window opens again but a lot of panicking D:

This commit is contained in:
LunarAkai 2025-07-27 12:15:34 +02:00
commit 4b2d2a9dc4
3 changed files with 36 additions and 21 deletions

View file

@ -1,5 +1,6 @@
use std::cell::RefCell;
use std::fs::read_to_string;
use std::ops::Deref;
use std::rc::Rc;
use std::sync::{Arc, Mutex};
@ -26,7 +27,7 @@ impl GamePlugin for PlaygroundGame {
}
fn render(&mut self, target: &mut Frame) {
target.clear_color(
0.0,
0.0,
@ -57,20 +58,23 @@ impl GamePlugin for PlaygroundGame {
&uniforms,
&Default::default()
).unwrap();
target.finish().unwrap();
}
fn cleanup(&mut self) {
}
}
fn main() {
let game = RefCell::new(Game::new());
let mut a = game.borrow_mut();
a.init();
let binding = game.borrow();
let g = binding.get_display();
let binding = Some(a.display.clone()).unwrap().unwrap();
// todo: unwraps on none
let g = binding;
let shape = Vertex::define_shape(
Vertex { position: [-0.5, -0.5], color: [1.0, 0.0, 0.0] },
@ -78,10 +82,11 @@ fn main() {
Vertex { position: [ 0.5, -0.25], color: [0.0, 0.0, 1.0] }
);
// "Upload" shape to the memory of the GPU (Vertex Buffer)
// Isn't strictly necessary but, makes tge drawing operation faster
let vertex_buffer: VertexBuffer<Vertex> = VertexBuffer::new(g, &shape).unwrap();
let vertex_buffer: VertexBuffer<Vertex> = VertexBuffer::new(&g, &shape).unwrap();
// Complex shapes consist of hundreds/thousands of vertices -> need to have a list of vertices and tell OpenGL how to link these
@ -98,12 +103,12 @@ fn main() {
// Important to write matrix * vertex -> Matrix operations produce different results depending on the order
// out: defines a variable that is going to be passed along to the fragment shader
let vertex_shader_src = read_to_string("./shaders/vertex_shader.glsl").unwrap();
let fragment_shader_src = read_to_string("./shaders/fragment_shader.glsl").unwrap();
let vertex_shader_src = read_to_string("playground/src/shaders/vertex_shader.glsl").unwrap();
let fragment_shader_src = read_to_string("playground/src/shaders/fragment_shader.glsl").unwrap();
// send shader source code to glium
let program = glium::Program::from_source(
g,
&g,
&vertex_shader_src,
&fragment_shader_src,
None
@ -118,7 +123,7 @@ fn main() {
program: program,
};
let mut a = game.borrow_mut();
//let mut a = game.borrow_mut();
a.register_plugin(Box::new(pg_game));
a.run();