🚧 still improving the pass system
parent
9e74609eb1
commit
afb0238c1b
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@ -152,7 +152,7 @@ struct RenderableArrow {
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inv_model_mat: Mat4,
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inv_model_mat: Mat4,
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}
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}
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#[derive (Copy, Clone)]
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#[derive (Copy, Clone, PartialEq, Eq)]
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pub enum FrontFace {
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pub enum FrontFace {
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Cw,
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Cw,
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Ccw,
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Ccw,
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@ -171,7 +171,7 @@ impl From <FrontFace> for u32 {
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}
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}
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}
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}
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#[derive (Copy, Clone)]
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#[derive (Copy, Clone, PartialEq, Eq)]
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pub enum StencilOp {
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pub enum StencilOp {
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Keep,
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Keep,
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Zero,
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Zero,
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@ -202,7 +202,7 @@ impl From <StencilOp> for u32 {
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}
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}
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}
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}
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#[derive (Copy, Clone)]
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#[derive (Copy, Clone, PartialEq, Eq)]
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pub enum StencilFunc {
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pub enum StencilFunc {
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Never,
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Never,
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Always,
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Always,
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@ -233,26 +233,30 @@ impl From <StencilFunc> for u32 {
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}
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}
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}
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}
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#[derive (Copy, Clone, PartialEq, Eq)]
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pub struct StencilOpState {
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pub struct StencilOpState {
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sfail: StencilOp,
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sfail: StencilOp,
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dpfail: StencilOp,
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dpfail: StencilOp,
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dppass: StencilOp,
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dppass: StencilOp,
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}
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}
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#[derive (Copy, Clone, PartialEq, Eq)]
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pub struct StencilFuncState {
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pub struct StencilFuncState {
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func: StencilFunc,
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func: StencilFunc,
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reference: i32,
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reference: i32,
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mask: u32,
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mask: u32,
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}
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}
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#[derive (Copy, Clone, PartialEq, Eq)]
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pub struct StencilState {
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pub struct StencilState {
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op: StencilOpState,
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op: StencilOpState,
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func: StencilFuncState,
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func: StencilFuncState,
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}
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}
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// Anything that's None is "unknown"
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// These are POD where no extra data is needed
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// to safely use the flags / numbers
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pub struct GlState {
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pub struct IsoGlState {
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flags: HashMap <u32, bool>,
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flags: HashMap <u32, bool>,
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front_face: Option <FrontFace>,
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front_face: Option <FrontFace>,
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stencil: Option <StencilState>,
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stencil: Option <StencilState>,
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@ -262,83 +266,174 @@ pub struct GlState {
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stencil_mask: Option <u32>,
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stencil_mask: Option <u32>,
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}
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}
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impl std::default::Default for IsoGlState {
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fn default () -> Self {
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Self {
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flags: hashmap! {},
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front_face: None,
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stencil: None,
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color_mask: None,
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depth_mask: None,
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stencil_mask: None,
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}
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}
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}
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// These are POD IDs or hashes of non-POD data
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pub struct NonIsoGlState {
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shader_id: Option <u32>,
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}
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impl std::default::Default for NonIsoGlState {
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fn default () -> Self {
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Self {
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shader_id: None,
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}
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}
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}
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pub struct GlState {
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iso: IsoGlState,
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non_iso: NonIsoGlState,
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}
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impl std::default::Default for GlState {
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fn default () -> Self {
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Self {
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iso: Default::default (),
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non_iso: Default::default (),
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}
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}
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}
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pub struct Pass <'a> {
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pub struct Pass <'a> {
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// In the context of a Pass, "None" means "Don't care"
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iso: IsoGlState,
