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use crate::core::*;
use std::collections::HashMap;
use std::sync::RwLock;
///
/// A shader program consisting of a programmable vertex shader followed by a programmable fragment shader.
/// Functionality includes transferring per vertex data to the vertex shader (see the use_attribute functionality)
/// and transferring uniform data to both shader stages (see the use_uniform and use_texture functionality)
/// and execute the shader program (see the draw functionality).
///
pub struct Program {
context: Context,
id: crate::context::Program,
attributes: HashMap<String, u32>,
textures: RwLock<HashMap<String, u32>>,
uniforms: HashMap<String, crate::context::UniformLocation>,
uniform_blocks: RwLock<HashMap<String, (u32, u32)>>,
}
impl Program {
///
/// Creates a new shader program from the given vertex and fragment glsl shader source.
///
pub fn from_source(
context: &Context,
vertex_shader_source: &str,
fragment_shader_source: &str,
) -> Result<Self, CoreError> {
unsafe {
let vert_shader = context
.create_shader(crate::context::VERTEX_SHADER)
.expect("Failed creating vertex shader");
let frag_shader = context
.create_shader(crate::context::FRAGMENT_SHADER)
.expect("Failed creating fragment shader");
let header: &str = if context.version().is_embedded {
"#version 300 es
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
precision highp int;
precision highp sampler2DArray;
precision highp sampler3D;
#else
precision mediump float;
precision mediump int;
precision mediump sampler2DArray;
precision mediump sampler3D;
#endif\n"
} else {
"#version 330 core\n"
};
let vertex_shader_source = format!("{}{}", header, vertex_shader_source);
let fragment_shader_source = format!("{}{}", header, fragment_shader_source);
context.shader_source(vert_shader, &vertex_shader_source);
context.shader_source(frag_shader, &fragment_shader_source);
context.compile_shader(vert_shader);
context.compile_shader(frag_shader);
let id = context.create_program().expect("Failed creating program");
context.attach_shader(id, vert_shader);
context.attach_shader(id, frag_shader);
context.link_program(id);
if !context.get_program_link_status(id) {
let log = context.get_shader_info_log(vert_shader);
if !log.is_empty() {
Err(CoreError::ShaderCompilation(
"vertex".to_string(),
log,
vertex_shader_source,
))?;
}
let log = context.get_shader_info_log(frag_shader);
if !log.is_empty() {
Err(CoreError::ShaderCompilation(
"fragment".to_string(),
log,
fragment_shader_source,
))?;
}
let log = context.get_program_info_log(id);
if !log.is_empty() {
Err(CoreError::ShaderLink(log))?;
}
unreachable!();
}
context.detach_shader(id, vert_shader);
context.detach_shader(id, frag_shader);
context.delete_shader(vert_shader);
context.delete_shader(frag_shader);
// Init vertex attributes
let num_attribs = context.get_active_attributes(id);
let mut attributes = HashMap::new();
for i in 0..num_attribs {
if let Some(crate::context::ActiveAttribute { name, .. }) = context
.get_active_attribute(id, i)
.filter(|a| !a.name.starts_with("gl_"))
{
if let Some(location) = context.get_attrib_location(id, &name) {
attributes.insert(name, location);
}
}
}
// Init uniforms
let num_uniforms = context.get_active_uniforms(id);
let mut uniforms = HashMap::new();
for i in 0..num_uniforms {
if let Some(crate::context::ActiveUniform { name, .. }) = context
.get_active_uniform(id, i)
.filter(|a| !a.name.starts_with("gl_"))
{
if let Some(location) = context.get_uniform_location(id, &name) {
let name = name.split('[').next().unwrap().to_string();
uniforms.insert(name, location);
}
}
}
Ok(Program {
context: context.clone(),
id,
attributes,
uniforms,
uniform_blocks: RwLock::new(HashMap::new()),
textures: RwLock::new(HashMap::new()),
})
}
}
///
/// Send the given uniform data to this shader program and associate it with the given named variable.
