2020-01-06 01:25:17 +00:00
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use sdl2::event::Event;
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use sdl2::keyboard::Keycode;
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2020-01-07 05:50:20 +00:00
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use std::collections::HashMap;
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2020-01-06 01:57:34 +00:00
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use std::convert::TryInto;
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2020-01-07 05:50:20 +00:00
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use std::ffi::{c_void, CStr, CString};
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2020-01-06 01:25:17 +00:00
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use std::time::Duration;
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2020-01-06 01:57:34 +00:00
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const VERT_SHADER_SRC: &str =
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"
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#define lowp
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#define mediump
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#define highp
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#line 0
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uniform highp mat4 uni_model;
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uniform highp mat4 uni_viewproj;
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attribute highp vec4 attr_pos;
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attribute mediump vec2 attr_uv;
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attribute lowp vec3 attr_normal;
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varying lowp vec4 vary_color;
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varying mediump vec2 vary_uv;
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void main (void) {
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vary_uv = attr_uv;
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lowp vec4 light_color = vec4 (1.0);
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vary_color = light_color;
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vec4 world_pos = uni_model * attr_pos;
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gl_Position = uni_viewproj * world_pos;
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}";
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const FRAG_SHADER_SRC: &str =
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"
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#define lowp
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#define mediump
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#define highp
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#line 0
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uniform lowp sampler2D uni_texture;
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varying lowp vec4 vary_color;
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varying mediump vec2 vary_uv;
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void main (void) {
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gl_FragColor = texture2D (uni_texture, vary_uv) * vary_color;
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//gl_FragColor = vec4 (1.0, 0.0, 1.0, 1.0);
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}
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";
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pub struct ShaderObject {
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id: u32,
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}
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impl ShaderObject {
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pub fn id (&self) -> u32 {
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self.id
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}
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pub fn new (shader_type: u32, source: &str) -> Result <ShaderObject, String>
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{
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let id = unsafe {
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gl::CreateShader (shader_type)
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};
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let sources = [
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source.as_ptr () as *const i8,
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];
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let lengths = [
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source.len ().try_into ().unwrap (),
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];
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let success = unsafe {
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gl::ShaderSource (id, sources.len ().try_into ().unwrap (), sources.as_ptr (), lengths.as_ptr ());
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gl::CompileShader (id);
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let mut success = 0;
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gl::GetShaderiv (id, gl::COMPILE_STATUS, &mut success);
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success == 1
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};
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if success {
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Ok (ShaderObject {
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id,
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})
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}
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else {
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let mut info_log = vec! [0u8; 4096];
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let mut log_length = 0;
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unsafe {
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gl::GetShaderInfoLog (id, (info_log.len () - 1).try_into ().unwrap (), &mut log_length, info_log.as_mut_ptr () as *mut i8);
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}
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info_log.truncate (log_length.try_into ().unwrap ());
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let info = String::from_utf8 (info_log).unwrap ();
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Err (info)
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}
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}
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}
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impl Drop for ShaderObject {
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fn drop (&mut self) {
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unsafe {
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gl::DeleteShader (self.id);
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}
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}
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}
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2020-01-06 02:19:41 +00:00
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pub struct ShaderProgram {
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id: u32,
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}
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impl ShaderProgram {
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pub fn new (vert: &ShaderObject, frag: &ShaderObject)
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-> Result <ShaderProgram, String>
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{
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let id = unsafe {
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gl::CreateProgram ()
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};
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unsafe {
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gl::AttachShader (id, vert.id ());
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gl::AttachShader (id, frag.id ());
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gl::LinkProgram (id);
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}
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let success = unsafe {
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let mut success = 0;
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gl::GetProgramiv (id, gl::LINK_STATUS, &mut success);
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success == 1
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};
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if success {
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Ok (ShaderProgram {
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id,
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})
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}
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else {
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let mut info_log = vec! [0u8; 4096];
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let mut log_length = 0;
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unsafe {
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gl::GetProgramInfoLog (id, (info_log.len () - 1).try_into ().unwrap (), &mut log_length, info_log.as_mut_ptr () as *mut i8);
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}
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info_log.truncate (log_length.try_into ().unwrap ());
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let info = String::from_utf8 (info_log).unwrap ();
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Err (info)
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}
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}
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pub fn get_uniform_location (&self, name: &CStr) -> i32 {
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unsafe {
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gl::UseProgram (self.id);
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gl::GetUniformLocation (self.id, name.as_ptr ())
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}
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}
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2020-01-07 05:50:20 +00:00
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pub fn get_attribute_location (&self, name: &CStr) -> i32 {
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unsafe {
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gl::UseProgram (self.id);
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gl::GetAttribLocation (self.id, name.as_ptr ())
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}
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}
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2020-01-06 02:19:41 +00:00
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}
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impl Drop for ShaderProgram {
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fn drop (&mut self) {
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unsafe {
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gl::DeleteProgram (self.id);
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}
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}
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}
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2020-01-06 01:25:17 +00:00
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fn main () {
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let sdl_context = sdl2::init ().unwrap ();
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let video_subsystem = sdl_context.video ().unwrap ();
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let window = video_subsystem.window ("OpenGL? In my Rust?", 1280, 720)
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.position_centered ()
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.opengl ()
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.build ()
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.unwrap ();
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gl::load_with (|s| {
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let result = video_subsystem.gl_get_proc_address (s) as *const _;
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//println! ("{:?}", result);
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result
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});
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assert! (gl::ClearColor::is_loaded ());
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let gl_ctx = window.gl_create_context ().unwrap ();
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2020-01-06 01:57:34 +00:00
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window.gl_make_current (&gl_ctx).unwrap ();
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2020-01-06 02:19:41 +00:00
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// I love how with Rust I can throw unwrap ()s everywhere
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// It's safer than C / C++'s default behavior of unchecked errors
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// It's more programmer-friendly and explicit than C#'s unchecked
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// exceptions that can appear almost anywhere at runtime with no
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// compile-time warning
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// And I'm still not actually checking errors - Just checkmarking
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// that I know where they are.
