#[macro_use]
extern crate glium;
use std::io::Cursor;
#[allow(unused_imports)]
use glium::{glutin, Surface};
use glium::index::PrimitiveType;
mod support;
fn main() {
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();
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::CompressedSrgbTexture2d::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 = program!(&display,
140 => {
vertex: "
#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;
}
",
fragment: "
#version 140
uniform sampler2D tex;
in vec2 v_tex_coords;
out vec4 f_color;
void main() {
f_color = texture(tex, v_tex_coords);
}
"
},
110 => {
vertex: "
#version 110
uniform mat4 matrix;
attribute vec2 position;
attribute vec2 tex_coords;
varying vec2 v_tex_coords;
void main() {
gl_Position = matrix * vec4(position, 0.0, 1.0);
v_tex_coords = tex_coords;
}
",
fragment: "
#version 110
uniform sampler2D tex;
varying vec2 v_tex_coords;
void main() {
gl_FragColor = texture2D(tex, v_tex_coords);
}
",
},
100 => {
vertex: "
#version 100
uniform lowp mat4 matrix;
attribute lowp vec2 position;
attribute lowp vec2 tex_coords;
varying lowp vec2 v_tex_coords;
void main() {
gl_Position = matrix * vec4(position, 0.0, 1.0);
v_tex_coords = tex_coords;
}
",
fragment: "
#version 100
uniform lowp sampler2D tex;
varying lowp vec2 v_tex_coords;
void main() {
gl_FragColor = texture2D(tex, v_tex_coords);
}
",
},
).unwrap();
support::start_loop(event_loop, move |events| {
let uniforms = uniform! {
matrix: [
[1.0, 0.0, 0.0, 0.0],
[0.0, 1.0, 0.0, 0.0],
[0.0, 0.0, 1.0, 0.0],
[0.0, 0.0, 0.0, 1.0f32]
],
tex: &opengl_texture
};
let mut target = display.draw();
target.clear_color(0.0, 0.0, 0.0, 0.0);
target.draw(&vertex_buffer, &index_buffer, &program, &uniforms, &Default::default()).unwrap();
target.finish().unwrap();
let mut action = support::Action::Continue;
for event in events {
match event {
glutin::event::Event::WindowEvent { event, .. } => match event {
glutin::event::WindowEvent::CloseRequested => action = support::Action::Stop,
_ => ()
},
_ => (),
}
};
action
});
}