stevenarella/src/gl/mod.rs

982 lines
26 KiB
Rust

// Copyright 2016 Matthew Collins
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
use glow as gl;
use glow::{HasContext, PixelPackData, PixelUnpackData};
use log::error;
use std::mem;
use std::ops::BitOr;
use std::ops::{Deref, DerefMut};
static mut CONTEXT: *mut glow::Context = 0 as *mut glow::Context;
/// Inits the gl library. This should be called once a context is ready.
pub fn init(context: glow::Context) {
unsafe {
CONTEXT = Box::into_raw(Box::new(context));
}
}
fn glow_context() -> &'static glow::Context {
unsafe { CONTEXT.as_ref().unwrap() }
}
/// Dsed to specify how the vertices will be handled
/// to draw.
pub type DrawType = u32;
/// Treats each set of 3 vertices as a triangle
pub const TRIANGLES: DrawType = gl::TRIANGLES;
/// Means the previous vertex connects to the next
/// one in a continuous strip.
pub const LINE_STRIP: DrawType = gl::LINE_STRIP;
/// Treats each set of 2 vertices as a line
pub const LINES: DrawType = gl::LINES;
/// Treats each vertex as a point
pub const POINTS: DrawType = gl::POINTS;
pub fn draw_arrays(ty: DrawType, offset: usize, count: usize) {
unsafe {
glow_context().draw_arrays(ty, offset as i32, count as i32);
}
}
pub fn draw_elements(ty: DrawType, count: i32, dty: Type, offset: usize) {
unsafe {
glow_context().draw_elements(ty, count, dty, offset as i32);
}
}
// Sets the size of the viewport of this context.
pub fn viewport(x: i32, y: i32, w: i32, h: i32) {
unsafe {
glow_context().viewport(x, y, w, h);
}
}
/// Sets the color the color buffer should be cleared to
/// when Clear is called with the color flag.
pub fn clear_color(r: f32, g: f32, b: f32, a: f32) {
unsafe {
glow_context().clear_color(r, g, b, a);
}
}
/// `ClearFlags` is a set of flags to mark what should be cleared during
/// a Clear call.
pub enum ClearFlags {
/// Marks the color buffer to be cleared
Color,
/// Marks the depth buffer to be cleared
Depth,
Internal(u32),
}
impl ClearFlags {
fn internal(self) -> u32 {
match self {
ClearFlags::Color => gl::COLOR_BUFFER_BIT,
ClearFlags::Depth => gl::DEPTH_BUFFER_BIT,
ClearFlags::Internal(val) => val,
}
}
}
impl BitOr for ClearFlags {
type Output = ClearFlags;
fn bitor(self, rhs: ClearFlags) -> ClearFlags {
ClearFlags::Internal(self.internal() | rhs.internal())
}
}
/// Clears the buffers specified by the passed flags.
pub fn clear(flags: ClearFlags) {
unsafe { glow_context().clear(flags.internal()) }
}
pub fn depth_mask(f: bool) {
unsafe {
glow_context().depth_mask(f);
}
}
/// `Func` is a function to be preformed on two values.
pub type Func = u32;
pub const NEVER: Func = gl::NEVER;
pub const LESS: Func = gl::LESS;
pub const LESS_OR_EQUAL: Func = gl::LEQUAL;
pub const GREATER: Func = gl::GREATER;
pub const ALWAYS: Func = gl::ALWAYS;
pub const EQUAL: Func = gl::EQUAL;
pub fn depth_func(f: Func) {
unsafe {
glow_context().depth_func(f);
}
}
/// Flag is a setting that can be enabled or disabled on the context.
pub type Flag = u32;
pub const DEPTH_TEST: Flag = gl::DEPTH_TEST;
pub const CULL_FACE_FLAG: Flag = gl::CULL_FACE;
pub const STENCIL_TEST: Flag = gl::STENCIL_TEST;
pub const BLEND: Flag = gl::BLEND;
pub const MULTISAMPLE: Flag = gl::MULTISAMPLE;
/// Enables the passed flag.
pub fn enable(f: Flag) {
unsafe {
glow_context().enable(f);
}
}
/// Disables the passed flag.
pub fn disable(f: Flag) {
unsafe {
glow_context().disable(f);
}
}
/// Sets the texture slot with the passed id as the
/// currently active one.
