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_1_debugging.rs
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#![allow(non_upper_case_globals)]
#![allow(non_snake_case)]
extern crate glfw;
use self::glfw::{Context, Key, Action};
extern crate gl;
use self::gl::types::*;
use std::sync::mpsc::Receiver;
use std::ptr;
use std::mem;
use std::os::raw::c_void;
use std::path::Path;
use std::ffi::CStr;
use shader::Shader;
use image;
use image::GenericImage;
use cgmath::{Matrix4, vec3, Deg, Rad, perspective};
use cgmath::prelude::*;
// settings
const SCR_WIDTH: u32 = 800;
const SCR_HEIGHT: u32 = 600;
unsafe fn glCheckError_(file: &str, line: u32) -> u32 {
let mut errorCode = gl::GetError();
while errorCode != gl::NO_ERROR {
let error = match errorCode {
gl::INVALID_ENUM => "INVALID_ENUM",
gl::INVALID_VALUE => "INVALID_VALUE",
gl::INVALID_OPERATION => "INVALID_OPERATION",
gl::STACK_OVERFLOW => "STACK_OVERFLOW",
gl::STACK_UNDERFLOW => "STACK_UNDERFLOW",
gl::OUT_OF_MEMORY => "OUT_OF_MEMORY",
gl::INVALID_FRAMEBUFFER_OPERATION => "INVALID_FRAMEBUFFER_OPERATION",
_ => "unknown GL error code"
};
println!("{} | {} ({})", error, file, line);
errorCode = gl::GetError();
}
errorCode
}
macro_rules! glCheckError {
() => (
glCheckError_(file!(), line!())
)
}
extern "system" fn glDebugOutput(source: gl::types::GLenum,
type_: gl::types::GLenum,
id: gl::types::GLuint,
severity: gl::types::GLenum,
_length: gl::types::GLsizei,
message: *const gl::types::GLchar,
_userParam: *mut c_void)
{
if id == 131169 || id == 131185 || id == 131218 || id == 131204 {
// ignore these non-significant error codes
return
}
println!("---------------");
let message = unsafe { CStr::from_ptr(message).to_str().unwrap() };
println!("Debug message ({}): {}", id, message);
match source {
gl::DEBUG_SOURCE_API => println!("Source: API"),
gl::DEBUG_SOURCE_WINDOW_SYSTEM => println!("Source: Window System"),
gl::DEBUG_SOURCE_SHADER_COMPILER => println!("Source: Shader Compiler"),
gl::DEBUG_SOURCE_THIRD_PARTY => println!("Source: Third Party"),
gl::DEBUG_SOURCE_APPLICATION => println!("Source: Application"),
gl::DEBUG_SOURCE_OTHER => println!("Source: Other"),
_ => println!("Source: Unknown enum value")
}
match type_ {
gl::DEBUG_TYPE_ERROR => println!("Type: Error"),
gl::DEBUG_TYPE_DEPRECATED_BEHAVIOR => println!("Type: Deprecated Behaviour"),
gl::DEBUG_TYPE_UNDEFINED_BEHAVIOR => println!("Type: Undefined Behaviour"),
gl::DEBUG_TYPE_PORTABILITY => println!("Type: Portability"),
gl::DEBUG_TYPE_PERFORMANCE => println!("Type: Performance"),
gl::DEBUG_TYPE_MARKER => println!("Type: Marker"),
gl::DEBUG_TYPE_PUSH_GROUP => println!("Type: Push Group"),
gl::DEBUG_TYPE_POP_GROUP => println!("Type: Pop Group"),
gl::DEBUG_TYPE_OTHER => println!("Type: Other"),
_ => println!("Type: Unknown enum value")
}
match severity {
gl::DEBUG_SEVERITY_HIGH => println!("Severity: high"),
gl::DEBUG_SEVERITY_MEDIUM => println!("Severity: medium"),
gl::DEBUG_SEVERITY_LOW => println!("Severity: low"),
gl::DEBUG_SEVERITY_NOTIFICATION => println!("Severity: notification"),
_ => println!("Severity: Unknown enum value")
}
}
#[allow(non_snake_case)]
pub fn main_7_1() {
// glfw: initialize and configure
// ------------------------------
let mut glfw = glfw::init(glfw::FAIL_ON_ERRORS).unwrap();
glfw.window_hint(glfw::WindowHint::ContextVersion(3, 3));
glfw.window_hint(glfw::WindowHint::OpenGlProfile(glfw::OpenGlProfileHint::Core));
glfw.window_hint(glfw::WindowHint::OpenGlDebugContext(true)); // comment this line in a release build!
