(ret) => ret,
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Err(s) => panic!("Error with Initializing SDL Event Loop: {}", s)
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};
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(gl, "#version 330", window, event_loop, gl_context)
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};
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let mut camera = camera::Camera {
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let mut camera = camera::Camera {
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Position: Point3::new(0.0, 0.40, 1.0),
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Position: Point3::new(0.0, 0.40, 1.0),
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Pitch: -20.0,
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Pitch: -20.0,
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@ -57,114 +92,59 @@ fn main() {
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let mut lastFrame: f32 = 0.0;
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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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//gl::load_with(|ptr| window.get_proc_address(ptr) as *const _);
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let gl = std::rc::Rc::new(unsafe{glow::Context::from_loader_function(|s| window.get_proc_address(s) as *const _)});
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let (ourshader, ourModel) = unsafe {
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let (ourshader, ourModel) = unsafe {
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gl.enable(glow::DEPTH_TEST);
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gl.enable(glow::DEPTH_TEST);
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let ourShader = shader::shader::new("model", Rc::clone(&gl));
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let ourShader = shader::shader::new("model", Arc::clone(&gl));
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let ourModel = model::Model::new("resources/models/TestCarModel/CarW4.obj", Rc::clone(&gl));
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let ourModel = model::Model::new("resources/models/TestCarModel/CarW4.obj", Arc::clone(&gl));
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(ourShader, ourModel)
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(ourShader, ourModel)
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};
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};
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let time = std::time::Instant::now();
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let projection: Matrix4<f32> = perspective(Deg(45.0), SCR_WIDTH as f32/ SCR_HEIGHT as f32, 0.1, 100.0);
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let projection: Matrix4<f32> = perspective(Deg(45.0), SCR_WIDTH as f32/ SCR_HEIGHT as f32, 0.1, 100.0);
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println!("entering main loop");
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println!("entering main loop");
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// NOTE main loop here
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while !window.should_close() {
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'running: loop {
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let currentFrame = glfw.get_time() as f32;
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let currentFrame = time.elapsed().as_secs_f32();
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deltaTime = currentFrame - lastFrame;
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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lastFrame = currentFrame;
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processInput(&mut window, deltaTime, &mut camera);
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unsafe{
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unsafe{
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gl.enable(glow::DEPTH_TEST);
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gl.enable(glow::DEPTH_TEST);
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gl.clear(glow::COLOR_BUFFER_BIT | glow::DEPTH_BUFFER_BIT);
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gl.clear(glow::COLOR_BUFFER_BIT | glow::DEPTH_BUFFER_BIT);
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// outline
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ourshader.Use();
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ourshader.Use();
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let Projection: Matrix4<f32> = perspective(Deg(camera.Zoom), SCR_WIDTH as f32 / SCR_HEIGHT as f32, 0.1, 100.0);
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let Projection: Matrix4<f32> = perspective(Deg(camera.Zoom), SCR_WIDTH as f32 / SCR_HEIGHT as f32, 0.1, 100.0);
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let view = camera.GetViewMatrix();
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let view = camera.GetViewMatrix();
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ourshader.setMat4("projection", &projection);
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ourshader.setMat4("projection", &projection);
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ourshader.setMat4("view", &view);
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ourshader.setMat4("view", &view);
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//let mut model = Matrix4::<f32>::from_translation(vec3(0.0, -0.3, 0.0));
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let mut model: Matrix4<f32> = Matrix4::from_axis_angle(vec3(0.0, -1.0, 0.0).normalize(),
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let mut model: Matrix4<f32> = Matrix4::from_axis_angle(vec3(0.0, -1.0, 0.0).normalize(),
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cgmath::Rad(glfw.get_time() as f32));
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cgmath::Rad(time.elapsed().as_secs_f32()));
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model = model * Matrix4::from_scale(0.2);
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model = model * Matrix4::from_scale(0.2);
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ourshader.setMat4("model", &model);
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ourshader.setMat4("model", &model);
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}
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ourModel.Draw(&ourshader);
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ourModel.Draw(&ourshader);
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}
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window.gl_swap_window();
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for event in events_loop.poll_iter() {
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window.swap_buffers();
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glfw.poll_events();
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}
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}
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fn processInput(window: &mut glfw::Window, deltaTime: f32, camera: &mut camera::Camera) {
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if window.get_key(Key::Escape) == Action::Press {
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window.set_should_close(true)
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}
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/*
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if window.get_key(Key::W) == Action::Press {
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camera.ProcessKeyboard(camera::Camera_Movement::FORWARD, deltaTime);
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}
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if window.get_key(Key::S) == Action::Press {
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camera.ProcessKeyboard(camera::Camera_Movement::BACKWARD, deltaTime);
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}
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if window.get_key(Key::A) == Action::Press {
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camera.ProcessKeyboard(camera::Camera_Movement::LEFT, deltaTime);
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}
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if window.get_key(Key::D) == Action::Press {
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camera.ProcessKeyboard(camera::Camera_Movement::RIGHT, deltaTime);
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}
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*/
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}
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/*
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fn process_events(events: &Receiver<(f64, glfw::WindowEvent)>,
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firstMouse: &mut bool,
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lastX: &mut f32,
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lastY: &mut f32,
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camera: &mut camera::Camera) {
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for (_, event) in glfw::flush_messages(events) {
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match event {
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match event {
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glfw::WindowEvent::FramebufferSize(width, height) => {
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Event::Quit {..} |
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// make sure the viewport matches the new window dimensions; note that width and
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Event::KeyDown { keycode: Some(Keycode::Escape), .. } => {
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// height will be significantly larger than specified on retina displays.
