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#[macro_use]
extern crate dl_api;
#[cfg(windows)]
extern crate winapi;
macro_rules! gl {
($o: expr, $a: stmt) => (
unsafe {
let a = { $a };
$o.error();
a
}
)
}
use std::os::raw::c_void;
use std::rc::Rc;
use std::cell::RefCell;
mod loader;
mod types;
use types::*;
mod texture;
mod vertex_data;
mod uniform_data;
mod program;
mod buffer;
pub use vertex_data::VertexData;
pub use uniform_data::UniformData;
pub use program::Program;
pub use buffer::Buffer;
pub use texture::Texture;
#[repr(u32)]
pub enum Feature {
Dither = 0x0BD0,
CullFace = 0x0B44,
Blend = 0x0BE2,
DepthTest = 0x0B71,
StencilTest = 0x0B90,
}
#[repr(u32)]
pub enum Topology {
Points = 0x0000,
Lines = 0x0001,
LineLoop = 0x0002,
LineStrip = 0x0003,
Triangles = 0x0004,
TriangleStrip = 0x0005,
TriangleFan = 0x0006,
}
#[derive(Clone)] pub struct OpenGL(Rc<RefCell<OpenGLContext>>);
pub struct OpenGLBuilder {
lib: loader::Lib,
display: loader::Display,
}
impl OpenGLBuilder {
pub fn new() -> Option<(OpenGLBuilder, i32)> {
if let Ok(lib) = loader::Lib::new() {
let (mut display, visual_id) = lib.init();
Some((OpenGLBuilder {
lib,
display,
}, visual_id))
} else {
None
}
}
pub fn to_opengl(mut self, window: EGLNativeWindowType) -> OpenGL {
self.lib.init2(&mut self.display, window);
OpenGL(Rc::new(RefCell::new(OpenGLContext {
clear: self.lib.load(b"glClear\0"),
clear_color: self.lib.load(b"glClearColor\0"),
disable: self.lib.load(b"glDisable\0"),
enable: self.lib.load(b"glEnable\0"),
#[cfg(debug_assertions)]
get_error: self.lib.load(b"glGetError\0"),
blend_func_separate:
self.lib.load(b"glBlendFuncSeparate\0"),
create_shader: self.lib.load(b"glCreateShader\0"),
shader_source: self.lib.load(b"glShaderSource\0"),
compile_shader: self.lib.load(b"glCompileShader\0"),
create_program: self.lib.load(b"glCreateProgram\0"),
attach_shader: self.lib.load(b"glAttachShader\0"),
link_program: self.lib.load(b"glLinkProgram\0"),
uniform: self.lib.load(b"glGetUniformLocation\0"),
gen_buffers: self.lib.load(b"glGenBuffers\0"),
bind_buffer: self.lib.load(b"glBindBuffer\0"),
buffer_data: self.lib.load(b"glBufferData\0"),
vdata: self.lib.load(b"glGetAttribLocation\0"),
#[cfg(debug_assertions)]
get_shader: self.lib.load(b"glGetShaderiv\0"),
#[cfg(debug_assertions)]
info_log: self.lib.load(b"glGetShaderInfoLog\0"),
draw_arrays: self.lib.load(b"glDrawArrays\0"),
use_program: self.lib.load(b"glUseProgram\0"),
uniform_mat4: self.lib.load(b"glUniformMatrix4fv\0"),
uniform_int1: self.lib.load(b"glUniform1i\0"),
uniform_vec1: self.lib.load(b"glUniform1f\0"),
uniform_vec2: self.lib.load(b"glUniform2f\0"),
uniform_vec3: self.lib.load(b"glUniform3f\0"),
uniform_vec4: self.lib.load(b"glUniform4f\0"),
bind_texture: self.lib.load(b"glBindTexture\0"),
vertex_attrib: self.lib.load(b"glVertexAttribPointer\0"),
gen_textures: self.lib.load(b"glGenTextures\0"),
tex_params: self.lib.load(b"glTexParameteri\0"),
tex_image: self.lib.load(b"glTexImage2D\0"),
tex_subimage: self.lib.load(b"glTexSubImage2D\0"),
enable_vdata: self.lib.load(b"glEnableVertexAttribArray\0"),
viewport: self.lib.load(b"glViewport\0"),
gen_mipmap: self.lib.load(b"glGenerateMipmap\0"),
detach_shader: self.lib.load(b"glDetachShader\0"),
delete_program: self.lib.load(b"glDeleteProgram\0"),
delete_buffer: self.lib.load(b"glDeleteBuffers\0"),
delete_texture: self.lib.load(b"glDeleteTextures\0"),
stencil_op: self.lib.load(b"glStencilOp\0"),
stencil_func: self.lib.load(b"glStencilFunc\0"),
display: self.display,
lib: self.lib,
})))
}
}
struct OpenGLContext {
#[allow(unused)]
lib: loader::Lib,
display: loader::Display,
clear: unsafe extern "system" fn(GLbitfield) -> (),
clear_color: unsafe extern "system" fn(GLfloat, GLfloat, GLfloat,
GLfloat) -> (),
disable: unsafe extern "system" fn(GLenum) -> (),
enable: unsafe extern "system" fn(GLenum) -> (),
#[cfg(debug_assertions)] get_error: unsafe extern "system" fn() -> GLenum,
blend_func_separate: unsafe extern "system" fn(GLenum, GLenum, GLenum,
GLenum) -> (),
create_shader: unsafe extern "system" fn(GLenum) -> GLuint,
shader_source: unsafe extern "system" fn(GLuint, GLsizei,
