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//! # GL Wrapper Module
//!
//! This module provides wrappers for OpenGL objects such as VAO, VBO, EBO, and shader programs.
//!
//! ## Usage
//!
//! ```rust
//! use glwfr::graphics::gl_wrapper::{Vao, BufferObject, ShaderProgram};
//!
//! fn main() -> Result<(), glwfr::custom_errors::Errors> {
//! let vao = Vao::new()?;
//! vao.bind();
//!
//! let vbo = BufferObject::new(gl::ARRAY_BUFFER, gl::STATIC_DRAW)?;
//! vbo.bind();
//! vbo.store_f32_data(&[0.0, 0.0, 1.0, 1.0]);
//!
//! let shader_program = ShaderProgram::new("vertex.glsl", "fragment.glsl")?;
//! shader_program.bind();
//!
//! Ok(())
//! }
//! ```
use crate::custom_errors::Errors;
use cgmath::*;
use gl::types::*;
use std::collections::HashMap;
use std::ffi::CString;
use std::fs::File;
use std::io::Read;
use std::mem;
use std::os::raw::*;
pub struct Vao {
id: gl::types::GLuint,
index_count: Option<usize>,
}
impl Vao {
/// Create a new vertex array object (VAO) and return a `Vao` instance wrapping it.
///
/// # Returns
///
/// A `Result` containing a `Vao` instance if successful, or an error of type
/// `Errors::OpenGlError` if there is an error generating the VAO.
///
/// # Errors
///
/// Returns an `Errors::OpenGlError` if the VAO cannot be generated.
pub fn new() -> Result<Self, Errors> {
let mut id = 0;
unsafe {
gl::GenVertexArrays(1, &mut id);
}
if id == 0 {
return Err(Errors::OpenGlError(
"VAO creation failed".to_string(),
gl::INVALID_OPERATION,
));
}
Ok(Self {
id,
index_count: None,
})
}
/// Set the index count for the vertex array object (VAO).
///
/// # Parameters
///
/// * `count` - The number of indices to use for drawing the VAO.
///
/// # Panics
///
/// Panics if the index count has already been set for this VAO.
pub fn set_index_count(&mut self, count: usize) {
self.index_count = Some(count);
}
/// Returns the index count for the vertex array object (VAO).
///
/// # Panics
///
/// Panics if the index count has not been set for this VAO using `set_index_count`.
pub fn index_count(&self) -> usize {
self.index_count.expect("Index count not set for VAO")
}
/// Bind the Vertex Array Object (VAO).
///
/// # OpenGL Functions
///
/// This function is a wrapper around `glBindVertexArray`.
/// It binds the VAO to the current OpenGL context, making it the active VAO.
pub fn bind(&self) {
unsafe {
gl::BindVertexArray(self.id);
}
}
/// Unbind the Vertex Array Object (VAO).
///
/// # OpenGL Functions
///
/// This function is a wrapper around `glBindVertexArray(0)`.
/// It unbinds the VAO from the current OpenGL context.
pub fn unbind(&self) {
unsafe {
gl::BindVertexArray(0);
}
}
/// Bind the Vertex Array Object (VAO) at the specified index.
///
/// # Arguments
///
/// * `index` - The index to bind the VAO to.
///
/// # OpenGL Functions
///
/// This function is a wrapper around `glBindVertexArray`.
pub fn bind_at_index(&self, index: u32) {
unsafe {
gl::BindVertexArray(self.id);
gl::BindVertexBuffer(index, self.id, 0, 0);
}
}
/// Unbind all Vertex Array Objects (VAOs).
///
/// # OpenGL Functions
///
/// This function is a wrapper around `glBindVertexArray(0)`.
pub fn unbind_all() {
unsafe {
gl::BindVertexArray(0);
}
}
}
pub struct BufferObject {
id: gl::types::GLuint,
r#type: gl::types::GLenum,
usage: gl::types::GLenum,
}
impl BufferObject {
/// Generate a new buffer object (VBO, IBO, etc.) of the given type with the given usage.
///
/// # Arguments
///
/// * `r#type` - The type of buffer object to generate. For example, `gl::ARRAY_BUFFER` or `gl::ELEMENT_ARRAY_BUFFER`.