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// Non-iso state must have its sources here
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shader: Option <&'a ShaderClosure>,
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shader: Option <&'a ShaderClosure>,
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// Anything that's None is "don't care"
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required_state: GlState,
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}
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}
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impl Pass <'_> {
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impl Pass <'_> {
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pub fn apply_slow (&self) {
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pub fn apply_diff (&self, old_state: &mut IsoGlState) {
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let state = &self.required_state;
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let state = &self.iso;
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let mut flag_elision_count = 0;
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for (flag, value) in state.flags.iter () {
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for (flag, value) in state.flags.iter () {
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if *value {
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let old_entry = old_state.flags.entry (*flag);
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glezz::enable (*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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} {
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if *value {
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glezz::enable (*flag);
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}
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else {
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glezz::disable (*flag);
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}
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old_entry.or_insert (*value);
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}
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}
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else {
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else {
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glezz::disable (*flag);
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flag_elision_count += 1;
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}
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}
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}
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}
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if flag_elision_count > 0 {
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//println! ("Elided {} flags", flag_elision_count);
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}
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if let Some (v) = &state.front_face {
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if let Some (v) = &state.front_face {
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glezz::front_face ((*v).into ());
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if old_state.front_face != state.front_face {
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glezz::front_face ((*v).into ());
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old_state.front_face = state.front_face;
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}
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else {
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//println! ("Elided front_face ()");
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}
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}
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}
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if let Some (v) = &state.stencil {
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if let Some (v) = &state.stencil {
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let func = &v.func;
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if old_state.stencil != state.stencil {
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let op = &v.op;
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let func = &v.func;
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unsafe {
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gl::StencilFunc (
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func.func.into (),
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func.reference.into (),
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func.mask.into ()
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);
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}
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unsafe {
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let op = &v.op;
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gl::StencilFunc (
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unsafe {
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func.func.into (),
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gl::StencilOp (
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func.reference.into (),
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op.sfail.into (),
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func.mask.into ()
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op.dpfail.into (),
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);
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op.dppass.into ()
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gl::StencilOp (
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);
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op.sfail.into (),
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}
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op.dpfail.into (),
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}
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op.dppass.into ()
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else {
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);
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//println! ("Elided stencil state");
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}
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}
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}
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}
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if let Some ((r, g, b, a)) = &state.color_mask {
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if let Some ((r, g, b, a)) = &state.color_mask {
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unsafe {
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if old_state.color_mask != state.color_mask {
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gl::ColorMask (*r, *g, *b, *a);
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glezz::color_mask (*r, *g, *b, *a);
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old_state.color_mask = state.color_mask;
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}
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else {
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//println! ("Elided color_mask ()");
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}
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}
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}
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}
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if let Some (v) = &state.depth_mask {
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if let Some (v) = &state.depth_mask {
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unsafe {
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if old_state.depth_mask != state.depth_mask {
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gl::DepthMask (*v);
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glezz::depth_mask (*v);
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old_state.depth_mask = state.depth_mask;
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}
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else {
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//println! ("Elided depth_mask ()");
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}
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}
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}
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}
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if let Some (v) = &state.stencil_mask {
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if let Some (v) = &state.stencil_mask {
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unsafe {
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if old_state.stencil_mask != state.stencil_mask {
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gl::StencilMask (*v);
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glezz::stencil_mask (*v);
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old_state.stencil_mask = state.stencil_mask;
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}
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else {
