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brendanzab
Bump dependencies
b800d34
Nov 4, 2018
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Sign up| // Copyright 2015 Brendan Zabarauskas and the gl-rs developers | |
| // | |
| // Licensed under the Apache License, Version 2.0 (the "License"); | |
| // you may not use this file except in compliance with the License. | |
| // You may obtain a copy of the License at | |
| // | |
| // http://www.apache.org/licenses/LICENSE-2.0 | |
| // | |
| // Unless required by applicable law or agreed to in writing, software | |
| // distributed under the License is distributed on an "AS IS" BASIS, | |
| // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | |
| // See the License for the specific language governing permissions and | |
| // limitations under the License. | |
| extern crate gl; | |
| extern crate glutin; | |
| use gl::types::*; | |
| use std::ffi::CString; | |
| use std::mem; | |
| use std::ptr; | |
| use std::str; | |
| // Vertex data | |
| static VERTEX_DATA: [GLfloat; 6] = [0.0, 0.5, 0.5, -0.5, -0.5, -0.5]; | |
| // Shader sources | |
| static VS_SRC: &'static str = " | |
| #version 150 | |
| in vec2 position; | |
| void main() { | |
| gl_Position = vec4(position, 0.0, 1.0); | |
| }"; | |
| static FS_SRC: &'static str = " | |
| #version 150 | |
| out vec4 out_color; | |
| void main() { | |
| out_color = vec4(1.0, 1.0, 1.0, 1.0); | |
| }"; | |
| fn compile_shader(src: &str, ty: GLenum) -> GLuint { | |
| let shader; | |
| unsafe { | |
| shader = gl::CreateShader(ty); | |
| // Attempt to compile the shader | |
| let c_str = CString::new(src.as_bytes()).unwrap(); | |
| gl::ShaderSource(shader, 1, &c_str.as_ptr(), ptr::null()); | |
| gl::CompileShader(shader); | |
| // Get the compile status | |
| let mut status = gl::FALSE as GLint; | |
| gl::GetShaderiv(shader, gl::COMPILE_STATUS, &mut status); | |
| // Fail on error | |
| if status != (gl::TRUE as GLint) { | |
| let mut len = 0; | |
| gl::GetShaderiv(shader, gl::INFO_LOG_LENGTH, &mut len); | |
| let mut buf = Vec::with_capacity(len as usize); | |
| buf.set_len((len as usize) - 1); // subtract 1 to skip the trailing null character | |
| gl::GetShaderInfoLog( | |
| shader, | |
| len, | |
| ptr::null_mut(), | |
| buf.as_mut_ptr() as *mut GLchar, | |
| ); | |
| panic!( | |
| "{}", | |
| str::from_utf8(&buf) | |
| .ok() | |
| .expect("ShaderInfoLog not valid utf8") | |
| ); | |
| } | |
| } | |
| shader | |
| } | |
| fn link_program(vs: GLuint, fs: GLuint) -> GLuint { | |
| unsafe { | |
| let program = gl::CreateProgram(); | |
| gl::AttachShader(program, vs); | |
| gl::AttachShader(program, fs); | |
| gl::LinkProgram(program); | |
| // Get the link status | |
| let mut status = gl::FALSE as GLint; | |
| gl::GetProgramiv(program, gl::LINK_STATUS, &mut status); | |
| // Fail on error | |
| if status != (gl::TRUE as GLint) { | |
| let mut len: GLint = 0; | |
| gl::GetProgramiv(program, gl::INFO_LOG_LENGTH, &mut len); | |
| let mut buf = Vec::with_capacity(len as usize); | |
| buf.set_len((len as usize) - 1); // subtract 1 to skip the trailing null character | |
| gl::GetProgramInfoLog( | |
| program, | |
| len, | |
| ptr::null_mut(), | |
| buf.as_mut_ptr() as *mut GLchar, | |
| ); | |
| panic!( | |
| "{}", | |
| str::from_utf8(&buf) | |
| .ok() | |
| .expect("ProgramInfoLog not valid utf8") | |
| ); | |
| } | |
| program | |
| } | |
| } | |
| fn main() { | |
| use glutin::GlContext; | |
| let mut events_loop = glutin::EventsLoop::new(); | |
| let window = glutin::WindowBuilder::new(); | |
| let context = glutin::ContextBuilder::new(); | |
| let gl_window = glutin::GlWindow::new(window, context, &events_loop).unwrap(); | |
| // It is essential to make the context current before calling `gl::load_with`. | |
| unsafe { gl_window.make_current() }.unwrap(); | |
| // Load the OpenGL function pointers | |
| // TODO: `as *const _` will not be needed once glutin is updated to the latest gl version | |
| gl::load_with(|symbol| gl_window.get_proc_address(symbol) as *const _); | |
| // Create GLSL shaders | |
| let vs = compile_shader(VS_SRC, gl::VERTEX_SHADER); | |
| let fs = compile_shader(FS_SRC, gl::FRAGMENT_SHADER); | |
| let program = link_program(vs, fs); | |
| let mut vao = 0; | |
| let mut vbo = 0; | |
| unsafe { | |
| // Create Vertex Array Object | |
| gl::GenVertexArrays(1, &mut vao); | |
| gl::BindVertexArray(vao); | |
| // Create a Vertex Buffer Object and copy the vertex data to it | |
| gl::GenBuffers(1, &mut vbo); | |
| gl::BindBuffer(gl::ARRAY_BUFFER, vbo); | |
| gl::BufferData( | |
| gl::ARRAY_BUFFER, | |
| (VERTEX_DATA.len() * mem::size_of::<GLfloat>()) as GLsizeiptr, | |
| mem::transmute(&VERTEX_DATA[0]), | |
| gl::STATIC_DRAW, | |
| ); | |
| // Use shader program | |
| gl::UseProgram(program); | |
| gl::BindFragDataLocation(program, 0, CString::new("out_color").unwrap().as_ptr()); | |
| // Specify the layout of the vertex data | |
| let pos_attr = gl::GetAttribLocation(program, CString::new("position").unwrap().as_ptr()); | |
| gl::EnableVertexAttribArray(pos_attr as GLuint); | |
| gl::VertexAttribPointer( | |
| pos_attr as GLuint, | |
| 2, | |
| gl::FLOAT, | |
| gl::FALSE as GLboolean, | |
| 0, | |
| ptr::null(), | |
| ); | |
| } | |
| events_loop.run_forever(|event| { | |
| use glutin::{ControlFlow, Event, WindowEvent}; | |
| if let Event::WindowEvent { event, .. } = event { | |
| if let WindowEvent::CloseRequested = event { | |
| return ControlFlow::Break; | |
| } | |
| } | |
| unsafe { | |
| // Clear the screen to black | |
| gl::ClearColor(0.3, 0.3, 0.3, 1.0); | |
| gl::Clear(gl::COLOR_BUFFER_BIT); | |
| // Draw a triangle from the 3 vertices | |
| gl::DrawArrays(gl::TRIANGLES, 0, 3); | |
| } | |
| gl_window.swap_buffers().unwrap(); | |
| ControlFlow::Continue | |
| }); | |
| // Cleanup | |
| unsafe { | |
| gl::DeleteProgram(program); | |
| gl::DeleteShader(fs); | |
| gl::DeleteShader(vs); | |
| gl::DeleteBuffers(1, &vbo); | |
| gl::DeleteVertexArrays(1, &vao); | |
| } | |
| } |