/// The glsl shader variable must be of type `uniform int` if the data is an integer, `uniform vec2` if it is of type [Vec2] etc.
/// The uniform variable is uniformly available across all processing of vertices and fragments.
///
/// # Panic
/// Will panic if the uniform is not defined or not used in the shader code.
/// In the latter case the variable is removed by the shader compiler.
///
pub fn use_uniform<T: UniformDataType>(&self, name: &str, data: T) {
let location = self.get_uniform_location(name);
T::send_uniform(&self.context, location, &[data]);
self.unuse_program();
}
///
/// Calls [Self::use_uniform] if [Self::requires_uniform] returns true.
///
pub fn use_uniform_if_required<T: UniformDataType>(&self, name: &str, data: T) {
if self.requires_uniform(name) {
self.use_uniform(name, data);
}
}
///
/// Send the given array of uniform data to this shader program and associate it with the given named variable.
/// The glsl shader variable must be of same type and length as the data, so if the data is an array of three [Vec2], the variable must be `uniform vec2[3]`.
/// The uniform variable is uniformly available across all processing of vertices and fragments.
///
/// # Panic
/// Will panic if the uniform is not defined in the shader code or not used.
/// In the latter case the variable is removed by the shader compiler.
///
pub fn use_uniform_array<T: UniformDataType>(&self, name: &str, data: &[T]) {
let location = self.get_uniform_location(name);
T::send_uniform(&self.context, location, data);
self.unuse_program();
}
fn get_uniform_location(&self, name: &str) -> &crate::context::UniformLocation {
self.use_program();
self.uniforms.get(name).unwrap_or_else(|| {
panic!(
"the uniform {} is sent to the shader but not defined or never used",
name
)
})
}
///
/// Use the given [Texture2D] in this shader program and associate it with the given named variable.
/// The glsl shader variable must be of type `uniform sampler2D` and can only be accessed in the fragment shader.
///
/// # Panic
/// Will panic if the texture is not defined in the shader code or not used.
/// In the latter case the variable is removed by the shader compiler.
///
pub fn use_texture(&self, name: &str, texture: &Texture2D) {
self.use_texture_internal(name);
texture.bind();
}
///
/// Use the given [DepthTexture2D] in this shader program and associate it with the given named variable.
/// The glsl shader variable must be of type `uniform sampler2D` and can only be accessed in the fragment shader.
///
/// # Panic
/// Will panic if the texture is not defined in the shader code or not used.
/// In the latter case the variable is removed by the shader compiler.
///
pub fn use_depth_texture(&self, name: &str, texture: &DepthTexture2D) {
self.use_texture_internal(name);
texture.bind();
}
///
/// Use the given texture array in this shader program and associate it with the given named variable.
/// The glsl shader variable must be of type `uniform sampler2DArray` and can only be accessed in the fragment shader.
///
/// # Panic
/// Will panic if the texture is not defined in the shader code or not used.
/// In the latter case the variable is removed by the shader compiler.
///
pub fn use_texture_array(&self, name: &str, texture: &Texture2DArray) {
self.use_texture_internal(name);
texture.bind();
}
///
/// Use the given texture array in this shader program and associate it with the given named variable.
/// The glsl shader variable must be of type `uniform sampler2DArray` and can only be accessed in the fragment shader.
///
/// # Panic
/// Will panic if the texture is not defined in the shader code or not used.
/// In the latter case the variable is removed by the shader compiler.
///
pub fn use_depth_texture_array(&self, name: &str, texture: &DepthTexture2DArray) {
self.use_texture_internal(name);
texture.bind();
}
///
/// Use the given texture cube map in this shader program and associate it with the given named variable.
/// The glsl shader variable must be of type `uniform samplerCube` and can only be accessed in the fragment shader.
///
/// # Panic
/// Will panic if the texture is not defined in the shader code or not used.
/// In the latter case the variable is removed by the shader compiler.
///
pub fn use_texture_cube(&self, name: &str, texture: &TextureCubeMap) {
self.use_texture_internal(name);
texture.bind();
}
///
/// Use the given texture cube map in this shader program and associate it with the given named variable.
