280 lines
5.8 KiB
Rust
280 lines
5.8 KiB
Rust
// Trivial wrappers around GLESv2 C functions that should be safe
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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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use std::cmp;
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use std::io::Cursor;
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use std::ffi::c_void;
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use crate::iqm;
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pub fn clear_color (r: f32, g: f32, b: f32, a: f32) {
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unsafe {
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gl::ClearColor (1.0f32, 1.0f32, 1.0f32, 1.0f32);
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}
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}
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pub fn clear (flags: u32) {
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unsafe {
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gl::Clear (flags);
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}
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}
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pub fn disable (constant: u32) {
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unsafe {
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gl::Disable (constant);
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}
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}
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pub fn enable (constant: u32) {
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unsafe {
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gl::Enable (constant);
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}
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}
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pub fn enable_vertex_attrib_array (id: Option <u32>) {
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if let Some (id) = id {
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// Are safety checks really needed here?
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unsafe {
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gl::EnableVertexAttribArray (id);
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}
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}
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}
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pub fn uniform_1i (uni: i32, x: i32) {
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unsafe {
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gl::Uniform1i (uni, x);
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}
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}
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pub fn uniform_3fv (uni: i32, v: &Vec3) {
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unsafe {
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gl::Uniform3fv (uni, 1, v as *const Vec3 as *const f32);
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}
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}
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pub fn uniform_4fv (uni: i32, v: &Vec4) {
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unsafe {
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gl::Uniform4fv (uni, 1, v as *const Vec4 as *const f32);
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}
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}
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pub fn uniform_matrix_4fv (uni: i32, m: &Mat4) {
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const FALSE_U8: u8 = 0;
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unsafe {
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gl::UniformMatrix4fv (uni, 1, FALSE_U8, m as *const Mat4 as *const f32);
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}
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}
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// More abstract things
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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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}
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impl VertexBuffer {
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pub fn from_slice (slice: &[f32]) -> Self {
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const FLOAT_SIZE: usize = 4;
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let id = {
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let mut id = 0;
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unsafe {
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gl::GenBuffers (1, &mut id);
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gl::BindBuffer (gl::ARRAY_BUFFER, id);
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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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assert! (id != 0);
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id
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};
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Self {
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id,
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len: slice.len (),
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}
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}
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pub fn bind (&self) {
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unsafe {
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gl::BindBuffer (gl::ARRAY_BUFFER, self.id);
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}
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}
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}
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impl Drop for VertexBuffer {
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fn drop (&mut self) {
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if self.id == 0 {
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return;
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}
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unsafe {
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gl::DeleteBuffers (1, &self.id);
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}
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self.id = 0;
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}
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}
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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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max: u32,
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}
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impl IndexBuffer {
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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 max = None;
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const IDX_SIZE: usize = 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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max = match max {
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None => Some (idx),
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Some (max) => Some (cmp::max (max, idx)),
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};
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}
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let id = {
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let mut id = 0;
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unsafe {
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gl::GenBuffers (1, &mut id);
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gl::BindBuffer (gl::ELEMENT_ARRAY_BUFFER, id);
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gl::BufferData (gl::ELEMENT_ARRAY_BUFFER, slice.len ().try_into ().unwrap (), &slice [0] as *const u8 as *const c_void, gl::STATIC_DRAW);
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}
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assert! (id != 0);
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id
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};
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Self {
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id,
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len: slice.len () / IDX_SIZE,
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max: max.unwrap (),
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}
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}
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pub fn bind (&self) {
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unsafe {
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gl::BindBuffer (gl::ELEMENT_ARRAY_BUFFER, self.id);
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}
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}
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}
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impl Drop for IndexBuffer {
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fn drop (&mut self) {
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if self.id == 0 {
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return;
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}
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unsafe {
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gl::DeleteBuffers (1, &self.id);
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}
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self.id = 0;
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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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num_pos: usize,
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num_uv: usize,
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num_normal: usize,
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vertexes: VertexBuffer,
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indexes: IndexBuffer,
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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, float_offset: usize) {
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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, (float_offset * 4) as *const u8 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 uv_bytes = model.get_vertex_slice (iqm::types::TEXCOORD);
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let normal_bytes = model.get_vertex_slice (iqm::types::NORMAL);
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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 indexes = IndexBuffer::from_slice (index_slice);
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let max_index: usize = indexes.max.try_into ().unwrap ();
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assert! (max_index * 3 < num_pos);
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assert! (max_index * 2 < num_uv);
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assert! (max_index * 3 < num_normal);
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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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num_pos,
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num_uv,
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num_normal,
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vertexes,
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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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self.vertexes.bind ();
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self.indexes.bind ();
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unsafe {
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vertex_attrib_pointer (attrs ["pos"], 3, 0);
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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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}
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}
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}
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