we are SO back, found the issue
parent
219fc7f57f
commit
aa6ce170ba
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@ -27,8 +27,8 @@ fn main() {
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glfw.window_hint(glfw::WindowHint::OpenGlProfile(glfw::OpenGlProfileHint::Core));
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glfw.window_hint(glfw::WindowHint::OpenGlForwardCompat(true));
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glfw.window_hint(glfw::WindowHint::Resizable(false));
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glfw.window_hint(glfw::WindowHint::TransparentFramebuffer(true));
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glfw.window_hint(glfw::WindowHint::Decorated(false));
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glfw.window_hint(glfw::WindowHint::TransparentFramebuffer(false));
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glfw.window_hint(glfw::WindowHint::Decorated(true));
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let (mut window, events) = glfw.create_window(SCR_WIDTH, SCR_HEIGHT, TITLE, glfw::WindowMode::Windowed).unwrap();
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@ -32,6 +32,7 @@ impl Model {
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pub fn Draw(&self, shader: &shader) {
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for mesh in &self.meshes {
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unsafe { mesh.Draw(shader); }
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}
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}
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@ -53,11 +53,11 @@ pub struct Mesh {
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pub vertices: Vec<Vertex>,
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pub indices: Vec<u32>,
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pub textures: Vec<Texture>,
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pub VAO: glow::VertexArray,
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pub VAO: Option<glow::VertexArray>,
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/* Render data */
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VBO: glow::Buffer,
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EBO: glow::Buffer,
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VBO: Option<glow::Buffer>,
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EBO: Option<glow::Buffer>,
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}
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impl Mesh {
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@ -66,11 +66,10 @@ impl Mesh {
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let mut mesh =
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{
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unsafe {
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let mut mesh = Mesh {
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Mesh {
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vertices, indices, textures,
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VAO: gl.create_vertex_array().unwrap(), VBO: gl.create_buffer().unwrap(), EBO: gl.create_buffer().unwrap()
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};
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mesh
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VAO: None, VBO: None, EBO: None
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}
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}
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};
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// now that we have all the required data, set the vertex buffers and its attribute pointers.
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@ -109,65 +108,65 @@ impl Mesh {
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_ => panic!("unknown texture type")
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};
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// now set the sampler to the correct texture unit
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let sampler = String::from(format!("{}{}", name, number));
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let sampler = format!("{}{}", name, number);
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shader.setInt(&sampler, i as i32);
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//shader.gl.uniform_1_i32(shader.gl.get_uniform_location(shader.ID, &sampler).as_ref(), i as i32);
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// and finally bind the texture
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shader.gl.bind_texture(glow::TEXTURE_2D, Some(texture.id));
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}
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// draw mesh
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shader.gl.bind_vertex_array(Some(self.VAO));
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shader.gl.bind_vertex_array(self.VAO);
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shader.gl.draw_elements(glow::TRIANGLES, self.indices.len() as i32, glow::UNSIGNED_INT, 0);
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shader.gl.bind_vertex_array(None);
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// always good practice to set everything back to defaults once configured.
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shader.gl.active_texture(glow::TEXTURE0);
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}
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unsafe fn setupMesh(&mut self, gl: std::rc::Rc<glow::Context>) {
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self.VAO = Some(gl.create_vertex_array().unwrap());
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self.VBO = Some(gl.create_buffer().unwrap());
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self.EBO = Some(gl.create_buffer().unwrap());
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gl.bind_vertex_array(self.VAO);
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// create buffers/arrays
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gl.bind_vertex_array(Some(self.VAO));
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// load data into vertex buffers
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gl.bind_buffer(glow::ARRAY_BUFFER, Some(self.VBO));
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// A great thing about structs with repr(C) is that their memory layout is sequential for all its items.
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// The effect is that we can simply pass a pointer to the struct and it translates perfectly to a glm::vec3/2 array which
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// again translates to 3/2 floats which translates to a byte array.
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//let size = (self.vertices.len() * size_of::<Vertex>()) as isize;
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//let data = &self.vertices[0] as *const Vertex as *const c_void;
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let data: &[u8] = core::slice::from_raw_parts(
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gl.bind_buffer(glow::ARRAY_BUFFER, self.VBO);
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println!("vertices.len is: {}", self.vertices.len());
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let data = core::slice::from_raw_parts(
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self.vertices.as_ptr() as *const u8,
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self.vertices.len() * core::mem::size_of::<f32>(),
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self.vertices.len() * core::mem::size_of::<Vertex>(),
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);
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gl.named_buffer_data_u8_slice(self.VBO.unwrap(), data, glow::STATIC_DRAW);
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gl.buffer_data_u8_slice(glow::ARRAY_BUFFER, data, glow::STATIC_DRAW);
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gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(self.EBO));
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let data: &[u8] = core::slice::from_raw_parts(
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gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, self.EBO);
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let data = core::slice::from_raw_parts(
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self.indices.as_ptr() as *const u8,
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self.indices.len() * core::mem::size_of::<f32>(),
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self.indices.len() * core::mem::size_of::<u32>(),
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);
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gl.buffer_data_u8_slice(glow::ELEMENT_ARRAY_BUFFER, data, glow::STATIC_DRAW);
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gl.named_buffer_data_u8_slice(self.EBO.unwrap(), data, glow::STATIC_DRAW);
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// set the vertex attribute pointers
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let size = size_of::<Vertex>() as i32;
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// vertex Positions
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gl.enable_vertex_attrib_array(0);
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gl.vertex_attrib_pointer_f32(0, 3, glow::FLOAT, false, size, offset_of!(Vertex => Position).get_byte_offset() as i32);
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gl.vertex_attrib_pointer_f32(0, 3, glow::FLOAT, false, size, 0);
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// vertex normals
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gl.enable_vertex_attrib_array(1);
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gl.vertex_attrib_pointer_f32(1, 3, glow::FLOAT, false, size, offset_of!(Vertex => Normal).get_byte_offset() as i32);
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gl.vertex_attrib_pointer_f32(1, 3, glow::FLOAT, false, size, 3*4);
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// vertex texture coords
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gl.enable_vertex_attrib_array(2);
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gl.vertex_attrib_pointer_f32(2, 2, glow::FLOAT, false, size, offset_of!(Vertex => TexCoords).get_byte_offset() as i32);
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gl.vertex_attrib_pointer_f32(2, 2, glow::FLOAT, false, size, 6*4);
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// vertex tangent
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gl.enable_vertex_attrib_array(3);
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gl.vertex_attrib_pointer_f32(3, 3, glow::FLOAT, false, size, offset_of!(Vertex => Tangent).get_byte_offset() as i32);
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gl.vertex_attrib_pointer_f32(3, 3, glow::FLOAT, false, size, 8*4);
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// vertex bitangent
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gl.enable_vertex_attrib_array(4);
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gl.vertex_attrib_pointer_f32(4, 3, glow::FLOAT, false, size, offset_of!(Vertex => Bitangent).get_byte_offset() as i32);
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gl.vertex_attrib_pointer_f32(4, 3, glow::FLOAT, false, size, 11*4);
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gl.bind_vertex_array(None);
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}
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