easy_opengl/
lib.rs

1//! # easy-opengl
2//!
3//! `easy-opengl` is a collection of utilities to make opengl app
4//! more quickly and easy without losing custumization and freedom
5//! # Example
6//! ``` rust
7//!extern crate gl;
8//!extern crate sdl2;
9//!
10//!use easy_opengl::buffers::*;
11//!use easy_opengl::shader::*;
12//!use easy_opengl::textures::*;
13//!
14//!use sdl2::event::Event;
15//!use sdl2::event::WindowEvent;
16//!
17//!const SCR_WIDTH: u32 = 800;
18//!const SCR_HEIGHT: u32 = 600;
19//!
20//!const VERTEX_SHADER_SOURCE: &str = r#"
21//!    #version 330 core
22//!    layout (location = 0) in vec3 aPos;
23//!    layout (location = 1) in vec2 aTexCoord;
24//!
25//!    out vec2 TexCoord;
26//!
27//!    void main() {
28//!       gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
29//!       TexCoord = aTexCoord;
30//!    }
31//!"#;
32//!
33//!const FRAGMENT_SHADER_SOURCE: &str = r#"
34//!    #version 330 core
35//!    out vec4 FragColor;
36//!    in vec2 TexCoord;
37//!
38//!    uniform sampler2D texture1;
39//!    uniform vec4 color;
40//!
41//!    void main() {
42//!        FragColor = texture(texture1, TexCoord) * color;
43//!    }
44//!"#;
45//!
46//!pub struct Window {
47//!    pub sdl_context: sdl2::Sdl,
48//!    pub sdl_window: sdl2::video::Window,
49//!    pub gl_context: sdl2::video::GLContext,
50//!    pub event_pump: sdl2::EventPump,
51//!    pub name: String,
52//!    pub width: u32,
53//!    pub height: u32,
54//!}
55//!
56//!impl Window {
57//!    pub fn new(width: u32, height: u32, name: String) -> Self {
58//!        let sdl_context = sdl2::init().unwrap();
59//!        let video_subsystem = sdl_context.video().unwrap();
60//!
61//!        let window = video_subsystem
62//!            .window("Titulo", width.clone(), height.clone())
63//!            .opengl()
64//!            .resizable()
65//!            .build()
66//!            .unwrap();
67//!
68//!        let gl_context = window.gl_create_context().unwrap();
69//!        gl::load_with(|name| video_subsystem.gl_get_proc_address(name) as *const std::ffi::c_void);
70//!        let mut event_pump = sdl_context.event_pump().unwrap();
71//!
72//!        Self {
73//!            sdl_context,
74//!            sdl_window: window,
75//!            gl_context,
76//!            event_pump,
77//!            width,
78//!            height,
79//!            name,
80//!        }
81//!    }
82//!}
83//!
84//!pub fn main() {
85//!    let mut window = Window::new(SCR_WIDTH, SCR_HEIGHT, "Test".to_string());
86//!    let mut shader = Shader::new();
87//!    shader.load_from_memory(VERTEX_SHADER_SOURCE, FRAGMENT_SHADER_SOURCE, None);
88//!
89//!    let vertices = vec![
90//!        0.5, 0.5, 0.0, 1.0, 1.0, // top right
91//!        0.5, -0.5, 0.0, 1.0, 0.0, // bottom right
92//!        -0.5, -0.5, 0.0, 0.0, 0.0, // bottom left
93//!        -0.5, 0.5, 0.0, 0.0, 1.0, // top left
94//!    ];
95//!    let indices = vec![
96//!        0, 1, 3, // first Triangle
97//!        1, 2, 3, // second Triangle
98//!    ];
99//!
100//!    let vao = VertexArray::new();
101//!    // Is important keep alive the variable, because when is out of scope it will destroy the buffer
102//!    let _vbo = VertexBuffer::new(calc_bytes_size(&vertices) as isize, Some(&vertices));
103//!
104//!    vao.bind();
105//!
106//!    submit_vertex_attribs(&mut vec![
107//!        VertexAttrib::new(VertexAttribType::Float3, false, "aPos".to_string()),
108//!        VertexAttrib::new(VertexAttribType::Float2, false, "aTexCoord".to_string()),
109//!    ]);
110//!
111//!    // Is important keep alive the variable, because when is out of scope it will destroy the buffer
112//!    let _ibo = IndexBuffer::new(calc_bytes_size(&indices) as isize, Some(&indices));
113//!
114//!    let mut texture = Texture2D::new();
115//!    texture.load_from_file("./a.png", TextureConfig::new());
116//!
117//!    'main: loop {
118//!        window.sdl_window.gl_swap_window();
119//!        for event in window.event_pump.poll_iter() {
120//!            unsafe {
121//!                gl::ClearColor(0.1, 0.1, 0.1, 1.0);
122//!                gl::Clear(gl::COLOR_BUFFER_BIT);
123//!                texture.bind();
124//!                shader.bind();
125//!                shader.set_uniform("color", UniformType::Fv4(1.0, 0.4, 0.1, 1.0));
126//!                vao.bind();
127//!                gl::DrawElements(
128//!                    gl::TRIANGLES,
129//!                    indices.len() as i32,
130//!                    gl::UNSIGNED_INT,
131//!                    std::ptr::null(),
132//!                );
133//!            }
134//!            match event {
135//!                Event::Quit { .. } => {
136//!                    break 'main;
137//!                }
138//!                Event::Window {
139//!                    timestamp,
140//!                    window_id,
141//!                    win_event,
142//!                } => match win_event {
143//!                    WindowEvent::Resized(w, h) => unsafe {
144//!                        gl::Viewport(0, 0, w, h);
145//!                    },
146//!                    _ => {}
147//!                },
148//!                _ => {}
149//!            }
150//!        }
151//!        // ::std::thread::sleep(::std::time::Duration::new(0, 1_000_000_000u32 / 60));
152//!    }
153//!}
154//! ```
155
156#[allow(dead_code)]
157pub mod buffers;
158pub mod shader;
159pub mod textures;