/// * `usage` - The usage of the buffer object. For example, `gl::STATIC_DRAW` or `gl::DYNAMIC_DRAW`.
///
/// # Returns
///
/// A `Result` containing a `BufferObject` instance if successful, or an error of type
/// `Errors::OpenGlError` otherwise.
///
/// # OpenGL Functions
///
/// This function is a wrapper around `glGenBuffers(1, &mut id)` and `glBindBuffer(r#type, id)`.
/// It generates a new buffer object of the given type with the given usage.
pub fn new(r#type: GLenum, usage: GLenum) -> Result<Self, Errors> {
let mut id = 0;
unsafe {
gl::GenBuffers(1, &mut id);
}
if id == 0 {
return Err(Errors::OpenGlError(
"Failed to generate buffer".to_string(),
gl::INVALID_OPERATION,
));
}
Ok(Self { id, r#type, usage })
}
/// Bind the buffer object to the given OpenGL buffer binding point.
///
/// # OpenGL Functions
///
/// This function is a wrapper around `glBindBuffer(r#type, id)`.
/// It binds the buffer object to the current OpenGL context for the given buffer binding point.
pub fn bind(&self) {
unsafe {
gl::BindBuffer(self.r#type, self.id);
}
}
/// Unbind the buffer object from the current OpenGL context for the given buffer binding point.
///
/// # OpenGL Functions
///
/// This function is a wrapper around `glBindBuffer(r#type, 0)`.
/// It unbinds the buffer object from the current OpenGL context for the given buffer binding point.
pub fn unbind(&self) {
unsafe {
gl::BindBuffer(self.r#type, 0);
}
}
/// Store the given i32 slice in the buffer object.
///
/// # OpenGL Functions
///
/// This function is a wrapper around `glBufferData(r#type, size, data, usage)`.
/// It stores the given i32 slice in the buffer object.
///
/// # Arguments
///
/// * `data` - The i32 slice to store in the buffer object.
pub fn store_i32_data(&self, data: &[i32]) {
unsafe {
gl::BufferData(
self.r#type,
(data.len() * mem::size_of::<gl::types::GLint>()) as gl::types::GLsizeiptr,
&data[0] as *const i32 as *const c_void,
self.usage,
)
}
}
/// Store the given f32 slice in the buffer object.
///
/// # OpenGL Functions
///
/// This function is a wrapper around `glBufferData(r#type, size, data, usage)`.
/// It stores the given f32 slice in the buffer object.
///
/// # Arguments
///
/// * `data` - The f32 slice to store in the buffer object.
pub fn store_f32_data(&self, data: &[f32]) {
unsafe {
gl::BufferData(
self.r#type,
(data.len() * mem::size_of::<gl::types::GLfloat>()) as gl::types::GLsizeiptr,
&data[0] as *const f32 as *const c_void,
self.usage,
)
}
}
/// Store the given u32 slice in the buffer object.
///
/// # OpenGL Functions
///
/// This function is a wrapper around `glBufferData(r#type, size, data, usage)`.
/// It stores the given u32 slice in the buffer object.
///
/// # Arguments
///
/// * `data` - The u32 slice to store in the buffer object.
pub fn store_u32_data(&self, data: &[u32]) {
unsafe {
gl::BufferData(
self.r#type,
(data.len() * mem::size_of::<gl::types::GLuint>()) as gl::types::GLsizeiptr,
&data[0] as *const u32 as *const c_void,
self.usage,
)
}
}
/// Update the data in the buffer object.
///
/// # Arguments
///
/// * `offset` - The offset in bytes from the start of the buffer.
/// * `data` - The data to store in the buffer.
///
/// # OpenGL Functions
///
/// This function is a wrapper around `glBufferSubData`.
pub fn update_data<T>(&self, offset: usize, data: &[T]) {
unsafe {
gl::BufferSubData(
self.r#type,
offset as isize,
(data.len() * mem::size_of::<T>()) as isize,
data.as_ptr() as *const c_void,
);
}
}
}
pub struct VertexAttribute {
index: gl::types::GLuint,
}
impl VertexAttribute {
/// Create a new VertexAttribute and enable it on the given index.
///
/// # OpenGL Functions
///
/// This function is a wrapper around `glVertexAttribPointer(index, size, type, normalized, stride, pointer)`.
