parent
6fbddb3c86
commit
116fd3bc45
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@ -2,7 +2,7 @@
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name = "opengl_rust"
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version = "0.1.0"
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authors = ["_"]
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edition = "2018"
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edition = "2021"
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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@ -1,6 +1,96 @@
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use opengl_rust::prelude::*;
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use std::{
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collections::HashMap,
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};
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use anyhow::Result;
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use maplit::hashmap;
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use opengl_rust::{
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prelude::*,
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gl_state::*,
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renderable_model::{
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attributes,
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RenderableModel,
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},
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shader_closure::ShaderLookup,
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texture::Texture,
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};
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mod uniforms {
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use iota::iota;
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iota! {
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pub const
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MVP: u32 = iota;
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, OBJECT_SPACE_LIGHT
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, OBJECT_SPACE_SKY
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, ALBEDO
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, MIN_ALBEDO
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, MIN_BRIGHT
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, TEXTURE
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}
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}
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struct GameGraphics {
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passes: Vec <Pass>,
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shaders: Vec <ShaderClosure>,
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shader_lookup: HashMap <u32, usize>,
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mesh_cube: RenderableModel,
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mesh_sky: RenderableModel,
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text_stream: TriangleStream,
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texture_sky: Texture,
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}
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impl ShaderLookup for GameGraphics {
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fn lookup <'a> (&'a self, id: u32) -> &'a ShaderClosure {
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&self.shaders [self.shader_lookup [&id]]
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}
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}
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impl GameGraphics {
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fn draw (
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&self,
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gl_state: &mut GlState,
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) {
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use uniforms as u;
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let white = color_from_255 ((255.0, 255.0, 255.0));
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let black = color_from_255 ((0.0, 0.0, 0.0));
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let screen_size = (1280.0, 720.0);
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let proj_mat = Mat4::perspective_rh_gl (30.0f32.to_radians (), screen_size.0 / screen_size.1, 0.125, 200.0);
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let view_mat = proj_mat * Mat4::from_rotation_x (-90.0f32.to_radians ());
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let world_model_mat = Mat4::IDENTITY;
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self.passes [0].with (gl_state, || {
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glezz::clear_color (1.0f32, 0.0f32, 1.0f32, 1.0f32);
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glezz::clear (gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT | gl::STENCIL_BUFFER_BIT);
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});
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self.passes [1].with_shader (gl_state, self, |shader_vars| {
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let attrs = shader_vars.attrs;
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let unis = shader_vars.unis;
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{
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let sky_mvp_mat = view_mat * Mat4::from_scale ((64.0, 64.0, 64.0).into ());
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self.texture_sky.bind ();
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glezz::uniform_matrix_4fv (unis [&u::MVP], &sky_mvp_mat);
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glezz::uniform_3fv (unis [&u::ALBEDO], &white);
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glezz::uniform_3fv (unis [&u::MIN_BRIGHT], &white);
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glezz::uniform_3fv (unis [&u::MIN_ALBEDO], &black);
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glezz::uniform_1i (unis [&u::TEXTURE], 0);
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self.mesh_sky.draw_all (attrs, |_| true);
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}
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});
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}
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}
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#[tokio::main]
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async fn main () -> Result <()> {
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@ -29,10 +119,140 @@ async fn main () -> Result <()> {
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let mut time_step = TimeStep::new (60, 1000);
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let mut graphics_frames = 0;
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let shader_program = shader::shader_from_files ("shaders/terrain-vert.glsl", "shaders/terrain-frag.glsl");
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let shader_locations = ShaderLocations::new (&shader_program)?;
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let uniform_names = {
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vec! [
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(uniforms::MVP, "uni_mvp"),
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(uniforms::OBJECT_SPACE_LIGHT, "uni_object_space_light"),
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(uniforms::OBJECT_SPACE_SKY, "uni_object_space_sky"),
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(uniforms::ALBEDO, "uni_albedo"),
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(uniforms::MIN_ALBEDO, "uni_min_albedo"),
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(uniforms::MIN_BRIGHT, "uni_min_bright"),
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(uniforms::TEXTURE, "uni_texture"),
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]
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};
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let attr_names = {
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vec! [
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(attributes::POS, "attr_pos"),
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(attributes::UV, "attr_uv"),
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(attributes::NORMAL, "attr_normal"),
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]
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};
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let shaders: Vec <_> = [
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("shaders/pumpkin-vert.glsl", "shaders/pumpkin-frag.glsl"),
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("shaders/shadow-vert.glsl", "shaders/shadow-frag.glsl"),
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("shaders/terrain-vert.glsl", "shaders/terrain-frag.glsl"),
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].into_iter ()
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.map (|(v, f)| {
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ShaderClosure::new (shader_from_files (v, f), &uniform_names, &attr_names)
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})
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.collect ();
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let mesh_cube = renderable_from_iqm_file ("cube.iqm");
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let mesh_sky = renderable_from_iqm_file ("sky-sphere.iqm");
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let passes = vec![
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// Clear everything
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Pass {
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iso: IsoGlState {
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shader_id: None,
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flags: Default::default (),
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front_face: None,
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stencil: None,
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depth_func: None,
