gllite/native/
mod.rs

1use gl;
2use gl::types::{GLint, GLfloat, GLsizeiptr};
3use std::ffi::CString;
4use std::mem;
5use std::os::raw::c_void;
6use std::ptr;
7
8pub fn init() {
9
10}
11
12pub fn create_shader(shader_type: u32) -> u32 {
13  unsafe {
14    gl::CreateShader(shader_type)
15  }
16}
17
18pub fn shader_source(shader: u32, source: &str) {
19  unsafe {
20    let cstr = CString::new(source.as_bytes()).unwrap();
21    gl::ShaderSource(shader, 1, &cstr.as_ptr(), ptr::null());
22  }
23}
24
25pub fn compile_shader(shader: u32) {
26  unsafe {
27    gl::CompileShader(shader);
28
29    let mut success = gl::FALSE as GLint;
30    gl::GetShaderiv(shader, gl::COMPILE_STATUS, &mut success);
31    if success != gl::TRUE as GLint {
32      let mut bytes: [i8; 512] = [0;512];
33      gl::GetShaderInfoLog(shader, 512, ptr::null_mut(), &mut bytes[0] as *mut i8);
34      let u8bytes = &*(&bytes[..] as *const [i8] as *const [u8]);
35      gl::DeleteShader(shader);
36      panic!("Failed to compile shader: {}", std::str::from_utf8(u8bytes).unwrap());
37    }
38  }
39}
40
41pub fn create_program() -> u32 {
42  unsafe {
43    gl::CreateProgram()
44  }
45}
46
47pub fn attach_shader(program: u32, shader: u32) {
48  unsafe {
49    gl::AttachShader(program, shader);
50  }
51}
52
53pub fn link_program(program: u32) {
54  unsafe {
55    gl::LinkProgram(program);
56
57    let mut success = gl::FALSE as GLint;
58    gl::GetProgramiv(program, gl::LINK_STATUS, &mut success);
59    if success != gl::TRUE as GLint {
60      let mut bytes: [i8; 512] = [0;512];
61      gl::GetProgramInfoLog(program, 512, ptr::null_mut(), &mut bytes[0] as *mut i8);
62      let u8bytes = &*(&bytes[..] as *const [i8] as *const [u8]);
63      gl::DeleteProgram(program);
64      panic!("Failed to link program: {}", std::str::from_utf8(u8bytes).unwrap());
65    }
66  }
67}
68
69pub fn use_program(program: u32) {
70  unsafe {
71    gl::UseProgram(program);
72  }
73}
74
75pub fn clear_color(r: f32, g: f32, b: f32, a: f32) {
76  unsafe {
77    gl::ClearColor(r, g, b, a);
78  }
79}
80
81pub fn get_active_uniform_count(program: u32) -> u32 {
82  let mut count: i32 = 0;
83  unsafe {
84    gl::GetProgramiv(program, gl::ACTIVE_UNIFORMS, &mut count);
85  }
86  return count as u32;
87}
88
89pub fn get_active_uniform(program: u32, index: u32) -> (String, i32, u32) {
90  unsafe {
91    let mut buf: [i8; 128] = [0;128];
92    let mut name_length: i32 = 0;
93    let mut size: i32 = 0;
94    let mut uniform_type: u32 = 0;
95    gl::GetActiveUniform(program, index, 128, &mut name_length, &mut size, &mut uniform_type, &mut buf[0] as *mut i8);
96    let mut bytes: Vec<u8> = Vec::with_capacity(name_length as usize);
97    for i in 0..name_length {
98      bytes.push(buf[i as usize] as u8);
99    }
100    let name = String::from_utf8(bytes).unwrap();
101    (name, size, uniform_type)
102  }
103}
104
105pub fn get_uniform_location(program: u32, name: &str) -> i32 {
106  unsafe {
107    gl::GetUniformLocation(
108      program,
109      CString::new(name).unwrap().as_ptr()
110    )
111  }
112}
113
114pub fn get_active_attribute_count(program: u32) -> u32 {
115  let mut count: i32 = 0;
116  unsafe {
117    gl::GetProgramiv(program, gl::ACTIVE_ATTRIBUTES, &mut count);
118  }
119  return count as u32;
120}
121
122pub fn get_active_attribute(program: u32, index: u32) -> (String, i32, u32) {
123  unsafe {
124    let mut buf: [i8; 128] = [0;128];
125    let mut name_length: i32 = 0;
126    let mut size: i32 = 0;
127    let mut uniform_type: u32 = 0;
128    gl::GetActiveAttrib(program, index, 128, &mut name_length, &mut size, &mut uniform_type, &mut buf[0] as *mut i8);
129    let mut bytes: Vec<u8> = Vec::with_capacity(name_length as usize);
130    for i in 0..name_length {
131      bytes.push(buf[i as usize] as u8);
132    }
133    let name = String::from_utf8(bytes).unwrap();
134    (name, size, uniform_type)
135  }
136}
137
138pub fn get_attribute_location(program: u32, name: &str) -> i32 {
139  unsafe {
140    gl::GetAttribLocation(
141      program,
142      CString::new(name).unwrap().as_ptr()
143    )
144  }
145}
146
147pub fn get_attribute_size_and_type(attr_type: u32, normalize: bool) -> (i32, u32) {
148  let t = if normalize { gl::UNSIGNED_BYTE } else { gl::FLOAT };
149  match attr_type {
150    gl::FLOAT => (1, t),