*const *const GLchar, *const GLint) -> (),
compile_shader: unsafe extern "system" fn(GLuint) -> (),
create_program: unsafe extern "system" fn() -> GLuint,
attach_shader: unsafe extern "system" fn(GLuint, GLuint) -> (),
link_program: unsafe extern "system" fn(GLuint) -> (),
uniform: unsafe extern "system" fn(GLuint, *const GLchar) -> GLint,
gen_buffers: unsafe extern "system" fn(GLsizei, *mut GLuint) -> (),
bind_buffer: unsafe extern "system" fn(GLenum, GLuint) -> (),
buffer_data: unsafe extern "system" fn(GLenum, GLsizeiptr,
*const c_void, GLenum) -> (),
vdata: unsafe extern "system" fn(GLuint, *const GLchar) -> GLint,
#[cfg(debug_assertions)]
get_shader: unsafe extern "system" fn(GLuint, GLenum, *mut GLint) -> (),
#[cfg(debug_assertions)]
info_log: unsafe extern "system" fn(GLuint, GLsizei, *mut GLsizei,
*mut GLchar) -> (),
draw_arrays: unsafe extern "system" fn(GLenum, GLint, GLsizei) -> (),
use_program: unsafe extern "system" fn(GLuint) -> (),
uniform_mat4: unsafe extern "system" fn(GLint, GLsizei, GLboolean,
*const GLfloat) -> (),
uniform_int1: unsafe extern "system" fn(GLint, GLint) -> (),
uniform_vec1: unsafe extern "system" fn(GLint, GLfloat) -> (),
uniform_vec2: unsafe extern "system" fn(GLint, GLfloat, GLfloat) -> (),
uniform_vec3: unsafe extern "system" fn(GLint, GLfloat, GLfloat, GLfloat)
-> (),
uniform_vec4: unsafe extern "system" fn(GLint, GLfloat, GLfloat, GLfloat,
GLfloat) -> (),
bind_texture: unsafe extern "system" fn(GLenum, GLuint) -> (),
vertex_attrib: unsafe extern "system" fn(GLuint, GLint, GLenum,
GLboolean, GLsizei, *const c_void) -> (),
gen_textures: unsafe extern "system" fn(GLsizei, *mut GLuint) -> (),
tex_params: unsafe extern "system" fn(GLenum, GLenum, GLint) -> (),
tex_image: unsafe extern "system" fn(GLenum, GLint, GLint, GLsizei,
GLsizei, GLint, GLenum, GLenum, *const c_void) -> (),
tex_subimage: unsafe extern "system" fn(GLenum, GLint, GLint, GLint, GLsizei,
GLsizei, GLenum, GLenum, *const c_void) -> (),
enable_vdata: unsafe extern "system" fn(GLuint) -> (),
viewport: unsafe extern "system" fn(GLint, GLint, GLsizei, GLsizei) -> (),
gen_mipmap: unsafe extern "system" fn(GLenum) -> (),
detach_shader: unsafe extern "system" fn(GLuint, GLuint) -> (),
delete_program: unsafe extern "system" fn(GLuint) -> (),
delete_buffer: unsafe extern "system" fn(GLsizei, *const GLuint) -> (),
delete_texture: unsafe extern "system" fn(GLsizei, *const GLuint) -> (),
stencil_op: unsafe extern "system" fn(GLenum, GLenum, GLenum) -> (),
stencil_func: unsafe extern "system" fn(GLenum, GLint, GLuint) -> (),
}
impl OpenGL {
pub fn color(&self, r: f32, g: f32, b: f32) {
gl!(self, (self.get().clear_color)(r, g, b, 1.0));
}
pub fn update(&self) {
self.get().display.swap(
#[cfg(not(target_os = "windows"))]
&self.get().lib
);
gl!(self, (self.get().clear)(0x00000100 | 0x00004000));
}
pub fn enable(&self, what: Feature) {
gl!(self, (self.get().enable)(what as u32))
}
pub fn disable(&self, what: Feature) {
gl!(self, (self.get().disable)(what as u32))
}
pub fn blend(&self) {
const GL_SRC_ALPHA: u32 = 0x0302;
const GL_ONE_MINUS_SRC_ALPHA: u32 = 0x0303;
const GL_DST_ALPHA: u32 = 0x0304;
gl!(self, (self.get().blend_func_separate)(
GL_SRC_ALPHA,
GL_ONE_MINUS_SRC_ALPHA,
GL_SRC_ALPHA,
GL_DST_ALPHA
));
}
pub fn stencil(&self) {
gl!(self, (self.get().stencil_op)(
0x150A, 0x150A, 0x150A
));
gl!(self, (self.get().stencil_func)(
0x0205,
0,
0xffffffff
));
}
pub fn texture(&self) -> Texture {
Texture::new(self)
}
pub fn viewport(&self, w: u16, h: u16) {
gl!(self, (self.get().viewport)(0,0,w as GLsizei,h as GLsizei));
}
#[cfg(not(debug_assertions))]
unsafe fn error(&self) { }
#[cfg(debug_assertions)]
unsafe fn error(&self) {
match (self.get().get_error)() {
0 => return,
0x0500 => panic!("OpenGL Error: Invalid enum"),
0x0501 => panic!("OpenGL Error: Invalid value"),
0x0502 => panic!("OpenGL Error: Invalid operation"),
0x0503 => panic!("OpenGL Error: Stack overflow"),
0x0504 => panic!("OpenGL Error: Stack underflow"),
0x0505 => panic!("OpenGL Error: Out of memory"),
_ => panic!("OpenGL Error: Unknown"),
}
}
fn get(&self) -> std::cell::Ref<OpenGLContext> {
self.0.borrow()
}
}