glium 0.8.4

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.
#[macro_use]
extern crate glium;

use glium::Surface;
use glium::index::PrimitiveType;

mod support;

#[test]
#[should_panic(expected = "The program attribute `field1` does not match the vertex format")]
fn attribute_types_mismatch() {
    let display = support::build_display();

    #[derive(Copy, Clone)]
    struct Vertex {
        field1: [f32; 4],
    }

    implement_vertex!(Vertex, field1);

    let vertex_buffer = glium::VertexBuffer::new(&display, &Vec::<Vertex>::new()).unwrap();
    let index_buffer = glium::IndexBuffer::new(&display, PrimitiveType::Points,
                                               &Vec::<u16>::new()).unwrap();

    let program = glium::Program::from_source(&display,
        // vertex shader
        "
            #version 110

            attribute vec2 field1;

            void main() {
                gl_Position = vec4(field1, 0.0, 1.0);
            }
        ",
        "
            #version 110
            void main() {
                gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
            }
        ",

        // geometry shader
        None)
        .unwrap();

    // drawing a frame
    let mut target = display.draw();
    target.draw(&vertex_buffer, &index_buffer, &program, &glium::uniforms::EmptyUniforms,
                &Default::default()).unwrap();
    target.finish().unwrap();

    display.assert_no_error(None);
}

#[test]
#[should_panic(expected = "The program attribute `field2` is missing in the vertex bindings")]
fn missing_attribute() {
    let display = support::build_display();

    #[derive(Copy, Clone)]
    struct Vertex {
        field1: [f32; 4],
    }

    implement_vertex!(Vertex, field1);

    let vertex_buffer = glium::VertexBuffer::new(&display, &Vec::<Vertex>::new()).unwrap();
    let index_buffer = glium::IndexBuffer::new(&display, PrimitiveType::Points,
                                               &Vec::<u16>::new()).unwrap();

    let program = glium::Program::from_source(&display,
        // vertex shader
        "
            #version 110

            attribute vec2 field2;

            void main() {
                gl_Position = vec4(field2, 0.0, 1.0);
            }
        ",
        "
            #version 110
            void main() {
                gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
            }
        ",

        // geometry shader
        None)
        .unwrap();

    // drawing a frame
    let mut target = display.draw();
    target.draw(&vertex_buffer, &index_buffer, &program, &glium::uniforms::EmptyUniforms,
                &Default::default()).unwrap();
    target.finish().unwrap();

    display.assert_no_error(None);
}

macro_rules! attribute_test(
    ($name:ident, $attr_ty:ty, $glsl_ty:expr, $value:expr, $gl_pos:expr) => (
        #[test]
        fn $name() {
            let display = support::build_display();

            #[derive(Copy, Clone)]
            struct Vertex {
                field1: $attr_ty,
            }

            implement_vertex!(Vertex, field1);

            let vertex_buffer = glium::VertexBuffer::new(&display, &[
                                                             Vertex { field1: $value }
                                                         ]).unwrap();
            let index_buffer = glium::IndexBuffer::new(&display, PrimitiveType::Points,
                                                       &[0u16]).unwrap();

            let program = program!(&display,
                140 => {
                    vertex: &format!("
                        #version 140

                        in {} field1;

                        void main() {{
                            gl_Position = {};
                        }}
                    ", $glsl_ty, $gl_pos),
                    fragment: "
                        #version 140
                        out vec4 color;
                        void main() {
                            color = vec4(0.0, 0.0, 0.0, 1.0);
                        }
                    "
                },
                110 => {
                    vertex: &format!("
                        #version 110

                        attribute {} field1;

                        void main() {{
                            gl_Position = {};
                        }}
                    ", $glsl_ty, $gl_pos),
                    fragment: "
                        #version 110
                        void main() {
                            gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
                        }
                    "
                },
                100 => {
                    vertex: &format!("
                        #version 100

                        attribute lowp {} field1;

                        void main() {{
                            gl_Position = {};
                        }}
                    ", $glsl_ty, $gl_pos),
                    fragment: "
                        #version 100
                        void main() {
                            gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
                        }
                    "
                }
            ).unwrap();

            // drawing a frame
            let mut target = display.draw();
            target.draw(&vertex_buffer, &index_buffer, &program, &glium::uniforms::EmptyUniforms,
                        &Default::default()).unwrap();
            target.finish().unwrap();

            display.assert_no_error(None);
        }

    )
);

attribute_test!(attribute_float_f32, f32, "float", 0.0, "vec4(field1, 0.0, 0.0, 1.0)");
attribute_test!(attribute_vec2_f32, [f32; 2], "vec2", [0.0, 0.0], "vec4(field1, 0.0, 1.0)");
attribute_test!(attribute_vec2_tuple_f32, (f32, f32), "vec2", (0.0, 0.0), "vec4(field1, 0.0, 1.0)");
attribute_test!(attribute_vec3_f32, [f32; 3], "vec3", [0.0, 0.0, 0.0], "vec4(field1, 1.0)");
attribute_test!(attribute_vec3_tuple_f32, (f32, f32, f32), "vec3", (0.0, 0.0, 0.0), "vec4(field1, 1.0)");
attribute_test!(attribute_vec4_f32, [f32; 4], "vec4", [0.0, 0.0, 0.0, 0.0], "field1");
attribute_test!(attribute_vec4_tuple_f32, (f32, f32, f32, f32), "vec4", (0.0, 0.0, 0.0, 0.0), "field1");

