golem 0.1.0-alpha1

A (mostly) safe library for graphics programming
Documentation
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 = [
        // R, G, B
        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 = [
        // Position         UV
        -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() }
    });
}