#[macro_use]
extern crate glium;
#[cfg(feature = "image")]
extern crate image;
#[cfg(feature = "image")]
use std::io::Cursor;
#[cfg(feature = "image")]
use glium::{DisplayBuild, Surface};
use glium::glutin;
use glium::index::PrimitiveType;
mod support;
#[cfg(not(feature = "image"))]
fn main() {
println!("This example requires the `image` feature to be enabled");
}
#[cfg(feature = "image")]
fn main() {
let display = glutin::WindowBuilder::new()
.with_vsync()
.build_glium()
.unwrap();
let image = image::load(Cursor::new(&include_bytes!("../tests/fixture/opengl.png")[..]),
image::PNG).unwrap();
let opengl_texture = glium::texture::CompressedSrgbTexture2d::new(&display, image);
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,
vec![
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] }
]
)
};
let index_buffer = glium::IndexBuffer::new(&display, PrimitiveType::TriangleStrip,
vec![1 as u16, 2, 0, 3]);
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(|| {
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();
for event in display.poll_events() {
match event {
glutin::Event::Closed => return support::Action::Stop,
_ => ()
}
}
support::Action::Continue
});
}