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extern crate gl;
use self::gl::types::*;
use std::ffi::CString;
use std::ptr;
use std::str;
use crate::stage::Stage;
use crate::actor::Actor;
const VERTEX_SHADER_SOURCE: &str = r#"
#version 330 core
layout(location = 0) in vec4 a_position;
layout(location = 1) in vec2 a_texCoord;
uniform mat4 transform;
out vec2 v_texCoord;
void main() {
gl_Position = transform * a_position;
v_texCoord = a_texCoord;
}
"#;
const FRAGMENT_SHADER_SOURCE: &str = r#"
#version 330 core
out vec4 outColor;
uniform vec4 color;
in vec2 v_texCoord;
uniform sampler2D s_texture;
void main() {
if (v_texCoord[0] == 0.0f)
outColor = color;
else {
outColor = texture(s_texture, v_texCoord);
}
}
"#;
pub fn render(name:String) {
println!("Render {}", name);
}
pub struct Play {
name : String,
stage_list: Vec<Stage>,
shader_program: GLuint,
}
impl Play {
pub fn new(name: String) -> Self {
Play {
name : name,
stage_list: Vec::new(),
shader_program: 0,
}
}
pub fn initialize(&mut self) {
self.compile_shader();
}
pub fn new_actor(&self, name: String, w: u32, h: u32) -> Actor {
Actor::new(name, w, h)
}
fn compile_shader(&mut self) {
unsafe {
let vertex_shader = gl::CreateShader(gl::VERTEX_SHADER);
let c_str_vert = CString::new(VERTEX_SHADER_SOURCE.as_bytes()).unwrap();
gl::ShaderSource(vertex_shader, 1, &c_str_vert.as_ptr(), ptr::null());
gl::CompileShader(vertex_shader);
let mut success = gl::FALSE as GLint;
let mut info_log = Vec::with_capacity(512);
info_log.set_len(512 - 1);
gl::GetShaderiv(vertex_shader, gl::COMPILE_STATUS, &mut success);
if success != gl::TRUE as GLint {
gl::GetShaderInfoLog(vertex_shader, 512, ptr::null_mut(), info_log.as_mut_ptr() as *mut GLchar);
let s = str::from_utf8(&info_log);
match s {
Err(_) => { println!("Failed to decode using"); }
Ok(s) => { println!("Decoded with to '{}'", s); }
}
}
let fragment_shader = gl::CreateShader(gl::FRAGMENT_SHADER);
let c_str_frag = CString::new(FRAGMENT_SHADER_SOURCE.as_bytes()).unwrap();
gl::ShaderSource(fragment_shader, 1, &c_str_frag.as_ptr(), ptr::null());
gl::CompileShader(fragment_shader);
gl::GetShaderiv(fragment_shader, gl::COMPILE_STATUS, &mut success);
if success != gl::TRUE as GLint {
gl::GetShaderInfoLog(fragment_shader, 512, ptr::null_mut(), info_log.as_mut_ptr() as *mut GLchar);
println!("ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n{}", str::from_utf8(&info_log).unwrap());
}
self.shader_program = gl::CreateProgram();
gl::AttachShader(self.shader_program, vertex_shader);
gl::AttachShader(self.shader_program, fragment_shader);
gl::LinkProgram(self.shader_program);
gl::GetProgramiv(self.shader_program, gl::LINK_STATUS, &mut success);
if success != gl::TRUE as GLint {
gl::GetProgramInfoLog(self.shader_program, 512, ptr::null_mut(), info_log.as_mut_ptr() as *mut GLchar);
println!("ERROR::SHADER::PROGRAM::COMPILATION_FAILED\n{}", str::from_utf8(&info_log).unwrap());
}
gl::DeleteShader(vertex_shader);
gl::DeleteShader(fragment_shader);
}
}
pub fn add_stage(&mut self, mut stage: Stage) {
stage.initialize();
self.stage_list.push(stage);
}
pub fn render(&mut self) {
unsafe {
gl::ClearColor(0.2, 0.3, 0.3, 1.0);
gl::Clear(gl::COLOR_BUFFER_BIT);
for stage in self.stage_list.iter_mut() {
stage.render(self.shader_program);
}
}
}
}