#[cfg(target_os = "macos")]
glfw.window_hint(glfw::WindowHint::OpenGlForwardCompat(true));
// glfw window creation
// --------------------
let (mut window, events) = glfw.create_window(SCR_WIDTH, SCR_HEIGHT, "LearnOpenGL", glfw::WindowMode::Windowed)
.expect("Failed to create GLFW window");
window.make_current();
window.set_key_polling(true);
window.set_framebuffer_size_polling(true);
// tell GLFW to capture our mouse
window.set_cursor_mode(glfw::CursorMode::Disabled);
// gl: load all OpenGL function pointers
// ---------------------------------------
gl::load_with(|symbol| window.get_proc_address(symbol) as *const _);
let (shader, cubeVAO, texture) = unsafe {
// enable OpenGL debug context if context allows for debug context
let mut flags = 0;
gl::GetIntegerv(gl::CONTEXT_FLAGS, &mut flags);
if flags as u32 & gl::CONTEXT_FLAG_DEBUG_BIT != 0 {
gl::Enable(gl::DEBUG_OUTPUT);
gl::Enable(gl::DEBUG_OUTPUT_SYNCHRONOUS); // makes sure errors are displayed synchronously
gl::DebugMessageCallback(glDebugOutput, ptr::null());
gl::DebugMessageControl(gl::DONT_CARE, gl::DONT_CARE, gl::DONT_CARE, 0, ptr::null(), gl::TRUE);
}
else {
println!("Debug Context not active! Check if your driver supports the extension.")
}
// configure global opengl state
// -----------------------------
gl::Enable(gl::DEPTH_TEST);
gl::Enable(gl::CULL_FACE);
// OpenGL initial state
let shader = Shader::new(
"src/_7_in_practice/shaders/debugging.vs",
"src/_7_in_practice/shaders/debugging.fs");
// configure 3D cube
let (mut cubeVAO, mut cubeVBO) = (0, 0);
let vertices: [f32; 180] = [
// back face
-0.5, -0.5, -0.5, 0.0, 0.0, // Bottom-left
0.5, 0.5, -0.5, 1.0, 1.0, // top-right
0.5, -0.5, -0.5, 1.0, 0.0, // bottom-right
0.5, 0.5, -0.5, 1.0, 1.0, // top-right
-0.5, -0.5, -0.5, 0.0, 0.0, // bottom-left
-0.5, 0.5, -0.5, 0.0, 1.0, // top-left
// front face
-0.5, -0.5, 0.5, 0.0, 0.0, // bottom-left
0.5, -0.5, 0.5, 1.0, 0.0, // bottom-right
0.5, 0.5, 0.5, 1.0, 1.0, // top-right
0.5, 0.5, 0.5, 1.0, 1.0, // top-right
-0.5, 0.5, 0.5, 0.0, 1.0, // top-left
-0.5, -0.5, 0.5, 0.0, 0.0, // bottom-left
// left face
-0.5, 0.5, 0.5, -1.0, 0.0, // top-right
-0.5, 0.5, -0.5, -1.0, 1.0, // top-left
-0.5, -0.5, -0.5, -0.0, 1.0, // bottom-left
-0.5, -0.5, -0.5, -0.0, 1.0, // bottom-left
-0.5, -0.5, 0.5, -0.0, 0.0, // bottom-right
-0.5, 0.5, 0.5, -1.0, 0.0, // top-right
// right face
0.5, 0.5, 0.5, 1.0, 0.0, // top-left
0.5, -0.5, -0.5, 0.0, 1.0, // bottom-right
0.5, 0.5, -0.5, 1.0, 1.0, // top-right
0.5, -0.5, -0.5, 0.0, 1.0, // bottom-right
0.5, 0.5, 0.5, 1.0, 0.0, // top-left
0.5, -0.5, 0.5, 0.0, 0.0, // bottom-left
// bottom face
-0.5, -0.5, -0.5, 0.0, 1.0, // top-right
0.5, -0.5, -0.5, 1.0, 1.0, // top-left
0.5, -0.5, 0.5, 1.0, 0.0, // bottom-left
0.5, -0.5, 0.5, 1.0, 0.0, // bottom-left
-0.5, -0.5, 0.5, 0.0, 0.0, // bottom-right
-0.5, -0.5, -0.5, 0.0, 1.0, // top-right
// top face
-0.5, 0.5, -0.5, 0.0, 1.0, // top-left
0.5, 0.5, 0.5, 1.0, 0.0, // bottom-right
0.5, 0.5, -0.5, 1.0, 1.0, // top-right
0.5, 0.5, 0.5, 1.0, 0.0, // bottom-right
-0.5, 0.5, -0.5, 0.0, 1.0, // top-left
-0.5, 0.5, 0.5, 0.0, 0.0 // bottom-left
];
gl::GenVertexArrays(1, &mut cubeVAO);
