working triangle, also added stb

master
Milk.H 2023-02-22 15:29:36 +01:00
parent 254d8dd24c
commit d4c82ded65
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GPG Key ID: 3D9DAE46AAC37BD8
5 changed files with 121 additions and 3 deletions

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@ -8,3 +8,5 @@ edition = "2021"
[dependencies]
gl = "0.14.0"
glfw = "0.51.0"
glm = "0.2.3"
stb = { version = "0.3.2", default-features = false, features = ["stb_image"] }

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@ -0,0 +1,6 @@
#version 330 core
out vec4 Color;
void main()
{
Color = vec4(0.9, 0.5, 0.2, 1.0);
}

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@ -0,0 +1,9 @@
#version 330 core
layout (location = 0) in vec3 position;
void main()
{
gl_Position = vec4(position, 1.0);
// gl_Position = vec4(position.xyz, 1.0);
// gl_Position = vec4(position.x, position.y, position.z, 1.0);
}

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@ -20,6 +20,8 @@ fn main() {
glfw.window_hint(glfw::WindowHint::OpenGlProfile(glfw::OpenGlProfileHint::Core));
glfw.window_hint(glfw::WindowHint::OpenGlForwardCompat(true));
glfw.window_hint(glfw::WindowHint::Resizable(false));
glfw.window_hint(glfw::WindowHint::TransparentFramebuffer(true));
glfw.window_hint(glfw::WindowHint::Decorated(true));
//create window
@ -37,18 +39,58 @@ fn main() {
gl::ClearColor(0.4, 0.4, 0.4, 1.0);
}
// put biggie thingies here
let vertices = [
-0.5f32, -0.5, 0.0,
0.5, -0.5, 0.0,
0.0, 0.5, 0.0,
];
let mut vao = 0;
unsafe { gl::GenVertexArrays(1, &mut vao)};
let mut vbo = 0;
unsafe{gl::GenBuffers(1, &mut vbo)};
unsafe {
gl::BindVertexArray(vao);
gl::BindBuffer(gl::ARRAY_BUFFER, vbo);
gl::BufferData(gl::ARRAY_BUFFER, std::mem::size_of_val(&vertices) as isize, vertices.as_ptr().cast(), gl::STATIC_DRAW);
gl::VertexAttribPointer(0, 3, gl::FLOAT, gl::FALSE, 3 * std::mem::size_of::<f32>() as i32, 0 as *const _);
gl::EnableVertexAttribArray(0);
gl::BindBuffer(gl::ARRAY_BUFFER, 0);
gl::BindVertexArray(0);
}
let mut test_Shader = shader::shader::new("basic");
// NOTE window loop
while !window.should_close() {
glfw.poll_events();
for (_, event) in glfw::flush_messages(&events) {
glfw_handle_event(&mut window, event);
}
clear_color(0.3, 0.4, 0.6, 1.0);
clear_color(0.1, 0.1, 0.1, 0.0);
unsafe {
gl::Clear(gl::COLOR_BUFFER_BIT);
}
test_Shader.Use();
unsafe {
gl::BindVertexArray(vao);
gl::DrawArrays(gl::TRIANGLES, 0, 3);
gl::BindVertexArray(0);
}
window.swap_buffers();
}

