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gl.rs
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gl.rs
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use std;
pub use gleam::gl::Gl;
pub use gleam::gl::GlesFns;
pub use gleam::gl::*;
pub type GLRc = std::rc::Rc<Gl>;
use gleam::gl;
#[allow(dead_code)]
pub fn create_buffer(gl: &GLRc) -> GLuint {
let buffers = gl.gen_buffers(1);
*buffers.first().expect("gl.gen_buffers failed")
}
#[allow(dead_code)]
pub fn connect_uniform_buffer(
gl: &GLRc,
buffer: GLuint,
program: GLuint,
name: &str,
bind_index: GLuint,
) {
let block_index = gl.get_uniform_block_index(program, name);
if block_index < 2_000_000 {
gl.uniform_block_binding(program, block_index, bind_index);
gl.bind_buffer(gl::UNIFORM_BUFFER, buffer);
gl.bind_buffer_base(gl::UNIFORM_BUFFER, bind_index, buffer);
}
}
#[allow(dead_code)]
pub fn create_shader(gl: &GLRc, shader_type: GLenum, source: &[&[u8]]) -> Result<GLuint, String> {
let shader = gl.create_shader(shader_type);
//assert!(shader != 0);
gl.shader_source(shader, source);
gl.compile_shader(shader);
let compiled = unsafe {
let mut compiled: [i32; 1] = [0];
gl.get_shader_iv(shader, gl::COMPILE_STATUS, &mut compiled);
compiled[0]
};
if compiled == 0 {
let log = gl.get_shader_info_log(shader);
gl.delete_shader(shader);
return Err(log.trim().to_string());
}
Ok(shader)
}
#[allow(dead_code)]
pub fn create_program(gl: &GLRc, vs: GLuint, fs: GLuint, gs: Option<GLuint>) -> Result<GLuint, String> {
let program = gl.create_program();
assert!(program != 0);
gl.attach_shader(program, vs);
if let Some(gs) = gs {
gl.attach_shader(program, gs);
}
gl.attach_shader(program, fs);
gl.link_program(program);
let linked = unsafe {
let mut linked: [i32; 1] = [0];
gl.get_program_iv(program, gl::LINK_STATUS, &mut linked);
linked[0]
};
gl.detach_shader(program, vs);
if let Some(gs) = gs {
gl.detach_shader(program, gs);
}
gl.detach_shader(program, fs);
if linked == 0 {
let log = gl.get_program_info_log(program);
gl.delete_program(program);
return Err(log.trim().to_string());
}
Ok(program)
}
#[allow(dead_code)]
pub fn create_texture(gl: &GLRc) -> GLuint {
let textures = gl.gen_textures(1);
*textures.first().expect("gl.gen_textures failed")
}
#[allow(dead_code)]
pub fn create_texture3d(
gl: &GLRc,
internalformat: GLint,
width: GLsizei,
height: GLsizei,
depth: GLsizei,
format: GLenum,
data_type: GLenum,
opt_data: Option<&[u8]>,
) -> GLuint {
let texture = create_texture(gl);
gl.bind_texture(gl::TEXTURE_3D, texture);
// NOTE(jshrake): This next line is very important
// default UNPACK_ALIGNMENT is 4
gl.pixel_store_i(gl::UNPACK_ALIGNMENT, 1);
gl.tex_image_3d(
gl::TEXTURE_3D,
0,
internalformat,
width,
height,
depth,
0,
format,
data_type,
opt_data,
);
texture
}
#[allow(dead_code)]
pub fn create_texture2d(
gl: &GLRc,
internalformat: GLint,
width: GLsizei,
height: GLsizei,
format: GLenum,
data_type: GLenum,
opt_data: Option<&[u8]>,
) -> GLuint {
let texture = create_texture(gl);
gl.bind_texture(gl::TEXTURE_2D, texture);
gl.tex_image_2d(
gl::TEXTURE_2D,
0,
internalformat,
width,
height,
0,
format,
data_type,
opt_data,
);
texture
}
#[allow(dead_code)]
pub fn create_renderbuffer(
gl: &GLRc,
internalformat: GLenum,
width: GLsizei,
height: GLsizei,
) -> GLuint {
let renderbuffers = gl.gen_renderbuffers(1);
let renderbuffer = *renderbuffers.first().expect("gl.gen_renderbuffers failed");
gl.bind_renderbuffer(gl::RENDERBUFFER, renderbuffer);
gl.renderbuffer_storage(gl::RENDERBUFFER, internalformat, width, height);
renderbuffer
}
#[allow(dead_code)]
pub fn create_framebuffer(gl: &GLRc) -> GLuint {
let framebuffers = gl.gen_framebuffers(1);
*framebuffers.first().expect("gl.gen_framebuffers failed")
}
#[allow(dead_code)]
pub fn attach_texture_to_framebuffer(
gl: &GLRc,
framebuffer: GLuint,
texture: GLuint,
attachment: GLenum,
) {
gl.bind_framebuffer(gl::FRAMEBUFFER, framebuffer);
gl.framebuffer_texture_2d(gl::FRAMEBUFFER, attachment, gl::TEXTURE_2D, texture, 0);
}
#[allow(dead_code)]
pub fn attach_renderbuffer_to_framebuffer(
gl: &GLRc,
framebuffer: GLuint,
renderbuffer: GLuint,
attachment: GLenum,
) {
gl.bind_framebuffer(gl::FRAMEBUFFER, framebuffer);
gl.framebuffer_renderbuffer(gl::FRAMEBUFFER, attachment, gl::RENDERBUFFER, renderbuffer);
}
#[allow(dead_code)]
pub fn check_framebuffer_status(gl: &GLRc, framebuffer: GLuint) -> GLenum {
gl.bind_framebuffer(gl::FRAMEBUFFER, framebuffer);
gl.check_frame_buffer_status(gl::FRAMEBUFFER)
}
#[allow(dead_code)]
pub fn create_vao(gl: &GLRc) -> GLuint {
let vaos = gl.gen_vertex_arrays(1);
*vaos.first().expect("gl.gen_vertex_arrays failed")
}
#[allow(dead_code)]
pub fn create_pbo(gl: &GLRc) -> GLuint {
let vaos = gl.gen_vertex_arrays(1);
*vaos.first().expect("gl.gen_vertex_arrays failed")
}