Bit of a snag that Rust doesn't use nul-terminated strings. This is

necessary for Rust's slices to be internally consistent, but it means
a slight FFI hitch when working with C. I have to say I take Rust's
side - Strings without a size have been considered a security smell
for a while now.
main
_ 2020-01-06 02:19:41 +00:00
parent dfecbdd4fb
commit bfeb111b14
1 changed files with 79 additions and 0 deletions

View File

@ -2,6 +2,7 @@ use sdl2::event::Event;
use sdl2::keyboard::Keycode;
use std::convert::TryInto;
use std::ffi::{CStr, CString};
use std::time::Duration;
const VERT_SHADER_SRC: &str =
@ -111,6 +112,68 @@ impl Drop for ShaderObject {
}
}
pub struct ShaderProgram {
id: u32,
}
impl ShaderProgram {
pub fn new (vert: &ShaderObject, frag: &ShaderObject)
-> Result <ShaderProgram, String>
{
let id = unsafe {
gl::CreateProgram ()
};
unsafe {
gl::AttachShader (id, vert.id ());
gl::AttachShader (id, frag.id ());
gl::LinkProgram (id);
}
let success = unsafe {
let mut success = 0;
gl::GetProgramiv (id, gl::LINK_STATUS, &mut success);
success == 1
};
if success {
Ok (ShaderProgram {
id,
})
}
else {
let mut info_log = vec! [0u8; 4096];
let mut log_length = 0;
unsafe {
gl::GetProgramInfoLog (id, (info_log.len () - 1).try_into ().unwrap (), &mut log_length, info_log.as_mut_ptr () as *mut i8);
}
info_log.truncate (log_length.try_into ().unwrap ());
let info = String::from_utf8 (info_log).unwrap ();
Err (info)
}
}
pub fn get_uniform_location (&self, name: &CStr) -> i32 {
unsafe {
gl::UseProgram (self.id);
gl::GetUniformLocation (self.id, name.as_ptr ())
}
}
}
impl Drop for ShaderProgram {
fn drop (&mut self) {
unsafe {
gl::DeleteProgram (self.id);
}
}
}
fn main () {
let sdl_context = sdl2::init ().unwrap ();
let video_subsystem = sdl_context.video ().unwrap ();
@ -134,9 +197,25 @@ fn main () {
window.gl_make_current (&gl_ctx).unwrap ();
// I love how with Rust I can throw unwrap ()s everywhere
// It's safer than C / C++'s default behavior of unchecked errors
// It's more programmer-friendly and explicit than C#'s unchecked
// exceptions that can appear almost anywhere at runtime with no
// compile-time warning
// And I'm still not actually checking errors - Just checkmarking
// that I know where they are.
let vert_shader = ShaderObject::new (gl::VERTEX_SHADER, VERT_SHADER_SRC).unwrap ();
let frag_shader = ShaderObject::new (gl::FRAGMENT_SHADER, FRAG_SHADER_SRC).unwrap ();
let shader_program = ShaderProgram::new (&vert_shader, &frag_shader).unwrap ();
let uni_model = shader_program.get_uniform_location (&CString::new ("uni_model").unwrap ());
let uni_viewproj = shader_program.get_uniform_location (CStr::from_bytes_with_nul (b"uni_viewproj\0").unwrap ());
println! ("uni_model: {}", uni_model);
println! ("uni_viewproj: {}", uni_viewproj);
let mut event_pump = sdl_context.event_pump ().unwrap ();
'running: loop {
let _mouse = event_pump.mouse_state ();