mirror of
https://github.com/italicsjenga/mini_gl_fb.git
synced 2024-11-24 16:31:30 +11:00
Create basic buffer upload API
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commit
375573b5e8
4
.gitignore
vendored
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.gitignore
vendored
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/target
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**/*.rs.bk
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Cargo.lock
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12
Cargo.toml
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Cargo.toml
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[package]
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name = "mini_gl_fb"
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version = "0.1.0"
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authors = ["shivshank"]
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[dependencies]
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glutin = "*"
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gl = "*"
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[dependencies.rustic_gl]
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git = "https://github.com/shivshank/rustic_gl.git"
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rev = "f849057"
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8
examples/window.rs
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examples/window.rs
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extern crate mini_gl_fb;
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fn main() {
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let mut fb = mini_gl_fb::gotta_go_fast("Hello world!", 800, 600);
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let buffer = vec![[128u8, 0, 0, 255]; 800 * 600];
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fb.update_buffer(&buffer);
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fb.persist(true);
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}
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src/default_fragment_shader.glsl
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src/default_fragment_shader.glsl
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#version 330 core
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in vec2 v_uv;
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out vec4 frag_color;
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uniform sampler2D u_tex0;
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void main() {
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frag_color = texture(u_tex0, v_uv);
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}
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11
src/default_vertex_shader.glsl
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src/default_vertex_shader.glsl
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#version 330 core
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layout(location = 0) in ivec2 pos;
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layout(location = 1) in ivec2 uv;
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out vec2 v_uv;
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void main() {
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gl_Position = vec4(pos, 0.0, 1.0);
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v_uv = vec2(uv);
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}
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234
src/lib.rs
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src/lib.rs
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//! Hardware accelerated library inspired by minifb and friends.
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//!
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//! Powered by OpenGL. Default context is provided by glutin, but
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extern crate glutin;
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#[macro_use]
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extern crate rustic_gl;
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extern crate gl;
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use glutin::GlContext;
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use gl::types::*;
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use std::ptr::null;
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type VertexFormat = buffer_layout!([i8; 2], [u8; 2]);
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pub fn gotta_go_fast<S: ToString>(window_title: S, window_width: i32, window_height: i32) -> Framebuffer {
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let events_loop = glutin::EventsLoop::new();
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let window = glutin::WindowBuilder::new()
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.with_title(window_title.to_string())
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.with_dimensions(window_width as _, window_height as _);
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let context = glutin::ContextBuilder::new();
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let gl_window = glutin::GlWindow::new(window, context, &events_loop).unwrap();
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unsafe {
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gl_window.make_current().unwrap();
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gl::load_with(|symbol| gl_window.get_proc_address(symbol) as *const _);
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}
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let vertex_source = include_str!("./default_vertex_shader.glsl");
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let fragment_source = include_str!("./default_fragment_shader.glsl");
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let program = rustic_gl::raw::create_basic_program(vertex_source, fragment_source).unwrap();
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let sampler_location = unsafe {
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let location = gl::GetUniformLocation(program, b"u_tex0\0".as_ptr() as *const _);
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gl::UseProgram(program);
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gl::Uniform1i(location, 0);
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gl::UseProgram(0);
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location
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};
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let texture_format = (BufferFormat::RGBA, gl::UNSIGNED_BYTE);
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let texture = create_texture(window_width, window_height, texture_format.0, texture_format.1);
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let vao = create_vao().unwrap();
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let vbo = create_gl_buffer().unwrap();
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unsafe {
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gl::BindVertexArray(vao);
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gl::BindBuffer(gl::ARRAY_BUFFER, vbo);
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VertexFormat::declare(0);
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let verts = [
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[-1i8, 1], [0, 0],
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[-1, -1], [0, 1],
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[1, -1], [1, 1],
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[1, -1], [1, 1],
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[1, 1], [1, 0],
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[-1, 1], [0, 0],
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];
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gl::BufferData(gl::ARRAY_BUFFER, (verts.len() * 2) as _, verts.as_ptr() as *const _, gl::STATIC_DRAW);
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gl::BindBuffer(gl::ARRAY_BUFFER, 0);
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gl::BindVertexArray(0);
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}
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Framebuffer {
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width: window_width,
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height: window_height,
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events_loop,
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gl_window,
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program,
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sampler_location,
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texture,
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vao,
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vbo,
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texture_format,
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}
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}
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pub struct Framebuffer {
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width: i32,
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height: i32,
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events_loop: glutin::EventsLoop,
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gl_window: glutin::GlWindow,
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program: GLuint,
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sampler_location: GLint,
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texture: GLuint,
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vao: GLuint,
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vbo: GLuint,
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texture_format: (BufferFormat, GLenum),
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}
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impl Framebuffer {
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pub fn update_buffer<T>(&mut self, image_data: &[T]) {
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// TODO: Safety check on the length of the passed slice so this is actually a safe method
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self.draw(|fb| {
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unsafe {
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let (format, kind) = fb.texture_format;
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gl::TexImage2D(
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gl::TEXTURE_2D,
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0,
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gl::RGBA as _,
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fb.width,
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fb.height,
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0,
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format as GLenum,
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kind,
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image_data.as_ptr() as *const _,
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);
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}
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})
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}
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pub fn change_buffer_format<T: ToGlType>(&mut self, format: BufferFormat) {
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self.texture_format = (format, T::to_gl_enum());
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}
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/// Keeps the window open until the user closes it.
