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use bitflags::bitflags;
use glfw::WindowSize;
use crate::vector::Vec2;
pub mod buffer;
pub mod currently_bound;
pub mod shader;
pub mod texture;
pub mod vertex_array;
mod util;
#[cfg(feature = "debug")]
pub mod debug;
pub fn set_viewport(position: &Vec2<u32>, size: &WindowSize)
{
unsafe {
#[allow(clippy::cast_possible_wrap)]
gl::Viewport(
position.x as i32,
position.y as i32,
size.width as i32,
size.height as i32,
);
}
}
pub fn clear_buffers(mask: BufferClearMask)
{
unsafe {
gl::Clear(mask.bits());
}
}
pub fn enable(capacity: Capability)
{
unsafe {
gl::Enable(capacity as u32);
}
}
bitflags! {
#[derive(Debug, Clone, Copy)]
pub struct BufferClearMask: u32 {
const COLOR = gl::COLOR_BUFFER_BIT;
const DEPTH = gl::DEPTH_BUFFER_BIT;
const STENCIL = gl::STENCIL_BUFFER_BIT;
}
}
#[derive(Debug)]
#[repr(u32)]
pub enum Capability
{
DepthTest = gl::DEPTH_TEST,
}
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