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extern crate glutin;
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mod gl {
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extern crate gl;
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pub use self::gl::types::*;
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pub use self::gl::*;
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}
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mod errors;
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pub use errors::Error;
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use std::{ffi,mem,ptr};
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//
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pub struct Window {
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events: glutin::EventsLoop,
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gl_window: glutin::GlWindow,
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}
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impl Window {
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pub fn create() -> Result<Window, Error> {
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use glutin::GlContext;
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let events = glutin::EventsLoop::new();
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let window = glutin::WindowBuilder::new();
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let context = glutin::ContextBuilder::new();
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let gl_window = glutin::GlWindow::new(window, context, &events)?;
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unsafe { gl_window.make_current() }?;
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gl::load_with(|symbol| gl_window.get_proc_address(symbol) as *const _);
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Ok(Window { events, gl_window })
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}
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pub fn run<F>(self, mut cb: F) -> Result<(), Error>
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where F: FnMut(glutin::Event) -> glutin::ControlFlow
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{
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use glutin::GlContext;
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let Window { mut events, gl_window } = self;
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let mut result = Ok(());
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events.run_forever(|ev| {
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let r = cb(ev);
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match gl_window.swap_buffers() {
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Ok(()) => r,
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Err(ctx) => {
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result = Err(Error::GlutinContext(ctx));
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glutin::ControlFlow::Break
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}
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}
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});
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result
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}
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}
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pub struct Shader {
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pub n: gl::GLuint,
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}
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impl Drop for Shader {
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fn drop(&mut self) {
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unsafe { gl::DeleteShader(self.n); }
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}
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}
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#[derive(PartialEq, Eq, Debug, Copy, Clone)]
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pub enum ShaderType {
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Fragment,
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Vertex,
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}
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impl ShaderType {
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fn to_glenum(&self) -> gl::GLenum {
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match *self {
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ShaderType::Fragment => gl::FRAGMENT_SHADER,
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ShaderType::Vertex => gl::VERTEX_SHADER,
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}
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}
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}
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impl Shader {
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pub fn compile(ty: ShaderType, src: &str) -> Result<Shader, Error> {
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let shader;
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unsafe {
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shader = gl::CreateShader(ty.to_glenum());
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let c_str = ffi::CString::new(src.as_bytes())?;
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gl::ShaderSource(shader, 1, &c_str.as_ptr(), ptr::null());
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gl::CompileShader(shader);
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let mut status = gl::FALSE as gl::GLint;
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gl::GetShaderiv(shader, gl::COMPILE_STATUS, &mut status);
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if status != (gl::TRUE as gl::GLint) {
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let mut len = 0;
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gl::GetShaderiv(shader, gl::INFO_LOG_LENGTH, &mut len);
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let mut buf = Vec::with_capacity(len as usize);
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buf.set_len((len as usize) - 1);
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gl::GetShaderInfoLog(
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shader,
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len,
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ptr::null_mut(),
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buf.as_mut_ptr() as *mut gl::GLchar
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);
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return Err(Error::CompileError(String::from_utf8(buf)?));
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}
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}
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Ok(Shader { n: shader })
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}
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}
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//
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pub struct Program {
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pub p: gl::GLuint,
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pub shaders: Vec<Shader>,
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}
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impl Drop for Program {
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fn drop(&mut self) {
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self.shaders = vec![];
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unsafe {
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gl::DeleteProgram(self.p)
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}
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}
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}
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impl Program {
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pub fn link(shaders: Vec<Shader>) -> Result<Program, Error> {
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unsafe {
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let program = gl::CreateProgram();
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for s in shaders.iter() {
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gl::AttachShader(program, s.n);
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}
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gl::LinkProgram(program);
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let mut status = gl::FALSE as gl::GLint;
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gl::GetProgramiv(program, gl::LINK_STATUS, &mut status);
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// Fail on error
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if status != (gl::TRUE as gl::GLint) {
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let mut len: gl::GLint = 0;
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gl::GetProgramiv(program, gl::INFO_LOG_LENGTH, &mut len);
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let mut buf = Vec::with_capacity(len as usize);
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buf.set_len((len as usize) - 1);
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gl::GetProgramInfoLog(
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program,
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len,
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ptr::null_mut(),
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buf.as_mut_ptr() as *mut gl::GLchar,
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);
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return Err(Error::LinkError(String::from_utf8(buf)?));
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}
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Ok(Program {
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p: program,
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shaders: shaders,
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})
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}
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}
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pub fn use_program(&self) {
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unsafe { gl::UseProgram(self.p); }
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}
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pub fn bind_frag_data_location(&self, idx: u32, s: &str) -> Result<(), Error> {
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unsafe {
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gl::BindFragDataLocation(
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self.p,
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idx,
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ffi::CString::new(s)?.as_ptr(),
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);
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}
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Ok(())
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}
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pub fn get_attrib_location(&self, s: &str) -> Result<i32, Error> {
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Ok(unsafe {
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gl::GetAttribLocation(
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self.p,
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ffi::CString::new(s)?.as_ptr(),
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)
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})
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}
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}
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//
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pub struct VertexArray {
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idx: u32,
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}
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impl Drop for VertexArray {
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fn drop(&mut self) {
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unsafe { gl::DeleteVertexArrays(1, &self.idx); }
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}
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}
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pub struct VertexBuffer {
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idx: u32,
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data: VertexArray,
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}
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impl Drop for VertexBuffer {
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fn drop(&mut self) {
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unsafe { gl::DeleteBuffers(1, &self.idx); }
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}
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}
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impl VertexArray {
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pub fn new() -> VertexArray {
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let mut idx = 0;
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unsafe {
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gl::GenVertexArrays(1, &mut idx);
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gl::BindVertexArray(idx);
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}
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VertexArray { idx }
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}
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pub fn bind(&self) {
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unsafe {
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gl::BindVertexArray(self.idx);
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}
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}
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pub fn unbind(&self) {
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unsafe {
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gl::BindVertexArray(0);
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}
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}
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}
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impl VertexBuffer {
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pub fn new_array_buffer(
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data: VertexArray,
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vertex_data: &[gl::GLfloat],
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) -> VertexBuffer {
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let mut idx = 0;
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unsafe {
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gl::GenBuffers(1, &mut idx);
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gl::BindBuffer(gl::ARRAY_BUFFER, idx);
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gl::BufferData(
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gl::ARRAY_BUFFER,
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(vertex_data.len() * mem::size_of::<gl::GLfloat>()) as gl::GLsizeiptr,
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mem::transmute(&vertex_data[0]),
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gl::STATIC_DRAW,
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);
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}
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VertexBuffer { idx, data }
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}
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pub fn bind(&self) {
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unsafe {
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self.data.bind();
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gl::BindBuffer(gl::ARRAY_BUFFER, self.idx);
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}
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}
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pub fn unbind(&self) {
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unsafe {
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gl::BindBuffer(gl::ARRAY_BUFFER, 0);
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self.data.unbind();
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}
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}
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}
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