pub fn active_texture(id: u32) {
unsafe {
glow_context().active_texture(gl::TEXTURE0 + id);
}
}
/// `Factor` is used in blending
pub type Factor = u32;
pub const SRC_ALPHA: Factor = gl::SRC_ALPHA;
pub const ONE_MINUS_SRC_ALPHA: Factor = gl::ONE_MINUS_SRC_ALPHA;
pub const ONE_FACTOR: Factor = gl::ONE;
pub const ZERO_FACTOR: Factor = gl::ZERO;
/// Sets the factors to be used when blending.
pub fn blend_func(s_factor: Factor, d_factor: Factor) {
unsafe {
glow_context().blend_func(s_factor, d_factor);
}
}
pub fn blend_func_separate(
s_factor_rgb: Factor,
d_factor_rgb: Factor,
s_factor_a: Factor,
d_factor_a: Factor,
) {
unsafe {
glow_context().blend_func_separate(s_factor_rgb, d_factor_rgb, s_factor_a, d_factor_a);
}
}
// Face specifies a face to act on.
pub type Face = u32;
pub const BACK: Face = gl::BACK;
pub const FRONT: Face = gl::FRONT;
/// Sets the face to be culled by the gpu.
pub fn cull_face(face: Face) {
unsafe {
glow_context().cull_face(face);
}
}
// FaceDirection is used to specify an order of vertices, normally
// used to set which is considered to be the front face.
pub type FaceDirection = u32;
pub const CLOCK_WISE: FaceDirection = gl::CW;
pub const COUNTER_CLOCK_WISE: FaceDirection = gl::CCW;
/// Sets the direction of vertices used to specify the
/// front face (e.g. for culling).
pub fn front_face(dir: FaceDirection) {
unsafe { glow_context().front_face(dir) }
}
/// `Type` is a type of data used by various operations.
pub type Type = u32;
pub const UNSIGNED_BYTE: Type = gl::UNSIGNED_BYTE;
pub const UNSIGNED_SHORT: Type = gl::UNSIGNED_SHORT;
pub const UNSIGNED_INT: Type = gl::UNSIGNED_INT;
pub const BYTE: Type = gl::BYTE;
pub const SHORT: Type = gl::SHORT;
pub const FLOAT: Type = gl::FLOAT;
/// `TextureTarget` is a target were a texture can be bound to
pub type TextureTarget = u32;
pub const TEXTURE_2D: TextureTarget = gl::TEXTURE_2D;
pub const TEXTURE_2D_MULTISAMPLE: TextureTarget = gl::TEXTURE_2D_MULTISAMPLE;
pub const TEXTURE_2D_ARRAY: TextureTarget = gl::TEXTURE_2D_ARRAY;
pub const TEXTURE_3D: TextureTarget = gl::TEXTURE_3D;
/// `TextureFormat` is the format of a texture either internally or
/// to be uploaded.
pub type TextureFormat = u32;
pub const RED: TextureFormat = gl::RED;
pub const RGB: TextureFormat = gl::RGB;
pub const RGBA: TextureFormat = gl::RGBA;
pub const RGBA8: TextureFormat = gl::RGBA8;
pub const RGBA16F: TextureFormat = gl::RGBA16F;
pub const R16F: TextureFormat = gl::R16F;
pub const DEPTH_COMPONENT24: TextureFormat = gl::DEPTH_COMPONENT24;
pub const DEPTH_COMPONENT: TextureFormat = gl::DEPTH_COMPONENT;
/// `TextureParameter` is a parameter that can be read or set on a texture.
pub type TextureParameter = u32;
pub const TEXTURE_MIN_FILTER: TextureParameter = gl::TEXTURE_MIN_FILTER;
pub const TEXTURE_MAG_FILTER: TextureParameter = gl::TEXTURE_MAG_FILTER;
pub const TEXTURE_WRAP_S: TextureParameter = gl::TEXTURE_WRAP_S;
pub const TEXTURE_WRAP_T: TextureParameter = gl::TEXTURE_WRAP_T;
pub const TEXTURE_MAX_LEVEL: TextureParameter = gl::TEXTURE_MAX_LEVEL;
/// `TextureValue` is a value that be set on a texture's parameter.
pub type TextureValue = i32;
pub const NEAREST: TextureValue = gl::NEAREST as TextureValue;
pub const LINEAR: TextureValue = gl::LINEAR as TextureValue;
pub const LINEAR_MIPMAP_LINEAR: TextureValue = gl::LINEAR_MIPMAP_LINEAR as TextureValue;
pub const LINEAR_MIPMAP_NEAREST: TextureValue = gl::LINEAR_MIPMAP_NEAREST as TextureValue;
pub const NEAREST_MIPMAP_NEAREST: TextureValue = gl::NEAREST_MIPMAP_NEAREST as TextureValue;
pub const NEAREST_MIPMAP_LINEAR: TextureValue = gl::NEAREST_MIPMAP_LINEAR as TextureValue;
pub const CLAMP_TO_EDGE: TextureValue = gl::CLAMP_TO_EDGE as TextureValue;
/// `Texture` is a buffer of data used by fragment shaders.
