glium 0.36.0

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 glium::index::PrimitiveType;
#[allow(unused_imports)]
use glium::{Display, Frame, Surface};
use glutin::surface::WindowSurface;
use std::io::Cursor;
use support::{ApplicationContext, State};

mod support;

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

struct Application {
    pub vertex_buffer: glium::VertexBuffer<Vertex>,
    pub index_buffer: glium::IndexBuffer<u16>,
    pub opengl_texture: glium::texture::CompressedTexture2d,
    pub program: glium::Program,
}

impl ApplicationContext for Application {
    const WINDOW_TITLE:&'static str = "Glium image example";

    fn new(display: &Display<WindowSurface>) -> Self {
        // building a texture with "OpenGL" drawn on it
        let image = image::load(
            Cursor::new(&include_bytes!("../tests/fixture/opengl.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 opengl_texture = glium::texture::CompressedTexture2d::new(display, image).unwrap();

        // building the vertex buffer, which contains all the vertices that we will draw
        let vertex_buffer = {
            glium::VertexBuffer::new(
                display,
                &[
                    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],
                    },
                ],
            )
            .unwrap()
        };

        // building the index buffer
        let index_buffer =
            glium::IndexBuffer::new(display, PrimitiveType::TriangleStrip, &[1 as u16, 2, 0, 3])
                .unwrap();

        // compiling shaders and linking them together
        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();

        Self {
            vertex_buffer,
            index_buffer,
            opengl_texture,
            program,
        }
    }

    fn draw_frame(&mut self, display: &Display<WindowSurface>) {
        let mut frame = display.draw();
        // 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]
            ],
            tex: &self.opengl_texture
        };

        frame.clear_color(0.0, 0.0, 0.0, 0.0);
        frame
            .draw(
                &self.vertex_buffer,
                &self.index_buffer,
                &self.program,
                &uniforms,
                &Default::default(),
            )
            .unwrap();
        frame.finish().unwrap();
    }
}

fn main() {
    State::<Application>::run_loop();
}