14 releases
0.1.7 | Aug 24, 2020 |
---|---|
0.1.6 | Aug 3, 2020 |
0.1.5 | Jun 21, 2020 |
0.1.3 | Mar 1, 2020 |
0.1.0-alpha4 | Dec 26, 2019 |
#797 in Game dev
206 downloads per month
Used in 3 crates
(via quicksilver)
73KB
1.5K
SLoC
Golem
golem
is an opinionated mostly-safe graphics API
When possible, golem
should make simple things safe (bind objects before acting on them, or
check if they're bound for objects that are expensive to bind.) However, when not possible or
convenient (bounds checking the indices in an element buffer, for example), golem
provides
unsafe APIs with well-defined safety conditions.
A minimal example to display a triangle:
use golem::*;
use golem::Dimension::*;
fn func(ctx: &Context) -> Result<(), GolemError> {
let vertices = [
// Position Color
-0.5, -0.5, 1.0, 0.0, 0.0, 1.0,
0.5, -0.5, 0.0, 1.0, 0.0, 1.0,
0.0, 0.5, 0.0, 0.0, 1.0, 1.0
];
let indices = [0, 1, 2];
let mut shader = ShaderProgram::new(
ctx,
ShaderDescription {
vertex_input: &[
Attribute::new("vert_position", AttributeType::Vector(D2)),
Attribute::new("vert_color", AttributeType::Vector(D4)),
],
fragment_input: &[Attribute::new("frag_color", AttributeType::Vector(D4))],
uniforms: &[],
vertex_shader: r#" void main() {
gl_Position = vec4(vert_position, 0, 1);
frag_color = vert_color;
}"#,
fragment_shader: r#" void main() {
gl_FragColor = frag_color;
}"#,
},
)?;
let mut vb= VertexBuffer::new(ctx)?;
let mut eb ElementBuffer::new(ctx)?;
vb.set_data(&vertices);
eb.set_data(&indices);
shader.bind();
ctx.clear();
unsafe {
shader.draw(&vb, &eb, 0..indices.len(), GeometryMode::Triangles)?;
}
Ok(())
}
The core type of golem
is the Context
, which is constructed from the glow::Context
.
From the Context
, ShaderProgram
s are created, which take in data from Buffer
s. Once
the data is uploaded to the GPU via Buffer::set_data
, it can be drawn via ShaderProgram::draw
.
Initializing
The user is responsible for windowing and providing a valid glow Context to create a
Context
. You can try out the blinds
crate, which works
well with golem
, but using winit
directly or other windowing solutions like sdl2
are also
options.
OpenGL Versions
The backend is currently implemented via glow
, and it targets OpenGL 3.2 on desktop and WebGL 1 (so it
should run on a wide range of hardware.) GL 3.2 is selected for maximum desktop availability,
and WebGL 1 is available on 97% of clients to WebGL's 75% (taken from caniuse.com at time of
writing.)
GLSL
Shaders are partially generated by golem
at runtime, to deal with platform incompatibilities. The user provides the main function for the shader, and golem
supplies the version number, the shader inputs, outputs, and uniforms. See the ShaderDescription
docs for more.
Dependencies
~2–4MB
~84K SLoC