#[derive(Default)]
pub struct Texture(glow::Texture);
impl Texture {
// Allocates a new texture.
pub fn new() -> Texture {
Texture(unsafe {
glow_context()
.create_texture()
.expect("create texture failed")
})
}
/// Binds the texture to the passed target.
pub fn bind(&self, target: TextureTarget) {
unsafe {
glow_context().bind_texture(target, Some(self.0));
}
}
pub fn get_pixels(
&self,
target: TextureTarget,
level: i32,
format: TextureFormat,
ty: Type,
pixels: &mut [u8],
) {
unsafe {
glow_context().get_tex_image(target, level, format, ty, PixelPackData::Slice(pixels));
}
}
pub fn image_2d(
&self,
target: TextureTarget,
level: i32,
width: u32,
height: u32,
format: TextureFormat,
ty: Type,
pix: Option<&[u8]>,
) {
unsafe {
glow_context().tex_image_2d(
target,
level,
format as i32,
width as i32,
height as i32,
0,
format,
ty,
pix,
);
}
}
pub fn sub_image_2d(
&self,
target: TextureTarget,
level: i32,
x: u32,
y: u32,
width: u32,
height: u32,
format: TextureFormat,
ty: Type,
pix: &[u8],
) {
unsafe {
glow_context().tex_sub_image_2d(
target,
level,
x as i32,
y as i32,
width as i32,
height as i32,
format,
ty,
PixelUnpackData::Slice(pix),
);
}
}
pub fn image_2d_ex(
&self,
target: TextureTarget,
level: i32,
width: u32,
height: u32,
internal_format: TextureFormat,
format: TextureFormat,
ty: Type,
pix: Option<&[u8]>,
) {
unsafe {
glow_context().tex_image_2d(
target,
level,
internal_format as i32,
width as i32,
height as i32,
0,
format,
ty,
pix,
);
}
}
pub fn image_3d(
&self,
target: TextureTarget,
level: i32,
width: u32,
height: u32,
depth: u32,
format: TextureFormat,
ty: Type,
pix: &[u8],
) {
unsafe {
glow_context().tex_image_3d(
target,
level,
format as i32,
width as i32,
height as i32,
depth as i32,
0,
format,
ty,
Some(pix),
);
}
}
pub fn sub_image_3d(
&self,
target: TextureTarget,
level: i32,
x: u32,
y: u32,
z: u32,
width: u32,
height: u32,
depth: u32,
format: TextureFormat,
ty: Type,
pix: &[u8],
) {
unsafe {
glow_context().tex_sub_image_3d(
target,
level,
x as i32,
y as i32,
z as i32,
width as i32,
height as i32,
depth as i32,
format,
ty,
PixelUnpackData::Slice(pix),
);
}
}
pub fn set_parameter(
&self,
target: TextureTarget,
param: TextureParameter,
value: TextureValue,
) {
unsafe {
glow_context().tex_parameter_i32(target, param, value);
}
}
}
impl Drop for Texture {
fn drop(&mut self) {
unsafe {
glow_context().delete_texture(self.0);
}
}
}
pub type ShaderType = u32;
pub const VERTEX_SHADER: ShaderType = gl::VERTEX_SHADER;
pub const FRAGMENT_SHADER: ShaderType = gl::FRAGMENT_SHADER;
pub const GEOMETRY_SHADER: ShaderType = gl::GEOMETRY_SHADER;
pub type ShaderParameter = u32;
pub const COMPILE_STATUS: ShaderParameter = gl::COMPILE_STATUS;
pub const INFO_LOG_LENGTH: ShaderParameter = gl::INFO_LOG_LENGTH;
#[derive(Default)]
pub struct Program(glow::Program);
impl Program {
pub fn new() -> Program {
Program(unsafe {
glow_context()
.create_program()
.expect("program creation failed")
})
}
pub fn attach_shader(&self, shader: Shader) {
unsafe {
glow_context().attach_shader(self.0, shader.0);
}
}
pub fn link(&self) {
unsafe {
glow_context().link_program(self.0);
}
}
pub fn use_program(&self) {
unsafe {
glow_context().use_program(Some(self.0));
}
