use blinds::*;
use golem::{
Attribute, AttributeType, Context,
Dimension::{D2, D4},
ElementBuffer, GeometryMode, GolemError, ShaderDescription, ShaderProgram, VertexBuffer,
};
async fn app(
window: Window,
ctx: glow::Context,
mut events: EventStream,
) -> Result<(), GolemError> {
let ctx = &Context::from_glow(ctx)?;
#[rustfmt::skip]
let vertices = [
-0.5, -0.5, 1.0, 0.0, 0.0, 1.0,
0.5, -0.5, 0.0, 1.0, 0.0, 1.0,
0.5, 0.5, 0.0, 0.0, 1.0, 1.0,
-0.5, 0.5, 1.0, 1.0, 1.0, 1.0,
];
let indices = [0, 1, 1, 2, 2, 3, 3, 0];
let mut shader = ShaderProgram::new(
ctx,
ShaderDescription {
vertex_input: &[
Attribute::new("vert_position", AttributeType::Vector(D2)),
Attribute::new("vert_color", AttributeType::Vector(D4)),
],
fragment_input: &[Attribute::new("frag_color", AttributeType::Vector(D4))],
uniforms: &[],
vertex_shader: r#" void main() {
gl_Position = vec4(vert_position, 0, 1);
frag_color = vert_color;
}"#,
fragment_shader: r#" void main() {
gl_FragColor = frag_color;
}"#,
},
)?;
let mut vb = VertexBuffer::new(ctx)?;
let mut eb = ElementBuffer::new(ctx)?;
vb.set_data(&vertices);
eb.set_data(&indices);
shader.bind();
ctx.clear();
unsafe {
shader.draw(&vb, &eb, 0..indices.len(), GeometryMode::Lines)?;
}
window.present();
loop {
events.next_event().await;
}
}
fn main() {
run_gl(Settings::default(), |window, gfx, events| {
async move { app(window, gfx, events).await.unwrap() }
});
}