12 releases (6 breaking)
| 0.7.0 | Sep 17, 2025 |
|---|---|
| 0.6.1 | Jan 12, 2025 |
| 0.6.0 | Oct 15, 2024 |
| 0.3.2 | Jul 1, 2024 |
#108 in Graphics APIs
39 downloads per month
Used in 2 crates
310KB
7.5K
SLoC
glium-types
this is a crate designed to include all the things you need to easly work with glium. it includes:
- float, interger, boolean, unsigned interger with both regular and double vector variants for 2-4 dimesnions
- square matrices and double square matrices for 2-4 dimensions
- quaternions and double quaternions
- vertex types: vertices, normals, vertex colours and texturecoords.
thats all the uniform types supported by glium! (excluding ones already present in glium e.g textures)
and to reduce boilerplate it also includes:
- mesh macro
- a premade vertex shader
- 3d drawing parameters
- debug teapot
use std::{thread, time::{Duration, Instant}};
use glium::{backend::glutin::SimpleWindowBuilder, uniform, DrawParameters, Program, Surface};
use glium_types::{prelude::*, teapot};
use winit::event::{Event, WindowEvent};
fn main() {
// this is an outdated way to start winit.
let event_loop = winit::event_loop::EventLoop::new().unwrap();
event_loop.set_control_flow(winit::event_loop::ControlFlow::Poll);
let (window, display) = SimpleWindowBuilder::new().build(&event_loop);
let (indices, verts, norms) = mesh!(&display, &teapot::INDICES, &teapot::VERTICES, &teapot::NORMALS).unwrap();
let program = Program::from_source(&display,
"#version 140
in vec3 position;
in vec3 normal;
uniform mat4 camera;
uniform mat4 model;
uniform mat4 perspective;
out vec3 v_normal;
void main() {
// a neat mathimatical trick is that 4x4 matrices can apply position to a vec3 if you put
// a 1 at the end of the vec3
gl_Position = perspective * camera * model * vec4(position, 1);
// since a normal doesnt need to have its position transformed we use just a 3x3 matrix
// and we invert and transpose the matrix because normals have to be transformed
// differently because they are directions, not positions
mat3 norm_mat = transpose(inverse(mat3(camera * model)));
v_normal = normalize(norm_mat * normal);
}",
"#version 140
out vec4 colour;
in vec3 v_normal;
uniform vec3 light;
void main(){
colour = vec4(vec3(dot(normalize(v_normal), light)), 1.0);
}", None).unwrap();
let draw_parameters = DrawParameters {
// teapot uses clockwise culling. most other models use anti clockwise culling
backface_culling: glium::BackfaceCullingMode::CullClockwise,
..params::alias_3d()
};
let time = Instant::now();
event_loop.run(|event, target| {
match event {
Event::AboutToWait => {
let time = time.elapsed().as_secs_f32();
display.resize(window.inner_size().into());
let mut frame = display.draw();
let perspective = Mat4::perspective_3d(frame.get_dimensions(), 1.0, 1024.0, 0.1);
// the camera matrix has to be inverted for things to display correcltly
let camera = Mat4::from_pos(vec3(0.0, 0.0, -20.0)).inverse();
// multiplying quaternions is equivelant to transformations,
// so the bellow code will rotate around the z axis then x and then y.
// this is also true for matrices
let rot = Quat::from_y_rot(time)
* Quat::from_x_rot(time / 2.0)
* Quat::from_z_rot(time / 4.0);
// moves up 50.0 then scales and then rotates
let model = Mat4::from_rot(rot) * Mat4::from_scale(Vec3::splat(0.1))
* Mat4::from_pos(vec3(0.0, 50.0, 0.0));
println!("teapot origin at {:?}", (model * vec4(0.0, 0.0, 0.0, 1.0)).truncate());
// input for the vertex shader and our fragment shader
let uniforms = uniform! {
perspective: perspective, model: model, camera: camera,
light: vec3(0.5, 1.0, -0.5).normalise()
};
frame.clear_color_and_depth((0.0, 0.0, 0.0, 0.0), 1.0);
frame.draw((&verts, &norms), &indices, &program, &uniforms, &draw_parameters).unwrap();
frame.finish().unwrap();
//throttle speed of rendering
thread::sleep(Duration::from_millis(16));
},
Event::WindowEvent { event: WindowEvent::CloseRequested, .. } => target.exit(),
_ => ()
}
}).unwrap();
}
Dependencies
~7–27MB
~397K SLoC