/// It creates a new VertexAttribute and enables it on the given index.
///
/// # Arguments
///
/// * `index` - The index of the vertex attribute to enable.
/// * `size` - The number of components of the vertex attribute.
/// * `r#type` - The type of the vertex attribute.
/// * `normalized` - Whether the vertex attribute is normalized.
/// * `stride` - The stride of the vertex attribute.
/// * `pointer` - The pointer to the vertex attribute data.
///
/// # Returns
///
/// A `VertexAttribute` instance with the given index.
pub fn new(
index: u32,
size: i32,
r#type: GLenum,
normalized: GLboolean,
stride: GLsizei,
pointer: *const c_void,
) -> VertexAttribute {
unsafe {
gl::VertexAttribPointer(index, size, r#type, normalized, stride, pointer);
}
VertexAttribute { index }
}
/// Enable the vertex attribute at the given index.
///
/// # OpenGL Functions
///
/// This function is a wrapper around `glEnableVertexAttribArray(index)`.
/// It enables the vertex attribute at the given index.
pub fn enable(&self) {
unsafe {
gl::EnableVertexAttribArray(self.index);
}
}
/// Disable the vertex attribute at the given index.
///
/// # OpenGL Functions
///
/// This function is a wrapper around `glDisableVertexAttribArray(index)`.
/// It disables the vertex attribute at the given index.
pub fn disable(&self) {
unsafe {
gl::DisableVertexAttribArray(self.index);
}
}
}
pub struct ShaderProgram {
program_handle: u32,
uniform_ids: HashMap<String, GLint>,
}
#[allow(temporary_cstring_as_ptr)]
impl ShaderProgram {
/// Compile two shaders and link them into a shader program.
///
/// # Errors
///
/// This function will return an error if the shaders cannot be compiled or linked.
///
/// # Arguments
///
/// * `vertex_shader_path` - The path to the vertex shader source file.
/// * `fragment_shader_path` - The path to the fragment shader source file.
///
/// # Returns
///
/// A `Result` containing a `ShaderProgram` instance if successful, or an error of type
/// `Errors::ShaderCompilationError` or `Errors::ShaderLinkError` otherwise.
pub fn new(vertex_path: &str, fragment_path: &str) -> Result<Self, Errors> {
let vertex_shader = Self::compile_shader(vertex_path, gl::VERTEX_SHADER)?;
let fragment_shader = Self::compile_shader(fragment_path, gl::FRAGMENT_SHADER)?;
let program_handle = unsafe { gl::CreateProgram() };
unsafe {
gl::AttachShader(program_handle, vertex_shader);
gl::AttachShader(program_handle, fragment_shader);
gl::LinkProgram(program_handle);
gl::DeleteShader(vertex_shader);
gl::DeleteShader(fragment_shader);
}
let mut success = 0;
unsafe {
gl::GetProgramiv(program_handle, gl::LINK_STATUS, &mut success);
}
if success == 0 {
let mut log_len = 0;
unsafe {
gl::GetProgramiv(program_handle, gl::INFO_LOG_LENGTH, &mut log_len);
}
let mut log = vec![0; log_len as usize];
unsafe {
gl::GetProgramInfoLog(
program_handle,
log_len,
std::ptr::null_mut(),
log.as_mut_ptr() as *mut i8,
);
}
return Err(Errors::ShaderLinkError(
String::from_utf8_lossy(&log).to_string(),
));
}
Ok(Self {
program_handle,
uniform_ids: HashMap::new(),
})
}
/// Compile a shader from a file.
///
/// # Errors
///
/// This function will return an error if the shader source file cannot be read or if the shader
/// cannot be compiled.
///
/// # Arguments
///
/// * `path` - The path to the shader source file.
/// * `shader_type` - The type of shader to compile (e.g. `gl::VERTEX_SHADER`).
