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@m-decoster
Created May 15, 2017 20:35
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[package]
name = "triangle"
version = "0.1.0"
authors = ["Mathieu De Coster <mth.decoster@gmail.com>"]
[dependencies]
sdl2 = "0.30"
gl = "0.6"
// OpenGL + SDL2 example. Based on
// https://github.com/brendanzab/gl-rs/blob/master/gl/examples/triangle.rs
// but replacing glutin with SDL2.
extern crate sdl2;
extern crate gl;
use sdl2::video::GLProfile;
use sdl2::event::Event;
use sdl2::keyboard::Keycode;
use gl::types::*;
use std::mem;
use std::ptr;
use std::str;
use std::ffi::CString;
// Vertex data
static VERTEX_DATA: [GLfloat; 6] = [
0.0, 0.5,
0.5, -0.5,
-0.5, -0.5
];
// Shader sources
static VS_SRC: &'static str = include_str!("triangle.vert");
static FS_SRC: &'static str = include_str!("triangle.frag");
fn compile_shader(src: &str, ty: GLenum) -> GLuint {
let shader;
unsafe {
shader = gl::CreateShader(ty);
// Attempt to compile the shader
let c_str = CString::new(src.as_bytes()).unwrap();
gl::ShaderSource(shader, 1, &c_str.as_ptr(), ptr::null());
gl::CompileShader(shader);
// Get the compile status
let mut status = gl::FALSE as GLint;
gl::GetShaderiv(shader, gl::COMPILE_STATUS, &mut status);
// Fail on error
if status != (gl::TRUE as GLint) {
let mut len = 0;
gl::GetShaderiv(shader, gl::INFO_LOG_LENGTH, &mut len);
let mut buf = Vec::with_capacity(len as usize);
buf.set_len((len as usize) - 1); // subtract 1 to skip the trailing null character
gl::GetShaderInfoLog(shader, len, ptr::null_mut(), buf.as_mut_ptr() as *mut GLchar);
panic!("{}", str::from_utf8(&buf).ok().expect("ShaderInfoLog not valid utf8"));
}
}
shader
}
fn link_program(vs: GLuint, fs: GLuint) -> GLuint { unsafe {
let program = gl::CreateProgram();
gl::AttachShader(program, vs);
gl::AttachShader(program, fs);
gl::LinkProgram(program);
// Get the link status
let mut status = gl::FALSE as GLint;
gl::GetProgramiv(program, gl::LINK_STATUS, &mut status);
// Fail on error
if status != (gl::TRUE as GLint) {
let mut len: GLint = 0;
gl::GetProgramiv(program, gl::INFO_LOG_LENGTH, &mut len);
let mut buf = Vec::with_capacity(len as usize);
buf.set_len((len as usize) - 1); // subtract 1 to skip the trailing null character
gl::GetProgramInfoLog(program, len, ptr::null_mut(), buf.as_mut_ptr() as *mut GLchar);
panic!("{}", str::from_utf8(&buf).ok().expect("ProgramInfoLog not valid utf8"));
}
program
} }
fn main() {
let sdl_context = sdl2::init().unwrap();
let video_subsystem = sdl_context.video().unwrap();
let gl_attr = video_subsystem.gl_attr();
gl_attr.set_context_profile(GLProfile::Core);
gl_attr.set_context_flags().debug().set();
gl_attr.set_context_version(3, 3);
let window = video_subsystem
.window("rust-sdl2 opengl triangle", 800, 600)
.opengl()
.resizable()
.build()
.unwrap();
gl::load_with(|name| video_subsystem.gl_get_proc_address(name) as *const _);
let gl_context = window.gl_create_context().unwrap();
window.gl_make_current(&gl_context).unwrap();
// Create GLSL shaders
let vs = compile_shader(VS_SRC, gl::VERTEX_SHADER);
let fs = compile_shader(FS_SRC, gl::FRAGMENT_SHADER);
let program = link_program(vs, fs);
let mut vao = 0;
let mut vbo = 0;
unsafe {
// Create Vertex Array Object
gl::GenVertexArrays(1, &mut vao);
gl::BindVertexArray(vao);
// Create a Vertex Buffer Object and copy the vertex data to it
gl::GenBuffers(1, &mut vbo);
gl::BindBuffer(gl::ARRAY_BUFFER, vbo);
gl::BufferData(gl::ARRAY_BUFFER,
(VERTEX_DATA.len() * mem::size_of::<GLfloat>()) as GLsizeiptr,
mem::transmute(&VERTEX_DATA[0]),
gl::STATIC_DRAW);
// Use shader program
gl::UseProgram(program);
gl::BindFragDataLocation(program, 0,
CString::new("out_color").unwrap().as_ptr());
// Specify the layout of the vertex data
let pos_attr = gl::GetAttribLocation(program,
CString::new("position").unwrap().as_ptr());
gl::EnableVertexAttribArray(pos_attr as GLuint);
gl::VertexAttribPointer(pos_attr as GLuint, 2, gl::FLOAT,
gl::FALSE as GLboolean, 0, ptr::null());
}
let mut event_pump = sdl_context.event_pump().unwrap();
unsafe {
gl::ClearColor(0.0, 0.0, 0.0, 1.0);
}
'running: loop {
for event in event_pump.poll_iter() {
match event {
Event::Quit { .. } |
Event::KeyDown { keycode: Some(Keycode::Escape), .. } => break 'running,
_ => {}
}
}
unsafe {
gl::Clear(gl::COLOR_BUFFER_BIT);
gl::DrawArrays(gl::TRIANGLES, 0, 3);
}
window.gl_swap_window();
}
}
#version 330 core
out vec4 out_color;
void main() {
out_color = vec4(1.0, 1.0, 1.0, 1.0);
}
#version 330 core
layout(location=0) in vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
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