feat(render-demo): обновить поддержку OpenGL с добавлением выбора между GLES2 и Core 3.3
This commit is contained in:
@@ -13,13 +13,18 @@ msh-core = { path = "../msh-core" }
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nres = { path = "../nres" }
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render-core = { path = "../render-core" }
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texm = { path = "../texm" }
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sdl2 = { version = "0.37", optional = true, default-features = false, features = ["bundled", "static-link"] }
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glow = { version = "0.16", optional = true }
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image = { version = "0.25", optional = true, default-features = false, features = ["png"] }
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[dev-dependencies]
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common = { path = "../common" }
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[target.'cfg(target_os = "macos")'.dependencies]
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sdl2 = { version = "0.37", optional = true, default-features = false, features = ["use-pkgconfig"] }
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[target.'cfg(not(target_os = "macos"))'.dependencies]
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sdl2 = { version = "0.37", optional = true, default-features = false, features = ["bundled", "static-link"] }
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[[bin]]
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name = "parkan-render-demo"
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path = "src/main.rs"
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@@ -1,6 +1,6 @@
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# render-demo
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Тестовый рендерер Parkan-моделей на Rust (`SDL2 + OpenGL ES 2.0`).
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Тестовый рендерер Parkan-моделей на Rust (`SDL2 + OpenGL`: GLES2 с fallback на Core 3.3).
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## Назначение
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@@ -18,6 +18,16 @@ cargo run -p render-demo --features demo -- \
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--group 0
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```
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### macOS prerequisites
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Для macOS `render-demo` ожидает системный SDL2 через `pkg-config`:
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```bash
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brew install sdl2 pkg-config
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```
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После этого запускайте той же командой `cargo run ... --features demo`.
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Параметры:
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- `--archive` (обязательный): NRes-архив с `.msh` entry.
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@@ -70,4 +80,4 @@ cargo run -p render-demo --features demo -- \
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## Ограничения
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- Используется только базовая texture-фаза (без полной material/fx анимации).
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- Вывод через `glDrawArrays(GL_TRIANGLES)` из расширенного triangle-list (позиции+UV).
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- Вывод через `glDrawElements(GL_TRIANGLES)` с index-buffer (позиции+UV).
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@@ -26,6 +26,12 @@ struct GpuTexture {
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handle: glow::NativeTexture,
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}
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#[derive(Copy, Clone, Debug, PartialEq, Eq)]
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enum GlBackend {
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Gles2,
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Core33,
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}
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fn parse_args() -> Result<Args, String> {
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let mut archive = None;
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let mut model = None;
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@@ -265,35 +271,7 @@ fn run(args: Args) -> Result<(), String> {
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.video()
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.map_err(|err| format!("failed to init SDL2 video: {err}"))?;
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{
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let gl_attr = video.gl_attr();
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gl_attr.set_context_profile(sdl2::video::GLProfile::GLES);
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gl_attr.set_context_version(2, 0);
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gl_attr.set_depth_size(24);
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gl_attr.set_double_buffer(true);
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}
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let mut window_builder = video.window(
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"Parkan Render Demo (SDL2 + OpenGL ES 2.0)",
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args.width,
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args.height,
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);
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window_builder.opengl();
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if args.capture.is_some() {
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window_builder.hidden();
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} else {
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window_builder.resizable();
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}
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let window = window_builder
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.build()
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.map_err(|err| format!("failed to create window: {err}"))?;
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let gl_ctx = window
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.gl_create_context()
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.map_err(|err| format!("failed to create OpenGL context: {err}"))?;
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window
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.gl_make_current(&gl_ctx)
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.map_err(|err| format!("failed to make GL context current: {err}"))?;
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let (window, _gl_ctx, gl_backend) = create_window_and_context(&video, &args)?;
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let _ = if args.capture.is_some() {
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video.gl_set_swap_interval(0)
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} else {
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@@ -315,7 +293,7 @@ fn run(args: Args) -> Result<(), String> {
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glow::Context::from_loader_function(|name| video.gl_get_proc_address(name) as *const _)
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};
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let program = unsafe { create_program(&gl)? };
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let program = unsafe { create_program(&gl, gl_backend)? };
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let u_mvp = unsafe { gl.get_uniform_location(program, "u_mvp") };
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let u_use_tex = unsafe { gl.get_uniform_location(program, "u_use_tex") };
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let u_tex = unsafe { gl.get_uniform_location(program, "u_tex") };
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@@ -334,6 +312,7 @@ fn run(args: Args) -> Result<(), String> {
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gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, None);
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gl.bind_buffer(glow::ARRAY_BUFFER, None);
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}
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let vao = unsafe { create_vertex_layout_if_needed(&gl, gl_backend, vbo, ebo, a_pos, a_uv)? };
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let gpu_texture = if let Some(texture) = resolved_texture.as_ref() {
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Some(unsafe { create_texture(&gl, texture)? })
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@@ -352,6 +331,7 @@ fn run(args: Args) -> Result<(), String> {
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a_uv,
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vbo,
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ebo,
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vao,
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gpu_texture.as_ref(),
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mesh.indices.len(),
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&args,
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@@ -372,6 +352,7 @@ fn run(args: Args) -> Result<(), String> {
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a_uv,
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vbo,