///
/// # Returns
///
/// A `Result` containing the OpenGL shader handle if successful, or an error of type
/// `Errors::ShaderCompilationError` otherwise.
fn compile_shader(path: &str, shader_type: GLenum) -> Result<GLuint, Errors> {
let mut shader_file = File::open(path).map_err(|e| Errors::FileLoadError(e.to_string()))?;
let mut shader_source = String::new();
shader_file
.read_to_string(&mut shader_source)
.map_err(|e| Errors::FileLoadError(e.to_string()))?;
let shader = unsafe { gl::CreateShader(shader_type) };
let c_str = CString::new(shader_source.as_bytes()).map_err(|e| {
Errors::ShaderCompilationError("Failed to create CString".to_string(), e.to_string())
})?;
unsafe {
gl::ShaderSource(shader, 1, &c_str.as_ptr(), std::ptr::null());
gl::CompileShader(shader);
}
let mut success = 0;
unsafe {
gl::GetShaderiv(shader, gl::COMPILE_STATUS, &mut success);
}
if success == 0 {
let mut log_len = 0;
unsafe {
gl::GetShaderiv(shader, gl::INFO_LOG_LENGTH, &mut log_len);
}
let mut log = vec![0; log_len as usize];
unsafe {
gl::GetShaderInfoLog(
shader,
log_len,
std::ptr::null_mut(),
log.as_mut_ptr() as *mut i8,
);
}
return Err(Errors::ShaderCompilationError(
"Shader compilation failed".to_string(),
String::from_utf8_lossy(&log).to_string(),
));
}
Ok(shader)
}
/// Bind the shader program to the current OpenGL context.
///
/// # OpenGL Functions
///
/// This function is a wrapper around `glUseProgram(program_handle)`.
/// It binds the shader program to the current OpenGL context.
pub fn bind(&self) {
unsafe {
gl::UseProgram(self.program_handle);
}
}
/// Unbind any shader program from the current OpenGL context, making no shader program active.
///
/// # OpenGL Functions
///
/// This function is a wrapper around `glUseProgram(0)`.
/// It unbinds any shader program from the current OpenGL context, making no shader program active.
pub fn unbind() {
unsafe {
gl::UseProgram(0);
}
}
/// Retrieve the location of a uniform variable within the shader program.
///
/// This function first checks if the uniform location is cached in `uniform_ids`.
/// If the location is not cached, it queries OpenGL for the location of the uniform
/// variable with the given `name` and caches the result.
///
/// # Arguments
///
/// * `name` - The name of the uniform variable whose location is to be retrieved.
///
/// # Returns
///
/// A `Result` containing the location of the uniform variable as a `GLint` if successful,
/// or an error of type `Errors::OpenGlError` if the uniform variable is not found or if
/// there is an error converting the name to a `CString`.
pub fn get_uniform_location(&mut self, name: &str) -> Result<GLint, Errors> {
if let Some(&location) = self.uniform_ids.get(name) {
Ok(location)
} else {
let c_name = CString::new(name)
.map_err(|e| Errors::OpenGlError(e.to_string(), gl::INVALID_VALUE))?;
let location = unsafe { gl::GetUniformLocation(self.program_handle, c_name.as_ptr()) };
if location < 0 {
Err(Errors::OpenGlError(
format!("Uniform '{}' not found", name,),
gl::UNIFORM,
))
} else {
self.uniform_ids.insert(name.to_string(), location);
Ok(location)
}
}
}
/// Create a uniform block and bind it to the specified binding point.
///
/// # Arguments
///
/// * `block_name` - The name of the uniform block in the shader.
/// * `binding_point` - The binding point to bind the uniform block to.
///
/// # Returns
///
/// A `Result` containing `()` if successful, or an error of type `Errors::OpenGlError` otherwise.
pub fn create_uniform_block(&self, block_name: &str, binding_point: u32) -> Result<(), Errors> {
let c_name = CString::new(block_name)
.map_err(|e| Errors::OpenGlError(e.to_string(), gl::INVALID_VALUE))?;
let block_index = unsafe { gl::GetUniformBlockIndex(self.program_handle, c_name.as_ptr()) };
if block_index == gl::INVALID_INDEX {
return Err(Errors::OpenGlError(
format!("Uniform block '{}' not found", block_name),
gl::INVALID_VALUE,
));
}
unsafe {
gl::UniformBlockBinding(self.program_handle, block_index, binding_point);
}
Ok(())
}
/// Set the value of a uniform variable of type `f32`.
///
/// # OpenGL Functions
///
/// This function is a wrapper around `glUniform1f(location, value)`.
/// It sets the value of a uniform variable of type `f32`.
