realms 4.5.5

A powerful and lightweight graphics library for making Rust games
Documentation
//! This example draws a triangle to the screen, by sending the vertex *positions* to the GPU and
//! using a shader with a hardcoded

use realms::data::Color;
use realms::shader::{Shader, ShaderProgram, ShaderType};
use realms::vertex::VertexBuffer;
use realms::window::Window; // don't accidentally import realms::glfw::Window!

fn main() {
    // create the window and unwrap the result:
    let mut window = Window::new(800, 600, "Hello Triangle!").expect("Failed to create window");

    // create the shader program from the shaders `vertex2.glsl` and `fragment2.glsl`:
    let shader_program = ShaderProgram::new(vec![
        Shader::load_str(ShaderType::Vertex, include_str!("shaders/vertex2.glsl")).unwrap(),
        Shader::load_str(ShaderType::Fragment, include_str!("shaders/fragment2.glsl")).unwrap(),
    ])
    .unwrap();
    // NOTE: you need to code the `vertex2.glsl` and `fragment2.glsl` files. Some
    // default shaders are provided for you, in the same directory as this file
    // in the files `vertex2.glsl` and `fragment2.glsl`. You can copy and paste
    // these into the SAME DIRECTORY as your example3_colorful_triangle file.

    // create an [f32] slice of vertex data:
    let vertices: [f32; 6] = [
        // specify type `f32` with 6 elements.
        //   X     Y
        0.0, 0.5, // top of triangle
        -0.5, -0.5, // bottom left of triangle
        0.5, -0.5, // bottom right of triangle
    ];

    // Create a [u32] slice listing the indices of the `vertices` array to draw.
    // Although in this case we only have one triangle, in scenes with many
    // triangles this drastically reduces the size of data sent to the GPU.
    // Read more at https://learnopengl.com/Getting-started/Hello-Triangle,
    // scroll to the section on Element Buffer Objects.
    let elements: [u32; 3] = [0, 1, 2];

    // create a VertexBuffer using references to the `vertices` and `elements`:
    let vb = VertexBuffer::new(&vertices, &elements);

    // Tell Realms how each vertex is structured. Each vertex has a single
    // component (a position) made up of TWO float components (x and y):
    vb.set_layout(&[2]);

    // loop until the user closes the window
    while window.is_running() {
        // swap the buffers (draw to the screen) and bind our shader program:
        window.new_frame();

        window.fill(Color::rgb(20, 34, 40)); // fill the screen dark blue
        window.events(); // we don't handle any events, but we need to poll for them anyway.

        vb.draw(&shader_program); // draw the data in our vertex buffer
    }
}