1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
use crate::{
    Id, ProgramLinkBuilderJsInner, ProgramLinkJs, ProgramLinkJsBuilder, ProgramLinkJsInner,
};
use std::fmt::Debug;
use std::hash::Hash;
use thiserror::Error;
use wasm_bindgen::JsValue;

/// This contains an id for a pair of shaders: one vertex shader and one fragment
/// shader. These can be combined to link together a program.
#[derive(Clone, Debug)]
pub struct ProgramLink<ProgramId: Id, VertexShaderId: Id, FragmentShaderId: Id> {
    program_id: ProgramId,
    vertex_shader_id: VertexShaderId,
    fragment_shader_id: FragmentShaderId,
    transform_feedback_varyings: Vec<String>,
}

impl<ProgramId: Id, VertexShaderId: Id, FragmentShaderId: Id>
    ProgramLink<ProgramId, VertexShaderId, FragmentShaderId>
{
    pub fn new(
        program_id: ProgramId,
        vertex_shader_id: VertexShaderId,
        fragment_shader_id: FragmentShaderId,
    ) -> Self {
        Self {
            program_id,
            vertex_shader_id,
            fragment_shader_id,
            transform_feedback_varyings: Default::default(),
        }
    }

    pub fn program_id(&self) -> &ProgramId {
        &self.program_id
    }

    pub fn vertex_shader_id(&self) -> &VertexShaderId {
        &self.vertex_shader_id
    }

    pub fn fragment_shader_id(&self) -> &FragmentShaderId {
        &self.fragment_shader_id
    }

    pub fn transform_feedback_varyings(&self) -> &[String] {
        &self.transform_feedback_varyings
    }

    pub fn builder() -> ProgramLinkBuilder<ProgramId, VertexShaderId, FragmentShaderId> {
        ProgramLinkBuilder::default()
    }
}

impl<ProgramId: Id, VertexShaderId: Id, FragmentShaderId: Id> Hash
    for ProgramLink<ProgramId, VertexShaderId, FragmentShaderId>
{
    fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
        self.program_id.hash(state);
        self.vertex_shader_id.hash(state);
        self.fragment_shader_id.hash(state);
    }
}

impl<ProgramId: Id, VertexShaderId: Id, FragmentShaderId: Id> PartialEq
    for ProgramLink<ProgramId, VertexShaderId, FragmentShaderId>
{
    fn eq(&self, other: &Self) -> bool {
        self.program_id == other.program_id
            && self.vertex_shader_id == other.vertex_shader_id
            && self.fragment_shader_id == other.fragment_shader_id
    }
}

impl<ProgramId: Id, VertexShaderId: Id, FragmentShaderId: Id> Eq
    for ProgramLink<ProgramId, VertexShaderId, FragmentShaderId>
{
}

impl From<ProgramLink<String, String, String>> for JsValue {
    fn from(program_link: ProgramLink<String, String, String>) -> Self {
        let js_program_link: ProgramLinkJs = program_link.into();
        js_program_link.into()
    }
}

#[derive(Error, Debug)]
pub enum ProgramLinkBuildError {
    #[error("No VertexShaderId was supplied")]
    NoVertexShaderId,
    #[error("No FragmentShaderId was supplied")]
    NoFragmentShaderId,
    #[error("No ProgramId was supplied")]
    NoProgramId,
}

#[derive(Clone)]
pub struct ProgramLinkBuilder<ProgramId: Id, VertexShaderId: Id, FragmentShaderId: Id> {
    program_id: Option<ProgramId>,
    vertex_shader_id: Option<VertexShaderId>,
    fragment_shader_id: Option<FragmentShaderId>,
    transform_feedback_varyings: Vec<String>,
}

impl<ProgramId: Id, VertexShaderId: Id, FragmentShaderId: Id>
    ProgramLinkBuilder<ProgramId, VertexShaderId, FragmentShaderId>
{
    pub fn new() -> Self {
        Self::default()
    }

    pub fn set_program_id(&mut self, program_id: ProgramId) -> &mut Self {
        self.program_id = Some(program_id);
        self
    }

    pub fn set_vertex_shader_id(&mut self, vertex_shader_id: VertexShaderId) -> &mut Self {
        self.vertex_shader_id = Some(vertex_shader_id);
        self
    }

    pub fn set_fragment_shader_id(&mut self, fragment_shader_id: FragmentShaderId) -> &mut Self {
        self.fragment_shader_id = Some(fragment_shader_id);
        self
    }

    pub fn set_transform_feedback_varyings(
        &mut self,
        transform_feedback_varyings: impl Into<Vec<String>>,
    ) -> &mut Self {
        self.transform_feedback_varyings = transform_feedback_varyings.into();
        self
    }

    pub fn build(
        self,
    ) -> Result<ProgramLink<ProgramId, VertexShaderId, FragmentShaderId>, ProgramLinkBuildError>
    {
        Ok(ProgramLink {
            program_id: self.program_id.ok_or(ProgramLinkBuildError::NoProgramId)?,
            vertex_shader_id: self
                .vertex_shader_id
                .ok_or(ProgramLinkBuildError::NoVertexShaderId)?,
            fragment_shader_id: self
                .fragment_shader_id
                .ok_or(ProgramLinkBuildError::NoFragmentShaderId)?,
            transform_feedback_varyings: self.transform_feedback_varyings,
        })
    }
}

impl<ProgramId: Id, VertexShaderId: Id, FragmentShaderId: Id> Default
    for ProgramLinkBuilder<ProgramId, VertexShaderId, FragmentShaderId>
{
    fn default() -> Self {
        Self {
            program_id: Default::default(),
            vertex_shader_id: Default::default(),
            fragment_shader_id: Default::default(),
            transform_feedback_varyings: Default::default(),
        }
    }
}

impl<ProgramId: Id, VertexShaderId: Id, FragmentShaderId: Id> Hash
    for ProgramLinkBuilder<ProgramId, VertexShaderId, FragmentShaderId>
{
    fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
        self.program_id.hash(state);
        self.vertex_shader_id.hash(state);
        self.fragment_shader_id.hash(state);
    }
}

impl<ProgramId: Id, VertexShaderId: Id, FragmentShaderId: Id> PartialEq
    for ProgramLinkBuilder<ProgramId, VertexShaderId, FragmentShaderId>
{
    fn eq(&self, other: &Self) -> bool {
        self.program_id == other.program_id
            && self.vertex_shader_id == other.vertex_shader_id
            && self.fragment_shader_id == other.fragment_shader_id
    }
}

impl From<ProgramLinkBuilderJsInner> for JsValue {
    fn from(program_link_builder: ProgramLinkBuilderJsInner) -> Self {
        let js_program_link_builder: ProgramLinkJsBuilder = program_link_builder.into();
        js_program_link_builder.into()
    }
}

impl From<ProgramLinkJs> for ProgramLinkJsInner {
    fn from(js_program_link: ProgramLinkJs) -> Self {
        js_program_link.into_inner()
    }
}