Created
February 9, 2015 21:30
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Example program for gl-rs + rust-sdl2
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// Copyright 2013 The gl-rs developers. For a full listing of the authors, | |
// refer to the AUTHORS file at the top-level directory of this distribution. | |
// | |
// Licensed under the Apache License, Version 2.0 (the "License"); | |
// you may not use this file except in compliance with the License. | |
// You may obtain a copy of the License at | |
// | |
// http://www.apache.org/licenses/LICENSE-2.0 | |
// | |
// Unless required by applicable law or agreed to in writing, software | |
// distributed under the License is distributed on an "AS IS" BASIS, | |
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | |
// See the License for the specific language governing permissions and | |
// limitations under the License. | |
extern crate gl; | |
extern crate sdl2; | |
extern crate libc; | |
use std::ffi::CString; | |
use std::ptr; | |
use std::str; | |
use std::mem; | |
use libc::c_void; | |
use gl::types::{GLfloat, GLenum, GLuint, GLint, GLchar, GLsizeiptr}; | |
use gl::types::{GLboolean}; | |
use sdl2::video::{Window, GLAttr, OPENGL, WindowPos}; | |
use sdl2::event::Event; | |
use sdl2::keycode::KeyCode; | |
fn main() { | |
sdl2::init(::sdl2::INIT_VIDEO); | |
sdl2::video::gl_set_attribute(GLAttr::GLContextMajorVersion, 3); | |
sdl2::video::gl_set_attribute(GLAttr::GLContextMinorVersion, 2); | |
sdl2::video::gl_set_attribute(GLAttr::GLDoubleBuffer, 1); | |
sdl2::video::gl_set_attribute(GLAttr::GLDepthSize, 24); | |
let window = match Window::new("gb-rs", | |
WindowPos::PosCentered, | |
WindowPos::PosCentered, | |
800, 600, | |
OPENGL) { | |
Ok(window) => window, | |
Err(err) => panic!("failed to create SDL2 window: {}", err) | |
}; | |
let context = window.gl_create_context().unwrap(); | |
gl::load_with(|s| sdl2::video::gl_get_proc_address(s).unwrap() as *const c_void); | |
sdl2::video::gl_set_swap_interval(1); | |
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::from_slice(b"out_color").as_ptr()); | |
// Specify the layout of the vertex data | |
let pos_attr = gl::GetAttribLocation(program, | |
CString::from_slice(b"position").as_ptr()); | |
gl::EnableVertexAttribArray(pos_attr as GLuint); | |
gl::VertexAttribPointer(pos_attr as GLuint, 2, gl::FLOAT, | |
gl::FALSE as GLboolean, 0, ptr::null()); | |
} | |
'mainloop: loop { | |
loop { | |
match sdl2::event::poll_event() { | |
Event::None => break, | |
Event::KeyDown { keycode: KeyCode::Escape, .. } => break 'mainloop, | |
Event::Quit { .. } => break 'mainloop, | |
_ => (), | |
} | |
} | |
unsafe { | |
// Clear the screen to black | |
gl::ClearColor(0.3, 0.3, 0.3, 1.0); | |
gl::Clear(gl::COLOR_BUFFER_BIT); | |
// Draw a triangle from the 3 vertices | |
gl::DrawArrays(gl::TRIANGLES, 0, 3); | |
} | |
window.gl_swap_window(); | |
} | |
sdl2::quit(); | |
} | |
// 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 = | |
"#version 150\n\ | |
in vec2 position;\n\ | |
void main() {\n\ | |
gl_Position = vec4(position, 0.0, 1.0);\n\ | |
}"; | |
static FS_SRC: &'static str = | |
"#version 150\n\ | |
out vec4 out_color;\n\ | |
void main() {\n\ | |
out_color = vec4(1.0, 1.0, 1.0, 1.0);\n\ | |
}"; | |
fn compile_shader(src: &str, ty: GLenum) -> GLuint { | |
let shader; | |
unsafe { | |
shader = gl::CreateShader(ty); | |
// Attempt to compile the shader | |
let c_str = CString::from_slice(src.as_bytes()); | |
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::new(); | |
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.as_slice()).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::new(); | |
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.as_slice()).ok().expect("ProgramInfoLog not valid utf8")); | |
} | |
program | |
} | |
} |
I also found this useful, but when I actually got a shader compilation error the program just crashed. Instead of a Vec
I ended up using a [u8; 512]
as done here
An updated version for anyone who needs one https://gist.github.com/Mimerme/541001baa2dd2ebebd1a57aea5ba5a8e
Thanks for the template! Was having some trouble with porting the C
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This was tremendously useful to me, thank you!