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ebo,
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vao,
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gpu_texture.as_ref(),
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mesh.indices.len(),
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&args,
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@@ -384,6 +365,9 @@ fn run(args: Args) -> Result<(), String> {
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if let Some(texture) = gpu_texture {
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gl.delete_texture(texture.handle);
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}
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if let Some(vao) = vao {
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gl.delete_vertex_array(vao);
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}
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gl.delete_buffer(ebo);
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gl.delete_buffer(vbo);
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gl.delete_program(program);
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@@ -392,6 +376,97 @@ fn run(args: Args) -> Result<(), String> {
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result
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}
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fn create_window_and_context(
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video: &sdl2::VideoSubsystem,
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args: &Args,
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) -> Result<(sdl2::video::Window, sdl2::video::GLContext, GlBackend), String> {
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let candidates = [
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(GlBackend::Gles2, sdl2::video::GLProfile::GLES, 2, 0),
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(GlBackend::Core33, sdl2::video::GLProfile::Core, 3, 3),
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];
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let mut errors = Vec::new();
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for (backend, profile, major, minor) in candidates {
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{
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let gl_attr = video.gl_attr();
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gl_attr.set_context_profile(profile);
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gl_attr.set_context_version(major, minor);
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gl_attr.set_depth_size(24);
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gl_attr.set_double_buffer(true);
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}
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let mut window_builder = video.window(
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"Parkan Render Demo (SDL2 + OpenGL)",
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args.width,
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args.height,
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);
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window_builder.opengl();
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if args.capture.is_some() {
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window_builder.hidden();
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} else {
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window_builder.resizable();
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}
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let window = match window_builder.build() {
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Ok(window) => window,
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Err(err) => {
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errors.push(format!(
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"{profile:?} {major}.{minor}: window build failed ({err})"
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));
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continue;
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}
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};
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let gl_ctx = match window.gl_create_context() {
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Ok(ctx) => ctx,
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Err(err) => {
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errors.push(format!(
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"{profile:?} {major}.{minor}: context create failed ({err})"
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));
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continue;
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}
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};
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if let Err(err) = window.gl_make_current(&gl_ctx) {
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errors.push(format!(
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"{profile:?} {major}.{minor}: make current failed ({err})"
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));
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continue;
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}
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return Ok((window, gl_ctx, backend));
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}
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Err(format!(
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"failed to create OpenGL context. Attempts: {}",
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errors.join(" | ")
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))
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}
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unsafe fn create_vertex_layout_if_needed(
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gl: &glow::Context,
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backend: GlBackend,
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vbo: glow::NativeBuffer,
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ebo: glow::NativeBuffer,
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a_pos: u32,
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a_uv: u32,
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) -> Result<Option<glow::NativeVertexArray>, String> {
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if backend != GlBackend::Core33 {
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return Ok(None);
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}
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let vao = gl.create_vertex_array().map_err(|e| e.to_string())?;
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gl.bind_vertex_array(Some(vao));
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gl.bind_buffer(glow::ARRAY_BUFFER, Some(vbo));
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gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(ebo));
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gl.enable_vertex_attrib_array(a_pos);
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gl.vertex_attrib_pointer_f32(a_pos, 3, glow::FLOAT, false, 20, 0);
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gl.enable_vertex_attrib_array(a_uv);
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gl.vertex_attrib_pointer_f32(a_uv, 2, glow::FLOAT, false, 20, 12);
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gl.bind_vertex_array(None);
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Ok(Some(vao))
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}
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fn resolve_texture(args: &Args, model_name: &str) -> Result<Option<LoadedTexture>, String> {
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if args.no_texture {
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return Ok(None);
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@@ -466,6 +541,7 @@ fn run_capture(
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a_uv: u32,
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vbo: glow::NativeBuffer,
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ebo: glow::NativeBuffer,
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vao: Option<glow::NativeVertexArray>,
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texture: Option<&GpuTexture>,
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index_count: usize,
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args: &Args,
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@@ -493,6 +569,7 @@ fn run_capture(
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a_uv,
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vbo,
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ebo,
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vao,
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texture,
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index_count,
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args.width,
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@@ -520,6 +597,7 @@ fn run_interactive(
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a_uv: u32,
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vbo: glow::NativeBuffer,
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ebo: glow::NativeBuffer,
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vao: Option<glow::NativeVertexArray>,
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texture: Option<&GpuTexture>,
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index_count: usize,
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args: &Args,