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break 'running
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unsafe { gl.viewport(0, 0, width, height) }
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},
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}
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glfw::WindowEvent::CursorPos(xpos, ypos) => {
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let (xpos, ypos) = (xpos as f32, ypos as f32);
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if *firstMouse {
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*lastX = xpos;
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*lastY = ypos;
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*firstMouse = false;
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}
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let xoffset = xpos - *lastX;
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let yoffset = *lastY - ypos; // reversed since y-coordinates go from bottom to top
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*lastX = xpos;
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*lastY = ypos;
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camera.ProcessMouseMovement(xoffset, yoffset, true);
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}
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glfw::WindowEvent::Scroll(_xoffset, yoffset) => {
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camera.ProcessMouseScroll(yoffset as f32);
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}
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_ => {}
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_ => {}
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}
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}
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}
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}
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}
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}
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*/
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}
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22
src/model.rs
22
src/model.rs
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@ -3,7 +3,7 @@
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use std::os::raw::c_void;
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use std::os::raw::c_void;
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use std::path::Path;
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use std::path::Path;
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use std::rc::Rc;
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use std::sync::Arc;
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use cgmath::{vec2, vec3};
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use cgmath::{vec2, vec3};
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use image;
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use image;
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use glow::*;
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use glow::*;
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@ -24,9 +24,9 @@ pub struct Model {
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impl Model {
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impl Model {
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/// constructor, expects a filepath to a 3D model.
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/// constructor, expects a filepath to a 3D model.
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pub fn new(path: &str, gl: std::rc::Rc<glow::Context>) -> Model {
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pub fn new(path: &str, gl: std::sync::Arc<glow::Context>) -> Model {
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let mut model = Model::default();
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let mut model = Model::default();
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model.loadModel(path, Rc::clone(&gl));
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model.loadModel(path, Arc::clone(&gl));
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model
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model
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}
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}
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@ -38,7 +38,7 @@ impl Model {
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}
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}
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// loads a model from file and stores the resulting meshes in the meshes vector.
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// loads a model from file and stores the resulting meshes in the meshes vector.
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fn loadModel(&mut self, path: &str, gl: std::rc::Rc<glow::Context>) {
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fn loadModel(&mut self, path: &str, gl: Arc<glow::Context>) {
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let path = Path::new(path);
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let path = Path::new(path);
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// retrieve the directory path of the filepath
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// retrieve the directory path of the filepath
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// 1. diffuse map
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// 1. diffuse map
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if !material.diffuse_texture.is_empty() {
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if !material.diffuse_texture.is_empty() {
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let texture = self.loadMaterialTexture(&material.diffuse_texture, "texture_diffuse", Rc::clone(&gl));
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let texture = self.loadMaterialTexture(&material.diffuse_texture, "texture_diffuse", Arc::clone(&gl));
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textures.push(texture);
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textures.push(texture);
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}
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}
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// 2. specular map
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// 2. specular map
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if !material.specular_texture.is_empty() {
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if !material.specular_texture.is_empty() {
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let texture = self.loadMaterialTexture(&material.specular_texture, "texture_specular", Rc::clone(&gl));
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let texture = self.loadMaterialTexture(&material.specular_texture, "texture_specular", Arc::clone(&gl));
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textures.push(texture);
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textures.push(texture);
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}
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}
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// 3. normal map
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// 3. normal map
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if !material.normal_texture.is_empty() {
