2021-32-bit-holiday-jam/src/main.rs

332 lines
6.9 KiB
Rust

use nom::{
IResult,
bytes::complete::{tag, take_while_m_n},
combinator::map_res,
sequence::tuple
};
use sdl2::event::Event;
use sdl2::keyboard::Keycode;
use std::collections::HashMap;
use std::convert::TryInto;
use std::ffi::{c_void, CStr, CString};
use std::time::Duration;
pub fn parse_iqm (input: &str) -> IResult<&str, ()> {
let (input, _) = tag("#")(input)?;
Ok((input, ()))
}
const VERT_SHADER_SRC: &str =
"
#define lowp
#define mediump
#define highp
#line 0
uniform highp mat4 uni_model;
uniform highp mat4 uni_viewproj;
attribute highp vec4 attr_pos;
attribute mediump vec2 attr_uv;
attribute lowp vec3 attr_normal;
varying lowp vec4 vary_color;
varying mediump vec2 vary_uv;
void main (void) {
vary_uv = attr_uv;
lowp vec4 light_color = vec4 (1.0);
vary_color = light_color;
vec4 world_pos = uni_model * attr_pos;
gl_Position = uni_viewproj * world_pos;
}";
const FRAG_SHADER_SRC: &str =
"
#define lowp
#define mediump
#define highp
#line 0
uniform lowp sampler2D uni_texture;
varying lowp vec4 vary_color;
varying mediump vec2 vary_uv;
void main (void) {
gl_FragColor = texture2D (uni_texture, vary_uv) * vary_color;
//gl_FragColor = vec4 (1.0, 0.0, 1.0, 1.0);
}
";
pub struct ShaderObject {
id: u32,
}
impl ShaderObject {
pub fn id (&self) -> u32 {
self.id
}
pub fn new (shader_type: u32, source: &str) -> Result <ShaderObject, String>
{
let id = unsafe {
gl::CreateShader (shader_type)
};
let sources = [
source.as_ptr () as *const i8,
];
let lengths = [
source.len ().try_into ().unwrap (),
];
let success = unsafe {
gl::ShaderSource (id, sources.len ().try_into ().unwrap (), sources.as_ptr (), lengths.as_ptr ());
gl::CompileShader (id);
let mut success = 0;
gl::GetShaderiv (id, gl::COMPILE_STATUS, &mut success);
success == 1
};
if success {
Ok (ShaderObject {
id,
})
}
else {
let mut info_log = vec! [0u8; 4096];
let mut log_length = 0;
unsafe {
gl::GetShaderInfoLog (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)
}
}
}
impl Drop for ShaderObject {
fn drop (&mut self) {
unsafe {
gl::DeleteShader (self.id);
}
}
}
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 ())
}
}
pub fn get_attribute_location (&self, name: &CStr) -> i32 {
unsafe {
gl::UseProgram (self.id);
gl::GetAttribLocation (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 ();
let window = video_subsystem.window ("OpenGL? In my Rust?", 1280, 720)
.position_centered ()
.opengl ()
.build ()
.unwrap ();
gl::load_with (|s| {
let result = video_subsystem.gl_get_proc_address (s) as *const _;
//println! ("{:?}", result);
result
});
assert! (gl::ClearColor::is_loaded ());
let gl_ctx = window.gl_create_context ().unwrap ();
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 unis: HashMap <_, _> = vec! [
"model",
"viewproj",
].iter ()
.map (|name| {
let mut s = String::from ("uni_");
s.push_str (name);
let c_str = CString::new (s.as_bytes ()).unwrap ();
(String::from (*name), shader_program.get_uniform_location (&c_str))
})
.collect ();
println! ("uni_model: {}", unis ["model"]);
println! ("uni_viewproj: {}", unis ["viewproj"]);
let attrs: HashMap <_, u32> = vec! [
"pos",
"uv",
//"normal",
].iter ()
.map (|name| {
let mut s = String::from ("attr_");
s.push_str (name);
let c_str = CString::new (s.as_bytes ()).unwrap ();
let loc = shader_program.get_attribute_location (&c_str);
(String::from (*name), loc.try_into ().unwrap ())
})
.collect ();
println! ("attr_pos: {}", attrs ["pos"]);
let tri_mesh: Vec <f32> = vec! [
0.0, 0.0,
1.0, 0.0,
1.0, 1.0,
];
let id_mat: Vec <f32> = vec! [
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0,
];
let indexes: Vec <u16> = vec! [0, 1, 2];
const FALSE_U8: u8 = 0;
unsafe {
gl::EnableVertexAttribArray (attrs ["pos"]);
let stride = 4 * 2;
gl::VertexAttribPointer (attrs ["pos"], 2, gl::FLOAT, FALSE_U8, stride, &tri_mesh [0] as *const f32 as *const c_void);
gl::UniformMatrix4fv (unis ["viewproj"], 1, FALSE_U8, &id_mat [0]);
gl::UniformMatrix4fv (unis ["model"], 1, FALSE_U8, &id_mat [0]);
}
let mut event_pump = sdl_context.event_pump ().unwrap ();
'running: loop {
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
},
_ => (),
}
}
window.gl_make_current (&gl_ctx).unwrap ();
unsafe {
gl::ClearColor (1.0f32, 0.0f32, 1.0f32, 1.0f32);
gl::Clear (gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT);
gl::DrawElements (gl::TRIANGLES, 3, gl::UNSIGNED_SHORT, &indexes [0] as *const u16 as *const c_void);
}
window.gl_swap_window ();
::std::thread::sleep (Duration::from_millis (15));
}
}
#[cfg (test)]
mod tests {
use super::*;
#[test]
pub fn iqm () {
assert_eq! (parse_iqm ("#"), Ok (("", ())));
}
}