/// The glsl shader variable must be of type `uniform samplerCube` and can only be accessed in the fragment shader.
///
/// # Panic
/// Will panic if the texture is not defined in the shader code or not used.
/// In the latter case the variable is removed by the shader compiler.
///
pub fn use_depth_texture_cube(&self, name: &str, texture: &DepthTextureCubeMap) {
self.use_texture_internal(name);
texture.bind();
}
///
/// Use the given 3D texture in this shader program and associate it with the given named variable.
/// The glsl shader variable must be of type `uniform sampler3D` and can only be accessed in the fragment shader.
///
/// # Panic
/// Will panic if the texture is not defined in the shader code or not used.
/// In the latter case the variable is removed by the shader compiler.
///
pub fn use_texture_3d(&self, name: &str, texture: &Texture3D) {
self.use_texture_internal(name);
texture.bind();
}
///
/// Use this function if you want to use a texture which was created using low-level context calls and not using the functionality in the [texture] module.
/// This function is only needed in special cases for example if you have a special source of texture data.
///
pub fn use_raw_texture(&self, name: &str, target: u32, id: crate::context::Texture) {
self.use_texture_internal(name);
unsafe {
self.context.bind_texture(target, Some(id));
}
}
fn use_texture_internal(&self, name: &str) -> u32 {
if !self.textures.read().unwrap().contains_key(name) {
let mut map = self.textures.write().unwrap();
let index = map.len() as u32;
map.insert(name.to_owned(), index);
};
let index = *self.textures.read().unwrap().get(name).unwrap();
self.use_uniform(name, index as i32);
unsafe {
self.context
.active_texture(crate::context::TEXTURE0 + index);
}
index
}
///
/// Use the given [UniformBuffer] in this shader program and associate it with the given named variable.
///
pub fn use_uniform_block(&self, name: &str, buffer: &UniformBuffer) {
if !self.uniform_blocks.read().unwrap().contains_key(name) {
let mut map = self.uniform_blocks.write().unwrap();
let location = unsafe {
self.context
.get_uniform_block_index(self.id, name)
.unwrap_or_else(|| panic!("the uniform block {} is sent to the shader but not defined or never used",
name))
};
let index = map.len() as u32;
map.insert(name.to_owned(), (location, index));
};
let (location, index) = *self.uniform_blocks.read().unwrap().get(name).unwrap();
unsafe {
self.context.uniform_block_binding(self.id, location, index);
buffer.bind(index);
self.context
.bind_buffer(crate::context::UNIFORM_BUFFER, None);
}
}
///
/// Uses the given [VertexBuffer] data in this shader program and associates it with the given named variable.
/// Each value in the buffer is used when rendering one vertex using the [Program::draw_arrays] or [Program::draw_elements] methods.
/// Therefore the buffer must contain the same number of values as the number of vertices specified in those draw calls.
///
/// # Panic
/// Will panic if the attribute is not defined in the shader code or not used.
/// In the latter case the variable is removed by the shader compiler.
///
pub fn use_vertex_attribute(&self, name: &str, buffer: &VertexBuffer) {
if buffer.count() > 0 {
buffer.bind();
let loc = self.location(name);
unsafe {
self.context.bind_vertex_array(Some(self.context.vao));
self.context.enable_vertex_attrib_array(loc);
if !buffer.normalized()
&& (buffer.data_type() == crate::context::UNSIGNED_BYTE
|| buffer.data_type() == crate::context::BYTE
|| buffer.data_type() == crate::context::UNSIGNED_SHORT
|| buffer.data_type() == crate::context::SHORT
|| buffer.data_type() == crate::context::UNSIGNED_INT
|| buffer.data_type() == crate::context::INT)
{
self.context.vertex_attrib_pointer_i32(
loc,
buffer.data_size() as i32,
buffer.data_type(),
0,
0,
);
} else {
self.context.vertex_attrib_pointer_f32(
loc,
buffer.data_size() as i32,
buffer.data_type(),
buffer.normalized(),
0,
0,
);
}
self.context.vertex_attrib_divisor(loc, 0);
self.context.bind_buffer(crate::context::ARRAY_BUFFER, None);
}
self.unuse_program();
}
}
///
/// Uses the given [InstanceBuffer] data in this shader program and associates it with the given named variable.
