load shaders from files again

This commit is contained in:
LunarAkai 2025-07-27 13:30:31 +02:00
commit fb49d28498
2 changed files with 7 additions and 36 deletions

View file

@ -2,7 +2,7 @@ use std::sync::{Arc, Mutex};
use glium::{glutin::surface::WindowSurface, winit::{application::ApplicationHandler, event::{Event, WindowEvent}, event_loop::{self, EventLoop, EventLoopBuilder}, window::{self, Window, WindowAttributes}}, Display}; use glium::{glutin::surface::WindowSurface, winit::{application::ApplicationHandler, event::{Event, WindowEvent}, event_loop::{self, EventLoop, EventLoopBuilder}, window::{self, Window, WindowAttributes}}, Display};
use crate::game_plugin::GamePlugin; use crate::{game_plugin::GamePlugin, ENGINE_NAME};
pub struct Game { pub struct Game {
pub running: bool, pub running: bool,
@ -99,7 +99,8 @@ impl ApplicationHandler for Game {
event_loop: &event_loop::ActiveEventLoop, event_loop: &event_loop::ActiveEventLoop,
window_id: window::WindowId, window_id: window::WindowId,
event: WindowEvent, event: WindowEvent,
) { ) {
let _ = window_id;
match event { match event {
@ -121,14 +122,6 @@ impl ApplicationHandler for Game {
} }
fn init_event_loop() -> EventLoop<()> {
let event_loop = glium::winit::event_loop::EventLoop::builder()
.build()
.expect("event loop building");
return event_loop;
}
fn return_window(event_loop: &EventLoop<()>) -> (Window, Display<WindowSurface>) { fn return_window(event_loop: &EventLoop<()>) -> (Window, Display<WindowSurface>) {
let (_window, display) = glium::backend::glutin::SimpleWindowBuilder::new() let (_window, display) = glium::backend::glutin::SimpleWindowBuilder::new()
.with_title(crate::ENGINE_NAME) .with_title(crate::ENGINE_NAME)

View file

@ -103,36 +103,14 @@ fn main() {
// Important to write matrix * vertex -> Matrix operations produce different results depending on the order // 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 // out: defines a variable that is going to be passed along to the fragment shader
let vertex_shader_src = r#" let vertex_shader_src = read_to_string("playground/src/shaders/vertex_shader.glsl").unwrap_or("vertex shader failed to unwrap".to_owned());
#version 140 let fragment_shader_src = read_to_string("playground/src/shaders/fragment_shader.glsl").unwrap_or("fragment shader failed to unwrap".to_owned());
in vec2 position;
in vec3 color;
out vec3 vertex_color;
uniform mat4 matrix;
void main() {
//vertex_color = color;
gl_Position = matrix * vec4(position, 0.0, 1.0);
}
"#;
let fragment_shader_src = r#"
#version 140
in vec3 vertex_color;
out vec4 color;
void main() {
color = vec4(1.0, 0.0, 0.0, 1.0);
}
"#;
// send shader source code to glium // send shader source code to glium
let program = match glium::Program::from_source( let program = match glium::Program::from_source(
&display, &display,
vertex_shader_src, &vertex_shader_src,
fragment_shader_src, &fragment_shader_src,
None None
) { ) {
Ok(program) => program, Ok(program) => program,