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#25 in #glfw
31 downloads per month
50KB
964 lines
HeavylI
HeavylI
is a grahpics library/ crate (also with sound support) created using OpenGL-GLFW
.
Usage:
This project currently aims towards creation of 2D games, with supported implementation of 2D Textures (check heavyli::rendering::texture_2d
), different shape types (check heavyli::rendering::shape::shape_vertices
) and sound playing (check heavyli::sound::sound_player
).
Code Example:
Before you write your code, you should have these two shader files in your main directory of the program:
shaders/basic_fragment.glsl
:
#version 330 core
out vec4 FragColor;
in vec3 ourColor;
void main()
{
FragColor = vec4(ourColor, 1.0f);
}
shaders/basic_vertex.glsl
:
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 aColor;
layout (location = 2) in vec2 aTexCoord;
out vec3 ourColor;
uniform mat4 translation;
void main()
{
gl_Position = translation * vec4(aPos, 1.0);
ourColor = aColor;
}
Now, the code example for rendering a rectangle to the screen:
src/main.rs
:
extern crate glfw;
extern crate heavyli;
extern crate nalgebra_glm as glm;
use heavyli::opengl_modules::init_glfw;
use heavyli::rendering::shader::{self, ShaderValue};
use heavyli::rendering::shape::{
render,
buffers::{self, Buffers},
shape_vertices::ShapeVertices,
vertices::{DrawType, Vertex},
};
use heavyli::transform::{projection_type::ProjectionType, transform, view};
use heavyli::rendering::window::{ClearColor, Window};
// Function to initialize the VBO and VAO with the new vertices.
//
// @param buffers a reference to the VAO and VBO.
// @param vertices the vertices of the new shape (including position, color and texture information).
fn init_buffers(buffers: &Buffers, vertices: &mut Vec<Vertex>) {
unsafe {
buffers::bind_buffers(buffers); // Every changes to VAO or VBO should start with binding.
// texture_2d::attach(vertices); // Attach the 2D texture coordinates to the vertices.
buffers::bind_data(buffers.vao, vertices); // Bind the vertices into the vertex array object.
buffers::update_vertex_attributes(DrawType::Triangles); // With that determine the shader's layouts.
buffers::unbind();
}
}
// Reserves camera information.
struct Camera {
position: glm::Vec3,
rotation: glm::Vec2,
}
// Screen width and height:
const SCR_WIDTH: u32 = 800;
const SCR_HEIGHT: u32 = 600;
fn main() {
let mut glfw = init_glfw(); // Initialize GLFW handler.
// Create a new window:
let mut window = Window::new(&glfw, "Hello Rectangle", SCR_WIDTH, SCR_HEIGHT);
// Window Configurations:
window.make_current();
window.set_key_polling(true);
window.set_framebuffer_size_polling(true);
window.load_function_pointers();
let mut buffers = unsafe { buffers::generate_buffers() }; // Buffers used for VBO and VAO.
let shader_id = shader::compile("shaders/basic_vertex.glsl", "shaders/basic_fragment.glsl"); // Initialize shader.
// Vertices of Rectangle (default color white):
let mut vertices = ShapeVertices::Rectangle(glm::vec2(1.0, 1.0), glm::vec2(0.0, 0.0)).value();
// Set different colors:
vertices[0].color = glm::vec3(0.5, 0.3, 1.0);
vertices[1].color = glm::vec3(0.5, 0.3, 1.0);
vertices[2].color = glm::vec3(1.0, 0.3, 1.0);
vertices[3].color = glm::vec3(0.5, 0.7, 1.0);
vertices[4].color = glm::vec3(0.5, 0.0, 1.0);
vertices[5].color = glm::vec3(1.0, 0.7, 1.0);
// Initialize the vertices into the vertex buffers:
init_buffers(&buffers, &mut vertices);
// Create a new transform to move the object (in our case the rectangle):
let transform = transform::create_transform_by_position(glm::vec3(0.0, 0.0, 5.0));
// Initialize Camera:
let camera = Camera {
position: glm::vec3(0.0, 0.0, -2.0),
rotation: glm::vec2(0.0, 90.0),
};
while window.is_open() { // Runs until the window closes.
// Process input events:
window.process_events();
// Clear window to change background color and render next frame:
unsafe {
Window::clear(ClearColor {
red: 0.0,
green: 0.3,
blue: 0.8,
alpha: 1.0,
});
}
// Camrea Perspective Configurations:
const Z_NEAR: f32 = 0.1;
const Z_FAR: f32 = 100.0;
const FOV: f32 = 45.0;
unsafe {
// Set values in shader:
shader::use_program(shader_id);
shader::set_value(
shader_id,
"translation",
ShaderValue::Mat4(transform::translate(
&transform,
Z_NEAR,
Z_FAR,
FOV,
view::get_view_matrix(&camera.position, camera.rotation.x, camera.rotation.y),
glm::vec2(SCR_WIDTH as f32, SCR_HEIGHT as f32),
0.0,
ProjectionType::Perspective,
)),
);
// Draw all rectangle's data:
render::draw_data(
shader_id,
buffers.vao,
DrawType::Triangles,
vertices.len() as i32,
true,
);
}
// Put at the end of the frame:
window.swap_buffers();
glfw.poll_events();
}
// Must be called to free memory:
unsafe {
buffers::delete_buffers(&mut buffers);
}
}
Features:
- Shape handling (VAO, VBO, Vertices, etc...)
- Transformation (Tranfsorm struct, view for 3D world)
- 2D Textures handling
- Sound playing (using rodio crate)
Requirements:
- cmake
- make
Windows Users - Compile using MSYS & MinGW:
Make sure that the MSYS
tool is installed.
Then follow these steps:
- Update MSYS using:
pacman -Syuu
- Install a toolchain: a) for 64-bit:
pacman -S mingw-w64-x86_64-toolchain
b) for 32-bit:
pacman -S mingw-w64-i686-toolchain
For further information, check this link.
-
Download the GLFW pre-compiled binaries.
-
Put the banaries that satisfies your computer's bit architecture, and put them inside:
path/to/msys/mingw-your-version/lib
Dependencies
~9–14MB
~232K SLoC