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null_mut}, + str::from_utf8, +}; + +use glfw::{Action, Context, Key}; +use learn_gl::render_timer::RenderTimer; +fn main() { + let default_width = 500; + let default_height = 500; + + let mut glfw = glfw::init(glfw::fail_on_errors).expect("msg"); + let (mut window, events) = glfw + .create_window( + default_width, + default_height, + "learn_gl", + glfw::WindowMode::Windowed, + ) + .expect("msg"); + + window.set_key_polling(true); + window.make_current(); + + gl::load_with(|s| glfw.get_proc_address_raw(s).unwrap() as *const _); + // gl::load_with(|s| window.get_proc_address(s).unwrap() as *const _); + + unsafe { gl::Viewport(0, 0, default_width as _, default_height as _) }; + window.set_framebuffer_size_callback(|_windows, width, height| { + unsafe { gl::Viewport(0, 0, width as _, height as _) }; + }); + + let mut render_timer = RenderTimer::new(); + + // 编译着色器 + let vs_src = include_bytes!(".\\shaders\\vs.glsl"); + let vs_ptr = vs_src.as_ptr() as *const i8; + let vs = unsafe { gl::CreateShader(gl::VERTEX_SHADER) }; + unsafe { gl::ShaderSource(vs, 1, &vs_ptr as _, null()) }; + unsafe { gl::CompileShader(vs) }; + let mut success = 0; + unsafe { gl::GetShaderiv(vs, gl::COMPILE_STATUS, &mut success) }; + if success != 0 { + let mut log = [0; 512]; + unsafe { gl::GetShaderInfoLog(vs, 512, core::ptr::null_mut(), log.as_mut_ptr()) }; + let log_u8: [u8; 512] = unsafe { std::mem::transmute(log) }; + println!("{}", from_utf8(&log_u8).unwrap()); + } + + let fs_src = include_bytes!(".\\shaders\\fs.glsl"); + let fs_ptr = fs_src.as_ptr() as *const i8; + let fs = unsafe { gl::CreateShader(gl::FRAGMENT_SHADER) }; + unsafe { gl::ShaderSource(fs, 1, &fs_ptr as _, null()) }; + unsafe { gl::CompileShader(fs) }; + let mut success = 0; + unsafe { gl::GetShaderiv(fs, gl::COMPILE_STATUS, &mut success) }; + if success != 0 { + let mut log = [0; 512]; + unsafe { gl::GetShaderInfoLog(fs, 512, core::ptr::null_mut(), log.as_mut_ptr()) }; + let log_u8: [u8; 512] = unsafe { std::mem::transmute(log) }; + println!("{}", from_utf8(&log_u8).unwrap()); + } + + // 链接着色器 + let sp = unsafe { gl::CreateProgram() }; + unsafe { gl::AttachShader(sp, vs) }; + unsafe { gl::AttachShader(sp, fs) }; + unsafe { gl::LinkProgram(sp) }; + let mut success = 0; + unsafe { gl::GetProgramiv(sp, gl::LINK_STATUS, &mut success) }; + if success != 0 { + let mut log = [0; 512]; + unsafe { gl::GetProgramInfoLog(sp, 512, null_mut(), log.as_mut_ptr()) }; + let log_u8: [u8; 512] = unsafe { std::mem::transmute(log) }; + println!("{}", from_utf8(&log_u8).unwrap()); + } + + // 使用程序和删除着色器 + unsafe { gl::UseProgram(sp) }; + unsafe { gl::DeleteShader(vs) }; + unsafe { gl::DeleteShader(fs) }; + + // 创建VAO + let mut vao = 0; + unsafe { gl::GenVertexArrays(1, &mut vao) }; + unsafe { gl::BindVertexArray(vao) }; + + // 创建VBO + let a: [f32; _] = [-0.5, -0.5, 0.0, 0.5, -0.5, 0.0, 0.0, 0.5, 0.0]; + let mut vbo: u32 = 0; + unsafe { gl::GenBuffers(1, &mut vbo) }; + unsafe { gl::BindBuffer(gl::ARRAY_BUFFER, vbo) }; + unsafe { + gl::BufferData( + gl::ARRAY_BUFFER, + size_of_val(&a) as _, + a.as_ptr() as _, + gl::STATIC_DRAW, + ) + }; + + // 链接顶点属性 + unsafe { + gl::VertexAttribPointer( + 0, + 3, + gl::FLOAT, + gl::FALSE, + (3 * size_of::()) as _, + 0 as _, + ) + }; + unsafe { gl::EnableVertexAttribArray(0) }; + + // 渲染循环 + while !window.should_close() { + glfw.poll_events(); + for (_, event) in glfw::flush_messages(&events) { + handle_window_event(&mut window, event); + } + + render(&mut render_timer, sp ,vao); + + window.swap_buffers(); + } +} + +fn handle_window_event(window: &mut glfw::Window, event: glfw::WindowEvent) { + match event { + glfw::WindowEvent::Key(Key::Escape, _, Action::Press, _) => window.set_should_close(true), + _ => {} + } +} + +fn render(render_timer: &mut RenderTimer, sp: u32, vao: u32) { + let t = render_timer.time_count() as f32 / 1000.0 as f32; + unsafe { gl::ClearColor(t.sin() * 0.5 + 1.0, t.cos() * 0.5 + 1.0, 0.3, 1.0) }; + unsafe { gl::Clear(gl::COLOR_BUFFER_BIT) }; + + unsafe { gl::UseProgram(sp) }; + unsafe { gl::BindVertexArray(vao) }; + unsafe { gl::DrawArrays(gl::TRIANGLES, 0, 3) }; +} diff --git a/src/render_timer.rs b/src/render_timer.rs new file mode 100644 index 0000000..771c8de --- /dev/null +++ b/src/render_timer.rs @@ -0,0 +1,25 @@ +use std::time::Instant; + +pub struct RenderTimer { + create_time: Instant, + last_check: Instant, +} + + impl RenderTimer { + pub fn new() -> Self { + RenderTimer { + create_time: std::time::Instant::now(), + last_check: Instant::now(), + } + } + + pub fn time_count(&mut self) -> u128 { + self.create_time.elapsed().as_millis() + } + + pub fn elapsed(&mut self) -> u128 { + let elapsed = self.last_check.elapsed(); + self.last_check = Instant::now(); + elapsed.as_millis() + } +} diff --git a/src/shaders/fs.glsl b/src/shaders/fs.glsl new file mode 100644 index 0000000..12a8bd1 --- /dev/null +++ b/src/shaders/fs.glsl @@ -0,0 +1,7 @@ +#version 330 core +out vec4 FragColor; + +void main() +{ + FragColor = vec4(0.0f, 0.0f, 0.0f, 1.0f); +} \ No newline at end of file diff --git a/src/shaders/vs.glsl b/src/shaders/vs.glsl new file mode 100644 index 0000000..cdd6dd3 --- /dev/null +++ b/src/shaders/vs.glsl @@ -0,0 +1,7 @@ +#version 330 core +layout (location = 0) in vec3 aPos; + +void main() +{ + gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0); +} \ No newline at end of file