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//println! ("Elided stencil_mask ()");
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}
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}
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}
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}
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}
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}
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pub fn with <F> (&self, callback: F)
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pub fn apply_slow (&self) {
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let mut iso = IsoGlState::default ();
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self.apply_diff (&mut iso);
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}
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pub fn with <F> (&self, gl_state: &mut GlState, callback: F)
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where F: Fn ()
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where F: Fn ()
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{
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{
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self.apply_slow ();
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self.apply_diff (&mut gl_state.iso);
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callback ();
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callback ();
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}
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}
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pub fn with_shader <F> (&self, callback: F)
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pub fn with_shader <F> (&self, gl_state: &mut GlState, callback: F)
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where F: Fn (BorrowedShaderVars)
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where F: Fn (BorrowedShaderVars)
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{
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{
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if let Some (s) = self.shader {
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if let Some (s) = self.shader {
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s.with (|shader_vars| {
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self.apply_diff (&mut gl_state.iso);
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self.apply_slow ();
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s.with (gl_state.non_iso.shader_id, |shader_vars| {
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callback (shader_vars);
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callback (shader_vars);
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});
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});
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gl_state.non_iso.shader_id = Some (s.get_id ());
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}
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}
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else {
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else {
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panic! ("Called with_shader on a pass with no shader");
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panic! ("Called with_shader on a pass with no shader");
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@ -388,7 +483,7 @@ impl GameGraphics {
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let shader_diffuse = ShaderClosure::new (shader_from_files ("shaders/pumpkin-vert.glsl", "shaders/pumpkin-frag.glsl"), &uniform_names, &attr_names);
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let shader_diffuse = ShaderClosure::new (shader_from_files ("shaders/pumpkin-vert.glsl", "shaders/pumpkin-frag.glsl"), &uniform_names, &attr_names);
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let shader_shadow = ShaderClosure::new (shader_from_files ("shaders/shadow-vert.glsl", "shaders/shadow-frag.glsl"), &uniform_names, &attr_names);
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let shader_shadow = ShaderClosure::new (shader_from_files ("shaders/shadow-vert.glsl", "shaders/shadow-frag.glsl"), &uniform_names, &attr_names);
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shader_diffuse.with (|shader_vars| {
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shader_diffuse.with (None, |shader_vars| {
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let attrs = shader_vars.attrs;
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let attrs = shader_vars.attrs;
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use renderable_model::attributes::*;
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use renderable_model::attributes::*;
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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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@ -462,6 +557,7 @@ impl GameGraphics {
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pub fn draw (
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pub fn draw (
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&self,
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&self,
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state: &WorldState,
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state: &WorldState,
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gl_state: &mut GlState,
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arrows: &[RenderableArrow]
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arrows: &[RenderableArrow]
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)
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)
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{
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{
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@ -500,11 +596,13 @@ impl GameGraphics {
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let light = Vec3::from ((0.25, -0.125, 1.0)).normalize ();
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let light = Vec3::from ((0.25, -0.125, 1.0)).normalize ();
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//println! ("Started frame");
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let passes = vec! [
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let passes = vec! [
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// Clear everything
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// Clear everything
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Pass {
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Pass {
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shader: None,
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shader: None,
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required_state: GlState {
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iso: IsoGlState {
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flags: hashmap! {},
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flags: hashmap! {},
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front_face: None,
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front_face: None,
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stencil: None,
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stencil: None,
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@ -516,7 +614,7 @@ impl GameGraphics {
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// Draw world
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// Draw world
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Pass {
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Pass {
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shader: Some (&self.shader_diffuse),
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shader: Some (&self.shader_diffuse),
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required_state: GlState {
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iso: IsoGlState {
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flags: hashmap! {
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flags: hashmap! {
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gl::CULL_FACE => true,
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gl::CULL_FACE => true,
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gl::DEPTH_TEST => true,
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gl::DEPTH_TEST => true,
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@ -533,7 +631,7 @@ impl GameGraphics {
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// Write shadows into stencil buffer
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// Write shadows into stencil buffer
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Pass {
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Pass {
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shader: Some (&self.shader_shadow),
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shader: Some (&self.shader_shadow),
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required_state: GlState {
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iso: IsoGlState {
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flags: hashmap! {
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flags: hashmap! {
