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event::Event, + keyboard::{Keycode, Scancode}, +}; + +use opengl_rust::{ + glezz, + gpu_buffers, + shader, + timestep::TimeStep, +}; + +fn main () -> anyhow::Result <()> { + let sdl_context = sdl2::init ().map_err (|e| anyhow! ("Can't init SDL: {}", e))?; + + let video_subsystem = sdl_context.video ().map_err (|e| anyhow! ("Can't get SDL video subsystem: {}", e))?; + let window = video_subsystem.window ("Heightmap terrain demo", 960, 540) + .position_centered () + .opengl () + .build () + ?; + + gl::load_with (|s| { + video_subsystem.gl_get_proc_address (s) as *const _ + }); + + assert! (gl::ClearColor::is_loaded ()); + + let gl_ctx = window.gl_create_context ().map_err (|e| anyhow! ("Can't create OpenGL context: {}", e))?; + + window.gl_make_current (&gl_ctx).map_err (|e| anyhow! ("Can't make OpenGL context current: {}", e))?; + + let mut time_step = TimeStep::new (60, 1000); + + let mut graphics_frames = 0; + + let controller_subsystem = sdl_context.game_controller ().unwrap (); + let controller = controller_subsystem.open (0).ok (); + + let mut event_pump = sdl_context.event_pump ().unwrap (); + + let vertex_shader = shader::ShaderObject::from_source (gl::VERTEX_SHADER, b" +#define lowp +#define mediump +#define highp +#line 0 +attribute highp vec4 attr_pos; + +void main (void) { + gl_Position = attr_pos; +} + ").map_err (|e| anyhow! ("Can't create vertex shader: {}", e))?; + + let fragment_shader = shader::ShaderObject::from_source (gl::FRAGMENT_SHADER, b" +#define lowp +#define mediump +#define highp +#line 0 +void main (void) { + gl_FragColor = vec4 (0.329, 0.431, 0.478, 1.0); +} + ").map_err (|e| anyhow! ("Can't create fragment shader: {}", e))?; + + let shader_program = shader::ShaderProgram::new (&vertex_shader, &fragment_shader).map_err (|e| anyhow! ("Can't link shader program: {}", e))?; + + let attr_pos = shader_program.get_attribute_location (&CString::new ("attr_pos".as_bytes ())?); + + let vertex_buffer = gpu_buffers::VertexBuffer::from_slice (&[ + 0.0, 0.0, + 1.0, 0.0, + 1.0, 1.0, + 0.0, 1.0, + ]); + + let index_buffer = gpu_buffers::IndexBuffer::from_slice_u32 (&[ + 0, 1, 2, + 0, 2, 3 + ]); + + 'running: loop { + let frames_to_do = time_step.step (); + + let _mouse = event_pump.mouse_state (); + + for event in event_pump.poll_iter() { + match event { + Event::Quit {..} | + Event::KeyDown { keycode: Some (Keycode::Escape), .. } => { + break 'running + }, + _ => (), + } + } + + for _ in 0..frames_to_do { + + } + + window.gl_make_current (&gl_ctx).unwrap (); + glezz::clear_color (0.392f32, 0.710f32, 0.965f32, 1.0f32); + glezz::clear (gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT | gl::STENCIL_BUFFER_BIT); + + shader_program.use_program (); + glezz::enable_vertex_attrib_array (Some (attr_pos.try_into ()?)); + + vertex_buffer.bind (); + index_buffer.bind (); + + unsafe { + gl::VertexAttribPointer (attr_pos.try_into ()?, 2, gl::FLOAT, 0, 4 * 2, 0 as *const u8 as *const c_void); + + gl::DrawRangeElements (gl::TRIANGLES, 0, 6, 6, gl::UNSIGNED_INT, 0 as *const u8 as *const c_void); + } + + window.gl_swap_window (); + graphics_frames += 1; + + std::thread::sleep (Duration::from_millis (15)); + } + + Ok (()) +}