RenderableModel is now using VBOs.
And I made the sky model use RenderableModel, so there are no unsafe blocks in the main file now.main
parent
0e0e3f833a
commit
af4ef579c1
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@ -82,24 +82,6 @@ void main (void) {
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}
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}
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";
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";
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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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unsafe fn point_to_model (
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attrs: &HashMap <String, Option <u32>>,
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model: &Model
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) {
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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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}
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const KEY_LEFT: usize = 0;
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const KEY_LEFT: usize = 0;
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const KEY_RIGHT: usize = KEY_LEFT + 1;
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const KEY_RIGHT: usize = KEY_LEFT + 1;
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const KEY_UP: usize = KEY_RIGHT + 1;
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const KEY_UP: usize = KEY_RIGHT + 1;
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@ -232,6 +214,8 @@ fn main () {
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let sky_data = load_small_file ("sky-sphere.iqm", 1024 * 1024);
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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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let sky_model = Model::from_slice (&sky_data [..]);
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let renderable_sky = glezz::RenderableModel::from_iqm (&sky_model);
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const FALSE_U8: u8 = 0;
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const FALSE_U8: u8 = 0;
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glezz::enable_vertex_attrib_array (attrs ["pos"]);
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glezz::enable_vertex_attrib_array (attrs ["pos"]);
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@ -239,7 +223,7 @@ fn main () {
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glezz::enable_vertex_attrib_array (attrs ["normal"]);
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glezz::enable_vertex_attrib_array (attrs ["normal"]);
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glezz::enable (gl::DEPTH_TEST);
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glezz::enable (gl::DEPTH_TEST);
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glezz::enable (gl::TEXTURE);
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glezz::enable (gl::TEXTURE_2D);
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let mut time_step = TimeStep::new (60, 1000);
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let mut time_step = TimeStep::new (60, 1000);
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let mut state = WorldState::new ();
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let mut state = WorldState::new ();
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@ -317,22 +301,13 @@ fn main () {
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let draw_sky = true;
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let draw_sky = true;
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if draw_sky {
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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_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 ["albedo"], &white);
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glezz::uniform_3fv (unis ["min_bright"], &white);
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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 ["min_albedo"], &black);
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glezz::uniform_1i (unis ["texture"], 0);
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glezz::uniform_1i (unis ["texture"], 0);
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unsafe {
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renderable_sky.draw (&attrs, 0);
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point_to_model (&attrs, &sky_model);
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gl::DrawElements (gl::TRIANGLES, (sky_model.meshes [0].num_triangles * 3) as i32, gl::UNSIGNED_INT, &sky_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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}
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window.gl_swap_window ();
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window.gl_swap_window ();
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74
src/glezz.rs
74
src/glezz.rs
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@ -77,24 +77,19 @@ pub struct VertexBuffer {
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id: u32,
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id: u32,
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// Not bytes.
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// Not bytes.
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len: usize,
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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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}
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impl VertexBuffer {
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impl VertexBuffer {
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pub fn from_slice (slice: &[u8], num_coords: i32) -> Self {
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pub fn from_slice (slice: &[f32]) -> Self {
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const FLOAT_SIZE: usize = 4;
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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 id = {
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let mut id = 0;
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let mut id = 0;
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unsafe {
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unsafe {
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gl::GenBuffers (1, &mut id);
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gl::GenBuffers (1, &mut id);
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gl::BindBuffer (gl::ARRAY_BUFFER, id);
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gl::BindBuffer (gl::ARRAY_BUFFER, id);
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gl::BufferData (gl::ARRAY_BUFFER, slice.len ().try_into ().unwrap (), &slice [0] as *const u8 as *const c_void, gl::STATIC_DRAW);
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gl::BufferData (gl::ARRAY_BUFFER, (slice.len () * 4).try_into ().unwrap (), &slice [0] as *const f32 as *const c_void, gl::STATIC_DRAW);
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}
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}
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assert! (id != 0);
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assert! (id != 0);
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id
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id
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@ -103,7 +98,6 @@ impl VertexBuffer {
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Self {
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Self {
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id,
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id,
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len: slice.len (),
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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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}
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}
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@ -131,7 +125,6 @@ struct IndexBuffer {
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id: u32,
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id: u32,
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// Not bytes. Number of indexes.
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// Not bytes. Number of indexes.
