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Copy path_8_advanced_glsl_ubo.rs
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_8_advanced_glsl_ubo.rs
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#![allow(non_upper_case_globals)]
#![allow(non_snake_case)]
use std::ptr;
use std::mem;
use std::os::raw::c_void;
use std::ffi::CStr;
extern crate glfw;
use self::glfw::Context;
extern crate gl;
use self::gl::types::*;
use cgmath::{Matrix4, vec3, Deg, perspective, Point3};
use cgmath::prelude::*;
use common::{process_events, processInput};
use shader::Shader;
use camera::Camera;
// settings
const SCR_WIDTH: u32 = 1280;
const SCR_HEIGHT: u32 = 720;
pub fn main_4_8() {
let mut camera = Camera {
Position: Point3::new(0.0, 0.0, 3.0),
..Camera::default()
};
let mut firstMouse = true;
let mut lastX: f32 = SCR_WIDTH as f32 / 2.0;
let mut lastY: f32 = SCR_HEIGHT as f32 / 2.0;
// timing
let mut deltaTime: f32; // time between current frame and last frame
let mut lastFrame: f32 = 0.0;
// 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_framebuffer_size_polling(true);
window.set_cursor_pos_polling(true);
window.set_scroll_polling(true);
// tell GLFW to capture our mouse
window.set_cursor_mode(glfw::CursorMode::Disabled);
// gl: load all OpenGL function pointers
// ---------------------------------------
gl::load_with(|symbol| window.get_proc_address(symbol) as *const _);
let (shaderRed, shaderGreen, shaderBlue, shaderYellow, cubeVBO, cubeVAO, uboMatrices) = unsafe {
// configure global opengl state
// -----------------------------
gl::Enable(gl::DEPTH_TEST);
// build and compile shaders
// -------------------------
let shaderRed = Shader::new("src/_4_advanced_opengl/shaders/8.advanced_glsl.vs", "src/_4_advanced_opengl/shaders/8.red.fs");
let shaderGreen = Shader::new("src/_4_advanced_opengl/shaders/8.advanced_glsl.vs", "src/_4_advanced_opengl/shaders/8.green.fs");
let shaderBlue = Shader::new("src/_4_advanced_opengl/shaders/8.advanced_glsl.vs", "src/_4_advanced_opengl/shaders/8.blue.fs");
let shaderYellow = Shader::new("src/_4_advanced_opengl/shaders/8.advanced_glsl.vs", "src/_4_advanced_opengl/shaders/8.yellow.fs");
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
let cubeVertices: [f32; 108] = [
// positions
-0.5, -0.5, -0.5,
0.5, -0.5, -0.5,
0.5, 0.5, -0.5,
0.5, 0.5, -0.5,
-0.5, 0.5, -0.5,
-0.5, -0.5, -0.5,
-0.5, -0.5, 0.5,
0.5, -0.5, 0.5,
0.5, 0.5, 0.5,
0.5, 0.5, 0.5,
-0.5, 0.5, 0.5,
-0.5, -0.5, 0.5,
-0.5, 0.5, 0.5,
-0.5, 0.5, -0.5,
-0.5, -0.5, -0.5,
-0.5, -0.5, -0.5,
-0.5, -0.5, 0.5,
-0.5, 0.5, 0.5,
0.5, 0.5, 0.5,
0.5, 0.5, -0.5,
0.5, -0.5, -0.5,
0.5, -0.5, -0.5,
0.5, -0.5, 0.5,
0.5, 0.5, 0.5,
-0.5, -0.5, -0.5,
0.5, -0.5, -0.5,
0.5, -0.5, 0.5,
0.5, -0.5, 0.5,
-0.5, -0.5, 0.5,
-0.5, -0.5, -0.5,
-0.5, 0.5, -0.5,
0.5, 0.5, -0.5,
0.5, 0.5, 0.5,
0.5, 0.5, 0.5,
-0.5, 0.5, 0.5,
-0.5, 0.5, -0.5,
];
// cube VAO
let (mut cubeVAO, mut cubeVBO) = (0, 0);
gl::GenVertexArrays(1, &mut cubeVAO);
gl::GenBuffers(1, &mut cubeVBO);
gl::BindVertexArray(cubeVAO);
gl::BindBuffer(gl::ARRAY_BUFFER, cubeVBO);
gl::BufferData(gl::ARRAY_BUFFER,
(cubeVertices.len() * mem::size_of::<GLfloat>()) as GLsizeiptr,
&cubeVertices[0] as *const f32 as *const c_void,
gl::STATIC_DRAW);
let stride = 3 * mem::size_of::<GLfloat>() as GLsizei;
gl::EnableVertexAttribArray(0);
gl::VertexAttribPointer(0, 3, gl::FLOAT, gl::FALSE, stride, ptr::null());
// configure a uniform buffer object
// ---------------------------------
// first. We get the relevant block indices
let uniformBlockIndexRed = gl::GetUniformBlockIndex(shaderRed.ID, c_str!("Matrices").as_ptr());