gl::GenBuffers(1, &mut cubeVBO);
// fill buffer
gl::BindBuffer(gl::ARRAY_BUFFER, cubeVBO);
gl::BufferData(gl::ARRAY_BUFFER,
(vertices.len() * mem::size_of::<GLfloat>()) as GLsizeiptr,
&vertices[0] as *const f32 as *const c_void,
gl::STATIC_DRAW);
// link vertex attributes
gl::BindVertexArray(cubeVAO);
gl::EnableVertexAttribArray(0);
let stride = 5 * mem::size_of::<GLfloat>() as GLsizei;
gl::VertexAttribPointer(0, 3, gl::FLOAT, gl::FALSE, stride, ptr::null());
gl::EnableVertexAttribArray(1);
gl::VertexAttribPointer(1, 2, gl::FLOAT, gl::FALSE, stride, (3 * mem::size_of::<GLfloat>()) as *const c_void);
gl::BindBuffer(gl::ARRAY_BUFFER, 0);
gl::BindVertexArray(0);
// load cube texture
let mut texture = 0;
gl::GenTextures(1, &mut texture);
gl::BindTexture(gl::TEXTURE_2D, texture);
let img = image::open(&Path::new("resources/textures/wood.png")).expect("Failed to load texture");
let data = img.raw_pixels();
gl::TexImage2D(gl::TEXTURE_2D,
0,
gl::RGB as i32,
img.width() as i32,
img.height() as i32,
0,
gl::RGB,
gl::UNSIGNED_BYTE,
&data[0] as *const u8 as *const c_void);
gl::GenerateMipmap(gl::TEXTURE_2D);
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_S, gl::REPEAT as i32);
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_WRAP_T, gl::REPEAT as i32);
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::LINEAR_MIPMAP_LINEAR as i32);
gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::LINEAR as i32);
// set up projection matrix
let projection: Matrix4<f32> = perspective(Deg(45.0), SCR_WIDTH as f32 / SCR_HEIGHT as f32, 0.1, 100.0);
shader.setMat4(c_str!("projection"), &projection);
shader.setInt(c_str!("tex"), 0);
glCheckError!();
(shader, cubeVAO, texture)
};
// render loop
// -----------
while !window.should_close() {
// events
// -----
process_events(&mut window, &events);
// render
// ------
unsafe {
gl::ClearColor(0.2, 0.3, 0.3, 1.0);
gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT);
shader.useProgram();
let rotationSpeed = 10.0;
let angle = glfw.get_time() as f32 * rotationSpeed;
let mut model: Matrix4<f32> = Matrix4::from_translation(vec3(0., 0., -2.5));
model = model * Matrix4::from_axis_angle(vec3(1.0, 1.0, 1.0).normalize(), Rad(angle));
shader.setMat4(c_str!("model"), &model);
gl::BindTexture(gl::TEXTURE_2D, texture);
gl::BindVertexArray(cubeVAO);
gl::DrawArrays(gl::TRIANGLES, 0, 36);
gl::BindVertexArray(0);
}
// glfw: swap buffers and poll IO events (keys pressed/released, mouse moved etc.)
// -------------------------------------------------------------------------------
window.swap_buffers();
glfw.poll_events();
}
}
// NOTE: not the same version as in common.rs!
fn process_events(window: &mut glfw::Window, events: &Receiver<(f64, glfw::WindowEvent)>) {
for (_, event) in glfw::flush_messages(events) {
match event {
glfw::WindowEvent::FramebufferSize(width, height) => {
// make sure the viewport matches the new window dimensions; note that width and
// height will be significantly larger than specified on retina displays.
unsafe { gl::Viewport(0, 0, width, height) }
}
glfw::WindowEvent::Key(Key::Escape, _, Action::Press, _) => window.set_should_close(true),
_ => {}
}
}
}