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modify, merge, copy, publish, distribute, +sublicense, and/or sell copies of the Software, subject to the following conditions: + + 1. **Origin Attribution**: + - You must not misrepresent the origin of the Software; you must not claim + you created the original Software. + 2. **Notice Preservation**: + - This license and the above copyright notice must remain intact in all copies + of the source code. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, +INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A +PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT +HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF +CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE +OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. \ No newline at end of file diff --git a/README.md b/README.md new file mode 100644 index 0000000..b659352 --- /dev/null +++ b/README.md @@ -0,0 +1,7 @@ +# Rustで書いたOpenGLレンダー + +記事: +* [日本語](https://technicalsuwako.moe/blog/rust-review) +* [English](https://technicalsuwako.moe/enblog/rust-review) + +![](https://ass.technicalsuwako.moe/rust-3.png) \ No newline at end of file diff --git a/src/main.rs b/src/main.rs new file mode 100644 index 0000000..0b1d693 --- /dev/null +++ b/src/main.rs @@ -0,0 +1,172 @@ +extern crate glfw; +extern crate gl; +use glfw::{Action, Context, Key}; +use gl::types::*; +use std::ffi::CString; +use std::ptr; + +const VERTEX_SRC: &str = r#" +#version 460 core + +layout (location = 0) in vec3 aPos; + +void main() { + gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0); +} +"#; + +const FRAG_SRC: &str = r#" +#version 460 core + +out vec4 FragColor; + +void main() { + FragColor = vec4(1.f, .5f, .2f, 1.f); +} +"#; + +fn main() { + use glfw::fail_on_errors; + let mut glfw = glfw::init(glfw::fail_on_errors!()).unwrap(); + + glfw.window_hint(glfw::WindowHint::ContextVersionMajor(4)); + glfw.window_hint(glfw::WindowHint::ContextVersionMinor(6)); + glfw.window_hint(glfw::WindowHint::OpenGlProfile(glfw::OpenGlProfileHint::Core)); + + let (mut window, events) = + glfw.create_window(800, 600, "OpenGLレンダー", glfw::WindowMode::Windowed) + .expect("GLFWウィンドウを作成に失敗。"); + + window.make_current(); + + gl::load_with(|s| { + window.get_proc_address(s) + .map_or(std::ptr::null(), |f| f as *const _) + }); + + window.set_key_polling(true); + + window.set_framebuffer_size_callback(|_wnd, w, h| { + unsafe { gl::Viewport(0, 0, w, h); } + }); + + let mut shaderProgram = 0; + + unsafe { + let vertexShader = gl::CreateShader(gl::VERTEX_SHADER); + let cVtx = CString::new(VERTEX_SRC.as_bytes()) + .expect("頂点シェーダー向けCStringに変換に失敗。"); + gl::ShaderSource(vertexShader, 1, &cVtx.as_ptr(), ptr::null()); + gl::CompileShader(vertexShader); + + let mut success = gl::FALSE as GLint; + gl::GetShaderiv(vertexShader, gl::COMPILE_STATUS, &mut success); + if success == gl::FALSE as GLint { + let mut len = 0; + gl::GetShaderiv(vertexShader, gl::INFO_LOG_LENGTH, &mut len); + let mut infoLog = vec![0u8; len as usize]; + gl::GetShaderInfoLog(vertexShader, len, ptr::null_mut(), + infoLog.as_mut_ptr() as *mut GLchar); + let log = String::from_utf8_lossy(&infoLog); + panic!("頂点シェーダーコンパイルに失敗。\n{}", log); + } + + let fragShader = gl::CreateShader(gl::FRAGMENT_SHADER); + let cFrag = CString::new(FRAG_SRC.as_bytes()) + .expect("フラグメントシェーダー向けCStringに変換に失敗。"); + gl::ShaderSource(fragShader, 1, &cFrag.as_ptr(), ptr::null()); + gl::CompileShader(fragShader); + + gl::GetShaderiv(fragShader, gl::COMPILE_STATUS, &mut success); + if success == gl::FALSE as GLint { + let mut len = 0; + gl::GetShaderiv(fragShader, gl::INFO_LOG_LENGTH, &mut len); + let mut infoLog = vec![0u8; len as usize]; + gl::GetShaderInfoLog(fragShader, len, ptr::null_mut(), + infoLog.as_mut_ptr() as *mut GLchar); + let log = String::from_utf8_lossy(&infoLog); + panic!("フラグメントシェーダーコンパイルに失敗。\n{}", log); + } + + shaderProgram = gl::CreateProgram(); + gl::AttachShader(shaderProgram, vertexShader); + gl::AttachShader(shaderProgram, fragShader); + gl::LinkProgram(shaderProgram); + + gl::GetProgramiv(shaderProgram, gl::LINK_STATUS, &mut success); + if success == gl::FALSE as GLint { + let mut len = 0; + gl::GetShaderiv(fragShader, gl::INFO_LOG_LENGTH, &mut len); + let mut infoLog = vec![0u8; len as usize]; + gl::GetShaderInfoLog(fragShader, len, ptr::null_mut(), + infoLog.as_mut_ptr() as *mut GLchar); + let log = String::from_utf8_lossy(&infoLog); + panic!("プログラムを受け取るに失敗。\n{}", log); + } + + gl::DeleteShader(vertexShader); + gl::DeleteShader(fragShader); + } + + const VERTICES: [f32; 12] = [ + 0.5, 0.5, 0.0, + 0.5, -0.5, 0.0, + -0.5, -0.5, 0.0, + -0.5, 0.5, 0.0, + ]; + + const INDICES: [u32; 6] = [ + 0, 1, 3, + 1, 2, 3, + ]; + + let mut VAO = 0; + let mut VBO = 0; + let mut EBO = 0; + + unsafe { + 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, std::mem::size_of_val(&VERTICES) as isize, + VERTICES.as_ptr() as *const _, gl::STATIC_DRAW); + + gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, EBO); + gl::BufferData(gl::ELEMENT_ARRAY_BUFFER, std::mem::size_of_val(&INDICES) as isize, + INDICES.as_ptr() as *const _, gl::STATIC_DRAW); + + gl::VertexAttribPointer(0, 3, gl::FLOAT, gl::FALSE, + 3 * std::mem::size_of::() as GLint, std::ptr::null()); + gl::EnableVertexAttribArray(0); + + gl::BindBuffer(gl::ARRAY_BUFFER, 0); + gl::BindVertexArray(0); + } + + while !window.should_close() { + unsafe { + gl::ClearColor(0.6, 0.1, 0.6, 1.0); + gl::Clear(gl::COLOR_BUFFER_BIT); + gl::UseProgram(shaderProgram); + gl::BindVertexArray(VAO); + gl::DrawElements(gl::TRIANGLES, INDICES.len() as GLint, gl::UNSIGNED_INT, + std::ptr::null()); + } + + window.swap_buffers(); + + glfw.poll_events(); + for (_, event) in glfw::flush_messages(&events) { + match event { + glfw::WindowEvent::Key(Key::Q, _, Action::Press, _) => { + window.set_should_close(true) + }, + _ => {}, + } + } + } +}