UnnamedCarGame/src/main.rs

107 lines
3.0 KiB
Rust

use std::convert::TryInto;
use glfw;
use glfw::{Action, Context, Key};
use gl;
use cgmath::{Matrix4, vec3, Point3, Deg, perspective};
use std::ffi::CStr;
const ScreenWidth: u32 = 480;
const ScreenHeight: u32 = 320;
const TITLE: &str = "GLFWtest";
mod shader;
mod model;
use model::Model;
mod camera;
fn main() {
// 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(false));
glfw.window_hint(glfw::WindowHint::Resizable(false));
glfw.window_hint(glfw::WindowHint::TransparentFramebuffer(true));
glfw.window_hint(glfw::WindowHint::Decorated(false));
//create window
let (mut window, events) = glfw.create_window(ScreenWidth, ScreenHeight, TITLE, glfw::WindowMode::Windowed).unwrap();
let (screen_width, screen_height) = window.get_framebuffer_size();
// setup window
window.make_current();
window.set_key_polling(true);
gl::load_with(|ptr| window.get_proc_address(ptr) as *const _);
unsafe {
gl::Viewport(0, 0, screen_width, screen_height);
gl::ClearColor(1.0, 1.0, 1.0, 1.0);
gl::Enable(gl::DEPTH_TEST);
}
// put biggie thingies here
let model_Shader = shader::shader::new("model");
let ourModel = Model::new("resources/models/backpack");
let mut camera = camera::Camera {
Position: cgmath::Point3::new(0.0, 0.0, 3.0),
..camera::Camera::default()
};
println!("entering main loop, time since init: {} seconds", glfw.get_time());
// NOTE window loop
while !window.should_close() {
glfw.poll_events();
for (_, event) in glfw::flush_messages(&events) {
glfw_handle_event(&mut window, event);
}
model_Shader.Use();
// view/projection transformations
let projection: Matrix4<f32> = perspective(Deg(camera.Zoom), ScreenWidth as f32 / ScreenHeight as f32, 0.1, 100.0);
let view = camera.GetViewMatrix();
model_Shader.setMat4(String::from("projection").as_str(), &projection);
model_Shader.setMat4(String::from("view").as_str(), &view);
let mut model = Matrix4::<f32>::from_translation(vec3(0.0, -1.75, 0.0));
model = model * Matrix4::from_scale(0.2);
model_Shader.setMat4(String::from("projection").as_str(), &model);
ourModel.Draw(&model_Shader);
unsafe {
gl::Clear(gl::COLOR_BUFFER_BIT);
};
window.swap_buffers();
}
}
pub fn clear_color(R: f32, G: f32, B: f32, A: f32) {
unsafe { gl::ClearColor(R, G, B, A) }
}
fn glfw_handle_event(window: &mut glfw::Window, event: glfw::WindowEvent) {
use glfw::WindowEvent as Event;
use glfw::Key;
use glfw::Action;
match event {
Event::Key(Key::Escape, _, Action::Press, _) => {
window.set_should_close(true);
},
_ => {},
}
}