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_3_2_shaders_interpolation.rs
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#![allow(non_upper_case_globals)]
extern crate glfw;
use self::glfw::{Context, Key, Action};
extern crate gl;
use self::gl::types::*;
use std::sync::mpsc::Receiver;
use std::ffi::CString;
use std::ptr;
use std::str;
use std::mem;
use std::os::raw::c_void;
// settings
const SCR_WIDTH: u32 = 800;
const SCR_HEIGHT: u32 = 600;
const vertexShaderSource: &str = r#"
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
out vec3 ourColor;
void main() {
gl_Position = vec4(aPos, 1.0);
ourColor = aColor;
}
"#;
const fragmentShaderSource: &str = r#"
#version 330 core
out vec4 FragColor;
in vec3 ourColor;
void main() {
FragColor = vec4(ourColor, 1.0f);
}
"#;
#[allow(non_snake_case)]
pub fn main_1_3_2() {
// glfw: initialize and configure
// ------------------------------
let mut glfw = glfw::init(glfw::FAIL_ON_ERRORS).unwrap();
glfw.window_hint(glfw::WindowHint::ContextVersion(3, 3));
glfw.window_hint(glfw::WindowHint::OpenGlProfile(glfw::OpenGlProfileHint::Core));
#[cfg(target_os = "macos")]
glfw.window_hint(glfw::WindowHint::OpenGlForwardCompat(true));
// glfw window creation
// --------------------
let (mut window, events) = glfw.create_window(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", glfw::WindowMode::Windowed)
.expect("Failed to create GLFW window");
window.make_current();
window.set_key_polling(true);
window.set_framebuffer_size_polling(true);
// gl: load all OpenGL function pointers
// ---------------------------------------
gl::load_with(|symbol| window.get_proc_address(symbol) as *const _);
let VAO = unsafe {
// build and compile our shader program
// ------------------------------------
// vertex shader
let vertexShader = gl::CreateShader(gl::VERTEX_SHADER);
let c_str_vert = CString::new(vertexShaderSource.as_bytes()).unwrap();
gl::ShaderSource(vertexShader, 1, &c_str_vert.as_ptr(), ptr::null());
gl::CompileShader(vertexShader);
// check for shader compile errors
let mut success = gl::FALSE as GLint;
let mut infoLog = Vec::with_capacity(512);
gl::GetShaderiv(vertexShader, gl::COMPILE_STATUS, &mut success);
infoLog.set_len(512 - 1); // subtract 1 to skip the trailing null character
if success != gl::TRUE as GLint {
gl::GetShaderInfoLog(vertexShader, 512, ptr::null_mut(), infoLog.as_mut_ptr() as *mut GLchar);
println!("ERROR::SHADER::VERTEX::COMPILATION_FAILED\n{}", str::from_utf8(&infoLog).unwrap());
}
// fragment shader
let fragmentShader = gl::CreateShader(gl::FRAGMENT_SHADER);
let c_str_frag = CString::new(fragmentShaderSource.as_bytes()).unwrap();
gl::ShaderSource(fragmentShader, 1, &c_str_frag.as_ptr(), ptr::null());
gl::CompileShader(fragmentShader);
// check for shader compile errors
gl::GetShaderiv(fragmentShader, gl::COMPILE_STATUS, &mut success);
if success != gl::TRUE as GLint {
gl::GetShaderInfoLog(fragmentShader, 512, ptr::null_mut(), infoLog.as_mut_ptr() as *mut GLchar);
println!("ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n{}", str::from_utf8(&infoLog).unwrap());
}
// link shaders
let shaderProgram = gl::CreateProgram();
gl::AttachShader(shaderProgram, vertexShader);
gl::AttachShader(shaderProgram, fragmentShader);
gl::LinkProgram(shaderProgram);
// check for linking errors
gl::GetProgramiv(shaderProgram, gl::LINK_STATUS, &mut success);
if success != gl::TRUE as GLint {
gl::GetProgramInfoLog(shaderProgram, 512, ptr::null_mut(), infoLog.as_mut_ptr() as *mut GLchar);
println!("ERROR::SHADER::PROGRAM::COMPILATION_FAILED\n{}", str::from_utf8(&infoLog).unwrap());
}
gl::DeleteShader(vertexShader);
gl::DeleteShader(fragmentShader);
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
// HINT: type annotation is crucial since default for float literals is f64
let vertices: [f32; 18] = [
// positions // colors
0.5, -0.5, 0.0, 1.0, 0.0, 0.0, // bottom right
-0.5, -0.5, 0.0, 0.0, 1.0, 0.0, // bottom left
0.0, 0.5, 0.0, 0.0, 0.0, 1.0 // top
];
let (mut VBO, mut VAO) = (0, 0);
gl::GenVertexArrays(1, &mut VAO);
gl::GenBuffers(1, &mut VBO);
// bind the Vertex Array Object first, then bind and set vertex buffer(s), and then configure vertex attributes(s).
gl::BindVertexArray(VAO);
gl::BindBuffer(gl::ARRAY_BUFFER, VBO);
gl::BufferData(gl::ARRAY_BUFFER,
(vertices.len() * mem::size_of::<GLfloat>()) as GLsizeiptr,
&vertices[0] as *const f32 as *const c_void,
gl::STATIC_DRAW);
let stride = 6 * mem::size_of::<GLfloat>() as GLsizei;
// position attribute
gl::VertexAttribPointer(0, 3, gl::FLOAT, gl::FALSE, stride, ptr::null());
gl::EnableVertexAttribArray(0);
// color attribute
gl::VertexAttribPointer(1, 3, gl::FLOAT, gl::FALSE, stride, (3 * mem::size_of::<GLfloat>()) as *const c_void);
gl::EnableVertexAttribArray(1);
// You can unbind the VAO afterwards so other VAO calls won't accidentally modify this VAO, but this rarely happens. Modifying other
// VAOs requires a call to glBindVertexArray anyways so we generally don't unbind VAOs (nor VBOs) when it's not directly necessary.
// gl::BindVertexArray(0);
gl::UseProgram(shaderProgram);
VAO
};
// render loop
// -----------
while !window.should_close() {
// events
// -----
process_events(&mut window, &events);
// render
// ------
unsafe {
gl::ClearColor(0.2, 0.3, 0.3, 1.0);
gl::Clear(gl::COLOR_BUFFER_BIT);
// render the triangle
gl::BindVertexArray(VAO);
gl::DrawArrays(gl::TRIANGLES, 0, 3);
}
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
window.swap_buffers();
glfw.poll_events();
}
}
// NOTE: not the same version as in common.rs!
fn process_events(window: &mut glfw::Window, events: &Receiver<(f64, glfw::WindowEvent)>) {
for (_, event) in glfw::flush_messages(events) {
match event {
glfw::WindowEvent::FramebufferSize(width, height) => {
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
unsafe { gl::Viewport(0, 0, width, height) }
}
glfw::WindowEvent::Key(Key::Escape, _, Action::Press, _) => window.set_should_close(true),
_ => {}
}
}
}