🐛 Fix a bug in gl_state and start prototyping monospace font for UI
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51074df84c
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18dffdc871
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@ -473,6 +473,7 @@ struct GameGraphics {
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texture_sky: Texture,
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texture_grass: Texture,
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texture_font: Texture,
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pitch_colors: Vec <Vec3>,
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grass_index: usize,
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@ -537,6 +538,7 @@ impl GameGraphics {
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let texture_sky = Texture::from_file ("sky.png");
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let texture_grass = Texture::from_file ("grass.png");
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let texture_font = Texture::from_file ("font.png");
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let (pitch_colors, grass_index) = {
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let silver = (255.0, 255.0, 255.0);
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@ -582,7 +584,9 @@ impl GameGraphics {
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Pass {
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iso: IsoGlState {
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shader_id: None,
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flags: hashmap! {},
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flags: hashmap! {
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},
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front_face: None,
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stencil: None,
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depth_func: None,
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@ -749,6 +753,37 @@ impl GameGraphics {
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stencil_mask: Some (0),
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},
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},
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// Clear depth
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Pass {
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iso: IsoGlState {
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shader_id: None,
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flags: hashmap! {},
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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: None,
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depth_mask: Some (1),
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stencil_mask: None,
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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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Self {
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@ -763,6 +798,7 @@ impl GameGraphics {
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texture_sky,
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texture_grass,
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texture_font,
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pitch_colors,
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grass_index,
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@ -777,18 +813,11 @@ impl GameGraphics {
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)
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{
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let magenta = color_from_255 ((255.0, 0.0, 255.0));
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let orange = color_from_255 ((210.0, 125.0, 44.0));
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let green = color_from_255 ((52.0, 101.0, 36.0));
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let white = color_from_255 ((255.0, 255.0, 255.0));
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let _off_white = color_from_255 ((222.0, 238.0, 214.0));
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let black = color_from_255 ((0.0, 0.0, 0.0));
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let _off_black = color_from_255 ((20.0, 12.0, 28.0));
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let pumpkin_colors = vec! [
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orange,
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green,
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];
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let light = state.wind_tunnel.sunlight.to_vec3 ();
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let shadow_mat = {
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@ -820,7 +849,9 @@ impl GameGraphics {
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};
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let inverse_airplane = airplane_model_mat.inverse ();
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let proj_mat = Mat4::perspective_rh_gl (30.0f32.to_radians (), 1280.0 / 720.0, 0.125, 200.0);
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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 airplane_scale = 1.0 / 128.0;
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@ -929,6 +960,8 @@ impl GameGraphics {
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}
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});
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self.texture_grass.bind ();
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// Draw unlit ground
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passes.next ().unwrap ().with_shader (gl_state, self,
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|shader_vars| {
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@ -943,20 +976,18 @@ impl GameGraphics {
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let mvp = view_mat * world_model_mat;
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glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
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glezz::uniform_3fv (unis [&ALBEDO], &self.pitch_colors [self.grass_index]);
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glezz::uniform_3fv (unis [&ALBEDO], &white);
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glezz::uniform_3fv (unis [&OBJECT_SPACE_LIGHT], &Vec3::from ((0.0, 0.0, 0.0)));
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self.mesh_pitch.draw (attrs, self.grass_index);
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});
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self.texture_grass.bind ();
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// Draw lit ground
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passes.next ().unwrap ().with_shader (gl_state, self,
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|shader_vars| {
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let unis = shader_vars.unis;
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let attrs = shader_vars.attrs;
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glezz::uniform_3fv (unis [&ALBEDO], &white);
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glezz::uniform_3fv (unis [&OBJECT_SPACE_LIGHT], &light);
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glezz::uniform_3fv (unis [&OBJECT_SPACE_SKY], &Vec3::from ((0.0, 0.0, 1.0)));
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self.mesh_pitch.draw (attrs, self.grass_index);
