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_4_2_textures_combined.rs
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#![allow(non_upper_case_globals)]
extern crate glfw;
use self::glfw::{Context, Key, Action};
extern crate gl;
use self::gl::types::*;
use std::sync::mpsc::Receiver;
use std::ptr;
use std::mem;
use std::os::raw::c_void;
use std::path::Path;
use std::ffi::CStr;
use shader::Shader;
use image;
use image::GenericImage;
// settings
const SCR_WIDTH: u32 = 800;
const SCR_HEIGHT: u32 = 600;
#[allow(non_snake_case)]
pub fn main_1_4_2() {
// glfw: initialize and configure
// ------------------------------
let mut glfw = glfw::init(glfw::FAIL_ON_ERRORS).unwrap();
glfw.window_hint(glfw::WindowHint::ContextVersion(3, 3));
glfw.window_hint(glfw::WindowHint::OpenGlProfile(glfw::OpenGlProfileHint::Core));
#[cfg(target_os = "macos")]
glfw.window_hint(glfw::WindowHint::OpenGlForwardCompat(true));
// glfw window creation
// --------------------
let (mut window, events) = glfw.create_window(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", glfw::WindowMode::Windowed)
.expect("Failed to create GLFW window");
window.make_current();
window.set_key_polling(true);
window.set_framebuffer_size_polling(true);
// gl: load all OpenGL function pointers
// ---------------------------------------
gl::load_with(|symbol| window.get_proc_address(symbol) as *const _);
let (ourShader, VBO, VAO, EBO, texture1, texture2) = unsafe {
// build and compile our shader program
// ------------------------------------
let ourShader = Shader::new(
"src/_1_getting_started/shaders/4.2.texture.vs",
"src/_1_getting_started/shaders/4.2.texture.fs");
// set up vertex data (and buffer(s)) and configure vertex attributes
// ------------------------------------------------------------------
// HINT: type annotation is crucial since default for float literals is f64
let vertices: [f32; 32] = [
// positions // colors // texture coords
0.5, 0.5, 0.0, 1.0, 0.0, 0.0, 1.0, 1.0, // top right
0.5, -0.5, 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, // bottom right
-0.5, -0.5, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, // bottom left
-0.5, 0.5, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0 // top left
];
let indices = [
0, 1, 3, // first Triangle
1, 2, 3 // second Triangle
];
let (mut VBO, mut VAO, mut EBO) = (0, 0, 0);
gl::GenVertexArrays(1, &mut VAO);
gl::GenBuffers(1, &mut VBO);
gl::GenBuffers(1, &mut EBO);
gl::BindVertexArray(VAO);
gl::BindBuffer(gl::ARRAY_BUFFER, VBO);
gl::BufferData(gl::ARRAY_BUFFER,
(vertices.len() * mem::size_of::<GLfloat>()) as GLsizeiptr,
&vertices[0] as *const f32 as *const c_void,
gl::STATIC_DRAW);
gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, EBO);
gl::BufferData(gl::ELEMENT_ARRAY_BUFFER,
(indices.len() * mem::size_of::<GLfloat>()) as GLsizeiptr,
&indices[0] as *const i32 as *const c_void,
gl::STATIC_DRAW);
let stride = 8 * mem::size_of::<GLfloat>() as GLsizei;
// position attribute
gl::VertexAttribPointer(0, 3, gl::FLOAT, gl::FALSE, stride, ptr::null());
gl::EnableVertexAttribArray(0);
// color attribute
gl::VertexAttribPointer(1, 3, gl::FLOAT, gl::FALSE, stride, (3 * mem::size_of::<GLfloat>()) as *const c_void);
gl::EnableVertexAttribArray(1);
// texture coord attribute
gl::VertexAttribPointer(2, 2, gl::FLOAT, gl::FALSE, stride, (6 * mem::size_of::<GLfloat>()) as *const c_void);
gl::EnableVertexAttribArray(2);
// load and create a texture
// -------------------------
let (mut texture1, mut texture2) = (0, 0);
// texture 1
// ---------
gl::GenTextures(1, &mut texture1);
gl::BindTexture(gl::TEXTURE_2D, texture1);
// set the texture wrapping parameters
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_S, gl::REPEAT as i32); // set texture wrapping to gl::REPEAT (default wrapping method)