/// Each value in the buffer is used when rendering one instance using the [Program::draw_arrays_instanced] or [Program::draw_elements_instanced] methods.
/// Therefore the buffer must contain the same number of values as the number of instances specified in those draw calls.
///
/// # Panic
/// Will panic if the attribute is not defined in the shader code or not used.
/// In the latter case the variable is removed by the shader compiler.
///
pub fn use_instance_attribute(&self, name: &str, buffer: &InstanceBuffer) {
if buffer.count() > 0 {
buffer.bind();
let loc = self.location(name);
unsafe {
self.context.bind_vertex_array(Some(self.context.vao));
self.context.enable_vertex_attrib_array(loc);
if !buffer.normalized()
&& (buffer.data_type() == crate::context::UNSIGNED_BYTE
|| buffer.data_type() == crate::context::BYTE
|| buffer.data_type() == crate::context::UNSIGNED_SHORT
|| buffer.data_type() == crate::context::SHORT
|| buffer.data_type() == crate::context::UNSIGNED_INT
|| buffer.data_type() == crate::context::INT)
{
self.context.vertex_attrib_pointer_i32(
loc,
buffer.data_size() as i32,
buffer.data_type(),
0,
0,
);
} else {
self.context.vertex_attrib_pointer_f32(
loc,
buffer.data_size() as i32,
buffer.data_type(),
buffer.normalized(),
0,
0,
);
}
self.context.vertex_attrib_divisor(loc, 1);
self.context.bind_buffer(crate::context::ARRAY_BUFFER, None);
}
self.unuse_program();
}
}
///
/// Draws `count` number of triangles with the given render states and viewport using this shader program.
/// Requires that all attributes and uniforms have been defined using the use_attribute and use_uniform methods.
/// Assumes that the data for the three vertices in a triangle is defined contiguous in each vertex buffer.
/// If you want to use an [ElementBuffer], see [Program::draw_elements].
///
pub fn draw_arrays(&self, render_states: RenderStates, viewport: Viewport, count: u32) {
self.context.set_viewport(viewport);
self.context.set_render_states(render_states);
self.use_program();
unsafe {
self.context
.draw_arrays(crate::context::TRIANGLES, 0, count as i32);
for location in self.attributes.values() {
self.context.disable_vertex_attrib_array(*location);
}
self.context.bind_vertex_array(None);
}
self.unuse_program();
#[cfg(debug_assertions)]
self.context
.error_check()
.expect("Unexpected rendering error occured")
}
///
/// Same as [Program::draw_arrays] except it renders 'instance_count' instances of the same set of triangles.
/// Use the [Program::use_instance_attribute], method to send unique data for each instance to the shader.
///
pub fn draw_arrays_instanced(
&self,
render_states: RenderStates,
viewport: Viewport,
count: u32,
instance_count: u32,
) {
self.context.set_viewport(viewport);
self.context.set_render_states(render_states);
self.use_program();
unsafe {
self.context.draw_arrays_instanced(
crate::context::TRIANGLES,
0,
count as i32,
instance_count as i32,
);
self.context
.bind_buffer(crate::context::ELEMENT_ARRAY_BUFFER, None);
for location in self.attributes.values() {
self.context.disable_vertex_attrib_array(*location);
}
self.context.bind_vertex_array(None);
}
self.unuse_program();
#[cfg(debug_assertions)]
self.context
.error_check()
.expect("Unexpected rendering error occured")
}
///
/// Draws the triangles defined by the given [ElementBuffer] with the given render states and viewport using this shader program.
/// Requires that all attributes and uniforms have been defined using the use_attribute and use_uniform methods.