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if !material.normal_texture.is_empty() {
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let texture = self.loadMaterialTexture(&material.normal_texture, "texture_normal", Rc::clone(&gl));
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let texture = self.loadMaterialTexture(&material.normal_texture, "texture_normal", Arc::clone(&gl));
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textures.push(texture);
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textures.push(texture);
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}
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}
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// NOTE: no height maps
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// NOTE: no height maps
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}
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}
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self.meshes.push(Mesh::new(vertices, indices, textures, Rc::clone(&gl)));
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self.meshes.push(Mesh::new(vertices, indices, textures, Arc::clone(&gl)));
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}
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}
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}
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}
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fn loadMaterialTexture(&mut self, path: &str, typeName: &str, gl: Rc<glow::Context>) -> Texture {
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fn loadMaterialTexture(&mut self, path: &str, typeName: &str, gl: Arc<glow::Context>) -> Texture {
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{
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{
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let texture = self.textures_loaded.iter().find(|t| t.path == path);
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let texture = self.textures_loaded.iter().find(|t| t.path == path);
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if let Some(texture) = texture {
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if let Some(texture) = texture {
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}
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}
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let texture = Texture {
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let texture = Texture {
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id: unsafe { TextureFromFile(path, &self.directory, std::rc::Rc::clone(&gl)) },
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id: unsafe { TextureFromFile(path, &self.directory, Arc::clone(&gl)) },
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type_: typeName.into(),
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type_: typeName.into(),
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path: path.into()
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path: path.into()
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};
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};
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}
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}
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}
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}
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unsafe fn TextureFromFile(path: &str, directory: &str, gl: Rc<glow::Context>) -> glow::NativeTexture {
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unsafe fn TextureFromFile(path: &str, directory: &str, gl: Arc<glow::Context>) -> glow::NativeTexture {
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let filename = format!("{}/{}", directory, path);
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let filename = format!("{}/{}", directory, path);
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let mut textureID = gl.create_texture().unwrap();
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let mut textureID = gl.create_texture().unwrap();
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@ -61,7 +61,7 @@ pub struct Mesh {
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}
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}
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impl Mesh {
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impl Mesh {
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pub fn new(vertices: Vec<Vertex>, indices: Vec<u32>, textures: Vec<Texture>,gl: std::rc::Rc<glow::Context>) -> Mesh {
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pub fn new(vertices: Vec<Vertex>, indices: Vec<u32>, textures: Vec<Texture>,gl: std::sync::Arc<glow::Context>) -> Mesh {
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let mut mesh =
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let mut mesh =
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{
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{
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@ -124,7 +124,7 @@ impl Mesh {
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shader.gl.active_texture(glow::TEXTURE0);
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shader.gl.active_texture(glow::TEXTURE0);
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}
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}
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unsafe fn setupMesh(&mut self, gl: std::rc::Rc<glow::Context>) {
|
unsafe fn setupMesh(&mut self, gl: std::sync::Arc<glow::Context>) {
|
||||||
|
|
||||||
self.VAO = Some(gl.create_vertex_array().unwrap());
|
self.VAO = Some(gl.create_vertex_array().unwrap());
|
||||||
self.VBO = Some(gl.create_buffer().unwrap());
|
self.VBO = Some(gl.create_buffer().unwrap());
|
||||||
|
|
|
@ -1,14 +1,14 @@
|
||||||
|
|
||||||
use glow::*;
|
use glow::*;
|
||||||
use std::fs;
|
use std::fs;
|
||||||
use std::rc::Rc;
|
use std::sync::Arc;
|
||||||
use std::str;
|
use std::str;
|
||||||
/// Shader Struct for creating and using shaders in the Context of engine
|
/// Shader Struct for creating and using shaders in the Context of engine
|
||||||
///
|
///
|
||||||
pub struct shader {
|
pub struct shader {
|
||||||
|
|
||||||
pub ID: NativeProgram,
|
pub ID: NativeProgram,
|
||||||
pub gl: Rc<glow::Context>
|
pub gl: Arc<glow::Context>
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -21,7 +21,7 @@ use std::str;
|
||||||
/// `new(String::from("Example"))`
|
/// `new(String::from("Example"))`
|
||||||
/// if the String given was "Example" the Program expects both shaders to be in the directory "resources/shaders/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"
|
/// with the vertex shader being called "shader.vert" and fragment "shader.frag"
|
||||||
pub fn new(path: &str, gl: Rc<glow::Context>) -> shader
|
pub fn new(path: &str, gl: Arc<glow::Context>) -> shader
|
||||||
{
|
{
|
||||||
//read file contents
|
//read file contents
|
||||||
let VERT_SHADER = fs::read_to_string(format!("resources/shaders/{path}/shader.vert")).unwrap();
|
let VERT_SHADER = fs::read_to_string(format!("resources/shaders/{path}/shader.vert")).unwrap();
|
||||||
|
@ -58,7 +58,7 @@ use std::str;
|
||||||
|
|
||||||
shader {
|
shader {
|
||||||
ID: shader_program,
|
ID: shader_program,
|
||||||
gl: Rc::clone(&gl),
|
gl: Arc::clone(&gl),
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue