update: add grid

main
_ 2020-12-25 11:16:14 -06:00
parent 84207f9eb9
commit a44a156887
3 changed files with 103 additions and 38 deletions

View File

@ -0,0 +1,9 @@
#define lowp
#define mediump
#define highp
#line 0
varying lowp vec3 vary_color;
void main (void) {
gl_FragColor = vec4 (vary_color, 1.0);
}

15
shaders/terrain-vert.glsl Normal file
View File

@ -0,0 +1,15 @@
#define lowp
#define mediump
#define highp
#line 0
attribute highp vec4 attr_pos;
attribute lowp vec3 attr_color;
uniform highp mat4 uni_mvp;
varying lowp vec3 vary_color;
void main (void) {
vary_color = attr_color;
gl_Position = uni_mvp * attr_pos;
}

View File

@ -11,6 +11,10 @@ use anyhow::{
anyhow, anyhow,
Context, Context,
}; };
use glam::{
Mat4,
Vec3,
};
use sdl2::{ use sdl2::{
event::Event, event::Event,
keyboard::{Keycode, Scancode}, keyboard::{Keycode, Scancode},
@ -31,26 +35,64 @@ struct GraphicsContext {
index_buffer: gpu_buffers::IndexBuffer, index_buffer: gpu_buffers::IndexBuffer,
shader_program: shader::ShaderProgram, shader_program: shader::ShaderProgram,
shader_locations: ShaderLocations,
}
struct ShaderLocations {
attr_pos: u32, attr_pos: u32,
attr_color: u32,
uni_mvp: i32,
}
impl ShaderLocations {
pub fn new (shader_program: &shader::ShaderProgram) -> anyhow::Result <Self>
{
let attr = |name: &str| shader_program.get_attribute_location (&CString::new (name.as_bytes ())?).try_into ().context ("Attribute location negative");
let uni = |name: &str| shader_program.get_uniform_location (&CString::new (name.as_bytes ())?).try_into ().context ("Uniform location bad");
Ok (Self {
attr_pos: attr ("attr_pos")?,
attr_color: attr ("attr_color")?,
uni_mvp: uni ("uni_mvp")?,
})
}
} }
fn draw_graphics (ctx: &GraphicsContext) { fn draw_graphics (ctx: &GraphicsContext) {
let attr_pos = ctx.attr_pos; let shader_locs = &ctx.shader_locations;
let attr_pos = shader_locs.attr_pos;
let attr_color = shader_locs.attr_color;
let uni_mvp = shader_locs.uni_mvp;
ctx.window.gl_make_current (&ctx.gl_ctx).unwrap (); ctx.window.gl_make_current (&ctx.gl_ctx).unwrap ();
glezz::clear_color (0.392f32, 0.710f32, 0.965f32, 1.0f32); 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); glezz::clear (gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT | gl::STENCIL_BUFFER_BIT);
let screen_size = (960.0, 540.0);
let proj_mat = Mat4::perspective_rh_gl (30.0f32.to_radians (), screen_size.0 / screen_size.1, 0.125, 200.0);
let view_mat = proj_mat *
Mat4::from_translation (Vec3::from ((0.0, 0.0, -20.0)));
let mvp = view_mat;
glezz::uniform_matrix_4fv (uni_mvp, &mvp);
ctx.shader_program.use_program (); ctx.shader_program.use_program ();
glezz::enable_vertex_attrib_array (Some (attr_pos)); glezz::enable_vertex_attrib_array (Some (attr_pos));
glezz::enable_vertex_attrib_array (Some (attr_color));
ctx.vertex_buffer.bind (); ctx.vertex_buffer.bind ();
ctx.index_buffer.bind (); ctx.index_buffer.bind ();
unsafe { unsafe {
gl::VertexAttribPointer (attr_pos, 2, gl::FLOAT, 0, 4 * 2, 0 as *const u8 as *const c_void); let num_quads = 4 * 4;
let stride = 4 * 6;
gl::VertexAttribPointer (attr_pos, 3, gl::FLOAT, 0, stride, 0 as *const u8 as *const c_void);
gl::VertexAttribPointer (attr_color, 3, gl::FLOAT, 0, stride, (4 * 3) 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); gl::DrawRangeElements (gl::TRIANGLES, 0, num_quads * 4, num_quads as i32 * 6, gl::UNSIGNED_INT, 0 as *const u8 as *const c_void);
} }
ctx.window.gl_swap_window (); ctx.window.gl_swap_window ();
@ -85,43 +127,42 @@ fn main () -> anyhow::Result <()> {
let mut event_pump = sdl_context.event_pump ().unwrap (); let mut event_pump = sdl_context.event_pump ().unwrap ();
let vertex_shader = shader::ShaderObject::from_source (gl::VERTEX_SHADER, b" let shader_program = shader::shader_from_files ("shaders/terrain-vert.glsl", "shaders/terrain-frag.glsl");
#define lowp let shader_locations = ShaderLocations::new (&shader_program)?;
#define mediump
#define highp
#line 0
attribute highp vec4 attr_pos;
void main (void) { let mut vertexes = vec![];
gl_Position = attr_pos; let mut indexes = vec![];
let mut start_index = 0;
for y in 0..4 {
for x in 0..4 {
let (r, g, b) = if (x + y) % 2 == 0 {
(0.4, 0.4, 0.4)
} }
").map_err (|e| anyhow! ("Can't create vertex shader: {}", e))?; else {
(0.6, 0.6, 0.6)
};
let fragment_shader = shader::ShaderObject::from_source (gl::FRAGMENT_SHADER, b" let x = x as f32;
#define lowp let y = y as f32;
#define mediump let i = start_index;
#define highp
#line 0 vertexes.extend (&[
void main (void) { x + 0.0, y + 0.0, 0.0, r, g, b,
gl_FragColor = vec4 (0.329, 0.431, 0.478, 1.0); x + 1.0, y + 0.0, 0.0, r, g, b,
x + 1.0, y + 1.0, 0.0, r, g, b,
x + 0.0, y + 1.0, 0.0, r, g, b,
]);
indexes.extend (&[
i + 0, i + 1, i + 2,
i + 0, i + 2, i + 3,
]);
start_index += 4;
}
} }
").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 vertex_buffer = gpu_buffers::VertexBuffer::from_slice (&vertexes);
let index_buffer = gpu_buffers::IndexBuffer::from_slice_u32 (&indexes);
let attr_pos = shader_program.get_attribute_location (&CString::new ("attr_pos".as_bytes ())?).try_into ()?;
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
]);
let graphics_ctx = GraphicsContext { let graphics_ctx = GraphicsContext {
window, window,
@ -131,7 +172,7 @@ void main (void) {
index_buffer, index_buffer,
shader_program, shader_program,
attr_pos, shader_locations,
}; };
'running: loop { 'running: loop {