}
pub fn uniform_location(&self, name: &str) -> Option<Uniform> {
let u = unsafe { glow_context().get_uniform_location(self.0, name) };
if let Some(u) = u {
Some(Uniform(u))
} else {
None
}
}
pub fn attribute_location(&self, name: &str) -> Option<Attribute> {
let a = unsafe { glow_context().get_attrib_location(self.0, name) };
if let Some(a) = a {
Some(Attribute(a as i32))
} else {
None
}
}
}
impl Drop for Program {
fn drop(&mut self) {
unsafe {
glow_context().delete_program(self.0);
}
}
}
pub struct Shader(glow::Shader);
impl Shader {
pub fn new(ty: ShaderType) -> Shader {
Shader(unsafe {
glow_context()
.create_shader(ty)
.expect("failed to create shader")
})
}
pub fn set_source(&self, src: &str) {
unsafe {
glow_context().shader_source(self.0, src);
}
}
pub fn compile(&self) {
unsafe {
glow_context().compile_shader(self.0);
}
}
pub fn get_shader_compile_status(&self) -> bool {
unsafe { glow_context().get_shader_compile_status(self.0) }
}
pub fn get_info_log(&self) -> String {
unsafe { glow_context().get_shader_info_log(self.0) }
}
}
#[derive(Clone)]
pub struct Uniform(glow::UniformLocation);
impl Uniform {
pub fn set_int(&self, val: i32) {
unsafe {
glow_context().uniform_1_i32(Some(&self.0), val);
}
}
pub fn set_int3(&self, x: i32, y: i32, z: i32) {
unsafe {
glow_context().uniform_3_i32(Some(&self.0), x, y, z);
}
}
pub fn set_float(&self, val: f32) {
unsafe {
glow_context().uniform_1_f32(Some(&self.0), val);
}
}
pub fn set_float2(&self, x: f32, y: f32) {
unsafe {
glow_context().uniform_2_f32(Some(&self.0), x, y);
}
}
pub fn set_float3(&self, x: f32, y: f32, z: f32) {
unsafe {
glow_context().uniform_3_f32(Some(&self.0), x, y, z);
}
}
pub fn set_float4(&self, x: f32, y: f32, z: f32, w: f32) {
unsafe {
glow_context().uniform_4_f32(Some(&self.0), x, y, z, w);
}
}
pub fn set_float_multi(&self, v: &[[f32; 4]]) {
unsafe {
glow_context()
.uniform_4_f32_slice(Some(&self.0), &*(v as *const [[f32; 4]] as *const [f32; 4]))
}
}
pub fn set_matrix4(&self, m: &::cgmath::Matrix4<f32>) {
unsafe {
glow_context().uniform_matrix_4_f32_slice(
Some(&self.0),
false,
&*(m as *const cgmath::Matrix4<f32> as *const [f32; 4 * 4]),
);
}
}
pub fn set_matrix4_multi(&self, m: &[::cgmath::Matrix4<f32>]) {
unsafe {
glow_context().uniform_matrix_4_f32_slice(
Some(&self.0),
false,
std::slice::from_raw_parts(m.as_ptr() as *const _, m.len() * 4 * 4),
); // TODO: Most likely isn't safe
}
}
}
#[derive(Clone, Copy)]
pub struct Attribute(i32);
impl Attribute {
pub fn enable(&self) {
unsafe {
glow_context().enable_vertex_attrib_array(self.0 as u32);
}
}
pub fn disable(&self) {
unsafe {
glow_context().disable_vertex_attrib_array(self.0 as u32);
}
}
pub fn vertex_pointer(&self, size: i32, ty: Type, normalized: bool, stride: i32, offset: i32) {
unsafe {
glow_context().vertex_attrib_pointer_f32(
self.0 as u32,
size,
ty,
normalized,
stride,
offset,
);
}
}
pub fn vertex_pointer_int(&self, size: i32, ty: Type, stride: i32, offset: i32) {
unsafe {
glow_context().vertex_attrib_pointer_i32(self.0 as u32, size, ty, stride, offset);
}
}
}
// VertexArray is used to store state needed to render vertices.
// This includes buffers, the format of the buffers and enabled
// attributes.
