``` rust extern crate gl; extern crate sdl2;
use easyopengl::buffers::*; use easyopengl::shader::; use easy_opengl::textures::;
use sdl2::event::Event; use sdl2::event::WindowEvent;
const SCRWIDTH: u32 = 800; const SCRHEIGHT: u32 = 600;
const VERTEXSHADERSOURCE: &str = r#" #version 330 core layout (location = 0) in vec3 aPos; layout (location = 1) in vec2 aTexCoord;
out vec2 TexCoord;
void main() {
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
TexCoord = aTexCoord;
}
"#;
const FRAGMENTSHADERSOURCE: &str = r#" #version 330 core out vec4 FragColor; in vec2 TexCoord;
uniform vec4 color = vec4(1.0);
uniform sampler2D texture1;
void main() {
FragColor = texture(texture1, TexCoord) * color;
}
"#;
pub struct Window { pub sdlcontext: sdl2::Sdl, pub sdlwindow: sdl2::video::Window, pub glcontext: sdl2::video::GLContext, pub eventpump: sdl2::EventPump, pub name: String, pub width: u32, pub height: u32, }
impl Window { pub fn new(width: u32, height: u32, name: String) -> Self { let sdlcontext = sdl2::init().unwrap(); let videosubsystem = sdl_context.video().unwrap();
let window = video_subsystem
.window("Titulo", width.clone(), height.clone())
.opengl()
.resizable()
.build()
.unwrap();
let gl_context = window.gl_create_context().unwrap();
gl::load_with(|name| video_subsystem.gl_get_proc_address(name) as *const std::ffi::c_void);
let mut event_pump = sdl_context.event_pump().unwrap();
Self {
sdl_context,
sdl_window: window,
gl_context,
event_pump,
width,
height,
name,
}
}
}
pub fn main() { let mut window = Window::new(SCRWIDTH, SCRHEIGHT, "Test".tostring()); let mut shader = Shader::new(); shader.loadfrommemory(VERTEXSHADERSOURCE, FRAGMENTSHADER_SOURCE, None);
let vertices = vec![
0.5, 0.5, 0.0, 1.0, 1.0, // top right
0.5, -0.5, 0.0, 1.0, 0.0, // bottom right
-0.5, -0.5, 0.0, 0.0, 0.0, // bottom left
-0.5, 0.5, 0.0, 0.0, 1.0, // top left
];
let indices = vec![
0, 1, 3, // first Triangle
1, 2, 3, // second Triangle
];
let vao = VertexArray::new();
// Is important keep alive the variable, because when is out of scope it will destroy the buffer
let _vbo = VertexBuffer::new(calc_bytes_size(&vertices) as isize, Some(&vertices));
vao.bind();
submit_vertex_attribs(&mut vec![
VertexAttrib::new(VertexAttribType::Float3, false, "aPos".to_string()),
VertexAttrib::new(VertexAttribType::Float2, false, "aTexCoord".to_string()),
]);
// Is important keep alive the variable, because when is out of scope it will destroy the buffer
let _ibo = IndexBuffer::new(calc_bytes_size(&indices) as isize, Some(&indices));
let mut texture = Texture2D::new();
texture.load_from_file("./a.png", TextureConfig::new());
'main: loop {
window.sdl_window.gl_swap_window();
for event in window.event_pump.poll_iter() {
unsafe {
gl::ClearColor(0.1, 0.1, 0.1, 1.0);
gl::Clear(gl::COLOR_BUFFER_BIT);
texture.bind();
shader.bind();
shader.set_uniform("color", UniformType::Fv4(0.1, 0.4, 0.2, 1.0));
vao.bind();
gl::DrawElements(
gl::TRIANGLES,
indices.len() as i32,
gl::UNSIGNED_INT,
std::ptr::null(),
);
}
match event {
Event::Quit { .. } => {
break 'main;
}
Event::Window {
timestamp,
window_id,
win_event,
} => match win_event {
WindowEvent::Resized(w, h) => unsafe {
gl::Viewport(0, 0, w, h);
},
_ => {}
},
_ => {}
}
}
// ::std::thread::sleep(::std::time::Duration::new(0, 1_000_000_000u32 / 60));
}
}
```