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mod sdl;
pub mod win;
fn try_main() -> Result<(), String> {
let mut window = win::Window::new("AutoSDF", 1280, 720, true)
.map_err(|e| format!("Error creating window: {e}"))?;
let program = window.create_program(
"attribute vec2 v_pos;
void main() {
gl_Position = vec4(v_pos, 0.0, 1.0);
}",
"void main() {
o_color = vec4(1.0, 0.0, 0.0, 1.0);
}"
).map_err(|e| format!("Error compiling shader:\n{e}"))?;
let mut buffer = window.create_buffer();
let data: &[[f32; 2]] = &[
[-1.0, -1.0],
[1.0, -1.0],
[1.0, 1.0],
[-1.0, -1.0],
[1.0, 1.0],
[-1.0, 1.0],
];
window.set_buffer_data(&mut buffer, data);
let mut array = window.create_vertex_array(buffer, &program);
window.array_attrib2f(&mut array, "v_pos", 0);
'mainloop: loop {
while let Some(event) = window.next_event() {
use win::Event::*;
match event {
Quit => break 'mainloop,
_ => {},
}
println!("{event:?}");
}
window.clear_screen(win::ColorF32::BLACK);
window.use_program(&program);
window.draw_array(&array);
window.swap();
}
Ok(())
}
fn main() {
if let Err(e) = try_main() {
win::display_error_message(&e);
}
}
|