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@ -48,6 +48,7 @@ static VERTICES: &[Vertex] = &[
@@ -48,6 +48,7 @@ static VERTICES: &[Vertex] = &[
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]; |
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static SHADER_BYTES: &[u8] = include_shader!("assets/vshader.pica"); |
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const CLEAR_COLOR: u32 = 0x68_B0_D8_FF; |
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fn main() { |
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let mut soc = Soc::new().expect("failed to get SOC"); |
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@ -87,12 +88,13 @@ fn main() {
@@ -87,12 +88,13 @@ fn main() {
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vbo_data.extend_from_slice(VERTICES); |
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let mut buf_info = buffer::Info::new(); |
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let (attr_info, vbo_idx) = prepare_vbos(&mut buf_info, &vbo_data); |
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let (attr_info, vbo_data) = prepare_vbos(&mut buf_info, &vbo_data); |
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// Configure the first fragment shading substage to just pass through the vertex color
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// See https://www.opengl.org/sdk/docs/man2/xhtml/glTexEnv.xml for more insight
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let stage0 = texenv::Stage::new(0).unwrap(); |
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instance |
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.texenv(texenv::Stage::new(0).unwrap()) |
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.texenv(stage0) |
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.src(texenv::Mode::BOTH, texenv::Source::PrimaryColor, None, None) |
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.func(texenv::Mode::BOTH, texenv::CombineFunc::Replace); |
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@ -107,18 +109,17 @@ fn main() {
@@ -107,18 +109,17 @@ fn main() {
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instance.render_frame_with(|instance| { |
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let mut render_to = |target: &mut render::Target, projection| { |
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target.clear(ClearFlags::ALL, CLEAR_COLOR, 0); |
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instance |
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.select_render_target(target) |
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.expect("failed to set render target"); |
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let clear_color: u32 = 0x7F_7F_7F_FF; |
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target.clear(ClearFlags::ALL, clear_color, 0); |
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instance.bind_vertex_uniform(projection_uniform_idx, projection); |
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instance.set_attr_info(&attr_info); |
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instance.draw_arrays(buffer::Primitive::Triangles, vbo_idx); |
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instance.draw_arrays(buffer::Primitive::Triangles, vbo_data); |
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}; |
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let Projections { |
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@ -134,15 +135,10 @@ fn main() {
@@ -134,15 +135,10 @@ fn main() {
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} |
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} |
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// sheeeesh, this sucks to type:
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fn prepare_vbos<'buf, 'info, 'vbo>( |
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buf_info: &'info mut buffer::Info, |
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vbo_data: &'vbo [Vertex], |
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) -> (attrib::Info, buffer::Slice<'buf>) |
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where |
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'info: 'buf, |
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'vbo: 'buf, |
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{ |
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fn prepare_vbos<'a>( |
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buf_info: &'a mut buffer::Info, |
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vbo_data: &'a [Vertex], |
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) -> (attrib::Info, buffer::Slice<'a>) { |
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// Configure attributes for use with the vertex shader
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let mut attr_info = attrib::Info::new(); |
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