#[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 {
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();
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()
};
let index_buffer =
glium::IndexBuffer::new(display, PrimitiveType::TriangleStrip, &[1 as u16, 2, 0, 3])
.unwrap();
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();
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();
}