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path: root/rust/opengl/src/main.rs
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#[macro_use]
extern crate glium;
extern crate image;

use std::io::Cursor;
use glium::DisplayBuild;
use glium::Surface;

fn main() {
    let image = image::load(Cursor::new(&include_bytes!("data/image.png")[..]),
                            image::PNG).unwrap().to_rgba();
    let image_dimensions = image.dimensions();
    let image = glium::texture::RawImage2d::from_raw_rgba_reversed(
        image.into_raw(), image_dimensions);

    let display = glium::glutin::WindowBuilder::new()
        .with_dimensions(1024, 768)
        .with_title(format!("Hello world"))
        .build_glium()
        .unwrap();

    let texture = glium::texture::Texture2d::new(&display, image).unwrap();

    #[derive(Copy, Clone)]
    struct Vertex {
        position: [f32; 2],
        tex_coords: [f32; 2],
    }

    implement_vertex!(Vertex, position, tex_coords);

    let vertex1 = Vertex { position: [-0.5, -0.5], tex_coords: [0.0, 0.0] };
    let vertex2 = Vertex { position: [ 0.0,  0.5], tex_coords: [0.5, 1.0] };
    let vertex3 = Vertex { position: [ 0.5, -0.25], tex_coords: [1.0, 0.0]};
    let shape = vec![vertex1, vertex2, vertex3];

    let vertex_buffer = glium::VertexBuffer::new(&display, &shape).unwrap();
    let indices = glium::index::NoIndices(glium::index::PrimitiveType::TrianglesList);

    let vertex_shader_src = r#"
        #version 140
        in vec2 position;
        in vec2 tex_coords;
        out vec2 v_tex_coords;
        uniform mat4 trans;
        void main() {
            v_tex_coords = tex_coords;
            gl_Position = trans * vec4(position, 0.0, 1.0);
        }
    "#;

    let fragment_shader_src = r#"
        #version 140
        in vec2 v_tex_coords;
        out vec4 color;
        uniform sampler2D tex;
        void main() {
            color = texture(tex, v_tex_coords);
        }
    "#;

    let program = glium::Program::from_source(
        &display, vertex_shader_src, fragment_shader_src, None).unwrap();

    let mut t: f32 = -0.5;
    loop {
        t += 0.002;
        if t > 1.5 {
            t = -0.5;
        }
        let u: f32 = if t > 0.5 {
            1.0 - t
        } else {
            t
        };

        let uniforms = uniform! {
            trans: [
                [u.cos(),  u.sin(), 0.0, 0.0],
                [-u.sin(), u.cos(), 0.0, 0.0],
                [1.0,      0.0,     1.0, 0.0],
                [u,        0.0,     0.0, 1.0f32],
            ],
            tex: &texture,
        };

        let mut target = display.draw();
        target.clear_color(0.0, 0.0, 0.0, 1.0);
        target.draw(&vertex_buffer, &indices, &program, &uniforms,
                    &Default::default()).unwrap();
        target.finish().unwrap();

        for ev in display.poll_events() {
            match ev {
                glium::glutin::Event::Closed => return,
                _ => ()
            }
        }
    }
}