attribute_test!(attribute_float_u8, u8, "float", 0, "vec4(field1, 0.0, 0.0, 1.0)");
attribute_test!(attribute_vec2_u8, [u8; 2], "vec2", [0, 0], "vec4(field1, 0.0, 1.0)");
attribute_test!(attribute_vec2_tuple_u8, (u8, u8), "vec2", (0, 0), "vec4(field1, 0.0, 1.0)");
attribute_test!(attribute_vec3_u8, [u8; 3], "vec3", [0, 0, 0], "vec4(field1, 1.0)");
attribute_test!(attribute_vec3_tuple_u8, (u8, u8, u8), "vec3", (0, 0, 0), "vec4(field1, 1.0)");
attribute_test!(attribute_vec4_u8, [u8; 4], "vec4", [0, 0, 0, 0], "field1");
attribute_test!(attribute_vec4_tuple_u8, (u8, u8, u8, u8), "vec4", (0, 0, 0, 0), "field1");

attribute_test!(attribute_float_i8, i8, "float", 0, "vec4(field1, 0.0, 0.0, 1.0)");
attribute_test!(attribute_vec2_i8, [i8; 2], "vec2", [0, 0], "vec4(field1, 0.0, 1.0)");
attribute_test!(attribute_vec2_tuple_i8, (i8, i8), "vec2", (0, 0), "vec4(field1, 0.0, 1.0)");
attribute_test!(attribute_vec3_i8, [i8; 3], "vec3", [0, 0, 0], "vec4(field1, 1.0)");
attribute_test!(attribute_vec3_tuple_i8, (i8, i8, i8), "vec3", (0, 0, 0), "vec4(field1, 1.0)");
attribute_test!(attribute_vec4_i8, [i8; 4], "vec4", [0, 0, 0, 0], "field1");
attribute_test!(attribute_vec4_tuple_i8, (i8, i8, i8, i8), "vec4", (0, 0, 0, 0), "field1");

attribute_test!(attribute_float_u16, u16, "float", 0, "vec4(field1, 0.0, 0.0, 1.0)");
attribute_test!(attribute_vec2_u16, [u16; 2], "vec2", [0, 0], "vec4(field1, 0.0, 1.0)");
attribute_test!(attribute_vec2_tuple_u16, (u16, u16), "vec2", (0, 0), "vec4(field1, 0.0, 1.0)");
attribute_test!(attribute_vec3_u16, [u16; 3], "vec3", [0, 0, 0], "vec4(field1, 1.0)");
attribute_test!(attribute_vec3_tuple_u16, (u16, u16, u16), "vec3", (0, 0, 0), "vec4(field1, 1.0)");
attribute_test!(attribute_vec4_u16, [u16; 4], "vec4", [0, 0, 0, 0], "field1");
attribute_test!(attribute_vec4_tuple_u16, (u16, u16, u16, u16), "vec4", (0, 0, 0, 0), "field1");

attribute_test!(attribute_float_i16, i16, "float", 0, "vec4(field1, 0.0, 0.0, 1.0)");
attribute_test!(attribute_vec2_i16, [i16; 2], "vec2", [0, 0], "vec4(field1, 0.0, 1.0)");
attribute_test!(attribute_vec2_tuple_i16, (i16, i16), "vec2", (0, 0), "vec4(field1, 0.0, 1.0)");
attribute_test!(attribute_vec3_i16, [i16; 3], "vec3", [0, 0, 0], "vec4(field1, 1.0)");
attribute_test!(attribute_vec3_tuple_i16, (i16, i16, i16), "vec3", (0, 0, 0), "vec4(field1, 1.0)");
attribute_test!(attribute_vec4_i16, [i16; 4], "vec4", [0, 0, 0, 0], "field1");
attribute_test!(attribute_vec4_tuple_i16, (i16, i16, i16, i16), "vec4", (0, 0, 0, 0), "field1");

attribute_test!(attribute_float_u32, u32, "float", 0, "vec4(field1, 0.0, 0.0, 1.0)");
attribute_test!(attribute_vec2_u32, [u32; 2], "vec2", [0, 0], "vec4(field1, 0.0, 1.0)");
attribute_test!(attribute_vec2_tuple_u32, (u32, u32), "vec2", (0, 0), "vec4(field1, 0.0, 1.0)");
attribute_test!(attribute_vec3_u32, [u32; 3], "vec3", [0, 0, 0], "vec4(field1, 1.0)");
attribute_test!(attribute_vec3_tuple_u32, (u32, u32, u32), "vec3", (0, 0, 0), "vec4(field1, 1.0)");
attribute_test!(attribute_vec4_u32, [u32; 4], "vec4", [0, 0, 0, 0], "field1");
attribute_test!(attribute_vec4_tuple_u32, (u32, u32, u32, u32), "vec4", (0, 0, 0, 0), "field1");

attribute_test!(attribute_float_i32, i32, "float", 0, "vec4(field1, 0.0, 0.0, 1.0)");
attribute_test!(attribute_vec2_i32, [i32; 2], "vec2", [0, 0], "vec4(field1, 0.0, 1.0)");
attribute_test!(attribute_vec2_tuple_i32, (i32, i32), "vec2", (0, 0), "vec4(field1, 0.0, 1.0)");
attribute_test!(attribute_vec3_i32, [i32; 3], "vec3", [0, 0, 0], "vec4(field1, 1.0)");
attribute_test!(attribute_vec3_tuple_i32, (i32, i32, i32), "vec3", (0, 0, 0), "vec4(field1, 1.0)");
attribute_test!(attribute_vec4_i32, [i32; 4], "vec4", [0, 0, 0, 0], "field1");
attribute_test!(attribute_vec4_tuple_i32, (i32, i32, i32, i32), "vec4", (0, 0, 0, 0), "field1");