imgui-rs/imgui-glow-renderer/examples/03_triangle_gles.rs
2021-09-05 11:32:05 -07:00

78 lines
2.9 KiB
Rust

//! A basic example showing imgui rendering together with some custom rendering
//! using OpenGL ES, rather than full-fat OpenGL.
//!
//! Note this example uses `Renderer` rather than `OwningRenderer` and
//! therefore requries more lifetime-management of the OpenGL context.
use std::time::Instant;
mod utils;
use utils::Triangler;
fn main() {
let (event_loop, window) = utils::create_window(
"Hello, triangle!",
glutin::GlRequest::Specific(glutin::Api::OpenGlEs, (3, 0)),
);
let (mut winit_platform, mut imgui_context) = utils::imgui_init(&window);
let gl = utils::glow_context(&window);
let mut ig_renderer = imgui_glow_renderer::RendererBuilder::new()
.with_context_state_manager(imgui_glow_renderer::StateBackupCsm::default())
.build_borrowing(&gl, &mut imgui_context)
.expect("failed to create renderer");
// Note the shader header now needs a precision specifier
let tri_renderer = Triangler::new(&gl, "#version 300 es\nprecision mediump float;");
let mut last_frame = Instant::now();
event_loop.run(move |event, _, control_flow| {
*control_flow = glutin::event_loop::ControlFlow::Wait;
match event {
glutin::event::Event::NewEvents(_) => {
let now = Instant::now();
imgui_context
.io_mut()
.update_delta_time(now.duration_since(last_frame));
last_frame = now;
}
glutin::event::Event::MainEventsCleared => {
winit_platform
.prepare_frame(imgui_context.io_mut(), window.window())
.unwrap();
window.window().request_redraw();
}
glutin::event::Event::RedrawRequested(_) => {
tri_renderer.render(&gl);
let ui = imgui_context.frame();
ui.show_demo_window(&mut true);
winit_platform.prepare_render(&ui, window.window());
let draw_data = ui.render();
ig_renderer
.render(&gl, &draw_data)
.expect("error rendering imgui");
window.swap_buffers().unwrap();
}
glutin::event::Event::WindowEvent {
event: glutin::event::WindowEvent::CloseRequested,
..
} => {
*control_flow = glutin::event_loop::ControlFlow::Exit;
}
glutin::event::Event::LoopDestroyed => {
tri_renderer.destroy(&gl);
// Note, to be good citizens we should manually call destroy
// when the renderer does not own the GL context
ig_renderer.destroy(&gl);
}
event => {
winit_platform.handle_event(imgui_context.io_mut(), window.window(), &event);
}
}
});
}