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color_mask: Some ((1, 1, 1, 1)),
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depth_mask: Some (1),
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stencil_mask: Some (255),
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},
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},
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// Draw world
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Pass {
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iso: IsoGlState {
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shader_id: Some (shaders [0].get_id ()),
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flags: hashmap! {
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gl::CULL_FACE => true,
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gl::DEPTH_TEST => true,
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gl::TEXTURE_2D => true,
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gl::STENCIL_TEST => false,
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},
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front_face: Some (FrontFace::Cw),
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stencil: Some (StencilState {
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func: StencilFuncState {
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func: StencilFunc::Always,
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reference: 0,
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mask: 0,
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},
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op: StencilOpState {
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sfail: StencilOp::Keep,
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dpfail: StencilOp::Keep,
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dppass: StencilOp::Keep,
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},
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}),
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depth_func: Some (DepthFunc::Less),
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color_mask: Some ((1, 1, 1, 1)),
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depth_mask: Some (1),
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stencil_mask: Some (0),
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},
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},
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// Draw UI
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Pass {
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iso: IsoGlState {
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shader_id: Some (shaders [0].get_id ()),
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flags: hashmap! {
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gl::CULL_FACE => false,
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gl::DEPTH_TEST => false,
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gl::TEXTURE_2D => true,
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gl::STENCIL_TEST => false,
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},
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front_face: None,
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stencil: None,
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depth_func: Some (DepthFunc::Less),
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color_mask: Some ((1, 1, 1, 1)),
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depth_mask: Some (1),
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stencil_mask: Some (0),
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},
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},
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];
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let text_stream = TriangleStream {
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verts: gpu_buffers::VertexBuffer::streaming (4 * 5 * 6 * 1024),
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indices: {
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let quad = [
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0, 1, 2,
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0, 2, 3,
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];
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let v: Vec <u32> = (0u32..1024).map (|i| {
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quad.iter ().map (move |j| 4 * i + j)
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}).flatten ().collect ();
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gpu_buffers::IndexBuffer::from_slice_u32 (&v)
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}
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};
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let shader_lookup = HashMap::from_iter (shaders.iter ().enumerate ()
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.map (|(i, s)| {
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(s.get_id (), i)
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}));
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shaders [0].with (None, |shader_vars| {
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let attrs = shader_vars.attrs;
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glezz::enable_vertex_attrib_array (attrs [attributes::POS]);
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glezz::enable_vertex_attrib_array (attrs [attributes::UV]);
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glezz::enable_vertex_attrib_array (attrs [attributes::NORMAL]);
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});
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let graphics = GameGraphics {
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mesh_cube,
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mesh_sky,
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passes,
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shader_lookup,
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shaders,
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text_stream,
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texture_sky: Texture::from_file ("sky.png"),
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};
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let mut gl_state = Default::default ();
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'running: loop {
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let _frames_to_do = time_step.step ();
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window.gl_make_current (&gl_ctx).unwrap ();
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glezz::enable (gl::DEPTH_TEST);
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glezz::clear_color (0.392f32, 0.710f32, 0.965f32, 1.0f32);
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glezz::clear (gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT | gl::STENCIL_BUFFER_BIT);
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graphics.draw (&mut gl_state);
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window.gl_swap_window ();
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graphics_frames += 1;
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tokio::time::sleep (Duration::from_millis (15)).await;
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}
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}
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impl ShaderLocations {
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pub fn new (shader_program: &shader::ShaderProgram) -> anyhow::Result <Self>
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pub fn new (shader_program: &opengl_rust::shader::ShaderProgram) -> anyhow::Result <Self>
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{
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let attr = |name: &str| shader_program.get_attribute_location (&CString::new (name.as_bytes ())?).try_into ().context ("Attribute location negative");
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let uni = |name: &str| shader_program.get_uniform_location (&CString::new (name.as_bytes ())?).try_into ().context ("Uniform location bad");
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})
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}
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}
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struct TriangleStream {
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pub verts: gpu_buffers::VertexBuffer,
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pub indices: gpu_buffers::IndexBuffer,
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}
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fn color_from_255 <V> (rgb: V) -> Vec3
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where V: Into <Vec3>
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{
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let rgb: Vec3 = rgb.into ();
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Vec3::from ((
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rgb.x / 255.0,
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rgb.y / 255.0,
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rgb.z / 255.0
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))
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}
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@ -31,6 +31,7 @@ pub use crate::{
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network_protocol::*,
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quinn_common::make_client_endpoint,
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renderable_model::renderable_from_iqm_file,
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shader,
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shader::shader_from_files,
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shader_closure::ShaderClosure,
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timestep::TimeStep,
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};
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