Crates.io | glitter |
lib.rs | glitter |
version | 0.1.2 |
source | src |
created_at | 2016-02-29 04:32:06.773367 |
updated_at | 2017-11-12 00:55:23.235555 |
description | A safe, low-level, zero-cost OpenGL wrapper library. |
homepage | |
repository | https://github.com/kylewlacy/glitter |
max_upload_size | |
id | 4330 |
size | 341,476 |
glitter is an experimental Rust library designed to wrap the OpenGL graphics API. It's designed for applications where performance and correctness are critical, such as in game and game engine development. Currently, glitter only supports the OpenGL ES2 API, but this will change in an upcoming release.
(The documentation, like the rest of the project, is still very much work-in-progress. Every public API has been documented, but there's still a lot to clean up!)
There are also currently two examples in the examples
directory, which use the sdl2
crate.
These can be run using cargo
, such as with the following:
$ cargo run --example hello-triangle
Also, just for a taste, here's a snippet for a simple "hello triangle" example:
#[macro_use] extern crate glitter;
use glitter::prelude::*;
// ...platform-specific OpenGL setup...
let gl = unsafe { glitter::Context::current_context() };
gl.clear_color(glitter::Color { r: 0.0, g: 0.0, b: 0.0, a: 0.0 });
gl.clear(glitter::COLOR_BUFFER_BIT);
#[derive(Clone, Copy)]
struct Vertex {
position: [f32; 2],
color: [f32; 3]
}
impl_vertex_data!(Vertex, position, color);
let vertices = [
Vertex { position: [-1.0, -1.0], color: [1.0, 0.0, 0.0] },
Vertex { position: [ 0.0, 1.0], color: [0.0, 1.0, 0.0] },
Vertex { position: [ 1.0, -1.0], color: [0.0, 0.0, 1.0] }
];
let vertex_source = r##"#version 100
attribute vec2 position;
attribute vec3 color;
varying vec3 _color;
void main() {
gl_Position = vec4(position, -1.0, -1.0);
_color = color;
}
"##;
let fragment_source = r##"#version 100
varying highp vec3 _color;
void main() {
gl_FragColor = vec4(_color, 1.0);
}
"##;
let vertex_shader = gl.build_vertex_shader(vertex_source).unwrap();
let fragment_shader = gl.build_fragment_shader(fragment_source).unwrap();
let mut program = gl.build_program(&[vertex_shader, fragment_shader]).unwrap();
let mut vertex_buffer: glitter::VertexBuffer<Vertex> = gl.new_vertex_buffer();
let attribs = attrib_pointers! {
position => gl.get_attrib_location(&program "position").unwrap(),
color => gl.get_attrib_location(&program, "color").unwrap()
};
vertex_buffer.bind_attrib_pointers(attribs);
let (mut gl_vertex_buffer, gl) = gl.bind_vertex_buffer(&mut vertex_buffer);
gl.buffer_vertices(&mut gl_vertex_buffer, &vertices, glitter::STATIC_DRAW);
let (_, gl) = gl.use_program(&mut program);
gl.draw_arrays_vbo(&gl_vertex_buffer, glitter::TRIANGLES);
glitter is designed to statically prevent OpenGL errors where possible, using compile-time checks. Additionally, in debug mode, glitter checks for all OpenGL errors by default.
Most OpenGL functions have a 1:1 parallel in glitter. Additionally,
a small set of higher-level abstractions are provided where applicable,
such as with the [VertexBuffer
]
(https://kylewlacy.github.io/glitter/docs/glitter/vertex_buffer/struct.VertexBuffer.html)
type, which provides a low-overhead, high-level interface for creating,
buffering, and drawing vertex data.
Many of the core types in glitter are composed of [zero-sized types]
(https://doc.rust-lang.org/nomicon/vec-zsts.html) or pointers to zero-sized
types (such as the
Context
type). This means that glitter method calls can often compile directly OpenGL
function invocations.
For more details about how glitter achieves its design goals, consult the documentation.
glitter is very much still in the 'experimental' phase. Functions will be buggy, API calls will break, things will be outright missing. So, here's an off-the-cuff list of things coming in the near(ish) future:
Should I use this?
No. Not unless you like using broken, buggy, untested libraries with API's that breaks between minor releases. That is, until glitter reaches 1.0 :)
I'm okay with broken, buggy, untested libraries with API's that break between minor releases! Can I use this?
Sure, go nuts! But don't say I didn't warn you when literally all of your code stops compiling...
I found something that doesn't work, a missing OpenGL function, a typo in the docs where you spelled it 'indicies', or an API that is dumb and breaks the borrow checker. Where can I yell at you about it?
Feel free file an issue! I'm open to suggestions for API changes or ideas as well!
All source code in this repository is licensed under both the MIT license
and the Apache 2.0 license, at the choice of the library user. All code in
the examples
directory is additionally available in the public domain, under the
terms of the Unlicense. See the appropriate LICENSE
files for some legal
words.