fyrox_impl/material/shader/
mod.rs

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
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
//! Shader is a script for graphics card. This module contains everything related to shaders.
//!
//! Shader is a script for graphics adapter, it defines how to draw an object.
//!
//! # Structure
//!
//! Shader has rigid structure that could be described in this code snipped:
//!
//! ```ron
//! (
//!     // A set of properties, there could be any amount of properties.
//!     properties: [
//!         (
//!             // Each property must have a name. This name must match with respective
//!             // uniforms! That's is the whole point of having properties.
//!             name: "diffuseTexture",
//!
//!             // Value has limited set of possible variants.
//!             value: Sampler(default: None, fallback: White)
//!         )
//!     ],
//!
//!     // A set of render passes (see a section `Render pass` for more info)
//!     passes: [
//!         (
//!             // Name must match with the name of either standard render pass (see below) or
//!             // one of your passes.
//!             name: "Forward",
//!
//!             // A set of parameters that regulate renderer pipeline state.
//!             // This is mandatory field of each render pass.
//!             draw_parameters: DrawParameters(
//!                 // A face to cull. Either Front or Back.
//!                 cull_face: Some(Back),
//!
//!                 // Color mask. Defines which colors should be written to render target.
//!                 color_write: ColorMask(
//!                     red: true,
//!                     green: true,
//!                     blue: true,
//!                     alpha: true,
//!                 ),
//!
//!                 // Whether to modify depth buffer or not.
//!                 depth_write: true,
//!
//!                 // Whether to use stencil test or not.
//!                 stencil_test: None,
//!
//!                 // Whether to perform depth test when drawing.
//!                 depth_test: true,
//!
//!                 // Blending options.
//!                 blend: Some(BlendParameters(
//!                     func: BlendFunc(
//!                         sfactor: SrcAlpha,
//!                         dfactor: OneMinusSrcAlpha,
//!                         alpha_sfactor: SrcAlpha,
//!                         alpha_dfactor: OneMinusSrcAlpha,
//!                     ),
//!                     equation: BlendEquation(
//!                         rgb: Add,
//!                         alpha: Add
//!                     )
//!                 )),
//!
//!                 // Stencil options.
//!                 stencil_op: StencilOp(
//!                     fail: Keep,
//!                     zfail: Keep,
//!                     zpass: Keep,
//!                     write_mask: 0xFFFF_FFFF,
//!                 ),
//!             ),
//!
//!             // Vertex shader code.
//!             vertex_shader:
//!                 r#"
//!                 #version 330 core
//!
//!                 layout(location = 0) in vec3 vertexPosition;
//!                 layout(location = 1) in vec2 vertexTexCoord;
//!
//!                 uniform mat4 fyrox_worldViewProjection;
//!
//!                 out vec2 texCoord;
//!
//!                 void main()
//!                 {
//!                     texCoord = vertexTexCoord;
//!                     gl_Position = fyrox_worldViewProjection * vertexPosition;
//!                 }
//!                 "#;
//!
//!             // Pixel shader code.
//!             pixel_shader:
//!                 r#"
//!                 #version 330 core
//!
//!                 // Note that the name of this uniform match the name of the property up above.
//!                 uniform sampler2D diffuseTexture;
//!
//!                 out vec4 FragColor;
//!
//!                 in vec2 texCoord;
//!
//!                 void main()
//!                 {
//!                     FragColor = diffuseColor * texture(diffuseTexture, texCoord);
//!                 }
//!                 "#;
//!         )
//!     ],
//! )
//! ```
//!
//! Shader should contain at least one render pass to actually do some job. A shader could not
//! have properties at all. Currently only vertex and fragment programs are supported. Each
//! program mush be written in GLSL. Comprehensive GLSL documentation can be found
//! [here](https://www.khronos.org/opengl/wiki/Core_Language_(GLSL))
//!
//! # Render pass
//!
//! Modern rendering is a very complex thing that requires drawing an object multiple times
//! with different "scripts". For example to draw an object with shadows you need to draw an
//! object twice: one directly in a render target, and one in a shadow map. Such stages called
//! render passes.
//!
//! Binding of shaders to render passes is done via names, each render pass has unique name.
//!
//! ## Predefined passes
//!
//! There are number of predefined render passes:
//!
//! - GBuffer - A pass that fills a set of render target sized textures with various data
//! about each rendered object. These textures then are used for physically-based lighting.
