【发布时间】:2018-02-28 03:23:05
【问题描述】:
#[cfg(windows)] extern crate winapi;
#[cfg(windows)] use winapi::shared::windef::HWND;
#[cfg(windows)] use winapi::shared::windef::HMENU;
#[cfg(windows)] use winapi::shared::windef::HBRUSH;
#[cfg(windows)] use winapi::shared::minwindef::HINSTANCE;
#[cfg(windows)] use winapi::shared::minwindef::UINT;
#[cfg(windows)] use winapi::shared::minwindef::DWORD;
#[cfg(windows)] use winapi::shared::minwindef::WPARAM;
#[cfg(windows)] use winapi::shared::minwindef::LPARAM;
#[cfg(windows)] use winapi::shared::minwindef::LRESULT;
#[cfg(windows)] use winapi::um::winnt::LPCWSTR;
#[cfg(windows)] use winapi::um::winuser::WS_OVERLAPPEDWINDOW;
#[cfg(windows)] use winapi::um::winuser::WS_VISIBLE;
#[cfg(windows)] use winapi::um::winuser::WNDCLASSW;
#[cfg(windows)] use std::os::windows::ffi::OsStrExt;
#[cfg(windows)] use std::ffi::OsStr;
#[cfg(windows)] use std::os::raw::c_void;
#[cfg(windows)] use winapi::um::libloaderapi::GetProcAddress;
#[cfg(windows)] use gl::types::*;
// Vertex data
static VERTEX_DATA: [GLfloat; 6] = [0.0, 0.5, 0.5, -0.5, -0.5, -0.5];
// Shader sources
static VS_SRC: &'static str = "
#version 150
in vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}";
static FS_SRC: &'static str = "
#version 150
out vec4 out_color;
void main() {
out_color = vec4(1.0, 1.0, 1.0, 1.0);
}";
mod gl
{
include!(concat!(env!("OUT_DIR"), "/bindings.rs"));
}
#[cfg(windows)]
fn to_wstring(str : &str) -> Vec<u16>
{
let v : Vec<u16> =
OsStr::new(str).encode_wide().chain(Some(0).into_iter()).collect();
v
}
#[cfg(windows)]
pub unsafe extern "system" fn window_proc(h_wnd :HWND,
msg :UINT, w_param :WPARAM, l_param :LPARAM) -> LRESULT
{
if msg == winapi::um::winuser::WM_DESTROY {
winapi::um::winuser::PostQuitMessage(0i32);
}
return winapi::um::winuser::DefWindowProcW(h_wnd, msg, w_param, l_param);
}
fn draw_gl_scene(window_width: i32, window_height: i32,
h_dc: winapi::shared::windef::HDC)
{
unsafe
{
let module = winapi::um::libloaderapi::LoadLibraryW(to_wstring("opengl32.dll") .as_ptr());
// gl::load_with(|s| GetProcAddress(module,
// s.as_ptr() as *const i8) as *const c_void);
gl::Viewport::load_with(|s| GetProcAddress(module,
s.as_ptr() as *const i8) as *const c_void);
if gl::Viewport::is_loaded() {
gl::Viewport(0, 0, window_width, window_height);
} else {
panic!("gl::Viewport was not loaded")
}
gl::ClearColor::load_with(|s| GetProcAddress(module,
s.as_ptr() as *const i8) as *const c_void);
if gl::ClearColor::is_loaded() {
gl::ClearColor(0.12109375f32, 0.12109375f32, 0.12109375f32, 1.0f32);
} else {
panic!("gl::ClearColor was not loaded")
}
gl::GetError::load_with(|s| GetProcAddress(module,
s.as_ptr() as *const i8) as *const c_void);
let error_check_value: GLenum = gl::GetError();
/*
gl::CreateShader::load_with(|s| GetProcAddress(module,
s.as_ptr() as *const i8) as *const c_void);
let mut vertex_shader_id = 0u32;
if gl::CreateShader::is_loaded() {
vertex_shader_id = gl::CreateShader(gl::VERTEX_SHADER);
} else {
panic!("gl::CreateShader was not loaded")
}
*/
/*
let c_str = std::ffi::CString::new(VS_SRC.as_bytes()).unwrap();
gl::ShaderSource::load_with(|s| GetProcAddress(module,
s.as_ptr() as *const i8) as *const c_void);
if gl::ShaderSource::is_loaded() {
gl::ShaderSource(vertex_shader_id, 1, &c_str.as_ptr(), std::ptr::null_mut());
} else {
// panic!("gl::ShaderSource was not loaded")
}
gl::CompileShader::load_with(|s| GetProcAddress(module,
s.as_ptr() as *const i8) as *const c_void);
if gl::CompileShader::is_loaded() {
gl::CompileShader(vertex_shader_id);
} else {
// panic!("gl::CompileShader was not loaded")
}
let mut vertex_array_id: GLuint = 0u32;
gl::GenVertexArrays::load_with(|s| GetProcAddress(module,
s.as_ptr() as *const i8) as *const c_void);
if gl::GenVertexArrays::is_loaded() {
gl::GenVertexArrays(1, &mut vertex_array_id as *mut u32);
