pub unsafe fn get_internal_gl<'a>() -> InternalGlContext<'a>
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examples/tree.rs (line 42)
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async fn main() {
    let camera = Camera2D {
        zoom: vec2(1., 1.),
        target: vec2(0.0, 0.5),
        ..Default::default()
    };

    set_camera(&camera);
    loop {
        clear_background(LIGHTGRAY);

        draw_circle(0., 0., 0.03, DARKGRAY);
        tree(unsafe { get_internal_gl().quad_gl }, get_time(), 0, 1., 0.3);

        next_frame().await
    }
}
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examples/raw_miniquad.rs (line 8)
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async fn main() {
    let stage = {
        let InternalGlContext {
            quad_context: ctx, ..
        } = unsafe { get_internal_gl() };

        raw_miniquad::Stage::new(ctx)
    };

    loop {
        clear_background(LIGHTGRAY);

        // Render some primitives in camera space

        set_camera(&Camera2D {
            zoom: vec2(1., screen_width() / screen_height()),
            ..Default::default()
        });
        draw_line(-0.4, 0.4, -0.8, 0.9, 0.05, BLUE);
        draw_rectangle(-0.3, 0.3, 0.2, 0.2, GREEN);
        draw_circle(0., 0., 0.1, YELLOW);

        {
            let mut gl = unsafe { get_internal_gl() };

            // Ensure that macroquad's shapes are not going to be lost
            gl.flush();

            let t = get_time();

            gl.quad_context.apply_pipeline(&stage.pipeline);

            gl.quad_context
                .begin_default_pass(miniquad::PassAction::Nothing);
            gl.quad_context.apply_bindings(&stage.bindings);

            for i in 0..10 {
                let t = t + i as f64 * 0.3;

                gl.quad_context
                    .apply_uniforms(miniquad::UniformsSource::table(
                        &raw_miniquad::shader::Uniforms {
                            offset: (t.sin() as f32 * 0.5, (t * 3.).cos() as f32 * 0.5),
                        },
                    ));
                gl.quad_context.draw(0, 6, 1);
            }
            gl.quad_context.end_render_pass();
        }

        // Back to screen space, render some text

        set_default_camera();
        draw_text("HELLO", 30.0, 200.0, 30.0, BLACK);

        next_frame().await
    }
}