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::{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 tess_level: i32,
}

impl ApplicationContext for Application {
    const WINDOW_TITLE:&'static str = "Glium tesselation 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::Patches {
                vertices_per_patch: 3,
            },
            &[0u16, 1, 2],
        )
        .unwrap();

        // compiling shaders and linking them together
        let program = glium::Program::new(
            display,
            glium::program::SourceCode {
                vertex_shader: "
                    #version 140

                    in vec2 position;

                    void main() {
                        gl_Position = vec4(position, 0.0, 1.0);
                    }
                ",
                fragment_shader: "
                    #version 140

                    in vec3 color;
                    out vec4 f_color;

                    void main() {
                        f_color = vec4(color, 1.0);
                    }
                ",
                geometry_shader: Some(
                    "
                    #version 330

                    uniform mat4 matrix;

                    layout(triangles) in;
                    layout(triangle_strip, max_vertices=3) out;

                    out vec3 color;

                    float rand(vec2 co) {
                        return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
                    }

                    void main() {
                        vec3 all_color = vec3(
                            rand(gl_in[0].gl_Position.xy + gl_in[1].gl_Position.yz),
                            rand(gl_in[1].gl_Position.yx + gl_in[2].gl_Position.zx),
                            rand(gl_in[0].gl_Position.xz + gl_in[2].gl_Position.zy)
                        );

                        gl_Position = matrix * gl_in[0].gl_Position;
                        color = all_color;
                        EmitVertex();

                        gl_Position = matrix * gl_in[1].gl_Position;
                        color = all_color;
                        EmitVertex();

                        gl_Position = matrix * gl_in[2].gl_Position;
                        color = all_color;
                        EmitVertex();
                    }
                ",
                ),
                tessellation_control_shader: Some(
                    "
                    #version 400

                    layout(vertices = 3) out;

                    uniform int tess_level = 5;

                    void main() {
                        gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;

                        gl_TessLevelOuter[0] = tess_level;
                        gl_TessLevelOuter[1] = tess_level;
                        gl_TessLevelOuter[2] = tess_level;
                        gl_TessLevelInner[0] = tess_level;
                    }
                ",
                ),
                tessellation_evaluation_shader: Some(
                    "
                    #version 400

                    layout(triangles, equal_spacing) in;

                    void main() {
                        vec3 position = vec3(gl_TessCoord.x) * gl_in[0].gl_Position.xyz +
                                        vec3(gl_TessCoord.y) * gl_in[1].gl_Position.xyz +
                                        vec3(gl_TessCoord.z) * gl_in[2].gl_Position.xyz;
                        gl_Position = vec4(position, 1.0);
                    }

                ",
                ),
            },
        )
        .unwrap();

        // level of tessellation
        let tess_level: i32 = 5;
        println!(
            "The current tessellation level is {} ; use the Up and Down keys to change it",
            tess_level
        );

        Self {
            vertex_buffer,
            index_buffer,
            tess_level,
            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]
            ],
            tess_level: self.tess_level
        };
        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 handle_window_event(&mut self, event: &glium::winit::event::WindowEvent, _window: &glium::winit::window::Window) {
        use glium::winit::keyboard::{PhysicalKey, KeyCode};
        match event {
            glium::winit::event::WindowEvent::KeyboardInput { event, .. } => match event.state {
                glium::winit::event::ElementState::Pressed => match event.physical_key {
                    PhysicalKey::Code(KeyCode::ArrowUp) => {
                        self.tess_level += 1;
                        println!("New tessellation level: {}", self.tess_level);
                    }
                    PhysicalKey::Code(KeyCode::ArrowDown) => {
                        if self.tess_level >= 2 {
                            self.tess_level -= 1;
                            println!("New tessellation level: {}", self.tess_level);
                        }
                    }
                    _ => (),
                },
                _ => (),
            },
            _ => (),
        }
    }
}

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