#[derive(Default)]
pub struct VertexArray(glow::VertexArray);
impl VertexArray {
/// Allocates a new `VertexArray`.
pub fn new() -> VertexArray {
VertexArray(unsafe {
glow_context()
.create_vertex_array()
.expect("create vertex array failed")
})
}
/// Marks the `VertexArray` as the currently active one, this
/// means buffers/the format of the buffers etc will be bound to
/// this `VertexArray`.
pub fn bind(&self) {
unsafe {
glow_context().bind_vertex_array(Some(self.0));
}
}
}
impl Drop for VertexArray {
fn drop(&mut self) {
unsafe {
glow_context().delete_vertex_array(self.0);
}
self.0 = glow::VertexArray::default();
}
}
/// `BufferTarget` is a target for a buffer to be bound to.
pub type BufferTarget = u32;
pub const ARRAY_BUFFER: BufferTarget = gl::ARRAY_BUFFER;
pub const ELEMENT_ARRAY_BUFFER: BufferTarget = gl::ELEMENT_ARRAY_BUFFER;
/// `BufferUsage` states how a buffer is going to be used by the program.
pub type BufferUsage = u32;
/// Marks the buffer as 'not going to change' after the
/// initial data upload to be rendered by the gpu.
pub const STATIC_DRAW: BufferUsage = gl::STATIC_DRAW;
/// Marks the buffer as 'changed frequently' during the
/// course of the program whilst being rendered by the gpu.
pub const DYNAMIC_DRAW: BufferUsage = gl::DYNAMIC_DRAW;
/// Marks the buffer as 'changed every frame' whilst being
/// rendered by the gpu.
pub const STREAM_DRAW: BufferUsage = gl::STREAM_DRAW;
/// Access states how a value will be accesed by the program.
pub type Access = u32;
/// States that the returned value will only be read.
pub const READ_ONLY: Access = gl::READ_ONLY;
/// States that the returned value will only be written
/// to.
pub const WRITE_ONLY: Access = gl::WRITE_ONLY;
/// `Buffer` is a storage for vertex data.
#[derive(Default)]
pub struct Buffer(glow::Buffer);
impl Buffer {
/// Allocates a new Buffer.
pub fn new() -> Buffer {
Buffer(unsafe {
glow_context()
.create_buffer()
.expect("create buffer failed")
})
}
/// Makes the buffer the currently active one for the given target.
/// This will allow it to be the source of operations that act on a buffer
/// (Data, Map etc).
pub fn bind(&self, target: BufferTarget) {
unsafe {
glow_context().bind_buffer(target, Some(self.0));
}
}
pub fn set_data(&self, target: BufferTarget, data: &[u8], usage: BufferUsage) {
unsafe {
glow_context().buffer_data_u8_slice(target, data, usage);
}
}
pub fn re_set_data(&self, target: BufferTarget, data: &[u8]) {
unsafe {
glow_context().buffer_sub_data_u8_slice(target, 0, data);
}
}
/// Maps the memory in the buffer on the gpu to memory which the program
/// can access. The access flag will specify how the program plans to use the
/// returned data. It'll unmap itself once the returned value is dropped.
///
/// Warning: the passed length value is not checked in anyway so it is
/// possible to overrun the memory. It is up to the program to ensure this
/// length is valid.
