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

@ -5,11 +5,11 @@ use glium::{glutin::surface::WindowSurface, winit::{application::ApplicationHand
use crate::game_plugin::GamePlugin;
pub struct Game {
running: bool,
game_plugin: Option<Box<dyn GamePlugin>>,
window: Option<Window>,
display: Option<glium::Display<WindowSurface>>,
event_loop: EventLoop<()>
pub running: bool,
pub game_plugin: Option<Box<dyn GamePlugin>>,
pub window: Option<Window>,
pub display: Option<glium::Display<WindowSurface>>,
pub event_loop: EventLoop<()>
}
impl Game {
@ -31,7 +31,7 @@ impl Game {
if let Some(ref mut game_plugin) = self.game_plugin {
game_plugin.init();
} else {
todo!("Default Impl init")
//todo!("Default Impl init")
}
let (_window, _display) = return_window(&self.event_loop);
@ -43,7 +43,7 @@ impl Game {
if let Some(ref mut game_plugin) = self.game_plugin {
game_plugin.update();
} else {
todo!("Default Impl update")
//todo!("Default Impl update")
}
}
@ -54,10 +54,10 @@ impl Game {
if let Some(ref mut game_plugin) = self.game_plugin {
game_plugin.render(&mut target);
} else {
todo!("Default Impl render")
//todo!("Default Impl render")
}
target.finish().unwrap();
let _ = &target.finish().unwrap();
}
}
@ -65,7 +65,7 @@ impl Game {
if let Some(ref mut game_plugin) = self.game_plugin {
game_plugin.cleanup();
} else {
todo!("Default Impl cleanup")
//todo!("Default Impl cleanup")
}
}
@ -89,6 +89,7 @@ impl Game {
}
}
impl ApplicationHandler for Game {
fn resumed(&mut self, event_loop: &event_loop::ActiveEventLoop) {
self.window = Some(event_loop.create_window(Window::default_attributes()).unwrap())
@ -120,6 +121,7 @@ impl ApplicationHandler for Game {
}
fn init_event_loop() -> EventLoop<()> {
let event_loop = glium::winit::event_loop::EventLoop::builder()
.build()

View file

@ -8,6 +8,14 @@ use glium::{glutin::surface::WindowSurface, uniform, uniforms, winit::{event::{s
const ENGINE_NAME: &str = "Moonhare Engine";
pub struct CPointer<T>(T);
impl<T> Drop for CPointer<T> {
fn drop(&mut self) {
println!("Dropping")
}
}
// rescaling: position *= factor;
// rotating: new_position = vec2(pos.x * cos(angle) - pos.y * sin(angle), pos.x * sin(single) + pos.y * cos(angle));
// skewing: position.x += position.y * factor;

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();