///
/// # Arguments
///
/// * `name` - The name of the uniform variable to set.
/// * `value` - The value to set the uniform variable to.
///
/// # Returns
///
/// A `Result` containing a value of type `()` if successful, or an error of type
/// `Errors::OpenGlError` if there is an error setting the uniform variable.
pub fn set_uniform_1f(&mut self, name: &str, value: f32) -> Result<(), Errors> {
let location = self.get_uniform_location(name)?;
unsafe {
gl::Uniform1f(location, value);
}
Ok(())
}
/// Set the value of a uniform variable of type `i32`.
///
/// # OpenGL Functions
///
/// This function is a wrapper around `glUniform1f(location, value)`.
/// It sets the value of a uniform variable of type `i32`.
///
/// # Arguments
///
/// * `name` - The name of the uniform variable to set.
/// * `value` - The value to set the uniform variable to.
///
/// # Returns
///
/// A `Result` containing a value of type `()` if successful, or an error of type
/// `Errors::OpenGlError` if there is an error setting the uniform variable.
pub fn set_uniform_1i(&mut self, name: &str, value: i32) -> Result<(), Errors> {
let location = self.get_uniform_location(name)?;
unsafe {
gl::Uniform1i(location, value);
}
Ok(())
}
/// Set the value of a uniform variable of type `vec3` (three f32 components).
///
/// # OpenGL Functions
///
/// This function is a wrapper around `glUniform3f(location, x, y, z)`.
/// It sets the value of a uniform variable of type `vec3`.
///
/// # Arguments
///
/// * `name` - The name of the uniform variable to set.
/// * `x` - The x component of the vector.
/// * `y` - The y component of the vector.
/// * `z` - The z component of the vector.
///
/// # Returns
///
/// A `Result` containing a value of type `()` if successful, or an error of type
/// `Errors::OpenGlError` if there is an error setting the uniform variable.
pub fn set_uniform_3f(&mut self, name: &str, x: f32, y: f32, z: f32) -> Result<(), Errors> {
let location = self.get_uniform_location(name)?;
unsafe {
gl::Uniform3f(location, x, y, z);
}
Ok(())
}
/// Set the value of a uniform variable of type `cgmath::Matrix4<f32>`.
///
/// # OpenGL Functions
///
/// This function is a wrapper around `glUniformMatrix4fv(location, 1, transpose, matrix.as_ptr())`.
/// It sets the value of a uniform variable of type `cgmath::Matrix4<f32>`.
///
/// # Arguments
///
/// * `name` - The name of the uniform variable to set.
/// * `matrix` - The value to set the uniform variable to.
///
/// # Returns
///
/// A `Result` containing a value of type `()` if successful, or an error of type
/// `Errors::OpenGlError` if there is an error setting the uniform variable.
pub fn set_uniform_matrix4fv(
&mut self,
name: &str,
matrix: &cgmath::Matrix4<f32>,
) -> Result<(), Errors> {
let location = self.get_uniform_location(name)?;
unsafe {
gl::UniformMatrix4fv(location, 1, gl::FALSE, matrix.as_ptr());
}
Ok(())
}
}
pub struct Ebo {
id: gl::types::GLuint,
}
impl Ebo {
/// Generate a new Element Buffer Object (EBO) and create an `Ebo` instance wrapping it.
///
/// # Returns
///
/// A `Result` containing an `Ebo` instance if successful, or an error of type
/// `Errors::OpenGlError` if the EBO cannot be generated.
///
/// # Errors
///
/// Returns an `Errors::OpenGlError` if the EBO cannot be generated.
pub fn new() -> Result<Self, Errors> {
let mut id = 0;
unsafe {
gl::GenBuffers(1, &mut id);
}
if id == 0 {
return Err(Errors::OpenGlError(
"Failed to generate EBO".to_string(),
gl::INVALID_OPERATION,
));
}
Ok(Self { id })
}
/// Bind the Element Buffer Object (EBO) to the current OpenGL context, making it the active EBO.
///
/// # OpenGL Functions
///
/// This function is a wrapper around `glBindBuffer(gl::ELEMENT_ARRAY_BUFFER, id)`.
pub fn bind(&self) {
unsafe {
gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, self.id);
}
}
/// Unbind any Element Buffer Object (EBO) from the current OpenGL context, making no EBO active.
