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;

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().with_depth_buffer(24);
    let display = glium::Display::new(wb, cb, &event_loop).unwrap();

    #[derive(Copy, Clone)]
    struct Vertex {
        position: [f32; 3],
        normal: [f32; 3],
        tex_coords: [f32; 2],
    }

    implement_vertex!(Vertex, position, normal, tex_coords);

    let shape = glium::vertex::VertexBuffer::new(&display, &[
            Vertex { position: [-1.0,  1.0, 0.0], normal: [0.0, 0.0, -1.0], tex_coords: [0.0, 1.0] },
            Vertex { position: [ 1.0,  1.0, 0.0], normal: [0.0, 0.0, -1.0], tex_coords: [1.0, 1.0] },
            Vertex { position: [-1.0, -1.0, 0.0], normal: [0.0, 0.0, -1.0], tex_coords: [0.0, 0.0] },
            Vertex { position: [ 1.0, -1.0, 0.0], normal: [0.0, 0.0, -1.0], tex_coords: [1.0, 0.0] },
        ]).unwrap();


    let image = image::load(Cursor::new(&include_bytes!("../book/tuto-14-diffuse.jpg")),
                            image::ImageFormat::Jpeg).unwrap().to_rgba8();
    let image_dimensions = image.dimensions();
    let image = glium::texture::RawImage2d::from_raw_rgba_reversed(&image.into_raw(), image_dimensions);
    let diffuse_texture = glium::texture::SrgbTexture2d::new(&display, image).unwrap();

    let image = image::load(Cursor::new(&include_bytes!("../book/tuto-14-normal.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 normal_map = glium::texture::Texture2d::new(&display, image).unwrap();


    let vertex_shader_src = r#"
        #version 150

        in vec3 position;
        in vec3 normal;
        in vec2 tex_coords;

        out vec3 v_normal;
        out vec3 v_position;
        out vec2 v_tex_coords;

        uniform mat4 perspective;
        uniform mat4 view;
        uniform mat4 model;

        void main() {
            v_tex_coords = tex_coords;
            mat4 modelview = view * model;
            v_normal = transpose(inverse(mat3(modelview))) * normal;
            gl_Position = perspective * modelview * vec4(position, 1.0);
            v_position = gl_Position.xyz / gl_Position.w;
        }
    "#;

    let fragment_shader_src = r#"
        #version 140

        in vec3 v_normal;
        in vec3 v_position;
        in vec2 v_tex_coords;

        out vec4 color;

        uniform vec3 u_light;
        uniform sampler2D diffuse_tex;
        uniform sampler2D normal_tex;

        const vec3 specular_color = vec3(1.0, 1.0, 1.0);

        mat3 cotangent_frame(vec3 normal, vec3 pos, vec2 uv) {
            vec3 dp1 = dFdx(pos);
            vec3 dp2 = dFdy(pos);
            vec2 duv1 = dFdx(uv);
            vec2 duv2 = dFdy(uv);

            vec3 dp2perp = cross(dp2, normal);
            vec3 dp1perp = cross(normal, dp1);
            vec3 T = dp2perp * duv1.x + dp1perp * duv2.x;
            vec3 B = dp2perp * duv1.y + dp1perp * duv2.y;

            float invmax = inversesqrt(max(dot(T, T), dot(B, B)));
            return mat3(T * invmax, B * invmax, normal);
        }

        void main() {
            vec3 diffuse_color = texture(diffuse_tex, v_tex_coords).rgb;
            vec3 ambient_color = diffuse_color * 0.1;

            vec3 normal_map = texture(normal_tex, v_tex_coords).rgb;
            mat3 tbn = cotangent_frame(v_normal, v_position, v_tex_coords);
            vec3 real_normal = normalize(tbn * -(normal_map * 2.0 - 1.0));

            float diffuse = max(dot(real_normal, normalize(u_light)), 0.0);

            vec3 camera_dir = normalize(-v_position);
            vec3 half_direction = normalize(normalize(u_light) + camera_dir);
            float specular = pow(max(dot(half_direction, real_normal), 0.0), 16.0);

            color = vec4(ambient_color + diffuse * diffuse_color + specular * specular_color, 1.0);
        }
    "#;

    let program = glium::Program::from_source(&display, vertex_shader_src, fragment_shader_src,
                                              None).unwrap();

    event_loop.run(move |event, _, control_flow| {
        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);

        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 mut target = display.draw();
        target.clear_color_and_depth((0.0, 0.0, 1.0, 1.0), 1.0);

        let model = [
            [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]
        ];

        let view = view_matrix(&[0.5, 0.2, -3.0], &[-0.5, -0.2, 3.0], &[0.0, 1.0, 0.0]);

        let perspective = {
            let (width, height) = target.get_dimensions();
            let aspect_ratio = height as f32 / width as f32;

            let fov: f32 = 3.141592 / 3.0;
            let zfar = 1024.0;
            let znear = 0.1;

            let f = 1.0 / (fov / 2.0).tan();

            [
                [f *   aspect_ratio   ,    0.0,              0.0              ,   0.0],
                [         0.0         ,     f ,              0.0              ,   0.0],
                [         0.0         ,    0.0,  (zfar+znear)/(zfar-znear)    ,   1.0],
                [         0.0         ,    0.0, -(2.0*zfar*znear)/(zfar-znear),   0.0],
            ]
        };

        let light = [1.4, 0.4, 0.7f32];

        let params = glium::DrawParameters {
            depth: glium::Depth {
                test: glium::draw_parameters::DepthTest::IfLess,
                write: true,
                .. Default::default()
            },
            .. Default::default()
        };

        target.draw(&shape, glium::index::NoIndices(glium::index::PrimitiveType::TriangleStrip), &program,
                    &uniform! { model: model, view: view, perspective: perspective,
                                u_light: light, diffuse_tex: &diffuse_texture, normal_tex: &normal_map },
                    &params).unwrap();
        target.finish().unwrap();
    });
}


fn view_matrix(position: &[f32; 3], direction: &[f32; 3], up: &[f32; 3]) -> [[f32; 4]; 4] {
    let f = {
        let f = direction;
        let len = f[0] * f[0] + f[1] * f[1] + f[2] * f[2];
        let len = len.sqrt();
        [f[0] / len, f[1] / len, f[2] / len]
    };

    let s = [up[1] * f[2] - up[2] * f[1],
             up[2] * f[0] - up[0] * f[2],
             up[0] * f[1] - up[1] * f[0]];

    let s_norm = {
        let len = s[0] * s[0] + s[1] * s[1] + s[2] * s[2];
        let len = len.sqrt();
        [s[0] / len, s[1] / len, s[2] / len]
    };

    let u = [f[1] * s_norm[2] - f[2] * s_norm[1],
             f[2] * s_norm[0] - f[0] * s_norm[2],
             f[0] * s_norm[1] - f[1] * s_norm[0]];

    let p = [-position[0] * s_norm[0] - position[1] * s_norm[1] - position[2] * s_norm[2],
             -position[0] * u[0] - position[1] * u[1] - position[2] * u[2],
             -position[0] * f[0] - position[1] * f[1] - position[2] * f[2]];

    [
        [s_norm[0], u[0], f[0], 0.0],
        [s_norm[1], u[1], f[1], 0.0],
        [s_norm[2], u[2], f[2], 0.0],
        [p[0], p[1], p[2], 1.0],
    ]
}