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//! Functions and types relating to shader programs. use std::path::Path; use std::rc::Rc; use crate::error::Result; use crate::fs; use crate::platform::{GraphicsDevice, RawProgram}; use crate::Context; #[doc(inline)] pub use crate::platform::UniformValue; /// The default vertex shader. /// /// The source code for this shader is available in [`src/resources/shader.vert`](https://github.com/17cupsofcoffee/tetra/blob/main/src/resources/shader.vert). pub const DEFAULT_VERTEX_SHADER: &str = include_str!("../resources/shader.vert"); /// The default fragment shader. /// /// The source code for this shader is available in [`src/resources/shader.vert`](https://github.com/17cupsofcoffee/tetra/blob/main/src/resources/shader.frag). pub const DEFAULT_FRAGMENT_SHADER: &str = include_str!("../resources/shader.frag"); /// A shader program, consisting of a vertex shader and a fragment shader. /// /// # Data Format /// /// Shaders are written using [GLSL](https://en.wikipedia.org/wiki/OpenGL_Shading_Language). /// /// ## Vertex Shaders /// /// Vertex shaders take in data via three attributes: /// /// * `a_position` - A `vec2` representing the position of the vertex in world space. /// * `a_uv` - A `vec2` representing the texture co-ordinates that are associated with the vertex. /// * `a_color` - A `vec4` representing a color to multiply the output by. /// /// Position data should be output as a `vec4` to the built-in `gl_Position` variable. /// /// ## Fragment Shaders /// /// Color data should be output as a `vec4` to the first output of the shader. This can be the /// built-in `gl_FragColor` variable, if you so desire. /// /// ## Uniforms /// /// By default, the shader is provided with two uniform variables: /// /// * `u_projection` - A `mat4` which can be used to translate world space co-ordinates into screen space. /// * `u_texture` - A `sampler2D` which can be used to access color data from the currently active texture. /// /// You can also set data into your own uniform variables via the `set_uniform` method. /// /// # Performance /// /// Creating a `Shader` is a relatively expensive operation. If you can, store them in your `State` /// struct rather than recreating them each frame. /// /// Cloning a `Shader` is a very cheap operation, as the underlying data is shared between the /// original instance and the clone via [reference-counting](https://doc.rust-lang.org/std/rc/struct.Rc.html). /// This does mean, however, that updating a `Shader` (for example, setting a uniform) will also /// update any other clones of that `Shader`. #[derive(Debug, Clone, PartialEq)] pub struct Shader { pub(crate) handle: Rc<RawProgram>, } impl Shader { /// Creates a new shader program from the given files. /// /// # Errors /// /// * `TetraError::PlatformError` will be returned if the underlying graphics API encounters an error. /// * `TetraError::FailedToLoadAsset` will be returned if the files could not be loaded. /// * `TetraError::InvalidShader` will be returned if the shader could not be compiled. pub fn new<P>(ctx: &mut Context, vertex_path: P, fragment_path: P) -> Result<Shader> where P: AsRef<Path>, { Shader::with_device( &mut ctx.device, &fs::read_to_string(vertex_path)?, &fs::read_to_string(fragment_path)?, ) } /// Creates a new shader program from the given vertex shader file. /// /// The default fragment shader will be used. /// /// # Errors /// /// * `TetraError::PlatformError` will be returned if the underlying graphics API encounters an error. /// * `TetraError::FailedToLoadAsset` will be returned if the file could not be loaded. /// * `TetraError::InvalidShader` will be returned if the shader could not be compiled. pub fn from_vertex_file<P>(ctx: &mut Context, path: P) -> Result<Shader> where P: AsRef<Path>, { Shader::with_device( &mut ctx.device, &fs::read_to_string(path)?, DEFAULT_FRAGMENT_SHADER, ) } /// Creates a new shader program from the given fragment shader file. /// /// The default vertex shader will be used. /// /// # Errors /// /// * `TetraError::PlatformError` will be returned if the underlying graphics API encounters an error. /// * `TetraError::FailedToLoadAsset` will be returned if the file could not be loaded. /// * `TetraError::InvalidShader` will be returned if the shader could not be compiled. pub fn from_fragment_file<P>(ctx: &mut Context, path: P) -> Result<Shader> where P: AsRef<Path>, { Shader::with_device( &mut ctx.device, DEFAULT_VERTEX_SHADER, &fs::read_to_string(path)?, ) } /// Creates a new shader program from the given strings. /// /// # Errors /// /// * `TetraError::PlatformError` will be returned if the underlying graphics API encounters an error. /// * `TetraError::InvalidShader` will be returned if the shader could not be compiled. pub fn from_string( ctx: &mut Context, vertex_shader: &str, fragment_shader: &str, ) -> Result<Shader> { Shader::with_device(&mut ctx.device, vertex_shader, fragment_shader) } /// Creates a new shader program from the given vertex shader string. /// /// The default fragment shader will be used. /// /// # Errors /// /// * `TetraError::PlatformError` will be returned if the underlying graphics API encounters an error. /// * `TetraError::InvalidShader` will be returned if the shader could not be compiled. pub fn from_vertex_string<P>(ctx: &mut Context, shader: &str) -> Result<Shader> { Shader::with_device(&mut ctx.device, shader, DEFAULT_FRAGMENT_SHADER) } /// Creates a new shader program from the given fragment shader string. /// /// The default vertex shader will be used. /// /// # Errors /// /// * `TetraError::PlatformError` will be returned if the underlying graphics API encounters an error. /// * `TetraError::InvalidShader` will be returned if the shader could not be compiled. pub fn from_fragment_string<P>(ctx: &mut Context, shader: &str) -> Result<Shader> { Shader::with_device(&mut ctx.device, DEFAULT_VERTEX_SHADER, shader) } pub(crate) fn with_device( device: &mut GraphicsDevice, vertex_shader: &str, fragment_shader: &str, ) -> Result<Shader> { let handle = device.new_program(vertex_shader, fragment_shader)?; Ok(Shader { handle: Rc::new(handle), }) } /// Sets the value of the specifed uniform parameter. pub fn set_uniform<V>(&self, ctx: &mut Context, name: &str, value: V) where V: UniformValue, { ctx.device.set_uniform(&self.handle, name, value); } }