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@@ -560,6 +638,7 @@ fn run_interactive(
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a_uv,
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vbo,
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ebo,
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vao,
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texture,
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index_count,
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w,
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@@ -602,6 +681,7 @@ unsafe fn draw_frame(
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a_uv: u32,
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vbo: glow::NativeBuffer,
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ebo: glow::NativeBuffer,
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vao: Option<glow::NativeVertexArray>,
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texture: Option<&GpuTexture>,
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index_count: usize,
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width: u32,
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@@ -631,22 +711,33 @@ unsafe fn draw_frame(
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gl.bind_texture(glow::TEXTURE_2D, None);
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}
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gl.bind_buffer(glow::ARRAY_BUFFER, Some(vbo));
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gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(ebo));
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gl.enable_vertex_attrib_array(a_pos);
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gl.vertex_attrib_pointer_f32(a_pos, 3, glow::FLOAT, false, 20, 0);
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gl.enable_vertex_attrib_array(a_uv);
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gl.vertex_attrib_pointer_f32(a_uv, 2, glow::FLOAT, false, 20, 12);
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gl.draw_elements(
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glow::TRIANGLES,
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index_count.min(i32::MAX as usize) as i32,
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glow::UNSIGNED_SHORT,
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0,
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);
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gl.disable_vertex_attrib_array(a_uv);
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gl.disable_vertex_attrib_array(a_pos);
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gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, None);
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gl.bind_buffer(glow::ARRAY_BUFFER, None);
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if let Some(vao) = vao {
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gl.bind_vertex_array(Some(vao));
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gl.draw_elements(
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glow::TRIANGLES,
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index_count.min(i32::MAX as usize) as i32,
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glow::UNSIGNED_SHORT,
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0,
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);
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gl.bind_vertex_array(None);
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} else {
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gl.bind_buffer(glow::ARRAY_BUFFER, Some(vbo));
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gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, Some(ebo));
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gl.enable_vertex_attrib_array(a_pos);
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gl.vertex_attrib_pointer_f32(a_pos, 3, glow::FLOAT, false, 20, 0);
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gl.enable_vertex_attrib_array(a_uv);
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gl.vertex_attrib_pointer_f32(a_uv, 2, glow::FLOAT, false, 20, 12);
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gl.draw_elements(
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glow::TRIANGLES,
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index_count.min(i32::MAX as usize) as i32,
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glow::UNSIGNED_SHORT,
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0,
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);
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gl.disable_vertex_attrib_array(a_uv);
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gl.disable_vertex_attrib_array(a_pos);
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gl.bind_buffer(glow::ELEMENT_ARRAY_BUFFER, None);
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gl.bind_buffer(glow::ARRAY_BUFFER, None);
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}
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gl.bind_texture(glow::TEXTURE_2D, None);
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gl.use_program(None);
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}
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@@ -701,8 +792,13 @@ fn save_png(path: &Path, width: u32, height: u32, rgba: Vec<u8>) -> Result<(), S
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.map_err(|err| format!("failed to save PNG {}: {err}", path.display()))
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}
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unsafe fn create_program(gl: &glow::Context) -> Result<glow::NativeProgram, String> {
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let vs_src = r#"
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unsafe fn create_program(
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gl: &glow::Context,
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backend: GlBackend,
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) -> Result<glow::NativeProgram, String> {
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let (vs_src, fs_src) = match backend {
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GlBackend::Gles2 => (
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r#"
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attribute vec3 a_pos;
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attribute vec2 a_uv;
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uniform mat4 u_mvp;
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@@ -711,9 +807,8 @@ void main() {
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v_uv = a_uv;
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gl_Position = u_mvp * vec4(a_pos, 1.0);
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}
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"#;
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let fs_src = r#"
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"#,
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r#"
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precision mediump float;
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uniform sampler2D u_tex;
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uniform float u_use_tex;
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@@ -723,7 +818,32 @@ void main() {
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vec4 texColor = texture2D(u_tex, v_uv);
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gl_FragColor = mix(base, texColor, u_use_tex);
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}
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"#;
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"#,
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),
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GlBackend::Core33 => (
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r#"#version 330 core
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in vec3 a_pos;
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in vec2 a_uv;
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uniform mat4 u_mvp;
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out vec2 v_uv;
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void main() {
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v_uv = a_uv;
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gl_Position = u_mvp * vec4(a_pos, 1.0);
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}
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"#,
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r#"#version 330 core
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uniform sampler2D u_tex;
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uniform float u_use_tex;
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in vec2 v_uv;
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out vec4 fragColor;
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void main() {
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vec4 base = vec4(0.85, 0.90, 1.00, 1.0);
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vec4 texColor = texture(u_tex, v_uv);
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fragColor = mix(base, texColor, u_use_tex);
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}
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"#,
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),
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};
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let program = gl.create_program().map_err(|e| e.to_string())?;
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let vs = gl
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Block a user