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add z-buffering to glow/wasm backends. helps #21
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0bcbac1fee
commit
ad4ebeeb61
@ -1,9 +1,8 @@
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use crate::drawing::Uniforms;
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use crate::{Canvas, Color, ScreenDims, ScreenRectangle};
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use geom::{Angle, Polygon, Pt2D};
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use geom::Polygon;
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use glow::HasContext;
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use std::cell::{Cell, RefCell};
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use std::collections::{BTreeMap, HashMap};
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use std::cell::Cell;
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pub fn setup(
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window_title: &str,
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@ -60,6 +59,17 @@ pub fn setup(
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gl.use_program(Some(program));
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gl.enable(glow::SCISSOR_TEST);
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gl.enable(glow::DEPTH_TEST);
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gl.depth_func(glow::LEQUAL);
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gl.enable(glow::BLEND);
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gl.blend_func_separate(
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glow::SRC_ALPHA,
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glow::ONE_MINUS_SRC_ALPHA,
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glow::SRC_ALPHA,
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glow::ONE_MINUS_SRC_ALPHA,
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);
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}
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let window_size = event_loop.primary_monitor().size();
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@ -90,6 +100,9 @@ impl<'a> GfxCtxInnards<'a> {
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Color::RGBA(r, g, b, a) => unsafe {
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self.gl.clear_color(r, g, b, a);
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self.gl.clear(glow::COLOR_BUFFER_BIT);
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self.gl.clear_depth_f32(1.0);
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self.gl.clear(glow::DEPTH_BUFFER_BIT);
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},
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_ => unreachable!(),
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}
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@ -81,6 +81,17 @@ pub fn setup(
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gl.use_program(Some(program));
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gl.enable(glow::SCISSOR_TEST);
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gl.enable(glow::DEPTH_TEST);
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gl.depth_func(glow::LEQUAL);
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gl.enable(glow::BLEND);
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gl.blend_func_separate(
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glow::SRC_ALPHA,
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glow::ONE_MINUS_SRC_ALPHA,
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glow::SRC_ALPHA,
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glow::ONE_MINUS_SRC_ALPHA,
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);
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}
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(
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@ -109,6 +120,9 @@ impl<'a> GfxCtxInnards<'a> {
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Color::RGBA(r, g, b, a) => unsafe {
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self.gl.clear_color(r, g, b, a);
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self.gl.clear(glow::COLOR_BUFFER_BIT);
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self.gl.clear_depth_f32(1.0);
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self.gl.clear(glow::DEPTH_BUFFER_BIT);
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},
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_ => unreachable!(),
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}
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