♻️ Make more safe wrappers
parent
963b344122
commit
09ce9ab580
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@ -296,6 +296,7 @@ fn main () {
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let light = Vec3::from ((2.0, 0.0, 5.0)).normalize ();
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let object_space_light = model_mat.inverse () * Vec4::from ((light.x (), light.y (), light.z (), 0.0));
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let object_space_light = Vec3::from ((object_space_light.x (), object_space_light.y (), object_space_light.z ()));
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let orange = color_from_255 ((255.0, 154.0, 0.0));
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let green = color_from_255 ((14.0, 127.0, 24.0));
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@ -309,15 +310,14 @@ fn main () {
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glezz::clear (gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT);
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glezz::disable (gl::CULL_FACE);
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glezz::uniform_3fv (unis ["min_bright"], &black);
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glezz::uniform_3fv (unis ["min_albedo"], &white);
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glezz::uniform_3fv (unis ["albedo"], &orange);
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glezz::uniform_matrix_4fv (unis ["mvp"], &mvp_mat);
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glezz::uniform_3fv (unis ["object_space_light"], &object_space_light);
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unsafe {
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gl::Uniform3fv (unis ["min_bright"], 1, &black as *const Vec3 as *const f32);
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gl::Uniform3fv (unis ["min_albedo"], 1, &white as *const Vec3 as *const f32);
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gl::UniformMatrix4fv (unis ["mvp"], 1, FALSE_U8, &mvp_mat as *const Mat4 as *const f32);
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gl::Uniform3fv (unis ["object_space_light"], 1, &object_space_light as *const Vec4 as *const f32);
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gl::Uniform3fv (unis ["albedo"], 1, &orange as *const Vec3 as *const f32);
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point_to_model (&attrs, &model);
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gl::DrawElements (gl::TRIANGLES, (model.meshes [0].num_triangles * 3) as i32, gl::UNSIGNED_INT, &model.get_index_slice (0) [0] as *const u8 as *const c_void);
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22
src/glezz.rs
22
src/glezz.rs
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@ -1,5 +1,7 @@
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// Trivial wrappers around GLESv2 C functions that should be safe
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use glam::{Mat4, Vec3, Vec4};
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pub fn clear_color (r: f32, g: f32, b: f32, a: f32) {
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unsafe {
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gl::ClearColor (1.0f32, 1.0f32, 1.0f32, 1.0f32);
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@ -23,3 +25,23 @@ pub fn enable (constant: u32) {
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gl::Enable (constant);
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}
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}
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pub fn uniform_3fv (uni: i32, v: &Vec3) {
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unsafe {
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gl::Uniform3fv (uni, 1, v as *const Vec3 as *const f32);
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}
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}
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pub fn uniform_4fv (uni: i32, v: &Vec4) {
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unsafe {
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gl::Uniform4fv (uni, 1, v as *const Vec4 as *const f32);
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}
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}
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pub fn uniform_matrix_4fv (uni: i32, m: &Mat4) {
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const FALSE_U8: u8 = 0;
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unsafe {
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gl::UniformMatrix4fv (uni, 1, FALSE_U8, m as *const Mat4 as *const f32);
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}
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}
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