glium 0.29.1

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
#[macro_use]
extern crate glium;

use std::io::Cursor;
#[allow(unused_imports)]
use glium::{glutin, Surface};

mod support;

fn main() {
    // Building the display, ie. the main object
    let event_loop = glutin::event_loop::EventLoop::new();
    let wb = glutin::window::WindowBuilder::new();
    let cb = glutin::ContextBuilder::new().with_vsync(true);
    let display = glium::Display::new(wb, cb, &event_loop).unwrap();

    // building a texture with "OpenGL" drawn on it
    let image = image::load(Cursor::new(&include_bytes!("../tests/fixture/opengl.png")[..]),
                            image::ImageFormat::Png).unwrap().to_rgba8();
    let image_dimensions = image.dimensions();
    let image = glium::texture::RawImage2d::from_raw_rgba_reversed(&image.into_raw(), image_dimensions);
    let opengl_texture = glium::Texture2d::new(&display, image).unwrap();

    // building a 1024x1024 empty texture
    let dest_texture = glium::Texture2d::empty_with_format(&display,
                                               glium::texture::UncompressedFloatFormat::U8U8U8U8,
                                               glium::texture::MipmapsOption::NoMipmap,
                                               1024, 1024).unwrap();
    dest_texture.as_surface().clear_color(0.0, 0.0, 0.0, 1.0);

    // the main loop
    support::start_loop(event_loop, move |events| {
        // we have one out of 60 chances to blit one `opengl_texture` over `dest_texture`
        if rand::random::<f64>() <= 0.016666 {
            let (left, bottom, dimensions): (f32, f32, f32) = rand::random();
            let dest_rect = glium::BlitTarget {
                left: (left * dest_texture.get_width() as f32) as u32,
                bottom: (bottom * dest_texture.get_height().unwrap() as f32) as u32,
                width: (dimensions * dest_texture.get_width() as f32) as i32,
                height: (dimensions * dest_texture.get_height().unwrap() as f32) as i32,
            };

            opengl_texture.as_surface().blit_whole_color_to(&dest_texture.as_surface(), &dest_rect,
                                                            glium::uniforms::MagnifySamplerFilter::Linear);
        }

        // drawing a frame
        let target = display.draw();
        dest_texture.as_surface().fill(&target, glium::uniforms::MagnifySamplerFilter::Linear);
        target.finish().unwrap();

        let mut action = support::Action::Continue;

            // handling the events received by the window since the last frame
        for event in events {
            match event {
                glutin::event::Event::WindowEvent { event, .. } => match event {
                    glutin::event::WindowEvent::CloseRequested => action = support::Action::Stop,
                    _ => (),
                },
                _ => (),
            }
        }

        action
    });
}