use miniquad::*; #[repr(C)] struct Vec2 { x: f32, y: f32, } #[repr(C)] struct Vertex { pos: Vec2, uv: Vec2, } struct Stage { pipeline: Pipeline, bindings: Bindings, } impl Stage { pub fn new(ctx: &mut Context) -> Stage { #[rustfmt::skip] let vertices: [Vertex; 4] = [ Vertex { pos : Vec2 { x: -1., y: -1. }, uv: Vec2 { x: 0., y: 0. } }, Vertex { pos : Vec2 { x: 1., y: -1. }, uv: Vec2 { x: 1., y: 0. } }, Vertex { pos : Vec2 { x: 1., y: 1. }, uv: Vec2 { x: 1., y: 1. } }, Vertex { pos : Vec2 { x: -1., y: 1. }, uv: Vec2 { x: 0., y: 1. } }, ]; let vertex_buffer = Buffer::immutable(ctx, BufferType::VertexBuffer, &vertices); let indices: [u16; 6] = [0, 1, 2, 0, 2, 3]; let index_buffer = Buffer::immutable(ctx, BufferType::IndexBuffer, &indices); let pixels: [u8; 512*512*4] = [0x77; 512*512*4]; let texture = Texture::from_rgba8(ctx, 512, 512, &pixels); let bindings = Bindings { vertex_buffers: vec![vertex_buffer], index_buffer: index_buffer, images: vec![texture], }; let shader = Shader::new(ctx, shader::VERTEX, shader::FRAGMENT, shader::SHADER_META); let pipeline = Pipeline::new( ctx, &[BufferLayout::default()], &[ VertexAttribute::new("pos", VertexFormat::Float2), VertexAttribute::new("uv", VertexFormat::Float2), ], shader, ); Stage { pipeline, bindings } } } impl EventHandler for Stage { fn update(&mut self, _ctx: &mut Context) {} fn draw(&mut self, ctx: &mut Context) { ctx.begin_default_pass(Default::default()); ctx.apply_pipeline(&self.pipeline); ctx.apply_bindings(&self.bindings); // ctx.apply_uniforms(&shader::Uniforms {}); ctx.draw(0, 6, 1); ctx.end_render_pass(); ctx.commit_frame(); } } pub fn graphics() { miniquad::start(conf::Conf::default(), |mut ctx| { UserData::owning(Stage::new(&mut ctx), ctx) }); } mod shader { use miniquad::*; pub const VERTEX: &str = r#"#version 100 attribute vec2 pos; attribute vec2 uv; varying lowp vec2 texcoord; void main() { gl_Position = vec4(pos, 0, 1); texcoord = uv; }"#; pub const FRAGMENT: &str = r#"#version 100 varying lowp vec2 texcoord; uniform sampler2D tex; void main() { gl_FragColor = texture2D(tex, texcoord); }"#; pub const SHADER_META: ShaderMeta = ShaderMeta { images: &["tex"], uniforms: UniformBlockLayout { uniforms: &[], // &[("offset", UniformType::Float2)], }, }; // #[repr(C)] // pub struct Uniforms { // // pub offset: (f32, f32), // } }