gdritter repos outlander / 3a60013
hey some code yo Getty Ritter 6 years ago
7 changed file(s) with 843 addition(s) and 0 deletion(s). Collapse all Expand all
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1 [package]
2 name = "outlander"
3 version = "0.1.0"
4 authors = ["Getty Ritter <gettylefou@gmail.com>"]
5
6 [dependencies]
7 gl = "0.6.0"
8 glutin = "*"
1 pub struct Board {
2 name: String,
3 }
4
5 impl Board {
6 pub fn load_board() -> Board {
7 Board { name: format!("sample_board") }
8 }
9 }
10
11 pub struct StaticObj {
12 name: String,
13 }
1 mod gl {
2 pub use gl::types::*;
3 pub use gl::*;
4 }
5 use glutin;
6 use std::convert;
7
8 pub enum Error {
9 GlutinCreation(glutin::CreationError),
10 GlutinContext(glutin::ContextError),
11 }
12
13 impl convert::From<glutin::CreationError> for Error {
14 fn from(err: glutin::CreationError) -> Error {
15 Error::GlutinCreation(err)
16 }
17 }
18
19 impl convert::From<glutin::ContextError> for Error {
20 fn from(err: glutin::ContextError) -> Error {
21 Error::GlutinContext(err)
22 }
23 }
24
25 pub fn main_loop() -> Result<(), Error> {
26 use glutin::GlContext;
27
28 let mut events_loop = glutin::EventsLoop::new();
29 let window = glutin::WindowBuilder::new();
30 let context = glutin::ContextBuilder::new();
31 let gl_window = glutin::GlWindow::new(window, context, &events_loop)?;
32
33 unsafe { gl_window.make_current() }?;
34
35 gl::load_with(|symbol| gl_window.get_proc_address(symbol) as *const _);
36
37 let mut vao = 0;
38 let mut vbo = 0;
39 unsafe {
40 gl::GenVertexArrays(1, &mut vao);
41 }
42
43 Ok(())
44 }
1 pub mod mainloop;
1 mod gl {
2 pub use gl::types::*;
3 pub use gl::*;
4 }
5 use std::{convert,ffi,ptr,string};
6
7 pub enum ShaderError {
8 BadCString,
9 InvalidShaderLog,
10 CompileError(String),
11 }
12
13 impl convert::From<ffi::NulError> for ShaderError {
14 fn from(_: ffi::NulError) -> ShaderError {
15 ShaderError::BadCString
16 }
17 }
18
19 impl convert::From<string::FromUtf8Error> for ShaderError {
20 fn from(_: string::FromUtf8Error) -> ShaderError {
21 ShaderError::InvalidShaderLog
22 }
23 }
24
25 pub struct Shader {
26 pub n: gl::GLuint,
27 }
28
29 impl Drop for Shader {
30 fn drop(&mut self) {
31 unsafe {
32 gl::DeleteShader(self.n);
33 }
34 }
35 }
36
37 pub fn compile_shader(src: &str, ty: gl::GLenum) -> Result<Shader, ShaderError> {
38 let shader;
39 unsafe {
40 shader = gl::CreateShader(ty);
41 let c_str = ffi::CString::new(src.as_bytes())?;
42 gl::ShaderSource(shader, 1, &c_str.as_ptr(), ptr::null());
43 gl::CompileShader(shader);
44
45 let mut status = gl::FALSE as gl::GLint;
46 gl::GetShaderiv(shader, gl::COMPILE_STATUS, &mut status);
47
48 if status != (gl::TRUE as gl::GLint) {
49 let mut len = 0;
50 gl::GetShaderiv(shader, gl::INFO_LOG_LENGTH, &mut len);
51 let mut buf = Vec::with_capacity(len as usize);
52 buf.set_len((len as usize) - 1);
53 gl::GetShaderInfoLog(
54 shader,
55 len,
56 ptr::null_mut(),
57 buf.as_mut_ptr() as *mut gl::GLchar
58 );
59 return Err(ShaderError::CompileError(String::from_utf8(buf)?));
60 }
61 }
62 Ok(Shader { n: shader })
63 }
1 extern crate gl;
2 extern crate glutin;
3
4 pub mod game;
5 pub mod graphics;
6
7 fn main() {
8 game::mainloop::main_loop();
9 println!("Hello, world!");
10 }