#[macro_use]
extern crate glium;
extern crate glium_sdl2;
extern crate sdl2;
fn main() {
use glium_sdl2::DisplayBuild;
use glium::Surface;
let sdl_context = sdl2::init().unwrap();
let video_subsystem = sdl_context.video().unwrap();
let display = video_subsystem.window("Tutorial 01", 800, 600).resizable().build_glium().unwrap();
#[derive(Copy, Clone)]
struct Vertex {
position: [f32; 2],
}
implement_vertex!(Vertex, position);
let vertex1 = Vertex { position: [-0.5, -0.5] };
let vertex2 = Vertex { position: [ 0.0, 0.5] };
let vertex3 = Vertex { position: [ 0.5, -0.25] };
let shape = vec![vertex1, vertex2, vertex3];
let vertex_buffer = glium::VertexBuffer::new(&display, &shape).unwrap();
let indices = glium::index::NoIndices(glium::index::PrimitiveType::TrianglesList);
let vertex_shader_src = r#"
#version 140
in vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
"#;
let fragment_shader_src = r#"
#version 140
out vec4 color;
void main() {
color = vec4(1.0, 0.0, 0.0, 1.0);
}
"#;
let program = glium::Program::from_source(&display, vertex_shader_src, fragment_shader_src, None).unwrap();
let mut running = true;
let mut event_pump = sdl_context.event_pump().unwrap();
while running {
let mut target = display.draw();
target.clear_color(0.0, 0.0, 1.0, 1.0);
target.draw(&vertex_buffer, &indices, &program, &glium::uniforms::EmptyUniforms,
&Default::default()).unwrap();
target.finish().unwrap();
for event in event_pump.poll_iter() {
use sdl2::event::Event;
match event {
Event::Quit { .. } => running = false,
_ => ()
}
}
}
}