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gl::CULL_FACE => true,
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gl::CULL_FACE => true,
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gl::DEPTH_TEST => true,
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gl::DEPTH_TEST => true,
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@ -560,7 +658,7 @@ impl GameGraphics {
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// Draw lit ground
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// Draw lit ground
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Pass {
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Pass {
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shader: Some (&self.shader_diffuse),
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shader: Some (&self.shader_diffuse),
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required_state: GlState {
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iso: IsoGlState {
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flags: hashmap! {
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flags: hashmap! {
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gl::CULL_FACE => true,
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gl::CULL_FACE => true,
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gl::DEPTH_TEST => true,
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gl::DEPTH_TEST => true,
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@ -588,7 +686,7 @@ impl GameGraphics {
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// Draw unlit ground
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// Draw unlit ground
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Pass {
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Pass {
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shader: Some (&self.shader_diffuse),
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shader: Some (&self.shader_diffuse),
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required_state: GlState {
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iso: IsoGlState {
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flags: hashmap! {
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flags: hashmap! {
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gl::CULL_FACE => true,
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gl::CULL_FACE => true,
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gl::DEPTH_TEST => true,
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gl::DEPTH_TEST => true,
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@ -615,7 +713,7 @@ impl GameGraphics {
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},
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},
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];
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];
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passes [0].with (|| {
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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_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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glezz::clear (gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT | gl::STENCIL_BUFFER_BIT);
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});
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});
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@ -632,7 +730,7 @@ impl GameGraphics {
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use uniforms::*;
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use uniforms::*;
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// Draw the world except the ground plane
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// Draw the world except the ground plane
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passes [1].with_shader (|shader_vars| {
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passes [1].with_shader (gl_state, |shader_vars| {
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let unis = shader_vars.unis;
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let unis = shader_vars.unis;
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let attrs = shader_vars.attrs;
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let attrs = shader_vars.attrs;
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@ -688,7 +786,7 @@ impl GameGraphics {
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});
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});
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// Draw shadows into stencil buffer
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// Draw shadows into stencil buffer
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passes [2].with_shader (|shader_vars| {
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passes [2].with_shader (gl_state, |shader_vars| {
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let unis = shader_vars.unis;
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let unis = shader_vars.unis;
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let attrs = shader_vars.attrs;
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let attrs = shader_vars.attrs;
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@ -715,7 +813,7 @@ impl GameGraphics {
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let object_space_light = make_object_space_vec (&inverse_pumpkin, &light);
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let object_space_light = make_object_space_vec (&inverse_pumpkin, &light);
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// Draw unlit ground
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// Draw unlit ground
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passes [3].with_shader (|shader_vars| {
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passes [3].with_shader (gl_state, |shader_vars| {
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let unis = shader_vars.unis;
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let unis = shader_vars.unis;
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let attrs = shader_vars.attrs;
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let attrs = shader_vars.attrs;
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@ -737,7 +835,7 @@ impl GameGraphics {
|
||||||
});
|
});
|
||||||
|
|
||||||
// Draw lit ground
|
// Draw lit ground
|
||||||
passes [4].with_shader (|shader_vars| {
|
passes [4].with_shader (gl_state, |shader_vars| {
|
||||||
let unis = shader_vars.unis;
|
let unis = shader_vars.unis;
|
||||||
let attrs = shader_vars.attrs;
|
let attrs = shader_vars.attrs;
|
||||||
|
|
||||||
|
@ -771,6 +869,7 @@ fn main () {
|
||||||
let mut state = WorldState::new ();
|
let mut state = WorldState::new ();
|
||||||
|
|
||||||
let graphics = GameGraphics::new ();
|
let graphics = GameGraphics::new ();
|
||||||
|
let mut gl_state = Default::default ();
|
||||||
|
|
||||||
let mut event_pump = sdl_context.event_pump ().unwrap ();
|
let mut event_pump = sdl_context.event_pump ().unwrap ();
|
||||||
'running: loop {
|
'running: loop {
|
||||||
|
@ -848,7 +947,7 @@ fn main () {
|
||||||
|
|
||||||
window.gl_make_current (&gl_ctx).unwrap ();
|
window.gl_make_current (&gl_ctx).unwrap ();
|
||||||
|
|
||||||
graphics.draw (&state, &renderable_arrows);
|
graphics.draw (&state, &mut gl_state, &renderable_arrows);
|
||||||
|
|
||||||
window.gl_swap_window ();
|
window.gl_swap_window ();
|
||||||
|
|
||||||
|
|
18
src/glezz.rs
18
src/glezz.rs
|
@ -79,6 +79,24 @@ pub fn uniform_matrix_4fv (uni: i32, m: &Mat4) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
pub fn color_mask (r: u8, g: u8, b: u8, a: u8) {
|
||||||
|
unsafe {
|
||||||
|
gl::ColorMask (r, g, b, a);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn depth_mask (v: u8) {
|
||||||
|
unsafe {
|
||||||
|
gl::DepthMask (v);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn stencil_mask (v: u32) {
|
||||||
|
unsafe {
|
||||||
|
gl::StencilMask (v);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// More abstract things below here
|
// More abstract things below here
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -119,6 +119,10 @@ impl ShaderProgram {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
pub fn get_id (&self) -> u32 {
|
||||||
|
self.id
|
||||||
|
}
|
||||||
|
|
||||||
// 'use' is a keyword
|
// 'use' is a keyword
|
||||||
|
|
||||||
pub fn use_program (&self) {
|
pub fn use_program (&self) {
|
||||||
|
|
|
@ -67,10 +67,19 @@ impl ShaderClosure {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn with <F> (&self, callback: F)
|
pub fn get_id (&self) -> u32 {
|
||||||
|
self.program.get_id ()
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn with <F> (&self, previous_id: Option <u32>, callback: F)
|
||||||
where F: Fn (BorrowedShaderVars)
|
where F: Fn (BorrowedShaderVars)
|
||||||
{
|
{
|
||||||
self.program.use_program ();
|
if previous_id != Some (self.get_id ()) {
|
||||||
|
self.program.use_program ();
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
//println! ("Elided use_program ()");
|
||||||
|
}
|
||||||
|
|
||||||
callback (BorrowedShaderVars {
|
callback (BorrowedShaderVars {
|
||||||
unis: &self.uniforms,
|
unis: &self.uniforms,
|
||||||
|
|
Loading…
Reference in New Issue