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@ -1,6 +1,7 @@
use gl;
use std::fs;
use glm;
/// Shader Struct for creating and using shaders in the Context of engine
///
pub struct shader {
@ -18,8 +19,6 @@ use std::fs;
/// `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"
/// # TODO
/// add a way to interact with uniforms
pub fn new(path: &str) -> shader
{
//read file contents
@ -94,7 +93,67 @@ use std::fs;
unsafe {gl::UseProgram(self.ID);}
}
// TODO write tests for these
// BOILERPLATE JUMPSCARE
pub fn setBool(&self, name: &str, value: bool )
{unsafe {gl::Uniform1i(gl::GetUniformLocation(self.ID, name.as_ptr() as *const gl::types::GLchar), value as i32);}}
pub fn setInt(&self, name: &str, value: u32 )
{unsafe {gl::Uniform1i(gl::GetUniformLocation(self.ID, name.as_ptr() as *const gl::types::GLchar), value as i32);}}
pub fn setFloat(&self, name: &str, value: f32 )
{unsafe {gl::Uniform1f(gl::GetUniformLocation(self.ID, name.as_ptr() as *const gl::types::GLchar), value as f32);}}
pub fn setVec2(&self, name: &str, value: glm::Vec2 )
{unsafe {gl::Uniform2fv(gl::GetUniformLocation(self.ID, name.as_ptr() as *const gl::types::GLchar), 1, &value[0]);}}
pub fn setVec2d(&self, name: &str, x: f32, y: f32)
{unsafe {gl::Uniform2f(gl::GetUniformLocation(self.ID, name.as_ptr() as *const gl::types::GLchar), x, y);}}
pub fn setVec3(&self, name: &str, value: glm::Vec3 )
{unsafe {gl::Uniform3fv(gl::GetUniformLocation(self.ID, name.as_ptr() as *const gl::types::GLchar), 1, &value[0]);}}
pub fn setVec3d(&self, name: &str, x: f32, y: f32, z: f32 )
{unsafe {gl::Uniform3f(gl::GetUniformLocation(self.ID, name.as_ptr() as *const gl::types::GLchar), x, y, z);}}
pub fn setVec4(&self, name: &str, value: glm::Vec4 )
{unsafe {gl::Uniform4fv(gl::GetUniformLocation(self.ID, name.as_ptr() as *const gl::types::GLchar), 1, &value[0]);}}
pub fn setVec4d(&self, name: &str, x: f32, y: f32, z: f32, w: f32)
{unsafe {gl::Uniform4f(gl::GetUniformLocation(self.ID, name.as_ptr() as *const gl::types::GLchar), x, y, z, w);}}
pub fn setMat2(&self, name: &str, value: glm::Mat2)
{unsafe {gl::UniformMatrix2fv(gl::GetUniformLocation(self.ID, name.as_ptr() as *const gl::types::GLchar), 1, gl::FALSE, &value[0][0]);}}
pub fn setMat3(&self, name: &str, value: glm::Mat3)
{unsafe {gl::UniformMatrix3fv(gl::GetUniformLocation(self.ID, name.as_ptr() as *const gl::types::GLchar), 1, gl::FALSE, &value[0][0]);}}
pub fn setMat4(&self, name: &str, value: glm::Mat4)
{unsafe {gl::UniformMatrix4fv(gl::GetUniformLocation(self.ID, name.as_ptr() as *const gl::types::GLchar), 1, gl::FALSE, &value[0][0]);}}
}
#[cfg(test)]
mod tests {
use glfw;
use glfw::Context;
use gl;
use super::*;
#[test]
fn ShaderLoading() {
// initialize GLFW
let mut glfw = glfw::init(glfw::FAIL_ON_ERRORS).unwrap();
// set window hints
glfw.window_hint(glfw::WindowHint::ContextVersion(3, 3));
glfw.window_hint(glfw::WindowHint::OpenGlProfile(glfw::OpenGlProfileHint::Core));
glfw.window_hint(glfw::WindowHint::OpenGlForwardCompat(true));
glfw.window_hint(glfw::WindowHint::Resizable(false));
//create Window
let (mut window, events) = glfw.create_window(480, 320, "Shader Test", glfw::WindowMode::Windowed).unwrap();
let (screen_width, screen_height) = window.get_framebuffer_size();
// setup window
window.make_current();
window.set_key_polling(true);
// initialize gl
gl::load_with(|ptr| window.get_proc_address(ptr) as *const _);
let Shader = shader::new("basic");
Shader.Use();
}
}