use blinds::*;
use golem::depth::*;
use golem::{
Attribute, AttributeType, Context,
Dimension::{D3, D4},
ElementBuffer, GeometryMode, GolemError, NumberType, ShaderDescription, ShaderProgram, Uniform,
UniformType, UniformValue, VertexBuffer,
};
async fn app(
window: Window,
ctx: golem::glow::Context,
mut events: EventStream,
) -> Result<(), GolemError> {
let ctx = &Context::from_glow(ctx)?;
#[rustfmt::skip]
let triangle_1 = [
0.5, -0.5, 0.1,
-0.5, 0.0, 0.1,
0.5, 0.5, 0.1,
];
#[rustfmt::skip]
let triangle_2 = [
-0.5, -0.5, 0.2,
0.5, 0.0, 0.2,
-0.5, 0.5, 0.2,
];
let indices = [0, 1, 2];
let mut shader = ShaderProgram::new(
ctx,
ShaderDescription {
vertex_input: &[Attribute::new("vert_position", AttributeType::Vector(D3))],
fragment_input: &[],
uniforms: &[Uniform::new(
"color",
UniformType::Vector(NumberType::Float, D4),
)],
vertex_shader: r#" void main() {
gl_Position = vec4(vert_position, 1);
}"#,
fragment_shader: r#" void main() {
gl_FragColor = color;
}"#,
},
)?;
let mut vb = VertexBuffer::new(ctx)?;
let mut eb = ElementBuffer::new(ctx)?;
eb.set_data(&indices);
ctx.clear();
ctx.set_depth_test_mode(Some(DepthTestMode {
function: DepthTestFunction::Less,
range_near: 0.0,
range_far: 1.0,
depth_mask: true,
}));
shader.bind();
vb.set_data(&triangle_1);
shader.set_uniform("color", UniformValue::Vector4([1.0, 0.0, 0.0, 1.0]))?;
unsafe {
shader.draw(&vb, &eb, 0..indices.len(), GeometryMode::Triangles)?;
}
vb.set_data(&triangle_2);
shader.set_uniform("color", UniformValue::Vector4([0.0, 1.0, 0.0, 1.0]))?;
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()
});
}