#[macro_use]
extern crate glium;
fn main() {
#[allow(unused_imports)]
use glium::{glutin, Surface};
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();
#[derive(Copy, Clone)]
struct Vertex {
position: [f32; 2],
}
implement_vertex!(Vertex, position);
let vertex1 = Vertex { position: [-0.5, -0.5] };
let vertex2 = Vertex { position: [ 0.0, 0.5] };
let vertex3 = Vertex { position: [ 0.5, -0.25] };
let shape = vec![vertex1, vertex2, vertex3];
let vertex_buffer = glium::VertexBuffer::new(&display, &shape).unwrap();
let indices = glium::index::NoIndices(glium::index::PrimitiveType::TrianglesList);
let vertex_shader_src = r#"
#version 140
in vec2 position;
out vec2 my_attr; // our new attribute
uniform mat4 matrix;
void main() {
my_attr = position; // we need to set the value of each `out` variable.
gl_Position = matrix * vec4(position, 0.0, 1.0);
}
"#;
let fragment_shader_src = r#"
#version 140
in vec2 my_attr;
out vec4 color;
void main() {
color = vec4(my_attr, 0.0, 1.0); // we build a vec4 from a vec2 and two floats
}
"#;
let program = glium::Program::from_source(&display, vertex_shader_src, fragment_shader_src, None).unwrap();
let mut t = -0.5;
event_loop.run(move |event, _, control_flow| {
match event {
glutin::event::Event::WindowEvent { event, .. } => match event {
glutin::event::WindowEvent::CloseRequested => {
*control_flow = glutin::event_loop::ControlFlow::Exit;
return;
},
_ => return,
},
glutin::event::Event::NewEvents(cause) => match cause {
glutin::event::StartCause::ResumeTimeReached { .. } => (),
glutin::event::StartCause::Init => (),
_ => return,
},
_ => return,
}
let next_frame_time = std::time::Instant::now() +
std::time::Duration::from_nanos(16_666_667);
*control_flow = glutin::event_loop::ControlFlow::WaitUntil(next_frame_time);
t += 0.0002;
if t > 0.5 {
t = -0.5;
}
let mut target = display.draw();
target.clear_color(0.0, 0.0, 1.0, 1.0);
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],
[ t , 0.0, 0.0, 1.0f32],
]
};
target.draw(&vertex_buffer, &indices, &program, &uniforms,
&Default::default()).unwrap();
target.finish().unwrap();
});
}