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len: usize,
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len: usize,
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min: u32,
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max: u32,
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max: u32,
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}
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}
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@ -139,7 +132,6 @@ impl IndexBuffer {
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pub fn from_slice (slice: &[u8]) -> Self {
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pub fn from_slice (slice: &[u8]) -> Self {
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let mut rdr = Cursor::new (slice);
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let mut rdr = Cursor::new (slice);
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let mut min = None;
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let mut max = None;
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let mut max = None;
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const IDX_SIZE: usize = 4;
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const IDX_SIZE: usize = 4;
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@ -149,11 +141,6 @@ impl IndexBuffer {
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for _ in 0..slice.len () / IDX_SIZE {
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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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let idx = rdr.read_u32::<LittleEndian> ().unwrap ();
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min = match min {
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None => Some (idx),
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Some (min) => Some (cmp::min (min, idx)),
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};
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max = match max {
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max = match max {
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None => Some (idx),
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None => Some (idx),
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Some (max) => Some (cmp::max (max, idx)),
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Some (max) => Some (cmp::max (max, idx)),
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@ -175,7 +162,6 @@ impl IndexBuffer {
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Self {
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Self {
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id,
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id,
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len: slice.len () / IDX_SIZE,
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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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max: max.unwrap (),
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}
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}
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}
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}
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@ -211,46 +197,51 @@ struct RenderableMesh {
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}
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}
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pub struct RenderableModel {
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pub struct RenderableModel {
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pos: Vec <f32>,
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num_pos: usize,
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uv: Vec <f32>,
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num_uv: usize,
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normals: Vec <f32>,
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num_normal: usize,
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vertexes: VertexBuffer,
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indexes: IndexBuffer,
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indexes: IndexBuffer,
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meshes: Vec <RenderableMesh>,
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meshes: Vec <RenderableMesh>,
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}
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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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unsafe fn vertex_attrib_pointer (id: Option <u32>, num_coords: i32, float_offset: usize) {
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const FALSE_U8: u8 = 0;
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const FALSE_U8: u8 = 0;
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const FLOAT_SIZE: i32 = 4;
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const FLOAT_SIZE: i32 = 4;
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if let Some (id) = id {
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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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gl::VertexAttribPointer (id, num_coords, gl::FLOAT, FALSE_U8, FLOAT_SIZE * num_coords, (float_offset * 4) as *const u8 as *const c_void);
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}
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}
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}
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}
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impl RenderableModel {
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impl RenderableModel {
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pub fn from_iqm (model: &iqm::Model) -> 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 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 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 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 num_pos = pos_bytes.len () / 4;
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let num_uv = uv_bytes.len () / 4;
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let num_normal = normal_bytes.len () / 4;
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let mut vertex_vec = vec! [0.0; num_pos + num_uv + num_normal];
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LittleEndian::read_f32_into (pos_bytes, &mut vertex_vec [0..num_pos]);
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LittleEndian::read_f32_into (uv_bytes, &mut vertex_vec [num_pos..num_pos + num_uv]);
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LittleEndian::read_f32_into (normal_bytes, &mut vertex_vec [num_pos + num_uv..num_pos + num_uv + num_normal]);
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let vertexes = VertexBuffer::from_slice (&vertex_vec);
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let index_slice = model.get_all_indexes ();
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let index_slice = model.get_all_indexes ();
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let indexes = IndexBuffer::from_slice (index_slice);
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let indexes = IndexBuffer::from_slice (index_slice);
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let max_index: usize = indexes.max.try_into ().unwrap ();
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let max_index: usize = indexes.max.try_into ().unwrap ();
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assert! (max_index * 3 < pos_vec.len ());
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assert! (max_index * 3 < num_pos);
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assert! (max_index * 2 < uv_vec.len ());
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assert! (max_index * 2 < num_uv);
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assert! (max_index * 3 < normal_vec.len ());
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assert! (max_index * 3 < num_normal);
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let meshes = model.meshes.iter ()
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let meshes = model.meshes.iter ()
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.map (|mesh| RenderableMesh {
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.map (|mesh| RenderableMesh {
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@ -260,10 +251,11 @@ impl RenderableModel {
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.collect ();
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.collect ();
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Self {
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Self {
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pos: pos_vec,
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num_pos,
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uv: uv_vec,
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num_uv,
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normals: normal_vec,
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num_normal,
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vertexes,
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indexes,
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indexes,
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meshes,
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meshes,
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}
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}
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@ -273,13 +265,13 @@ impl RenderableModel {
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{
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{
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let mesh = &self.meshes [mesh_num];
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let mesh = &self.meshes [mesh_num];
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unsafe {
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self.vertexes.bind ();
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gl::BindBuffer (gl::ARRAY_BUFFER, 0);
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self.indexes.bind ();
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self.indexes.bind ();
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vertex_attrib_pointer (attrs ["pos"], 3, &self.pos);
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unsafe {
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vertex_attrib_pointer (attrs ["uv"], 2, &self.uv);
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vertex_attrib_pointer (attrs ["pos"], 3, 0);
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vertex_attrib_pointer (attrs ["normal"], 3, &self.normals);
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vertex_attrib_pointer (attrs ["uv"], 2, self.num_pos);
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vertex_attrib_pointer (attrs ["normal"], 3, self.num_pos + self.num_uv);
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gl::DrawElements (gl::TRIANGLES, mesh.num_triangles * 3, gl::UNSIGNED_INT, (mesh.first_triangle * 3 * 4) as *const u8 as *const c_void);
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gl::DrawElements (gl::TRIANGLES, mesh.num_triangles * 3, gl::UNSIGNED_INT, (mesh.first_triangle * 3 * 4) as *const u8 as *const c_void);
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}
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}
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