///
/// # OpenGL Functions
///
/// This function is a wrapper around `glBindBuffer(gl::ELEMENT_ARRAY_BUFFER, 0)`.
/// It unbinds any EBO from the current OpenGL context, making no EBO active.
pub fn unbind(&self) {
unsafe {
gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, 0);
}
}
/// Store the given u32 slice in the Element Buffer Object (EBO).
///
/// # OpenGL Functions
///
/// This function is a wrapper around `glBufferData(gl::ELEMENT_ARRAY_BUFFER, size, data, usage)`.
/// It stores the given u32 slice in the EBO.
///
/// # Arguments
///
/// * `indices` - The u32 slice to store in the EBO.
pub fn store_indices(&self, indices: &[u32]) {
unsafe {
gl::BufferData(
gl::ELEMENT_ARRAY_BUFFER,
(indices.len() * mem::size_of::<u32>()) as gl::types::GLsizeiptr,
indices.as_ptr() as *const c_void,
gl::STATIC_DRAW,
);
}
}
/// Update the indices in the Element Buffer Object (EBO).
///
/// # Arguments
///
/// * `offset` - The offset in bytes from the start of the buffer.
/// * `indices` - The indices to store in the buffer.
///
/// # OpenGL Functions
///
/// This function is a wrapper around `glBufferSubData`.
pub fn update_indices(&self, offset: usize, indices: &[u32]) {
unsafe {
gl::BufferSubData(
gl::ELEMENT_ARRAY_BUFFER,
offset as isize,
(indices.len() * mem::size_of::<u32>()) as isize,
indices.as_ptr() as *const c_void,
);
}
}
}
pub struct UniformBuffer {
id: GLuint,
binding_point: u32,
}
impl UniformBuffer {
/// Create a new uniform buffer object (UBO).
///
/// # Arguments
///
/// * `binding_point` - The binding point to bind the UBO to.
///
/// # Returns
///
/// A `Result` containing a `UniformBuffer` instance if successful, or an error of type `Errors::OpenGlError` otherwise.
pub fn new(binding_point: u32) -> Result<Self, Errors> {
let mut id = 0;
unsafe {
gl::GenBuffers(1, &mut id);
}
if id == 0 {
return Err(Errors::OpenGlError(
"Failed to generate uniform buffer".to_string(),
gl::INVALID_OPERATION,
));
}
Ok(Self { id, binding_point })
}
/// Bind the uniform buffer to its binding point.
///
/// # OpenGL Functions
///
/// This function is a wrapper around `glBindBufferBase`.
pub fn bind(&self) {
unsafe {
gl::BindBufferBase(gl::UNIFORM_BUFFER, self.binding_point, self.id);
}
}
/// Unbind the uniform buffer.
///
/// # OpenGL Functions
///
/// This function is a wrapper around `glBindBuffer(gl::UNIFORM_BUFFER, 0)`.
pub fn unbind(&self) {
unsafe {
gl::BindBuffer(gl::UNIFORM_BUFFER, 0);
}
}
/// Store data in the uniform buffer.
///
/// # Arguments
///
/// * `data` - The data to store in the buffer.
///
/// # OpenGL Functions
///
/// This function is a wrapper around `glBufferData`.
pub fn store_data<T>(&self, data: &[T]) {
unsafe {
gl::BufferData(
gl::UNIFORM_BUFFER,
(data.len() * mem::size_of::<T>()) as isize,
data.as_ptr() as *const c_void,
gl::STATIC_DRAW,
);
}
}
/// Update data in the uniform buffer.
///
/// # Arguments
///
/// * `offset` - The offset in bytes from the start of the buffer.
/// * `data` - The data to store in the buffer.
///
/// # OpenGL Functions
///
/// This function is a wrapper around `glBufferSubData`.
pub fn update_data<T>(&self, offset: usize, data: &[T]) {
unsafe {
gl::BufferSubData(
gl::UNIFORM_BUFFER,
offset as isize,
(data.len() * mem::size_of::<T>()) as isize,
data.as_ptr() as *const c_void,
);
}
}
}
impl Drop for UniformBuffer {
fn drop(&mut self) {
unsafe {
gl::DeleteBuffers(1, &self.id);
}
}
}