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use super::{FrameBuffer, Shader};
use std::mem::size_of;
use std::os::raw::c_void;
use std::ptr;
pub(crate) struct Screen {
vao: u32,
vbo: u32,
frame_buffer: FrameBuffer,
post_proc_shader: Shader,
}
impl Screen {
pub(crate) fn new(width: u32, height: u32) -> Screen {
let vertices: [f32; 24] = [
-1.0, 1.0, 0.0, 1.0, -1.0, -1.0, 0.0, 0.0, 1.0, -1.0, 1.0, 0.0, -1.0, 1.0, 0.0, 1.0, 1.0, -1.0, 1.0, 0.0, 1.0, 1.0, 1.0, 1.0,
];
let mut vao = 0;
let mut vbo = 0;
unsafe {
gl::GenVertexArrays(1, &mut vao);
gl::BindVertexArray(vao);
gl::GenBuffers(1, &mut vbo);
gl::BindBuffer(gl::ARRAY_BUFFER, vbo);
gl::BufferData(
gl::ARRAY_BUFFER,
(vertices.len() * size_of::<f32>()) as isize,
&vertices[0] as *const f32 as *const c_void,
gl::STATIC_DRAW,
);
let stride = 4 * size_of::<f32>() as i32;
gl::EnableVertexAttribArray(0);
gl::VertexAttribPointer(0, 2, gl::FLOAT, gl::FALSE, stride, ptr::null());
gl::EnableVertexAttribArray(1);
gl::VertexAttribPointer(1, 2, gl::FLOAT, gl::FALSE, stride, (2 * size_of::<f32>()) as *const c_void);
}
let frame_buffer = FrameBuffer::new(width as i32, height as i32);
let post_proc_shader = Shader::new("post_proc");
Screen {
vao,
vbo,
frame_buffer,
post_proc_shader,
}
}
pub(crate) fn resize(&mut self, width: u32, height: u32) {
unsafe {
self.frame_buffer.resize(width as i32, height as i32);
}
}
pub(crate) fn first_step(&self) {
unsafe {
self.frame_buffer.bind();
gl::Enable(gl::DEPTH_TEST);
gl::ClearColor(0.5607, 0.7254, 0.298, 1.0);
gl::Clear(gl::COLOR_BUFFER_BIT | gl::DEPTH_BUFFER_BIT);
}
}
pub(crate) fn second_step(&self) {
unsafe {
self.frame_buffer.unbind();
gl::Disable(gl::DEPTH_TEST);
gl::ClearColor(1.0, 1.0, 1.0, 1.0);
gl::Clear(gl::COLOR_BUFFER_BIT);
self.post_proc_shader.bind();
gl::BindVertexArray(self.vao);
gl::ActiveTexture(5);
gl::BindTexture(gl::TEXTURE_2D, self.frame_buffer.color_buffer);
gl::DrawArrays(gl::TRIANGLES, 0, 6);
}
}
}
impl Drop for Screen {
fn drop(&mut self) {
unsafe {
gl::DeleteBuffers(1, self.vbo as *const u32);
gl::DeleteVertexArrays(1, self.vao as *const u32);
}
}
}