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The glium example refactored.
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use glium::{DisplayBuild, Surface, VertexBuffer, Program}; | |
use glium::backend::glutin_backend::GlutinFacade; | |
use glium::{glutin, index, uniforms}; | |
extern crate glium; | |
/// A trait for graphical frontends. | |
/// Normally, the only thing that the cpu does is send the framebuffer data. | |
pub trait GpuFrontend { | |
/// Displays one frame of data from the raw framebuffer. | |
fn display_frame(&mut self, framebuffer: Vec<u8>); | |
} | |
// TODO: this is pretty much the tutorial for glium | |
// some stuff that needs to be done: | |
// - draw a proper rectangle | |
// - map a texture to the rectangle, it should be bounded to the resolution of the framebuffer | |
// - make the framebuffer data a struct with raw data and resolution | |
// - define a trait for input handling and make GliumFrontend implement it | |
#[derive(Copy, Clone)] | |
struct Vertex { | |
position: [f32; 2], | |
} | |
pub struct GliumFrontend { | |
display: GlutinFacade, | |
vertex_buffer: VertexBuffer<Vertex>, | |
indices: index::NoIndices, | |
program: Program, | |
} | |
impl GliumFrontend { | |
pub fn new() -> GliumFrontend { | |
let display = glutin::WindowBuilder::new().build_glium().unwrap(); | |
implement_vertex!(Vertex, position); | |
let vertex1 = Vertex { position: [-1.0, -1.0] }; | |
let vertex2 = Vertex { position: [1.0, -1.0] }; | |
let vertex3 = Vertex { position: [1.0, 1.0] }; | |
let vertex4 = Vertex { position: [-1.0, 1.0] }; | |
let shape = vec![vertex1, vertex2, vertex3, vertex4]; | |
let vertex_buffer = VertexBuffer::new(&display, &shape).unwrap(); | |
let indices = index::NoIndices(index::PrimitiveType::TriangleFan); | |
let vertex_shader_src = r#" | |
#version 140 | |
in vec2 position; | |
void main() { | |
gl_Position = vec4(position, 0.0, 1.0); | |
} | |
"#; | |
let fragment_shader_src = r#" | |
#version 140 | |
out vec4 color; | |
void main() { | |
color = vec4(1.0, 0.0, 0.0, 1.0); | |
} | |
"#; | |
let program = Program::from_source(&display, vertex_shader_src, fragment_shader_src, None) | |
.unwrap(); | |
GliumFrontend { | |
display: display, | |
vertex_buffer: vertex_buffer, | |
indices: indices, | |
program: program, | |
} | |
} | |
fn draw(&self) { | |
let mut target = self.display.draw(); | |
target.clear_color(0.0, 0.0, 1.0, 1.0); | |
target.draw(&self.vertex_buffer, | |
&self.indices, | |
&self.program, | |
&uniforms::EmptyUniforms, | |
&Default::default()) | |
.unwrap(); | |
target.finish().unwrap(); | |
} | |
fn update(&self) { | |
// TODO: this is necessary for input, map keys to actions | |
for ev in self.display.poll_events() { | |
match ev { | |
glutin::Event::Closed => return, | |
_ => (), | |
} | |
} | |
} | |
} | |
impl GpuFrontend for GliumFrontend { | |
fn display_frame(&mut self, framebuffer: Vec<u8>) { | |
// TODO: implement drawing of a texture | |
let _ = framebuffer; | |
loop { | |
self.draw(); | |
self.update(); | |
} | |
} | |
} | |
pub fn main() { | |
let mut front = GliumFrontend::new(); | |
front.display_frame(vec![]); | |
} |
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