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@ -989,6 +1020,65 @@ impl GameGraphics {
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self.mesh_arrow.draw_all (shader_vars.attrs, |_| true);
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}
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});
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// Clear depth
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passes.next ().unwrap ().with (gl_state, || {
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glezz::clear (gl::DEPTH_BUFFER_BIT);
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});
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// Draw UI
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self.texture_font.bind ();
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if true {
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passes.next ().unwrap ().with_shader (gl_state, self,
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|shader_vars| {
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let attrs = &shader_vars.attrs;
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let unis = &shader_vars.unis;
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glezz::uniform_3fv (unis [&MIN_BRIGHT], &white);
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glezz::uniform_3fv (unis [&MIN_ALBEDO], &black);
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glezz::uniform_3fv (unis [&ALBEDO], &white);
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let font_size = (8.0, 18.0);
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let mvp = Mat4::from_scale ((2.0 * 256.0 / screen_size.0, 2.0 * 72.0 / screen_size.1, 1.0).into ());
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glezz::uniform_matrix_4fv (unis [&MVP], &mvp);
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let pos: Vec <f32> = vec! [
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0.0, 0.0, 0.0,
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1.0, 0.0, 0.0,
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1.0, 1.0, 0.0,
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0.0, 1.0, 0.0,
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];
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use std::convert::TryInto;
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let uv: Vec <f32> = vec! [
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0.0, 1.0,
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1.0, 1.0,
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1.0, 0.0,
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0.0, 0.0,
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];
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let indices: Vec <u32> = vec! [
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0, 1, 2,
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0, 2, 3,
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];
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unsafe {
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use renderable_model::attributes::*;
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use std::ffi::c_void;
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gl::BindBuffer (gl::ARRAY_BUFFER, 0);
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gl::BindBuffer (gl::ELEMENT_ARRAY_BUFFER, 0);
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gl::VertexAttribPointer (attrs [POS].unwrap (), 3, gl::FLOAT, 0u8, 4 * 3, &pos [0] as *const f32 as *const c_void);
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gl::VertexAttribPointer (attrs [UV].unwrap (), 2, gl::FLOAT, 0u8, 4 * 2, &uv [0] as *const f32 as *const c_void);
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gl::DrawRangeElements (gl::TRIANGLES, 0, 6, 6, gl::UNSIGNED_INT, &indices [0] as *const u32 as *const c_void);
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}
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});
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}
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}
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}
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@ -206,6 +206,7 @@ impl Pass {
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for (flag, value) in state.flags.iter () {
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let old_entry = old_state.flags.entry (*flag);
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if match &old_entry {
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hash_map::Entry::Vacant (_) => true,
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hash_map::Entry::Occupied (o) => o.get () != value,
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@ -217,7 +218,7 @@ impl Pass {
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glezz::disable (*flag);
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}
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old_entry.or_insert (*value);
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(*old_entry.or_insert (*value)) = *value;
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}
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else {
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flag_elision_count += 1;
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@ -326,6 +327,7 @@ impl Pass {
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{
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if let Some (s) = self.iso.shader_id {
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self.apply_diff (&mut gl_state.iso);
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//self.apply_slow ();
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shader_component.lookup (s).with (gl_state.iso.shader_id, |shader_vars| {
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callback (shader_vars);
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});
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@ -25,8 +25,17 @@ impl Texture {
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gl::GenTextures (1, &mut id);
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assert! (id != 0);
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let width = info.width.try_into ().unwrap ();
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let height = info.height.try_into ().unwrap ();
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let format = match info.color_type {
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png::ColorType::RGB => gl::RGB,
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png::ColorType::RGBA => gl::RGBA,
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_ => panic! ("ColorType not implemented"),
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};
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gl::BindTexture (gl::TEXTURE_2D, id);
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gl::TexImage2D (gl::TEXTURE_2D, 0, gl::RGBA.try_into ().unwrap (), 1024, 1024, 0, gl::RGBA, gl::UNSIGNED_BYTE, &buf [0] as *const u8 as *const c_void);
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gl::TexImage2D (gl::TEXTURE_2D, 0, format.try_into ().unwrap (), width, height, 0, format, gl::UNSIGNED_BYTE, &buf [0] as *const u8 as *const c_void);
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gl::TexParameteri (gl::TEXTURE_2D, gl::TEXTURE_WRAP_S, gl::CLAMP_TO_EDGE as i32);
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gl::TexParameteri (gl::TEXTURE_2D, gl::TEXTURE_WRAP_T, gl::CLAMP_TO_EDGE as i32);
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