glium 0.19.0

Elegant and safe OpenGL wrapper. Glium is an intermediate layer between OpenGL and your application. You still need to manually handle the graphics pipeline, but without having to use OpenGL's old and error-prone API. Its objectives: - Be safe to use. Many aspects of OpenGL that can trigger a crash if misused are automatically handled by glium. - Provide an API that enforces good pratices such as RAII or stateless function calls. - Be compatible with all OpenGL versions that support shaders, providing unified API when things diverge. - Avoid all OpenGL errors beforehand. - Produce optimized OpenGL function calls, and allow the user to easily use modern OpenGL techniques.
Documentation
extern crate gl_generator;

use gl_generator::{Registry, Api, Profile, Fallbacks};
use std::env;
use std::fs::File;
use std::io::Write;
use std::path::Path;

mod textures;

fn main() {
    let dest = env::var("OUT_DIR").unwrap();
    let dest = Path::new(&dest);

    textures::build_texture_file(&mut File::create(&dest.join("textures.rs")).unwrap());
    println!("cargo:rerun-if-changed=build/main.rs");


    // There is a `#[derive(Clone)]` line in the bindings that triggers a stack overflow
    // in rustc (https://github.com/rust-lang/rust/issues/26467).
    // Therefore we write the bindings to memory first, then remove this line, and then copy
    // to the file.
    let mut gl_bindings = Vec::new();
    generate_gl_bindings(&mut gl_bindings);
    let gl_bindings = String::from_utf8(gl_bindings).unwrap();
    let gl_bindings = gl_bindings.replace("#[derive(Clone)]", "");
    let mut file_output = File::create(&dest.join("gl_bindings.rs")).unwrap();
    file_output.write_all(&gl_bindings.into_bytes()).unwrap();
}

fn generate_gl_bindings<W>(dest: &mut W) where W: Write {
    let gl_registry = Registry::new(
        Api::Gl,
        (4, 5),
        Profile::Compatibility,
        Fallbacks::None,
        vec![
            "GL_AMD_depth_clamp_separate",
            "GL_APPLE_vertex_array_object",
            "GL_ARB_bindless_texture",
            "GL_ARB_buffer_storage",
            "GL_ARB_compute_shader",
            "GL_ARB_copy_buffer",
            "GL_ARB_debug_output",
            "GL_ARB_depth_texture",
            "GL_ARB_direct_state_access",
            "GL_ARB_draw_buffers",
            "GL_ARB_ES2_compatibility",
            "GL_ARB_ES3_compatibility",
            "GL_ARB_ES3_1_compatibility",
            "GL_ARB_ES3_2_compatibility",
            "GL_ARB_framebuffer_sRGB",
            "GL_ARB_geometry_shader4",
            "GL_ARB_gpu_shader_fp64",
            "GL_ARB_gpu_shader_int64",
            "GL_ARB_invalidate_subdata",
            "GL_ARB_multi_draw_indirect",
            "GL_ARB_occlusion_query",
            "GL_ARB_pixel_buffer_object",
            "GL_ARB_robustness",
            "GL_ARB_shader_image_load_store",
            "GL_ARB_shader_objects",
            "GL_ARB_texture_buffer_object",
            "GL_ARB_texture_float",
            "GL_ARB_texture_multisample",
            "GL_ARB_texture_rg",
            "GL_ARB_texture_rgb10_a2ui",
            "GL_ARB_transform_feedback3",
            "GL_ARB_vertex_buffer_object",
            "GL_ARB_vertex_shader",
            "GL_ATI_draw_buffers",
            "GL_ATI_meminfo",
            "GL_EXT_debug_marker",
            "GL_EXT_direct_state_access",
            "GL_EXT_framebuffer_blit",
            "GL_EXT_framebuffer_multisample",
            "GL_EXT_framebuffer_object",
            "GL_EXT_framebuffer_sRGB",
            "GL_EXT_gpu_shader4",
            "GL_EXT_packed_depth_stencil",
            "GL_EXT_provoking_vertex",
            "GL_EXT_texture_array",
            "GL_EXT_texture_buffer_object",
            "GL_EXT_texture_compression_s3tc",
            "GL_EXT_texture_filter_anisotropic",
            "GL_EXT_texture_integer",
            "GL_EXT_texture_sRGB",
            "GL_EXT_transform_feedback",
            "GL_GREMEDY_string_marker",
            "GL_KHR_robustness",
            "GL_NVX_gpu_memory_info",
            "GL_NV_conditional_render",
            "GL_NV_vertex_attrib_integer_64bit",
        ],
    );

    let gles_registry = Registry::new(
        Api::Gles2,
        (3, 2),
        Profile::Compatibility,
        Fallbacks::None,
        vec![
            "GL_ANGLE_framebuffer_multisample",
            "GL_APPLE_framebuffer_multisample",
            "GL_APPLE_sync",
            "GL_ARM_rgba8",
            "GL_EXT_buffer_storage",
            "GL_EXT_disjoint_timer_query",
            "GL_EXT_multi_draw_indirect",
            "GL_EXT_multisampled_render_to_texture",
            "GL_EXT_occlusion_query_boolean",
            "GL_EXT_primitive_bounding_box",
            "GL_EXT_robustness",
            "GL_KHR_debug",
            "GL_NV_copy_buffer",
            "GL_NV_framebuffer_multisample",
            "GL_NV_internalformat_sample_query",
            "GL_NV_pixel_buffer_object",
            "GL_OES_depth_texture",
            "GL_OES_draw_elements_base_vertex",
            "GL_OES_packed_depth_stencil",
            "GL_OES_primitive_bounding_box",
            "GL_OES_rgb8_rgba8",
            "GL_OES_texture_buffer",
            "GL_OES_texture_npot",
            "GL_OES_vertex_array_object",
            "GL_OES_vertex_type_10_10_10_2",
        ],
    );

    (gl_registry + gles_registry)
        .write_bindings(gl_generator::StructGenerator, dest)
        .unwrap();
}