♻️ More safening

main
_ 2020-02-16 23:48:26 +00:00
parent 09ce9ab580
commit c6f71abbca
2 changed files with 25 additions and 14 deletions

View File

@ -317,28 +317,33 @@ fn main () {
glezz::uniform_matrix_4fv (unis ["mvp"], &mvp_mat);
glezz::uniform_3fv (unis ["object_space_light"], &object_space_light);
// This stuff actually still is unsafe because it's reading
// right from RAM I can still access. Using a VBO here
// might actually make it easier to make it safe.
unsafe {
point_to_model (&attrs, &model);
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);
}
if true {
gl::Uniform3fv (unis ["albedo"], 1, &green as *const Vec3 as *const f32);
glezz::uniform_3fv (unis ["albedo"], &green);
unsafe {
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);
}
}
let draw_sky = true;
if draw_sky {
//println! ("Drawing sky");
gl::UniformMatrix4fv (unis ["mvp"], 1, FALSE_U8, &sky_mvp_mat as *const Mat4 as *const f32);
gl::Uniform3fv (unis ["albedo"], 1, &white as *const Vec3 as *const f32);
gl::Uniform3fv (unis ["min_bright"], 1, &white as *const Vec3 as *const f32);
gl::Uniform3fv (unis ["min_albedo"], 1, &black as *const Vec3 as *const f32);
gl::Uniform1i (unis ["texture"], 0);
glezz::uniform_matrix_4fv (unis ["mvp"], &sky_mvp_mat);
glezz::uniform_3fv (unis ["albedo"], &white);
glezz::uniform_3fv (unis ["min_bright"], &white);
glezz::uniform_3fv (unis ["min_albedo"], &black);
glezz::uniform_1i (unis ["texture"], 0);
unsafe {
point_to_model (&attrs, &sky_model);
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);

View File

@ -26,6 +26,12 @@ pub fn enable (constant: u32) {
}
}
pub fn uniform_1i (uni: i32, x: i32) {
unsafe {
gl::Uniform1i (uni, x);
}
}
pub fn uniform_3fv (uni: i32, v: &Vec3) {
unsafe {
gl::Uniform3fv (uni, 1, v as *const Vec3 as *const f32);