use crate::manifest::{
AssetKind, Filter, FrameRef, InputKind, LoadedManifest, PassKind, Wrap,
validate_project_relative_path,
};
use anyhow::{Context, Result, bail};
use image::ImageReader;
use shadertoy::{
Filter as NativeFilter, InputKind as NativeInputKind, PassKind as NativePassKind, Project,
Wrap as NativeWrap,
};
use std::fs;
use std::path::Path;
pub fn build_native_project(loaded: &LoadedManifest) -> Result<Project> {
let mut project = Project::new(&loaded.manifest.project.name)?;
for asset in &loaded.manifest.assets {
match asset.kind {
AssetKind::Texture => {
let path = existing_project_file(&loaded.root, &asset.path, "asset", &asset.name)?;
let image = ImageReader::open(&path)
.with_context(|| format!("failed to open texture {}", path.display()))?
.decode()
.with_context(|| format!("failed to decode texture {}", path.display()))?
.to_rgba8();
let (width, height) = image.dimensions();
project.add_texture_rgba8(&asset.name, width, height, image.as_raw())?;
}
}
}
for pass in &loaded.manifest.passes {
let source_path =
existing_project_file(&loaded.root, &pass.source, "shader source", &pass.name)?;
let source = fs::read_to_string(&source_path).with_context(|| {
format!(
"failed to read source for pass '{}' at {}",
pass.name,
source_path.display()
)
})?;
project.add_pass(
&pass.name,
match pass.kind {
PassKind::Image => NativePassKind::Image,
PassKind::Buffer => NativePassKind::Buffer,
PassKind::Cubemap => NativePassKind::Cubemap,
},
&source,
)?;
}
for pass in &loaded.manifest.passes {
for input in &pass.inputs {
let kind = loaded.manifest.infer_input_kind(input)?;
project.add_input(
&pass.name,
input.channel.into(),
match kind {
InputKind::Pass => NativeInputKind::Pass,
InputKind::Texture => NativeInputKind::Texture,
InputKind::Keyboard => NativeInputKind::Keyboard,
InputKind::Music => NativeInputKind::Music,
},
&input.source,
input.frame == FrameRef::Previous,
match input.filter {
Filter::Mipmap => NativeFilter::Mipmap,
Filter::Linear => NativeFilter::Linear,
Filter::Nearest => NativeFilter::Nearest,
},
match input.wrap {
Wrap::Clamp => NativeWrap::Clamp,
Wrap::Repeat => NativeWrap::Repeat,
},
)?;
}
}
Ok(project)
}
pub fn ensure_source_files_exist(loaded: &LoadedManifest) -> Result<()> {
for pass in &loaded.manifest.passes {
existing_project_file(&loaded.root, &pass.source, "shader source", &pass.name)?;
}
for asset in &loaded.manifest.assets {
existing_project_file(&loaded.root, &asset.path, "asset", &asset.name)?;
}
Ok(())
}
fn existing_project_file(
root: &Path,
relative: &str,
kind: &str,
name: &str,
) -> Result<std::path::PathBuf> {
validate_project_relative_path(relative, &format!("{kind} path for '{name}'"))?;
let path = root.join(relative);
if !path.is_file() {
bail!("{kind} '{name}' does not exist at {}", path.display());
}
let canonical_root = fs::canonicalize(root)
.with_context(|| format!("failed to resolve project root {}", root.display()))?;
let canonical_path = fs::canonicalize(&path)
.with_context(|| format!("failed to resolve {kind} {}", path.display()))?;
if !canonical_path.starts_with(&canonical_root) {
bail!(
"{kind} '{name}' resolves outside the project root: {}",
path.display()
);
}
Ok(canonical_path)
}