151    gl::FLOAT_VEC2 => (2, t),
152    gl::FLOAT_VEC3 => (3, t),
153    gl::FLOAT_VEC4 => (4, t),
154    gl::FLOAT_MAT2 => (4, t),
155    gl::FLOAT_MAT3 => (9, t),
156    gl::FLOAT_MAT4 => (16, t),
157    _ => (1, t),
158  }
159}
160
161pub fn size_of_type(gl_type: u32) -> i32 {
162  match gl_type {
163    gl::BYTE => 1,
164    gl::UNSIGNED_BYTE => 1,
165    gl::SHORT => 2,
166    gl::UNSIGNED_SHORT => 2,
167    gl::FLOAT => 4,
168    _ => 1,
169  }
170}
171
172pub fn create_vertex_array() -> u32 {
173  unsafe {
174    let mut vao = 0;
175    gl::GenVertexArrays(1, &mut vao);
176    vao
177  }
178}
179
180pub fn bind_vertex_array(array: u32) {
181  unsafe {
182    gl::BindVertexArray(array);
183  }
184}
185
186pub fn create_buffer() -> u32 {
187  unsafe {
188    let mut vbo = 0;
189    gl::GenBuffers(1, &mut vbo);
190    vbo
191  }
192}
193
194pub fn bind_array_buffer(buffer: u32) {
195  unsafe {
196    gl::BindBuffer(gl::ARRAY_BUFFER, buffer);
197  }
198}
199
200pub fn bind_element_array_buffer(buffer: u32) {
201  unsafe {
202    gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, buffer);
203  }
204}
205
206pub fn draw_arrays_triangles(count: i32) {
207  unsafe {
208    gl::DrawArrays(gl::TRIANGLES, 0, count);
209  }
210}
211
212pub fn draw_elements_triangles(count: i32) {
213  unsafe {
214    gl::DrawElements(gl::TRIANGLES, count, gl::UNSIGNED_SHORT, ptr::null());
215  }
216}
217
218pub fn buffer_array_data(data: &[f32]) {
219  let float_size = mem::size_of::<GLfloat>();
220  unsafe {
221    gl::BufferData(
222      gl::ARRAY_BUFFER,
223      (data.len() * float_size) as GLsizeiptr,
224      &data[0] as *const f32 as *const c_void,
225      gl::STATIC_DRAW
226    );
227  }
228}
229
230pub fn vertex_attrib_pointer(location: u32, size: i32, gl_type: u32, normalized: bool, stride: i32, offset: i32) {
231  unsafe {
232    let normalized_value = if normalized { gl::TRUE } else { gl::FALSE };
233    gl::VertexAttribPointer(location, size, gl_type, normalized_value, stride, ptr::null());
234  }
235}
236
237pub fn enable_vertex_attrib_array(location: u32) {
238  unsafe {
239    gl::EnableVertexAttribArray(location);
240  }
241}
242
243pub fn uniform_1f(location: u32, f: f32) {
244  unsafe {
245    gl::Uniform1f(location as i32, f);
246  }
247}
248
249pub fn uniform_2f(location: u32, x: f32, y: f32) {
250  unsafe {
251    gl::Uniform2f(location as i32, x, y);
252  }
253}
254
255pub fn uniform_3f(location: u32, x: f32, y: f32, z: f32) {
256  unsafe {
257    gl::Uniform3f(location as i32, x, y, z);
258  }
259}
260
261pub fn uniform_4f(location: u32, x: f32, y: f32, z: f32, w: f32) {
262  unsafe {
263    gl::Uniform4f(location as i32, x, y, z, w);
264  }
265}
266
267pub fn uniform_1i(location: u32, i: i32) {
268  unsafe {
269    gl::Uniform1i(location as i32, i);
270  }
271}
272
273pub fn uniform_2i(location: u32, x: i32, y: i32) {
274  unsafe {
275    gl::Uniform2i(location as i32, x, y);
276  }
277}
278
279pub fn uniform_3i(location: u32, x: i32, y: i32, z: i32) {
280  unsafe {
281    gl::Uniform3i(location as i32, x, y, z);
282  }
283}
284
285pub fn uniform_4i(location: u32, x: i32, y: i32, z: i32, w: i32) {
286  unsafe {
287    gl::Uniform4i(location as i32, x, y, z, w);
288  }
289}
290
291pub fn create_texture() -> u32 {
292  unsafe {
293    let mut t = 0;
294    gl::GenTextures(1, &mut t);
295    t
296  }
297}
298
299pub fn active_texture(unit: u32) {
300  unsafe {
301    gl::ActiveTexture(gl::TEXTURE0 + unit);
302  }
303}
304
305pub fn bind_texture_2d(unit: u32) {
306  unsafe {
307    gl::BindTexture(gl::TEXTURE_2D, unit);
308  }
309}
310
311pub fn tex_parameter_2d(param: u32, value: u32) {
312  unsafe {
313    gl::TexParameteri(gl::TEXTURE_2D, param, value as i32);
314  }
315}
316
317pub fn tex_image_2d_from_bytes(internal_format: u32, width: i32, height: i32, format: u32, data: *const u8) {
318  unsafe {
319    gl::TexImage2D(gl::TEXTURE_2D, 0, internal_format as i32, width, height, 0, format, gl::UNSIGNED_BYTE, data as *const c_void);
320  }
321}
322
323pub use gl::TEXTURE_MIN_FILTER;
324pub use gl::TEXTURE_MAG_FILTER;
325pub use gl::TEXTURE_WRAP_S;
326pub use gl::TEXTURE_WRAP_T;
327
328pub use gl::NEAREST;
329pub use gl::LINEAR;
330pub use gl::CLAMP_TO_EDGE;
331pub use gl::REPEAT;
332
333pub use gl::R8UI;
334pub use gl::RGB;
335pub use gl::RGBA;
336pub use gl::RED_INTEGER;