/// If you do not want to use an [ElementBuffer], see [Program::draw_arrays]. If you only want to draw a subset of the triangles in the given [ElementBuffer], see [Program::draw_subset_of_elements].
///
pub fn draw_elements(
&self,
render_states: RenderStates,
viewport: Viewport,
element_buffer: &ElementBuffer,
) {
self.draw_subset_of_elements(
render_states,
viewport,
element_buffer,
0,
element_buffer.count() as u32,
)
}
///
/// Draws a subset of the triangles defined by the given [ElementBuffer] with the given render states and viewport using this shader program.
/// Requires that all attributes and uniforms have been defined using the use_attribute and use_uniform methods.
/// If you do not want to use an [ElementBuffer], see [Program::draw_arrays].
///
pub fn draw_subset_of_elements(
&self,
render_states: RenderStates,
viewport: Viewport,
element_buffer: &ElementBuffer,
first: u32,
count: u32,
) {
self.context.set_viewport(viewport);
self.context.set_render_states(render_states);
self.use_program();
element_buffer.bind();
unsafe {
self.context.draw_elements(
crate::context::TRIANGLES,
count as i32,
element_buffer.data_type(),
first as i32,
);
self.context
.bind_buffer(crate::context::ELEMENT_ARRAY_BUFFER, None);
for location in self.attributes.values() {
self.context.disable_vertex_attrib_array(*location);
}
self.context.bind_vertex_array(None);
}
self.unuse_program();
#[cfg(debug_assertions)]
self.context
.error_check()
.expect("Unexpected rendering error occured")
}
///
/// Same as [Program::draw_elements] except it renders 'instance_count' instances of the same set of triangles.
/// Use the [Program::use_instance_attribute] method to send unique data for each instance to the shader.
///
pub fn draw_elements_instanced(
&self,
render_states: RenderStates,
viewport: Viewport,
element_buffer: &ElementBuffer,
instance_count: u32,
) {
self.draw_subset_of_elements_instanced(
render_states,
viewport,
element_buffer,
0,
element_buffer.count() as u32,
instance_count,
)
}
///
/// Same as [Program::draw_subset_of_elements] except it renders 'instance_count' instances of the same set of triangles.
/// Use the [Program::use_instance_attribute] method to send unique data for each instance to the shader.
///
pub fn draw_subset_of_elements_instanced(
&self,
render_states: RenderStates,
viewport: Viewport,
element_buffer: &ElementBuffer,
first: u32,
count: u32,
instance_count: u32,
) {
self.context.set_viewport(viewport);
self.context.set_render_states(render_states);
self.use_program();
element_buffer.bind();
unsafe {
self.context.draw_elements_instanced(
crate::context::TRIANGLES,
count as i32,
element_buffer.data_type(),
first as i32,
instance_count as i32,
);
self.context
.bind_buffer(crate::context::ELEMENT_ARRAY_BUFFER, None);
for location in self.attributes.values() {
self.context.disable_vertex_attrib_array(*location);
}
self.context.bind_vertex_array(None);
}
self.unuse_program();
#[cfg(debug_assertions)]
self.context
.error_check()
.expect("Unexpected rendering error occured")
}
///
/// Returns true if this program uses the uniform with the given name.
///
pub fn requires_uniform(&self, name: &str) -> bool {
self.uniforms.contains_key(name)
}
///
/// Returns true if this program uses the attribute with the given name.
///
pub fn requires_attribute(&self, name: &str) -> bool {
self.attributes.contains_key(name)
}
fn location(&self, name: &str) -> u32 {
self.use_program();
*self.attributes.get(name).unwrap_or_else(|| {
panic!(
"the attribute {} is sent to the shader but not defined or never used",
name
)
})
}
fn use_program(&self) {
unsafe {
self.context.use_program(Some(self.id));
}
}
fn unuse_program(&self) {
unsafe {
self.context.use_program(None);
}
}
}
impl Drop for Program {
fn drop(&mut self) {
unsafe {
self.context.delete_program(self.id);
}
}
}