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pub fn persist(&mut self) {
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self.persist_and_redraw(false);
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}
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/// Persist implementation.
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///
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/// When redraw is true, redraws as fast as possible. This function is primarily for debugging.
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pub fn persist_and_redraw(&mut self, redraw: bool) {
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let mut running = true;
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while running {
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self.events_loop.poll_events(|event| {
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match event {
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glutin::Event::WindowEvent{ event, .. } => match event {
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glutin::WindowEvent::CloseRequested => running = false,
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_ => {},
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},
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_ => {},
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}
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});
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if redraw {
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self.draw(|_| {});
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}
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}
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}
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fn draw<F: FnOnce(&Framebuffer)>(&mut self, f: F) {
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unsafe {
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gl::UseProgram(self.program);
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gl::BindVertexArray(self.vao);
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gl::ActiveTexture(0);
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gl::BindTexture(gl::TEXTURE_2D, self.texture);
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f(self);
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gl::DrawArrays(gl::TRIANGLES, 0, 6);
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gl::BindTexture(gl::TEXTURE_2D, 0);
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gl::BindVertexArray(0);
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gl::UseProgram(0);
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self.gl_window.swap_buffers().unwrap();
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}
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}
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}
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#[derive(Copy, Clone, PartialEq, Eq)]
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#[repr(u32)]
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pub enum BufferFormat {
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R = gl::RED,
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RG = gl::RG,
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RGB = gl::RGB,
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BGR = gl::BGR,
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RGBA = gl::RGBA,
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BGRA = gl::BGRA,
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}
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pub trait ToGlType {
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fn to_gl_enum() -> GLenum;
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}
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macro_rules! impl_ToGlType {
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(
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$(
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$t:ty, $gl_type:expr
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),+,
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) => {
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$(
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impl ToGlType for $t {
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fn to_gl_enum() -> GLenum {
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$gl_type
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}
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}
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)+
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}
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}
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impl_ToGlType!(
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u8, gl::UNSIGNED_BYTE,
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i8, gl::BYTE,
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);
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fn create_texture(width: i32, height: i32, format: BufferFormat, buffer_kind: GLenum) -> GLuint {
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unsafe {
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let mut tex = 0;
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gl::GenTextures(1, &mut tex);
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if tex == 0 {
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// TODO
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panic!();
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}
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gl::BindTexture(gl::TEXTURE_2D, tex);
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gl::TexImage2D(gl::TEXTURE_2D, 0, gl::RGBA as _, width, height, 0, format as GLenum, buffer_kind, null());
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gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MIN_FILTER, gl::NEAREST as _);
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gl::TexParameteri(gl::TEXTURE_2D, gl::TEXTURE_MAG_FILTER, gl::NEAREST as _);
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gl::BindTexture(gl::TEXTURE_2D, 0);
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tex
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}
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}
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fn create_vao() -> Option<GLuint> {
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unsafe {
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let mut vao = 0;
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gl::GenVertexArrays(1, &mut vao);
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if vao == 0 {
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return None;
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}
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Some(vao)
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}
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}
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fn create_gl_buffer() -> Option<GLuint> {
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unsafe {
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let mut b = 0;
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gl::GenBuffers(1, &mut b);
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if b == 0 {
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return None;
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}
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Some(b)
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}
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}
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