X-Git-Url: http://git.mutantstargoat.com?a=blobdiff_plain;f=src%2Fmain.rs;h=e88a368621c5986e8fe6f061d92009cb048fea2c;hb=refs%2Fheads%2Fmaster;hp=a2c00e9f77a0ea7c09b2cd3d1efd6f30c351503e;hpb=45425b082aece995b1c4cfb6decf0cb11977aa4b;p=rust_hw diff --git a/src/main.rs b/src/main.rs index a2c00e9..e88a368 100644 --- a/src/main.rs +++ b/src/main.rs @@ -1,52 +1,258 @@ extern crate sdl2; extern crate gl; +extern crate image; -//use std::ffi::CString; -//pub mod draw; +use sdl2::video::GLProfile; +use gl::types::*; +use image::GenericImageView; -static _WIN_W : u32 = 800; -static _WIN_H : u32 = 600; +static WIN_W : u32 = 800; +static WIN_H : u32 = 800; + +static VERTEX_DATA : [GLfloat; 12] = [ + -0.5, -0.5, + 0.5, -0.5, + 0.5, 0.5, + + -0.5, -0.5, + 0.5, 0.5, + -0.5, 0.5 +]; + +static TEX_DATA : [GLfloat; 12] = [ + 0.0, 1.0, + 1.0, 1.0, + 1.0, 0.0, + + 0.0, 1.0, + 1.0, 0.0, + 0.0, 0.0 +]; + +static NUM_VERTICES : GLint = 6; +static VERTEX_LOC : u32 = 0; +static TEX_LOC : u32 = 1; + +static VS : &'static str = +"#version 130\n\ + in vec4 pos;\n\ + in vec2 in_tex_coord;\n\ + out vec2 tex_coord;\n\ + void main() {\n\ + gl_Position = pos;\n\ + tex_coord = in_tex_coord;\n\ + }"; + +static FS : &'static str = +"#version 130\n\ + uniform sampler2D tex;\n\ + in vec2 tex_coord;\n\ + out vec4 color;\n\ + void main() {\n\ + color = texture2D(tex, tex_coord);\n\ + }"; + +fn compile_sdr(src: &str, stage:GLenum) -> GLuint { + let shader; + unsafe { + shader = gl::CreateShader(stage); + + let s = std::ffi::CString::new(src).expect("CString::new failed");; + + gl::ShaderSource(shader, 1, &s.as_ptr(), std::ptr::null()); + gl::CompileShader(shader); + // status + let mut status = gl::FALSE as GLint; + gl::GetShaderiv(shader, gl::COMPILE_STATUS, &mut status); + + // error handling + if status != (gl::TRUE as GLint) { + let mut len = 0; + gl::GetShaderiv(shader, gl::INFO_LOG_LENGTH, &mut len); + + let mut buf: Vec = Vec::with_capacity((len + 1) as usize); + buf.extend([b' '].iter().cycle().take(len as usize)); + let err: std::ffi::CString = std::ffi::CString::from_vec_unchecked(buf); + + gl::GetShaderInfoLog(shader, len, std::ptr::null_mut(), + err.as_ptr() as *mut GLchar); + println!("{}", err.to_str().unwrap()); + + } + } + shader +} + +fn link_sdr_prog(vs: GLuint, fs: GLuint) -> GLuint { + unsafe { + let sdr_prog = gl::CreateProgram(); + gl::AttachShader(sdr_prog, vs); + gl::AttachShader(sdr_prog, fs); + gl::LinkProgram(sdr_prog); + + let mut status = gl::FALSE as GLint; + gl::GetProgramiv(sdr_prog, gl::LINK_STATUS, &mut status); + if status != (gl::TRUE as GLint) { + let mut len: GLint = 0; + gl::GetProgramiv(sdr_prog, gl::INFO_LOG_LENGTH, &mut len); + + + let mut buf: Vec = Vec::with_capacity((len + 1) as usize); + buf.extend([b' '].iter().cycle().take(len as usize)); + let err: std::ffi::CString = std::ffi::CString::from_vec_unchecked(buf); + + gl::GetProgramInfoLog(sdr_prog, len, std::ptr::null_mut(), err.as_ptr() as *mut GLchar); + println!("{}", err.to_str().unwrap()); + } + sdr_prog + } +} + +fn gen_tex(fname : String, _id : &mut GLuint) { + let img : image::DynamicImage = image::open(&std::path::Path::new(&fname)).ok().expect("Can't open image.\n"); + let (_w, _h) = img.dimensions(); + + unsafe { + gl::GenTextures(1, _id); + gl::BindTexture(gl::TEXTURE_2D, *_id); + gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_S, gl::REPEAT as i32); + gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_T, gl::REPEAT as i32); + gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::LINEAR as i32); + gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::LINEAR as i32); + gl::TexImage2D(gl::TEXTURE_2D, 0, gl::RGBA as i32, + _w as i32, _h as i32, 0, + gl::RGBA, gl::UNSIGNED_BYTE, + img.to_rgba().into_raw().as_ptr() as *const std::ffi::c_void); + gl::BindTexture(gl::TEXTURE_2D, 0); + } +} fn main() { - let _sdl = sdl2::init().unwrap(); - let _video = _sdl.video().unwrap(); - let _win = _video - .window("foobar", _WIN_W, _WIN_H) + //TODO