Didn't end up adding GPU buffers, but I made the RenderableModel class.
This class clones all the data from iqm::Model that's needed to draw a mesh / model safely, so I can draw it without unsafe. It can be upgraded mostly in-place to use GPU buffers later on.main
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c415e9ed80
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5def012e85
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@ -227,8 +227,7 @@ fn main () {
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let model_data = load_small_file ("pumpking.iqm", 1024 * 1024);
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let model = Model::from_slice (&model_data [..]);
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let pumpkin_verts = glezz::VertexBuffer::from_slice (model.get_vertex_slice (0));
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let pumpkin_indexes = glezz::IndexBuffer::from_slice (model.get_index_slice (0));
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let renderable_model = glezz::RenderableModel::from_iqm (&model);
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let sky_data = load_small_file ("sky-sphere.iqm", 1024 * 1024);
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let sky_model = Model::from_slice (&sky_data [..]);
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@ -311,35 +310,18 @@ fn main () {
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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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// This stuff actually still is unsafe because it's reading
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// right from RAM I can still access. Using a VBO here
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// might actually make it easier to make it safe.
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renderable_model.draw (&attrs, 0);
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if false {
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unsafe {
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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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}
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}
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unsafe {
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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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}
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if true {
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glezz::uniform_3fv (unis ["albedo"], &green);
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unsafe {
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point_to_model (&attrs, &model);
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gl::DrawElements (gl::TRIANGLES, (model.meshes [1].num_triangles * 3) as i32, gl::UNSIGNED_INT, &model.get_index_slice (1) [0] as *const u8 as *const c_void);
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}
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}
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glezz::uniform_3fv (unis ["albedo"], &green);
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renderable_model.draw (&attrs, 1);
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let draw_sky = true;
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if draw_sky {
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unsafe {
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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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}
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glezz::uniform_matrix_4fv (unis ["mvp"], &sky_mvp_mat);
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glezz::uniform_3fv (unis ["albedo"], &white);
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glezz::uniform_3fv (unis ["min_bright"], &white);
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134
src/glezz.rs
134
src/glezz.rs
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@ -1,6 +1,6 @@
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// Trivial wrappers around GLESv2 C functions that should be safe
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use byteorder::{LittleEndian, ReadBytesExt};
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use byteorder::{ByteOrder, LittleEndian, ReadBytesExt};
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use glam::{Mat4, Vec3, Vec4};
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use std::collections::*;
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use std::convert::TryInto;
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@ -69,41 +69,25 @@ pub fn uniform_matrix_4fv (uni: i32, m: &Mat4) {
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}
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}
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// More abstract stuff
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// More abstract things
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unsafe fn vertex_attrib_pointer (id: Option <u32>, num_coords: i32, slice: &[u8]) {
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const FALSE_U8: u8 = 0;
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const FLOAT_SIZE: i32 = 4;
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if let Some (id) = id {
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gl::VertexAttribPointer (id, num_coords, gl::FLOAT, FALSE_U8, FLOAT_SIZE * num_coords, &slice [0] as *const u8 as *const c_void);
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}
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}
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pub fn draw_model (
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attrs: &HashMap <String, Option <u32>>,
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model: &iqm::Model,
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mesh_number: usize
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) {
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let index_slice: &[u8] = model.get_index_slice (mesh_number);
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let num_indexes = model.meshes [mesh_number].num_triangles * 3;
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unsafe {
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vertex_attrib_pointer (attrs ["pos"], 3, model.get_vertex_slice (0));
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vertex_attrib_pointer (attrs ["uv"], 2, model.get_vertex_slice (1));
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vertex_attrib_pointer (attrs ["normal"], 3, model.get_vertex_slice (2));
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gl::DrawElements (gl::TRIANGLES, (num_indexes) as i32, gl::UNSIGNED_INT, &index_slice [0] as *const u8 as *const c_void);
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}
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}
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// Only contains f32 floats
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pub struct VertexBuffer {
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id: u32,
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// Not bytes.
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len: usize,
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// Assuming arrays are packed, not interleaved
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// Typically 3, or 2 for UV.
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num_coords: i32,
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}
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impl VertexBuffer {
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pub fn from_slice (slice: &[u8]) -> Self {
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pub fn from_slice (slice: &[u8], num_coords: i32) -> Self {
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const FLOAT_SIZE: usize = 4;
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assert_eq! (slice.len () % (FLOAT_SIZE * (num_coords as usize)), 0);
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let id = {
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let mut id = 0;
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unsafe {
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@ -119,6 +103,7 @@ impl VertexBuffer {
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Self {
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id,
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len: slice.len (),
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num_coords,
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}
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}
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@ -145,6 +130,7 @@ impl Drop for VertexBuffer {
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pub struct IndexBuffer {
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id: u32,
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// Not bytes. Number of indexes.
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len: usize,
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min: u32,
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max: u32,
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@ -157,9 +143,11 @@ impl IndexBuffer {
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let mut min = None;
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let mut max = None;
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assert_eq! (slice.len () % 4, 0);
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const IDX_SIZE: usize = 4;
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for _ in 0..slice.len () / 4 {
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assert_eq! (slice.len () % IDX_SIZE, 0);
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for _ in 0..slice.len () / IDX_SIZE {
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let idx = rdr.read_u32::<LittleEndian> ().unwrap ();
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min = match min {
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@ -187,7 +175,7 @@ impl IndexBuffer {
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Self {
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id,
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len: slice.len () / 4,
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len: slice.len () / IDX_SIZE,
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min: min.unwrap (),
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max: max.unwrap (),
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}
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@ -214,4 +202,88 @@ impl Drop for IndexBuffer {
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}
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}
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// Takes ownership of mesh stuff in an opaque way that's abstract
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// from the IQM model. IQM is zero-copy, but this is not.
