working triangle, also added stb
parent
254d8dd24c
commit
d4c82ded65
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@ -8,3 +8,5 @@ edition = "2021"
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[dependencies]
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gl = "0.14.0"
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glfw = "0.51.0"
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glm = "0.2.3"
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stb = { version = "0.3.2", default-features = false, features = ["stb_image"] }
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@ -0,0 +1,6 @@
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#version 330 core
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out vec4 Color;
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void main()
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{
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Color = vec4(0.9, 0.5, 0.2, 1.0);
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}
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@ -0,0 +1,9 @@
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#version 330 core
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layout (location = 0) in vec3 position;
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void main()
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{
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gl_Position = vec4(position, 1.0);
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// gl_Position = vec4(position.xyz, 1.0);
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// gl_Position = vec4(position.x, position.y, position.z, 1.0);
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}
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44
src/main.rs
44
src/main.rs
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@ -20,6 +20,8 @@ fn main() {
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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::Resizable(false));
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glfw.window_hint(glfw::WindowHint::TransparentFramebuffer(true));
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glfw.window_hint(glfw::WindowHint::Decorated(true));
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//create window
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@ -37,18 +39,58 @@ fn main() {
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gl::ClearColor(0.4, 0.4, 0.4, 1.0);
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}
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// put biggie thingies here
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let vertices = [
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-0.5f32, -0.5, 0.0,
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0.5, -0.5, 0.0,
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0.0, 0.5, 0.0,
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];
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let mut vao = 0;
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unsafe { gl::GenVertexArrays(1, &mut vao)};
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let mut vbo = 0;
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unsafe{gl::GenBuffers(1, &mut vbo)};
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unsafe {
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gl::BindVertexArray(vao);
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gl::BindBuffer(gl::ARRAY_BUFFER, vbo);
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gl::BufferData(gl::ARRAY_BUFFER, std::mem::size_of_val(&vertices) as isize, vertices.as_ptr().cast(), gl::STATIC_DRAW);
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gl::VertexAttribPointer(0, 3, gl::FLOAT, gl::FALSE, 3 * std::mem::size_of::<f32>() as i32, 0 as *const _);
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gl::EnableVertexAttribArray(0);
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gl::BindBuffer(gl::ARRAY_BUFFER, 0);
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gl::BindVertexArray(0);
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}
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let mut test_Shader = shader::shader::new("basic");
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// NOTE window loop
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while !window.should_close() {
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glfw.poll_events();
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for (_, event) in glfw::flush_messages(&events) {
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glfw_handle_event(&mut window, event);
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}
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clear_color(0.3, 0.4, 0.6, 1.0);
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clear_color(0.1, 0.1, 0.1, 0.0);
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unsafe {
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gl::Clear(gl::COLOR_BUFFER_BIT);
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}
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test_Shader.Use();
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unsafe {
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gl::BindVertexArray(vao);
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gl::DrawArrays(gl::TRIANGLES, 0, 3);
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gl::BindVertexArray(0);
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}
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window.swap_buffers();
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}
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@ -1,6 +1,7 @@
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use gl;
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use std::fs;
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use glm;
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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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@ -18,8 +19,6 @@ use std::fs;
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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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/// # TODO
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/// add a way to interact with uniforms
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pub fn new(path: &str) -> shader
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{
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//read file contents
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@ -94,7 +93,67 @@ use std::fs;
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unsafe {gl::UseProgram(self.ID);}
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}
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// TODO write tests for these
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// BOILERPLATE JUMPSCARE
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pub fn setBool(&self, name: &str, value: bool )
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{unsafe {gl::Uniform1i(gl::GetUniformLocation(self.ID, name.as_ptr() as *const gl::types::GLchar), value as i32);}}
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pub fn setInt(&self, name: &str, value: u32 )
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{unsafe {gl::Uniform1i(gl::GetUniformLocation(self.ID, name.as_ptr() as *const gl::types::GLchar), value as i32);}}
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pub fn setFloat(&self, name: &str, value: f32 )
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{unsafe {gl::Uniform1f(gl::GetUniformLocation(self.ID, name.as_ptr() as *const gl::types::GLchar), value as f32);}}
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pub fn setVec2(&self, name: &str, value: glm::Vec2 )
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{unsafe {gl::Uniform2fv(gl::GetUniformLocation(self.ID, name.as_ptr() as *const gl::types::GLchar), 1, &value[0]);}}
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pub fn setVec2d(&self, name: &str, x: f32, y: f32)
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{unsafe {gl::Uniform2f(gl::GetUniformLocation(self.ID, name.as_ptr() as *const gl::types::GLchar), x, y);}}
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pub fn setVec3(&self, name: &str, value: glm::Vec3 )
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{unsafe {gl::Uniform3fv(gl::GetUniformLocation(self.ID, name.as_ptr() as *const gl::types::GLchar), 1, &value[0]);}}
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pub fn setVec3d(&self, name: &str, x: f32, y: f32, z: f32 )
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{unsafe {gl::Uniform3f(gl::GetUniformLocation(self.ID, name.as_ptr() as *const gl::types::GLchar), x, y, z);}}
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pub fn setVec4(&self, name: &str, value: glm::Vec4 )
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{unsafe {gl::Uniform4fv(gl::GetUniformLocation(self.ID, name.as_ptr() as *const gl::types::GLchar), 1, &value[0]);}}
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pub fn setVec4d(&self, name: &str, x: f32, y: f32, z: f32, w: f32)
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{unsafe {gl::Uniform4f(gl::GetUniformLocation(self.ID, name.as_ptr() as *const gl::types::GLchar), x, y, z, w);}}
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pub fn setMat2(&self, name: &str, value: glm::Mat2)
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{unsafe {gl::UniformMatrix2fv(gl::GetUniformLocation(self.ID, name.as_ptr() as *const gl::types::GLchar), 1, gl::FALSE, &value[0][0]);}}
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pub fn setMat3(&self, name: &str, value: glm::Mat3)
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{unsafe {gl::UniformMatrix3fv(gl::GetUniformLocation(self.ID, name.as_ptr() as *const gl::types::GLchar), 1, gl::FALSE, &value[0][0]);}}
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pub fn setMat4(&self, name: &str, value: glm::Mat4)
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{unsafe {gl::UniformMatrix4fv(gl::GetUniformLocation(self.ID, name.as_ptr() as *const gl::types::GLchar), 1, gl::FALSE, &value[0][0]);}}
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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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use glfw::Context;
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use gl;
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use super::*;
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#[test]
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fn ShaderLoading() {
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// initialize GLFW
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let mut glfw = glfw::init(glfw::FAIL_ON_ERRORS).unwrap();
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// set window hints
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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::OpenGlForwardCompat(true));
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glfw.window_hint(glfw::WindowHint::Resizable(false));
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//create Window
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let (mut window, events) = glfw.create_window(480, 320, "Shader Test", glfw::WindowMode::Windowed).unwrap();
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let (screen_width, screen_height) = window.get_framebuffer_size();
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// setup window
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window.make_current();
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window.set_key_polling(true);
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// initialize gl
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gl::load_with(|ptr| window.get_proc_address(ptr) as *const _);
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let Shader = shader::new("basic");
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Shader.Use();
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}
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}
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