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_T, gl::REPEAT as i32);
// set texture filtering parameters
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::LINEAR as i32);
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::LINEAR as i32);
// load image, create texture and generate mipmaps
let img = image::open(&Path::new("resources/textures/container.jpg")).expect("Failed to load texture");
let data = img.raw_pixels();
gl::TexImage2D(gl::TEXTURE_2D,
0,
gl::RGB as i32,
img.width() as i32,
img.height() as i32,
0,
gl::RGB,
gl::UNSIGNED_BYTE,
&data[0] as *const u8 as *const c_void);
gl::GenerateMipmap(gl::TEXTURE_2D);
// texture 2
// ---------
gl::GenTextures(1, &mut texture2);
gl::BindTexture(gl::TEXTURE_2D, texture2);
// set the texture wrapping parameters
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_S, gl::REPEAT as i32); // set texture wrapping to gl::REPEAT (default wrapping method)
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_T, gl::REPEAT as i32);
// set texture filtering parameters
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::LINEAR as i32);
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::LINEAR as i32);
// load image, create texture and generate mipmaps
let img = image::open(&Path::new("resources/textures/awesomeface.png")).expect("Failed to load texture");
let img = img.flipv(); // flip loaded texture on the y-axis.
let data = img.raw_pixels();
// note that the awesomeface.png has transparency and thus an alpha channel, so make sure to tell OpenGL the data type is of GL_RGBA
gl::TexImage2D(gl::TEXTURE_2D,
0,
gl::RGB as i32,
img.width() as i32,
img.height() as i32,
0,
gl::RGBA,
gl::UNSIGNED_BYTE,
&data[0] as *const u8 as *const c_void);
gl::GenerateMipmap(gl::TEXTURE_2D);
// tell opengl for each sampler to which texture unit it belongs to (only has to be done once)
// -------------------------------------------------------------------------------------------
ourShader.useProgram(); // don't forget to activate/use the shader before setting uniforms!
// either set it manually like so:
gl::Uniform1i(gl::GetUniformLocation(ourShader.ID, c_str!("texture1").as_ptr()), 0); // using c_str! macro to avoid runtime overhead
// or set it via the texture class
ourShader.setInt(c_str!("texture2"), 1);
(ourShader, VBO, VAO, EBO, texture1, texture2)
};
// render loop
// -----------
while !window.should_close() {
// events
// -----
process_events(&mut window, &events);
// render
// ------
unsafe {
gl::ClearColor(0.2, 0.3, 0.3, 1.0);
gl::Clear(gl::COLOR_BUFFER_BIT);
// bind textures on corresponding texture units
gl::ActiveTexture(gl::TEXTURE0);
gl::BindTexture(gl::TEXTURE_2D, texture1);
gl::ActiveTexture(gl::TEXTURE1);
gl::BindTexture(gl::TEXTURE_2D, texture2);
// render container
ourShader.useProgram();
gl::BindVertexArray(VAO);
gl::DrawElements(gl::TRIANGLES, 6, gl::UNSIGNED_INT, ptr::null());
}
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
window.swap_buffers();
glfw.poll_events();
}
// optional: de-allocate all resources once they've outlived their purpose:
// ------------------------------------------------------------------------
unsafe {
gl::DeleteVertexArrays(1, &VAO);
gl::DeleteBuffers(1, &VBO);
gl::DeleteBuffers(1, &EBO);
}
}
fn process_events(window: &mut glfw::Window, events: &Receiver<(f64, glfw::WindowEvent)>) {
for (_, event) in glfw::flush_messages(events) {
match event {
glfw::WindowEvent::FramebufferSize(width, height) => {
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
unsafe { gl::Viewport(0, 0, width, height) }
}
glfw::WindowEvent::Key(Key::Escape, _, Action::Press, _) => window.set_should_close(true),
_ => {}
}
}
}