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// Since it's opaque, I can drop in a VBO/IBO setup when I'm not lazy.
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struct RenderableMesh {
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first_triangle: usize,
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num_triangles: i32,
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}
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pub struct RenderableModel {
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pos: Vec <f32>,
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uv: Vec <f32>,
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normals: Vec <f32>,
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indexes: Vec <u32>,
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meshes: Vec <RenderableMesh>,
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}
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unsafe fn vertex_attrib_pointer (id: Option <u32>, num_coords: i32, slice: &[f32]) {
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const FALSE_U8: u8 = 0;
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const FLOAT_SIZE: i32 = 4;
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if let Some (id) = id {
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gl::VertexAttribPointer (id, num_coords, gl::FLOAT, FALSE_U8, FLOAT_SIZE * num_coords, &slice [0] as *const f32 as *const c_void);
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}
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}
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impl RenderableModel {
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pub fn from_iqm (model: &iqm::Model) -> RenderableModel {
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let pos_bytes = model.get_vertex_slice (iqm::types::POSITION);
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let mut pos_vec = vec! [0.0; pos_bytes.len () / 4];
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LittleEndian::read_f32_into (pos_bytes, &mut pos_vec [..]);
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let uv_bytes = model.get_vertex_slice (iqm::types::TEXCOORD);
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let mut uv_vec = vec! [0.0; uv_bytes.len () / 4];
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LittleEndian::read_f32_into (uv_bytes, &mut uv_vec [..]);
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let normal_bytes = model.get_vertex_slice (iqm::types::NORMAL);
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let mut normal_vec = vec! [0.0; normal_bytes.len () / 4];
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LittleEndian::read_f32_into (normal_bytes, &mut normal_vec [..]);
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let index_slice = model.get_all_indexes ();
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const IDX_SIZE: usize = 4;
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let mut indexes = vec! [0; index_slice.len () / IDX_SIZE];
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LittleEndian::read_u32_into (index_slice, &mut indexes [..]);
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let max_index: usize = (*indexes.iter ().max ().unwrap ()).try_into ().unwrap ();
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assert! (max_index * 3 < pos_vec.len ());
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assert! (max_index * 2 < uv_vec.len ());
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assert! (max_index * 3 < normal_vec.len ());
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let meshes = model.meshes.iter ()
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.map (|mesh| RenderableMesh {
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first_triangle: mesh.first_triangle.try_into ().unwrap (),
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num_triangles: mesh.num_triangles.try_into ().unwrap (),
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})
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.collect ();
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Self {
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pos: pos_vec,
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uv: uv_vec,
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normals: normal_vec,
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indexes: indexes,
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meshes,
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}
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}
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pub fn draw (&self, attrs: &HashMap <String, Option <u32>>, mesh_num: usize)
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{
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let mesh = &self.meshes [mesh_num];
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unsafe {
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vertex_attrib_pointer (attrs ["pos"], 3, &self.pos);
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vertex_attrib_pointer (attrs ["uv"], 2, &self.uv);
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vertex_attrib_pointer (attrs ["normal"], 3, &self.normals);
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gl::DrawElements (gl::TRIANGLES, mesh.num_triangles * 3, gl::UNSIGNED_INT, &self.indexes [mesh.first_triangle * 3] as *const u32 as *const c_void);
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}
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}
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}
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30
src/iqm.rs
30
src/iqm.rs
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@ -36,15 +36,15 @@ mod consts {
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pub const OFS_EXTENSIONS: usize = 26;
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}
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mod types {
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pub const POSITION: u32 = 0;
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pub const TEXCOORD: u32 = 1;
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pub const NORMAL: u32 = 2;
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pub const TANGENT: u32 = 3;
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pub const BLENDINDEXES: u32 = 4;
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pub const BLENDWEIGHTS: u32 = 5;
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pub const COLOR: u32 = 6;
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pub const CUSTOM: u32 = 0x10;
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pub mod types {
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pub const POSITION: usize = 0;
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pub const TEXCOORD: usize = 1;
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pub const NORMAL: usize = 2;
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pub const TANGENT: usize = 3;
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pub const BLENDINDEXES: usize = 4;
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pub const BLENDWEIGHTS: usize = 5;
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pub const COLOR: usize = 6;
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pub const CUSTOM: usize = 0x10;
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}
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pub mod formats {
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@ -255,4 +255,16 @@ impl <'a> Model <'a> {
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&self.data [offset..offset + num_bytes]
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}
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pub fn get_all_indexes (&self) -> &[u8] {
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let bytes_per_u32 = 4;
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let indexes_per_tri = 3;
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let stride = bytes_per_u32 * indexes_per_tri;
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let offset: usize = self.header.fields [consts::OFS_TRIANGLES].try_into ().unwrap ();
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let num_bytes: usize = (stride * self.header.fields [consts::NUM_TRIANGLES]).try_into ().unwrap ();
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&self.data [offset..offset + num_bytes]
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}
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}
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