#[macro_use]
extern crate glium;
use std::io::Cursor;
use glium::Surface;
use glium::index::PrimitiveType;
#[allow(unused_imports)]
use glium::glutin::event::{self, ElementState, VirtualKeyCode, Event, WindowEvent};
use glium::glutin::window::Fullscreen;
mod support;
fn main() {
let event_loop = glutin::event_loop::EventLoop::new();
let wb = glutin::window::WindowBuilder::new();
let cb = glutin::ContextBuilder::new();
let display = glium::Display::new(wb, cb, &event_loop).unwrap();
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::texture::CompressedTexture2d::new(&display, image).unwrap();
let vertex_buffer = {
#[derive(Copy, Clone)]
struct Vertex {
position: [f32; 2],
tex_coords: [f32; 2],
}
implement_vertex!(Vertex, position, tex_coords);
glium::VertexBuffer::new(&display,
&[
Vertex { position: [-1.0, -1.0], tex_coords: [0.0, 0.0] },
Vertex { position: [-1.0, 1.0], tex_coords: [0.0, 1.0] },
Vertex { position: [ 1.0, 1.0], tex_coords: [1.0, 1.0] },
Vertex { position: [ 1.0, -1.0], tex_coords: [1.0, 0.0] }
]
).unwrap()
};
let index_buffer = glium::IndexBuffer::new(&display, PrimitiveType::TriangleStrip,
&[1 as u16, 2, 0, 3]).unwrap();
let program = glium::Program::from_source(&display, r"
#version 140
uniform mat4 matrix;
in vec2 position;
in vec2 tex_coords;
out vec2 v_tex_coords;
void main() {
gl_Position = matrix * vec4(position, 0.0, 1.0);
v_tex_coords = tex_coords;
}
", r"
#version 140
uniform sampler2D tex;
in vec2 v_tex_coords;
out vec4 color;
void main() {
color = texture(tex, v_tex_coords);
}
", None).unwrap();
let mut fullscreen = false;
println!("Press Enter to switch fullscreen mode");
support::start_loop(event_loop, move |events| {
let mut target = display.draw();
target.clear_color(0.0, 1.0, 0.0, 1.0);
target.draw(&vertex_buffer, &index_buffer, &program, &uniform! {
matrix: [
[0.5, 0.0, 0.0, 0.0],
[0.0, 0.5, 0.0, 0.0],
[0.0, 0.0, 0.5, 0.0],
[0.0, 0.0, 0.0, 1.0f32]
],
tex: &opengl_texture
}, &Default::default()).unwrap();
target.finish().unwrap();
let mut action = support::Action::Continue;
let mut enter_pressed = false;
for event in events {
match event {
Event::WindowEvent { event, window_id } =>
if *window_id == display.gl_window().window().id() {
match event {
WindowEvent::CloseRequested => action = support::Action::Stop,
WindowEvent::KeyboardInput { input, .. } => {
if let ElementState::Pressed = input.state {
if let Some(VirtualKeyCode::Return) = input.virtual_keycode {
enter_pressed = true;
}
}
},
_ => ()
}
},
_ => (),
}
};
if enter_pressed {
if fullscreen {
display.gl_window().window().set_fullscreen(None);
fullscreen = false;
} else {
let monitor_handle = display.gl_window().window().available_monitors().next().unwrap();
let fs = Fullscreen::Borderless(Some(monitor_handle));
display.gl_window().window().set_fullscreen(Some(fs));
fullscreen = true;
}
}
action
});
}