+}
+
+fn solid_fill_program(display: &glium::Display) -> glium::Program {
+ let vertex_shader_src = r#"
+ #version 140
+ in vec3 position;
+ uniform mat4 perspective;
+ uniform mat4 view;
+ uniform mat4 model;
+
+ void main() {
+ mat4 modelview = view * model;
+ gl_Position = perspective * modelview * vec4(position, 1.0);
+ }
+ "#;
+
+ let fragment_shader_src = r#"
+ #version 140
+
+ out vec4 color;
+
+ void main() {
+ color = vec4(1.0, 1.0, 1.0, 1.0);
+ }
+ "#;
+
+ return glium::Program::from_source(display,
+ vertex_shader_src,
+ fragment_shader_src,
+ None).unwrap();
+}
+
+fn bounding_box<U>(display: &glium::Display,
+ frame: &mut glium::Frame,
+ program: &glium::Program,
+ uniforms: &U,
+ cube: &Cube) where U: glium::uniforms::Uniforms {
+ // Draw the bounding box
+
+ #[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 front_indices = IndexBuffer::new(display, PrimitiveType::LineLoop,
+ &[0, 1, 2, 3u16]).unwrap();
+ frame.draw(&vb, &front_indices, program, uniforms, &Default::default()).unwrap();
+
+ let back_indices = IndexBuffer::new(display, PrimitiveType::LineLoop,
+ &[4, 5, 6, 7u16]).unwrap();
+ frame.draw(&vb, &back_indices, program, uniforms, &Default::default()).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, &Default::default()).unwrap();
+}