load shaders from files again
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11d192836c
commit
fb49d28498
2 changed files with 7 additions and 36 deletions
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@ -2,7 +2,7 @@ use std::sync::{Arc, Mutex};
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use glium::{glutin::surface::WindowSurface, winit::{application::ApplicationHandler, event::{Event, WindowEvent}, event_loop::{self, EventLoop, EventLoopBuilder}, window::{self, Window, WindowAttributes}}, Display};
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use crate::game_plugin::GamePlugin;
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use crate::{game_plugin::GamePlugin, ENGINE_NAME};
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pub struct Game {
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pub running: bool,
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@ -99,7 +99,8 @@ impl ApplicationHandler for Game {
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event_loop: &event_loop::ActiveEventLoop,
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window_id: window::WindowId,
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event: WindowEvent,
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) {
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) {
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let _ = window_id;
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match event {
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@ -121,14 +122,6 @@ impl ApplicationHandler for Game {
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}
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fn init_event_loop() -> EventLoop<()> {
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let event_loop = glium::winit::event_loop::EventLoop::builder()
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.build()
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.expect("event loop building");
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return event_loop;
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}
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fn return_window(event_loop: &EventLoop<()>) -> (Window, Display<WindowSurface>) {
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let (_window, display) = glium::backend::glutin::SimpleWindowBuilder::new()
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.with_title(crate::ENGINE_NAME)
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@ -103,36 +103,14 @@ fn main() {
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// Important to write matrix * vertex -> Matrix operations produce different results depending on the order
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// out: defines a variable that is going to be passed along to the fragment shader
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let vertex_shader_src = r#"
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#version 140
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in vec2 position;
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in vec3 color;
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out vec3 vertex_color;
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uniform mat4 matrix;
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void main() {
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//vertex_color = color;
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gl_Position = matrix * vec4(position, 0.0, 1.0);
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}
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"#;
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let fragment_shader_src = r#"
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#version 140
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in vec3 vertex_color;
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out vec4 color;
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void main() {
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color = vec4(1.0, 0.0, 0.0, 1.0);
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}
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"#;
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let vertex_shader_src = read_to_string("playground/src/shaders/vertex_shader.glsl").unwrap_or("vertex shader failed to unwrap".to_owned());
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let fragment_shader_src = read_to_string("playground/src/shaders/fragment_shader.glsl").unwrap_or("fragment shader failed to unwrap".to_owned());
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// send shader source code to glium
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let program = match glium::Program::from_source(
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&display,
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vertex_shader_src,
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fragment_shader_src,
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&vertex_shader_src,
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&fragment_shader_src,
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None
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) {
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Ok(program) => program,
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