2 releases
0.1.1 | Nov 6, 2019 |
---|---|
0.1.0 | Nov 6, 2019 |
#1178 in Game dev
8KB
76 lines
Miru Gl
OpenGL bindings for my personal game engine
Overview
This crate is meant to be used in Miru project, but can be used as a standalone.
It is important to note, that Miru is pinned to minimum OpenGL Core version, which is 3.3
, to
keep it a simple as possible while also being compatible with most modern hardware.
Api is very similar to gl-rs
, thanks to its gl_generator
crate, but Struct Generator
is used instead.
MiruGl
type thinly wraps generated Gl
struct.
Currently, it uses Rc
to ensure that OpenGL that context isn't transferred across thread bounds,
while also avoiding dealing with lifetimes.
Usage
[dependencies]
miru-gl = "0.1"
Creating a window with OpenGL context using glutin
:
use glutin;
use miru_gl::MiruGl;
fn main() {
let el = glutin::EventsLoop::new();
let wb = glutin::WindowBuilder::new()
.with_title("Hello world!")
.with_dimensions(glutin::dpi::LogicalSize::new(800.0, 600.0));
let windowed_context = glutin::ContextBuilder::new()
.with_gl_profile(glutin::GlProfile::Core)
.with_gl(glutin::GlRequest::Specific(glutin::Api::OpenGl, (3, 3)))
.build_windowed(wb, &el)
.unwrap();
let windowed_context = unsafe { windowed_context.make_current().unwrap() };
// the supplied function must be of the type:
// `&fn(symbol: &'static str) -> *const std::ffi::c_void`
let gl = MiruGl::load_with(|symbol| windowed_context.get_proc_address(symbol) as *const _);
println!("{:?}", gl);
}
No runtime deps
~105KB