glium 0.32.1

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
// This example demonstrates SPIR-V shader loading.
// It's based on the screenshot example but uses an empty vertex buffer.

#[macro_use]
extern crate glium;

#[allow(unused_imports)]
use glium::{glutin, Surface};
use glium::index::PrimitiveType;
use glium::program::{ProgramCreationInput, SpirvProgram, SpirvEntryPoint};

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

    // building the vertex buffer with no vertices
    // https://www.saschawillems.de/blog/2016/08/13/vulkan-tutorial-on-rendering-a-fullscreen-quad-without-buffers/
    let vertex_buffer = {
        #[derive(Copy, Clone)]
        struct Vertex {
            dummy: f32,
        }

        implement_vertex!(Vertex, dummy);

        glium::VertexBuffer::<Vertex>::empty(&display, 0).unwrap()
    };

    // building the index buffer
    let index_buffer = glium::IndexBuffer::new(&display, PrimitiveType::TrianglesList,
                                               &[0u8, 1, 2]).unwrap();

    // loading SPIR-V module that contains fragment and vertex shader entry points both called "main"
    let spirv = SpirvEntryPoint { binary: include_bytes!("shader.spv"), entry_point: "main" };
    let program = glium::Program::new(
        &display,
        ProgramCreationInput::SpirV(SpirvProgram::from_vs_and_fs(spirv, spirv))
    ).unwrap();

    // drawing once

    // building the uniforms
    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]
        ]
    };

    // drawing a frame
    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();

    // reading the front buffer into an image
    let image: glium::texture::RawImage2d<'_, u8> = display.read_front_buffer().unwrap();
    let image = image::ImageBuffer::from_raw(image.width, image.height, image.data.into_owned()).unwrap();
    let image = image::DynamicImage::ImageRgba8(image).flipv();
    image.save("glium-example-screenshot.png").unwrap();
}