use blinds::*;
use golem::{
Attribute, AttributeType, ColorFormat, Context, Dimension::D2, ElementBuffer, GeometryMode,
GolemError, ShaderDescription, ShaderProgram, Texture, Uniform, UniformType, UniformValue,
VertexBuffer,
};
async fn app(
window: Window,
ctx: glow::Context,
mut events: EventStream,
) -> Result<(), GolemError> {
let ctx = &Context::from_glow(ctx)?;
#[rustfmt::skip]
let image = [
255, 255, 255,
0, 255, 0,
255, 0, 0,
255, 255, 255,
0, 0, 255
];
let mut texture = Texture::new(&ctx)?;
texture.set_image(Some(&image), 2, 2, ColorFormat::RGB);
#[rustfmt::skip]
let vertices = [
-0.5, -0.5, 0.0, 0.0,
0.5, -0.5, 1.0, 0.0,
0.5, 0.5, 1.0, 1.0,
-0.5, 0.5, 0.0, 1.0,
];
let indices = [0, 1, 2, 2, 3, 0];
let mut shader = ShaderProgram::new(
ctx,
ShaderDescription {
vertex_input: &[
Attribute::new("vert_position", AttributeType::Vector(D2)),
Attribute::new("vert_uv", AttributeType::Vector(D2)),
],
fragment_input: &[Attribute::new("frag_uv", AttributeType::Vector(D2))],
uniforms: &[Uniform::new("image", UniformType::Sampler2D)],
vertex_shader: r#" void main() {
gl_Position = vec4(vert_position, 0, 1);
frag_uv = vert_uv;
}"#,
fragment_shader: r#" void main() {
gl_FragColor = texture(image, frag_uv);
}"#,
},
)?;
let mut vb = VertexBuffer::new(ctx)?;
let mut eb = ElementBuffer::new(ctx)?;
vb.set_data(&vertices);
eb.set_data(&indices);
shader.bind();
shader.set_uniform("image", UniformValue::Int(0))?;
Texture::bind(ctx, Some(&texture), 0);
ctx.clear();
unsafe {
shader.draw(&vb, &eb, 0..indices.len(), GeometryMode::Triangles)?;
}
window.present();
loop {
events.next_event().await;
}
}
fn main() {
run_gl(Settings::default(), |window, gfx, events| {
async move { app(window, gfx, events).await.unwrap() }
});
}