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;
use glium::program::ShaderStage;
use glium::{Display, Surface};
use glutin::surface::WindowSurface;
use support::{ApplicationContext, State};

mod support;

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

struct Application {
    pub vertex_buffer: glium::VertexBuffer<Vertex>,
    pub index_buffer: glium::IndexBuffer<u16>,
    pub program: glium::Program,
    pub i: i32,
}

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

    fn new(display: &Display<WindowSurface>) -> Self {
        // building the vertex buffer, which contains all the vertices that we will draw
        let vertex_buffer = {
            glium::VertexBuffer::new(
                display,
                &[
                    Vertex {
                        position: [-0.5, -0.5],
                    },
                    Vertex {
                        position: [0.0, 0.5],
                    },
                    Vertex {
                        position: [0.5, -0.5],
                    },
                ],
            )
            .unwrap()
        };

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

        // compiling shaders and linking them together
        let program = program!(display,
            150 => {
                vertex: "
                    #version 150

                    uniform mat4 matrix;

                    in vec2 position;

                    void main() {
                        gl_Position = vec4(position, 0.0, 1.0) * matrix;
                    }
                ",

                fragment: "
                    #version 150
                    #extension GL_ARB_shader_subroutine : require

                    out vec4 fragColor;
                    subroutine vec4 color_t();

                    subroutine uniform color_t Color;

                    subroutine(color_t)
                    vec4 ColorRed()
                    {
                    return vec4(1, 0, 0, 1);
                    }

                    subroutine(color_t)
                    vec4 ColorBlue()
                    {
                    return vec4(0, 0.4, 1, 1);
                    }

                    subroutine(color_t)
                    vec4 ColorYellow()
                    {
                    return vec4(1, 1, 0, 1);
                    }

                    void main()
                    {
                        fragColor = Color();
                    }
                "
            },
        )
        .unwrap();

        let i = 0;

        Self {
            vertex_buffer,
            index_buffer,
            program,
            i,
        }
    }

    fn draw_frame(&mut self, display: &Display<WindowSurface>) {
        let mut frame = display.draw();
        let subroutine = if self.i < 40 {
            "ColorYellow"
        } else if self.i < 80 {
            "ColorBlue"
        } else {
            "ColorRed"
        };

        // 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]
            ],
            Color: (subroutine, ShaderStage::Fragment)
        };

        // drawing a frame
        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 update(&mut self) {
        self.i = (self.i + 1) % 120;
    }
}

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