FIXME init + let sdl_ctx = sdl2::init().unwrap(); + let vid_sys = sdl_ctx.video().unwrap(); + let gl_attr = vid_sys.gl_attr(); + + gl_attr.set_context_profile(GLProfile::Core); + + let win = vid_sys + .window("foobar", WIN_W, WIN_H) .opengl() // add opengl flag .resizable() .build() .unwrap(); - let _gl_ctx = _win.gl_create_context().unwrap(); - let _gl = gl::load_with(|s| _video.gl_get_proc_address(s) as + let _gl_ctx = win.gl_create_context().unwrap(); + let _gl = gl::load_with(|s| vid_sys.gl_get_proc_address(s) as *const std::os::raw::c_void); -// let _vsdr = draw::Shader::load_vs_code(&CString::new(include_str!("data/quad.v.glsl").unwrap.unrap(); -// let _fsdr = draw::Shader::load_fs_code(&CString::new(include_str!("data/quad.f.glsl").unwrap.unrap(); -// let sdr_prog = draw::Program::from_shaders(&[vsdr, fsdr]).unwrap(); + let mut vao = 1; + let mut vbo_pos = 1; + let mut vbo_tex = 2; + let sprog; + + let fs; + let vs; + + let mut tex_igalia : GLuint = 1; + let mut tex_guadec : GLuint = 2; + let mut tex_sel = tex_igalia; + + let mut uloc_stex : GLint = -1; + + gen_tex("data/igalia.png".to_string(), &mut tex_igalia); + gen_tex("data/guadec.png".to_string(), &mut tex_guadec); unsafe { - gl::ClearColor(0.3, 0.1, 0.1, 1.0); + gl::ClearColor(0.0, 0.0, 0.0, 1.0); + gl::Enable(gl::BLEND); + gl::BlendFunc(gl::SRC_ALPHA, gl::ONE_MINUS_SRC_ALPHA); + gl::GenVertexArrays(1, &mut vao); + gl::BindVertexArray(vao); + + gl::GenBuffers(1, &mut vbo_pos); + gl::BindBuffer(gl::ARRAY_BUFFER, vbo_pos); + gl::BufferData(gl::ARRAY_BUFFER, (VERTEX_DATA.len() * std::mem::size_of::()) as GLsizeiptr, + std::mem::transmute(&VERTEX_DATA[0]), + gl::STATIC_DRAW); + gl::BindBuffer(gl::ARRAY_BUFFER, 0); + gl::GenBuffers(1, &mut vbo_tex); + gl::BindBuffer(gl::ARRAY_BUFFER, vbo_tex); + gl::BufferData(gl::ARRAY_BUFFER, (TEX_DATA.len() * std::mem::size_of::()) as GLsizeiptr, + std::mem::transmute(&TEX_DATA[0]), + gl::STATIC_DRAW); + gl::BindBuffer(gl::ARRAY_BUFFER, 0); + + vs = compile_sdr(VS, gl::VERTEX_SHADER); + fs = compile_sdr(FS, gl::FRAGMENT_SHADER); + + sprog = link_sdr_prog(vs, fs); + + gl::UseProgram(sprog); } - let mut event_pump = _sdl.event_pump().unwrap(); + let mut event_pump = sdl_ctx.event_pump().unwrap(); 'main: loop { - for _event in event_pump.poll_iter() { + for event in event_pump.poll_iter() { // handle user input here - match _event { + match event { sdl2::event::Event::Quit {..} | sdl2::event::Event::KeyDown {keycode: Some(sdl2::keyboard::Keycode::Escape), ..} => break 'main, + sdl2::event::Event::KeyDown {keycode: + Some(sdl2::keyboard::Keycode::I), ..} => + tex_sel = tex_igalia, + sdl2::event::Event::KeyDown {keycode: + Some(sdl2::keyboard::Keycode::G), ..} => + tex_sel = tex_guadec, _ => {}, } } + //TODO FIXME: display unsafe { + let uni_str = std::ffi::CString::new("tex").unwrap(); + uloc_stex = gl::GetUniformLocation(sprog, uni_str.as_ptr()); + if uloc_stex > -1 { + gl::Uniform1i(uloc_stex, tex_sel as i32); + } + gl::Clear(gl::COLOR_BUFFER_BIT); - gl::Viewport(0, 0, _WIN_W as i32, _WIN_H as i32); + gl::Viewport(0, 0, WIN_W as i32, WIN_H as i32); + + /* pos */ + gl::EnableVertexAttribArray(VERTEX_LOC); + gl::BindBuffer(gl::ARRAY_BUFFER, vbo_pos); + gl::VertexAttribPointer(VERTEX_LOC, 2, + gl::FLOAT, gl::FALSE, + 0 as i32, std::ptr::null()); + + /* tex coords */ + gl::EnableVertexAttribArray(TEX_LOC); + gl::BindBuffer(gl::ARRAY_BUFFER, vbo_tex); + gl::VertexAttribPointer(TEX_LOC, 2, + gl::FLOAT, gl::FALSE, + 0 as i32, std::ptr::null()); + + gl::ActiveTexture(gl::TEXTURE0 + tex_sel); + gl::BindTexture(gl::TEXTURE_2D, tex_sel); + + gl::DrawArrays(gl::TRIANGLES, 0, NUM_VERTICES); } - _win.gl_swap_window(); + win.gl_swap_window(); + } + + //TODO FIXME: cleanup + unsafe { + gl::DeleteProgram(sprog); + gl::DeleteShader(vs); + gl::DeleteShader(fs); + gl::DeleteBuffers(1, &vbo_pos); + gl::DeleteBuffers(1, &vbo_tex); + gl::DeleteVertexArrays(1, &vao); + gl::DeleteTextures(1, &tex_igalia); + gl::DeleteTextures(1, &tex_guadec); } }