use realms::data::Color;
use realms::shader::{Shader, ShaderProgram, ShaderType};
use realms::vertex::VertexBuffer;
use realms::window::Window;
fn main() {
let mut window = Window::new(800, 600, "Hello Colors!").expect("Failed to create window");
let shader_program = ShaderProgram::new(vec![
Shader::load_str(ShaderType::Vertex, include_str!("shaders/vertex3.glsl")).unwrap(),
Shader::load_str(ShaderType::Fragment, include_str!("shaders/fragment3.glsl")).unwrap(),
])
.unwrap();
let vertices: [f32; 15] = [
0.0, 0.5, 0.0, 1.0, 0.0, -0.5, -0.5, 1.0, 0.0, 0.0, 0.5, -0.5, 0.0, 0.0, 1.0, ];
let elements: [u32; 3] = [0, 1, 2];
let vb = VertexBuffer::new(&vertices, &elements);
vb.set_layout(&[
2, 3, ]);
while window.is_running() {
window.new_frame();
window.fill(Color::rgb(20, 34, 40));
window.events();
vb.draw(&shader_program); }
}