pub fn map(&self, target: BufferTarget, access: Access, length: usize) -> MappedBuffer {
unsafe {
MappedBuffer {
inner: Vec::from_raw_parts(
glow_context().map_buffer_range(target, 0, length as i32, access) as *mut u8,
0,
length,
),
target,
}
}
}
}
impl Drop for Buffer {
fn drop(&mut self) {
unsafe {
glow_context().delete_buffer(self.0);
}
}
}
pub struct MappedBuffer {
inner: Vec<u8>,
target: BufferTarget,
}
impl Deref for MappedBuffer {
type Target = Vec<u8>;
fn deref(&self) -> &Self::Target {
&self.inner
}
}
impl DerefMut for MappedBuffer {
fn deref_mut(&mut self) -> &mut Self::Target {
&mut self.inner
}
}
impl Drop for MappedBuffer {
fn drop(&mut self) {
unsafe {
glow_context().unmap_buffer(self.target);
}
mem::forget(mem::replace(&mut self.inner, Vec::new()));
}
}
// Frame buffers
pub type Attachment = u32;
pub const COLOR_ATTACHMENT_0: Attachment = gl::COLOR_ATTACHMENT0;
pub const COLOR_ATTACHMENT_1: Attachment = gl::COLOR_ATTACHMENT1;
pub const COLOR_ATTACHMENT_2: Attachment = gl::COLOR_ATTACHMENT2;
pub const DEPTH_ATTACHMENT: Attachment = gl::DEPTH_ATTACHMENT;
#[derive(Default)]
pub struct Framebuffer(glow::Framebuffer);
pub fn check_framebuffer_status() {
unsafe {
let status = glow_context().check_framebuffer_status(gl::FRAMEBUFFER);
let s = match status {
gl::FRAMEBUFFER_UNDEFINED => "GL_FRAMEBUFFER_UNDEFINED",
gl::FRAMEBUFFER_INCOMPLETE_ATTACHMENT => "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT",
gl::FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT => {
"GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"
}
gl::FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER => "GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER",
gl::FRAMEBUFFER_INCOMPLETE_READ_BUFFER => "GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER",
gl::FRAMEBUFFER_UNSUPPORTED => "GL_FRAMEBUFFER_UNSUPPORTED",
gl::FRAMEBUFFER_INCOMPLETE_MULTISAMPLE => "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE",
gl::FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS => "GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS",
gl::FRAMEBUFFER_COMPLETE => "GL_FRAMEBUFFER_COMPLETE",
//gl::FRAMEBUFFER_INCOMPLETE_DIMENSIONS => "GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS",
_ => "unknown",
};
if status != gl::FRAMEBUFFER_COMPLETE {
panic!(
"glBindFramebuffer failed, glCheckFrameBufferStatus(GL_FRAMEBUFFER) = {} {}",
status, s
);
}
}
}
pub fn check_gl_error() {
unsafe {
loop {
let err = glow_context().get_error();
if err == gl::NO_ERROR {
break;
}
error!("glGetError = {}", err);
}
}
}
impl Framebuffer {
pub fn new() -> Framebuffer {
Framebuffer(unsafe {
glow_context()
.create_framebuffer()
.expect("create framebuffer failed")
})
}
pub fn bind(&self) {
unsafe {
glow_context().bind_framebuffer(gl::FRAMEBUFFER, Some(self.0));
}
}
pub fn bind_read(&self) {
unsafe {
glow_context().bind_framebuffer(gl::READ_FRAMEBUFFER, Some(self.0));
}
}
pub fn bind_draw(&self) {
unsafe {
glow_context().bind_framebuffer(gl::DRAW_FRAMEBUFFER, Some(self.0));
}
}
pub fn texture_2d(
&self,
attachment: Attachment,
target: TextureTarget,
tex: &Texture,
level: i32,
) {
unsafe {
glow_context().framebuffer_texture_2d(
gl::FRAMEBUFFER,
attachment,
target,
Some(tex.0),
level,
);
}
}
}
impl Drop for Framebuffer {
fn drop(&mut self) {
unsafe {
glow_context().delete_framebuffer(self.0);
}
}
}
pub fn unbind_framebuffer() {
unsafe {
glow_context().bind_framebuffer(gl::FRAMEBUFFER, None);
}
}
pub fn unbind_framebuffer_read() {
unsafe {
glow_context().bind_framebuffer(gl::READ_FRAMEBUFFER, None);
}
}
pub fn unbind_framebuffer_draw() {
unsafe {
glow_context().bind_framebuffer(gl::DRAW_FRAMEBUFFER, None);
}
}
pub fn draw_buffers(bufs: &[Attachment]) {
unsafe {
glow_context().draw_buffers(bufs);
}
}
pub fn bind_frag_data_location(p: &Program, cn: u32, name: &str) {
unsafe { glow_context().bind_frag_data_location(p.0, cn, name) }
}
pub fn blit_framebuffer(
sx0: i32,
sy0: i32,
sx1: i32,
sy1: i32,
dx0: i32,
dy0: i32,
dx1: i32,
dy1: i32,
mask: ClearFlags,
filter: TextureValue,
) {
unsafe {
glow_context().blit_framebuffer(
sx0,
sy0,
sx1,
sy1,
dx0,
dy0,
dx1,
dy1,
mask.internal(),
filter as u32,
);
}
}
pub type TargetBuffer = u32;
pub const COLOR: TargetBuffer = gl::COLOR;
pub fn clear_buffer(buffer: TargetBuffer, draw_buffer: u32, values: &mut [f32]) {
unsafe {
// TODO: why does glow have &mut on clear buffer values, why would it change the color?
glow_context().clear_buffer_f32_slice(buffer, draw_buffer, values);
}
}