use cube::Cube; use glium; use glium::{Display, Program, Surface}; use glium::index::{IndexBuffer, PrimitiveType}; pub fn solid_fill_program(display: &Display) -> Program { let vertex_shader_src = include_str!("solid.vert"); let fragment_shader_src = include_str!("solid.frag"); return Program::from_source(display, vertex_shader_src, fragment_shader_src, None).unwrap(); } pub fn draw(display: &Display, frame: &mut glium::Frame, program: &Program, uniforms: &U, cube: &Cube) where U: glium::uniforms::Uniforms { #[derive(Copy, Clone)] struct Vertex { position: [f32; 3] } implement_vertex!(Vertex, position); let cube = [ Vertex { position: [cube.xmin, cube.ymin, cube.zmin] }, Vertex { position: [cube.xmax, cube.ymin, cube.zmin] }, Vertex { position: [cube.xmax, cube.ymax, cube.zmin] }, Vertex { position: [cube.xmin, cube.ymax, cube.zmin] }, Vertex { position: [cube.xmin, cube.ymin, cube.zmax] }, Vertex { position: [cube.xmax, cube.ymin, cube.zmax] }, Vertex { position: [cube.xmax, cube.ymax, cube.zmax] }, Vertex { position: [cube.xmin, cube.ymax, cube.zmax] }, ]; let vb = glium::VertexBuffer::new(display, &cube).unwrap(); let params = glium::DrawParameters { depth: glium::Depth { test: glium::draw_parameters::DepthTest::IfLess, write: true, ..Default::default() }, blend: glium::Blend::alpha_blending(), ..Default::default() }; let front_indices = IndexBuffer::new(display, PrimitiveType::LineLoop, &[0, 1, 2, 3u16]).unwrap(); frame.draw(&vb, &front_indices, program, uniforms, ¶ms).unwrap(); let back_indices = IndexBuffer::new(display, PrimitiveType::LineLoop, &[4, 5, 6, 7u16]).unwrap(); frame.draw(&vb, &back_indices, program, uniforms, ¶ms).unwrap(); let sides_indices = IndexBuffer::new(display, PrimitiveType::LinesList, &[0, 4, 1, 5, 2, 6, 3, 7u16]).unwrap(); frame.draw(&vb, &sides_indices, program, uniforms, ¶ms).unwrap(); }