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2020-01-06 01:57:34 +00:00
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let vert_shader = ShaderObject::new (gl::VERTEX_SHADER, VERT_SHADER_SRC).unwrap ();
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let frag_shader = ShaderObject::new (gl::FRAGMENT_SHADER, FRAG_SHADER_SRC).unwrap ();
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2020-01-06 02:19:41 +00:00
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let shader_program = ShaderProgram::new (&vert_shader, &frag_shader).unwrap ();
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2020-01-07 05:50:20 +00:00
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let unis: HashMap <_, _> = vec! [
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"model",
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"viewproj",
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].iter ()
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.map (|name| {
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let mut s = String::from ("uni_");
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s.push_str (name);
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let c_str = CString::new (s.as_bytes ()).unwrap ();
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(String::from (*name), shader_program.get_uniform_location (&c_str))
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})
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.collect ();
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println! ("uni_model: {}", unis ["model"]);
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println! ("uni_viewproj: {}", unis ["viewproj"]);
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let attrs: HashMap <_, u32> = vec! [
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"pos",
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"uv",
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//"normal",
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].iter ()
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.map (|name| {
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let mut s = String::from ("attr_");
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s.push_str (name);
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let c_str = CString::new (s.as_bytes ()).unwrap ();
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let loc = shader_program.get_attribute_location (&c_str);
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(String::from (*name), loc.try_into ().unwrap ())
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})
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.collect ();
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println! ("attr_pos: {}", attrs ["pos"]);
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let tri_mesh: Vec <f32> = vec! [
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0.0, 0.0,
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1.0, 0.0,
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1.0, 1.0,
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];
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let id_mat: Vec <f32> = vec! [
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0,
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];
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let indexes: Vec <u16> = vec! [0, 1, 2];
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const FALSE_U8: u8 = 0;
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2020-01-06 02:19:41 +00:00
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2020-01-07 05:50:20 +00:00
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unsafe {
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gl::EnableVertexAttribArray (attrs ["pos"]);
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let stride = 4 * 2;
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gl::VertexAttribPointer (attrs ["pos"], 2, gl::FLOAT, FALSE_U8, stride, &tri_mesh [0] as *const f32 as *const c_void);
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gl::UniformMatrix4fv (unis ["viewproj"], 1, FALSE_U8, &id_mat [0]);
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gl::UniformMatrix4fv (unis ["model"], 1, FALSE_U8, &id_mat [0]);
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}
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2020-01-06 02:19:41 +00:00
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2020-01-06 01:25:17 +00:00
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let mut event_pump = sdl_context.event_pump ().unwrap ();
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'running: loop {
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2020-01-06 01:57:34 +00:00
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let _mouse = event_pump.mouse_state ();
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2020-01-06 01:25:17 +00:00
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for event in event_pump.poll_iter() {
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match event {
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Event::Quit {..} |
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Event::KeyDown { keycode: Some (Keycode::Escape), .. } => {
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break 'running
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},
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_ => (),
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}
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}
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window.gl_make_current (&gl_ctx).unwrap ();
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unsafe {
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gl::ClearColor (1.0f32, 0.0f32, 1.0f32, 1.0f32);
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gl::Clear (gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT);
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2020-01-07 05:50:20 +00:00
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gl::DrawElements (gl::TRIANGLES, 3, gl::UNSIGNED_SHORT, &indexes [0] as *const u16 as *const c_void);
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2020-01-06 01:25:17 +00:00
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}
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window.gl_swap_window ();
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::std::thread::sleep (Duration::from_millis (15));
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}
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}
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