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main.rs
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use glow::*;
fn main() {
unsafe {
// Create a context from a WebGL2 context on wasm32 targets
#[cfg(target_arch = "wasm32")]
let (gl, shader_version) = {
use wasm_bindgen::JsCast;
let canvas = web_sys::window()
.unwrap()
.document()
.unwrap()
.get_element_by_id("canvas")
.unwrap()
.dyn_into::<web_sys::HtmlCanvasElement>()
.unwrap();
let webgl2_context = canvas
.get_context("webgl2")
.unwrap()
.unwrap()
.dyn_into::<web_sys::WebGl2RenderingContext>()
.unwrap();
let gl = glow::Context::from_webgl2_context(webgl2_context);
(gl, "#version 300 es")
};
// Create a context from a glutin window on non-wasm32 targets
#[cfg(feature = "glutin_winit")]
let (gl, gl_surface, gl_context, shader_version, _window, event_loop) = {
use glutin::{
config::{ConfigTemplateBuilder, GlConfig},
context::{ContextApi, ContextAttributesBuilder, NotCurrentGlContext},
display::{GetGlDisplay, GlDisplay},
surface::{GlSurface, SwapInterval},
};
use glutin_winit::{DisplayBuilder, GlWindow};
use raw_window_handle::HasRawWindowHandle;
use std::num::NonZeroU32;
let event_loop = winit::event_loop::EventLoopBuilder::new().build().unwrap();
let window_builder = winit::window::WindowBuilder::new()
.with_title("Hello triangle!")
.with_inner_size(winit::dpi::LogicalSize::new(1024.0, 768.0));
let template = ConfigTemplateBuilder::new();
let display_builder = DisplayBuilder::new().with_window_builder(Some(window_builder));
let (window, gl_config) = display_builder
.build(&event_loop, template, |configs| {
configs
.reduce(|accum, config| {
if config.num_samples() > accum.num_samples() {
config
} else {
accum
}
})
.unwrap()
})
.unwrap();
let raw_window_handle = window.as_ref().map(|window| window.raw_window_handle());
let gl_display = gl_config.display();
let context_attributes = ContextAttributesBuilder::new()
.with_context_api(ContextApi::OpenGl(Some(glutin::context::Version {
major: 4,
minor: 1,
})))
.build(raw_window_handle);
let not_current_gl_context = gl_display
.create_context(&gl_config, &context_attributes)
.unwrap();
let window = window.unwrap();
let attrs = window.build_surface_attributes(Default::default());
let gl_surface = gl_display
.create_window_surface(&gl_config, &attrs)
.unwrap();
let gl_context = not_current_gl_context.make_current(&gl_surface).unwrap();
let gl = glow::Context::from_loader_function_cstr(|s| gl_display.get_proc_address(s));
gl_surface
.set_swap_interval(&gl_context, SwapInterval::Wait(NonZeroU32::new(1).unwrap()))
.unwrap();
(
gl,
gl_surface,
gl_context,
"#version 410",
window,
event_loop,
)
};
// Create a context from a sdl2 window
#[cfg(feature = "sdl2")]
let (gl, shader_version, window, mut events_loop, _context) = {
let sdl = sdl2::init().unwrap();
let video = sdl.video().unwrap();
let gl_attr = video.gl_attr();
gl_attr.set_context_profile(sdl2::video::GLProfile::Core);
gl_attr.set_context_version(3, 0);
let window = video
.window("Hello triangle!", 1024, 769)
.opengl()
.resizable()
.build()
.unwrap();
let gl_context = window.gl_create_context().unwrap();
let gl =
glow::Context::from_loader_function(|s| video.gl_get_proc_address(s) as *const _);
let event_loop = sdl.event_pump().unwrap();
(gl, "#version 130", window, event_loop, gl_context)
};
let vertex_array = gl
.create_vertex_array()
.expect("Cannot create vertex array");
gl.bind_vertex_array(Some(vertex_array));
let program = gl.create_program().expect("Cannot create program");
let (vertex_shader_source, fragment_shader_source) = (
r#"const vec2 verts[3] = vec2[3](
vec2(0.5f, 1.0f),
vec2(0.0f, 0.0f),
vec2(1.0f, 0.0f)
);
out vec2 vert;
void main() {
vert = verts[gl_VertexID];
gl_Position = vec4(vert - 0.5, 0.0, 1.0);
}"#,
r#"precision mediump float;
in vec2 vert;
out vec4 color;
void main() {
color = vec4(vert, 0.5, 1.0);
}"#,
);
let shader_sources = [
(glow::VERTEX_SHADER, vertex_shader_source),
(glow::FRAGMENT_SHADER, fragment_shader_source),
];
let mut shaders = Vec::with_capacity(shader_sources.len());
for (shader_type, shader_source) in shader_sources.iter() {
let shader = gl
.create_shader(*shader_type)
.expect("Cannot create shader");
gl.shader_source(shader, &format!("{}\n{}", shader_version, shader_source));
gl.compile_shader(shader);
if !gl.get_shader_compile_status(shader) {
panic!("{}", gl.get_shader_info_log(shader));
}
gl.attach_shader(program, shader);
shaders.push(shader);
}
gl.link_program(program);
if !gl.get_program_link_status(program) {
panic!("{}", gl.get_program_info_log(program));
}
for shader in shaders {
gl.detach_shader(program, shader);
gl.delete_shader(shader);
}
gl.use_program(Some(program));
gl.clear_color(0.1, 0.2, 0.3, 1.0);
// We handle events differently between targets
#[cfg(feature = "glutin_winit")]
{
use glutin::prelude::GlSurface;
use winit::event::{Event, WindowEvent};
let _ = event_loop.run(move |event, elwt| {
if let Event::WindowEvent { event, .. } = event {
match event {
WindowEvent::CloseRequested => {
elwt.exit();
}
WindowEvent::RedrawRequested => {
gl.clear(glow::COLOR_BUFFER_BIT);
gl.draw_arrays(glow::TRIANGLES, 0, 3);
gl_surface.swap_buffers(&gl_context).unwrap();
}
_ => (),
}
}
});
}
#[cfg(feature = "sdl2")]
{
let mut running = true;
while running {
{
for event in events_loop.poll_iter() {
match event {
sdl2::event::Event::Quit { .. } => running = false,
_ => {}
}
}
}
gl.clear(glow::COLOR_BUFFER_BIT);
gl.draw_arrays(glow::TRIANGLES, 0, 3);
window.gl_swap_window();
if !running {
gl.delete_program(program);
gl.delete_vertex_array(vertex_array);
}
}
}
#[cfg(target_arch = "wasm32")]
{
// This could be called from `requestAnimationFrame`, a winit event
// loop, etc.
gl.clear(glow::COLOR_BUFFER_BIT);
gl.draw_arrays(glow::TRIANGLES, 0, 3);
gl.delete_program(program);
gl.delete_vertex_array(vertex_array);
}
}
}