let uniformBlockIndexGreen = gl::GetUniformBlockIndex(shaderGreen.ID, c_str!("Matrices").as_ptr());
let uniformBlockIndexBlue = gl::GetUniformBlockIndex(shaderBlue.ID, c_str!("Matrices").as_ptr());
let uniformBlockIndexYellow = gl::GetUniformBlockIndex(shaderYellow.ID, c_str!("Matrices").as_ptr());
// then we link each shader's uniform block to this uniform binding point
gl::UniformBlockBinding(shaderRed.ID, uniformBlockIndexRed, 0);
gl::UniformBlockBinding(shaderGreen.ID, uniformBlockIndexGreen, 0);
gl::UniformBlockBinding(shaderBlue.ID, uniformBlockIndexBlue, 0);
gl::UniformBlockBinding(shaderYellow.ID, uniformBlockIndexYellow, 0);
// Now actually create the buffer
let mut uboMatrices = 0;
gl::GenBuffers(1, &mut uboMatrices);
gl::BindBuffer(gl::UNIFORM_BUFFER, uboMatrices);
gl::BufferData(gl::UNIFORM_BUFFER, 2 * mem::size_of::<Matrix4<f32>>() as isize, ptr::null(), gl::STATIC_DRAW);
// define the range of the buffer that links to a uniform binding point
gl::BindBufferRange(gl::UNIFORM_BUFFER, 0, uboMatrices, 0, 2 * 2 * mem::size_of::<Matrix4<f32>>() as isize);
// store the projection matrix (we only do this once now) (note: we're not using zoom anymore by changing the FoV)
let projection: Matrix4<f32> = perspective(Deg(45.0), SCR_WIDTH as f32 / SCR_HEIGHT as f32 , 0.1, 100.0);
gl::BindBuffer(gl::UNIFORM_BUFFER, uboMatrices);
gl::BufferSubData(gl::UNIFORM_BUFFER, 0, mem::size_of::<Matrix4<f32>>() as isize, projection.as_ptr() as *const c_void);
gl::BindBuffer(gl::UNIFORM_BUFFER, 0);
(shaderRed, shaderGreen, shaderBlue, shaderYellow, cubeVBO, cubeVAO, uboMatrices)
};
// render loop
// -----------
while !window.should_close() {
// per-frame time logic
// --------------------
let currentFrame = glfw.get_time() as f32;
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
// events
// -----
process_events(&events, &mut firstMouse, &mut lastX, &mut lastY, &mut camera);
// input
// -----
processInput(&mut window, deltaTime, &mut camera);
// render
// ------
unsafe {
gl::ClearColor(0.1, 0.1, 0.1, 1.0);
gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT);
// set the view and projection matrix in the uniform block - we only have to do this once per loop iteration.
let view = camera.GetViewMatrix();
gl::BindBuffer(gl::UNIFORM_BUFFER, uboMatrices);
let size = mem::size_of::<Matrix4<f32>>() as isize;
gl::BufferSubData(gl::UNIFORM_BUFFER, size, size, view.as_ptr() as *const c_void);
gl::BindBuffer(gl::UNIFORM_BUFFER, 0);
// draw 4 cubes
// RED
gl::BindVertexArray(cubeVAO);
shaderRed.useProgram();
let mut model = Matrix4::from_translation(vec3(-0.75, 0.75, 0.0)); // move top-left
shaderRed.setMat4(c_str!("model"), &model);
gl::DrawArrays(gl::TRIANGLES, 0, 36);
// GREEN
shaderGreen.useProgram();
model = Matrix4::from_translation(vec3(0.75, 0.75, 0.0)); // move top-right
shaderGreen.setMat4(c_str!("model"), &model);
gl::DrawArrays(gl::TRIANGLES, 0, 36);
// YELLOW
shaderYellow.useProgram();
model = Matrix4::from_translation(vec3(-0.75, -0.75, 0.0)); // move bottom-left
shaderYellow.setMat4(c_str!("model"), &model);
gl::DrawArrays(gl::TRIANGLES, 0, 36);
// BLUE
shaderBlue.useProgram();
model = Matrix4::from_translation(vec3(0.75, -0.75, 0.0)); // move bottom-right
shaderBlue.setMat4(c_str!("model"), &model);
gl::DrawArrays(gl::TRIANGLES, 0, 36);
}
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
window.swap_buffers();
glfw.poll_events();
}
// optional: de-allocate all resources once they've outlived their purpose:
// ------------------------------------------------------------------------
unsafe {
gl::DeleteVertexArrays(1, &cubeVAO);
gl::DeleteBuffers(1, &cubeVBO);
}
}