} else {
panic!("gl::GenVertexArrays was not loaded")
}
*/
gl::Clear::load_with(|s| GetProcAddress(module,
s.as_ptr() as *const i8) as *const c_void);
if gl::Clear::is_loaded() {
gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT | gl::STENCIL_BUFFER_BIT);
} else {
panic!("gl::Clear was not loaded")
}
winapi::um::wingdi::SwapBuffers(h_dc);
}
}
fn main()
{
unsafe
{
let class_name = to_wstring("OpenGL");
let h_instance = winapi::um::libloaderapi::GetModuleHandleW(std::ptr::null_mut());
let wnd = WNDCLASSW {
style: 0,
lpfnWndProc: Some(window_proc),
cbClsExtra: 0,
cbWndExtra: 0,
hInstance: h_instance,
hIcon: winapi::um::winuser::LoadIconW(0 as HINSTANCE,
winapi::um::winuser::IDI_APPLICATION),
hCursor: winapi::um::winuser::LoadCursorW(0 as HINSTANCE,
winapi::um::winuser::IDI_APPLICATION),
hbrBackground: 16 as HBRUSH,
lpszMenuName: 0 as LPCWSTR,
lpszClassName: class_name.as_ptr(),
};
winapi::um::winuser::RegisterClassW(&wnd);
let window_width = 640;
let window_height = 480;
let h_wnd_window = winapi::um::winuser::CreateWindowExW(0, class_name.as_ptr(),
to_wstring("OpenGL Example").as_ptr(), WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, window_width, window_height, 0 as HWND, 0 as HMENU, h_instance,
std::ptr::null_mut());
let mut msg = winapi::um::winuser::MSG {
hwnd : 0 as HWND,
message : 0 as UINT,
wParam : 0 as WPARAM,
lParam : 0 as LPARAM,
time : 0 as DWORD,
pt : winapi::shared::windef::POINT { x: 0, y: 0, },
};
let h_dc = winapi::um::winuser::GetDC(h_wnd_window);
let pfd = winapi::um::wingdi::PIXELFORMATDESCRIPTOR {
nSize: std::mem::size_of::<winapi::um::wingdi::PIXELFORMATDESCRIPTOR>() as u16,
nVersion: 1,
dwFlags: winapi::um::wingdi::PFD_DRAW_TO_WINDOW
| winapi::um::wingdi::PFD_SUPPORT_OPENGL | winapi::um::wingdi::PFD_DOUBLEBUFFER,
iPixelType: winapi::um::wingdi::PFD_TYPE_RGBA,
cColorBits: 64,
cRedBits: 0,
cRedShift: 0,
cGreenBits: 0,
cGreenShift: 0,
cBlueBits: 0,
cBlueShift: 0,
cAlphaBits: 0,
cAlphaShift: 0,
cAccumBits: 0,
cAccumRedBits: 0,
cAccumGreenBits: 0,
cAccumBlueBits: 0,
cAccumAlphaBits: 0,
cDepthBits: 32,
cStencilBits: 8,
cAuxBuffers: 0,
iLayerType: winapi::um::wingdi::PFD_MAIN_PLANE,
bReserved: 0,
dwLayerMask: 0,
dwVisibleMask: 0,
dwDamageMask: 0,
};
let pixel_format = winapi::um::wingdi::ChoosePixelFormat(h_dc,
&pfd as *const winapi::um::wingdi::PIXELFORMATDESCRIPTOR);
winapi::um::wingdi::SetPixelFormat(h_dc, pixel_format,
&pfd as *const winapi::um::wingdi::PIXELFORMATDESCRIPTOR);
let h_rc = winapi::um::wingdi::wglCreateContext(h_dc);
winapi::um::wingdi::wglMakeCurrent(h_dc, h_rc);
winapi::um::winuser::ShowWindow(h_wnd_window, winapi::um::winuser::SW_SHOW);
loop
{
if winapi::um::winuser::PeekMessageW(&mut msg, 0u32 as HWND, 0u32, 0u32,
winapi::um::winuser::PM_REMOVE) > 0i32 {
if msg.message == winapi::um::winuser::WM_QUIT {
break;
} else {
winapi::um::winuser::TranslateMessage(&mut msg);
winapi::um::winuser::DispatchMessageW(&mut msg);
}
} else {
draw_gl_scene(window_width, window_height, h_dc);
}
}
}
}
上面的代码是我执行的过时项目的版本,位于:https://www.codeproject.com/tips/1053658/win-gui-programming-in-rust-language/
使用最新版本的 winapi 和 gl_generator 作为唯一的两个依赖项,我扩展了启动代码以成功地呈现与 Win32 API 串联的 OpenGL 上下文,而不是货物箱 gl 的贡献者所建议的 glfw -rs。在 Windows 机器上运行时,该项目原样呈现黑屏,如 this link.
到目前为止,由于无法加载与着色器或顶点缓冲区对象相关的任何函数指针,任何进一步渲染更实质性内容的尝试都没有结果。
如果你梳理函数 draw_gl_scene,你会发现我有一个通用的“load_with”函数被注释掉了,还有一系列特定于函数的“load_with”函数以及执行代码或恐慌,具体取决于所讨论的函数“ is_loaded”。在编写特定于函数的“load-with”函数之前,我暂时限制了通用的“load_with”。
对于 CreateShader、ShaderSource、CompileShader 和 GenVertexArrays,如果我取消注释它们中的任何一个,它们都不会成功加载。我确定这是一个用户错误,winapi 和 gl-rs 之一或 winapi 和 gl_generator 之间的异常交互的可能性不大。我对如何解决这个问题束手无策。如果您读到这里,我很感激您抽出宝贵的时间。
【问题讨论】:
-
@ChrisBecke 这里的语言选择不太可能成为问题。没有理由如此不屑一顾。
-
您的消息循环实现不太理想。它在渲染帧之间最多处理一条消息。现在这不是问题,但是一旦渲染帧成为一项昂贵的操作,您将观察到应用程序响应缓慢,因为消息的生成速度比它们发送的速度快。