//! Use this pass when you want the standard lighting to work with your objects.
//!
//! - Forward - A pass that draws an object directly in render target. This pass is very
//! limiting, it does not support lighting, shadows, etc. It should be only used to render
//! translucent objects.
//!
//! - SpotShadow - A pass that emits depth values for an object, later this depth map will be
//! used to render shadows.
//!
//! - PointShadow - A pass that emits distance from a fragment to a point light, later this depth
//! map will be used to render shadows.
//!
//! ## Built-in properties
//!
//! There are number of built-in properties, that Fyrox will try to assign automatically if they're defined
//! in your shader:
//!
//! | Name                       | Type         | Description                                                                                                       |
//! |----------------------------|--------------|-------------------------------------------------------------------------------------------------------------------|
//! | fyrox_worldMatrix          | `mat4`       | Local-to-world transformation.                                                                                    |
//! | fyrox_worldViewProjection  | `mat4`       | Local-to-clip-space transform.                                                                                    |
//! | fyrox_boneMatrices         | `sampler2D`  | Array of bone matrices packed into a texture. Use `S_FetchMatrix` built-in method to fetch a matrix by its index. |
//! | fyrox_useSkeletalAnimation | `bool`       | Whether skinned meshes is rendering or not.                                                                       |
//! | fyrox_cameraPosition       | `vec3`       | Position of the camera.                                                                                           |
//! | fyrox_usePOM               | `bool`       | Whether to use parallax mapping or not.                                                                           |
//! | fyrox_lightPosition        | `vec3`       | Light position.                                                                                                   |
//! | fyrox_blendShapesStorage   | `sampler3D`  | 3D texture of layered blend shape storage. Use `S_FetchBlendShapeOffsets` built-in method to fetch info.          |
//! | fyrox_blendShapesWeights   | `float[128]` | Weights of all available blend shapes.                                                                            |
//! | fyrox_blendShapesCount     | `int`        | Total amount of blend shapes.                                                                                     |
//!
//! To use any of the properties, just define a uniform with an appropriate name:
//!
//! ```glsl
//! uniform mat4 fyrox_worldMatrix;
//! uniform vec3 fyrox_cameraPosition;
//! ```
//!
//! This list will be extended in future releases.
//!
//! # Drawing parameters
//!
//! Drawing parameters defines which GPU functions to use and at which state. For example, to render
//! transparent objects you need to enable blending with specific blending rules. Or you need to disable
//! culling to draw objects from both sides. This is when draw parameters comes in handy.
//!
//! There are relatively large list of drawing parameters and it could confuse a person who didn't get
//! used to work with graphics. The following list should help you to use drawing parameters correctly.
//!
//! - cull_face
//!     - Defines which side of polygon should be culled.
//!     - **Possible values:** `None`, [Some(CullFace::XXX)](crate::renderer::framework::framebuffer::CullFace)
//!
//! - color_write:
//!     - Defines which components of color should be written to a render target
//!     - **Possible values:** [ColorMask](crate::renderer::framework::state::ColorMask)(...)
//!
//!  - depth_write:
//!     - Whether to modify depth buffer or not.
//!     - **Possible values:** `true/false`
//!
//!  - stencil_test:
//!     - Whether to use stencil test or not.
//!     - **Possible values:**
//!         - `None`
//!         - Some([StencilFunc](crate::renderer::framework::state::StencilFunc))
//!
//!  - depth_test:
//!      - Whether to perform depth test when drawing.
//!      - **Possible values:** `true/false`
//!
//!   - blend:
//!      - Blending options.
//!      - **Possible values:**
//!         - `None`
//!         - Some([BlendFunc](crate::renderer::framework::state::BlendFunc))
//!
//!   - stencil_op:
//!      - Stencil options.
//!      - **Possible values:** [StencilOp](crate::renderer::framework::state::StencilOp)
//!
//! # Standard shader
//!
//! By default Fyrox uses standard material for rendering, it covers 95% of uses cases and it is very
//! flexible. To get standard shader instance, use [`ShaderResource::standard`]
//!
//! ```no_run
//! # use fyrox_impl::material::shader::{ShaderResource, ShaderResourceExtension};
//!
//! let standard_shader = ShaderResource::standard();
//! ```
//!
//! Usually you don't need to get this shader manually, using of [Material::standard](super::Material::standard)
//! is enough.

use crate::{
    asset::{io::ResourceIo, untyped::ResourceKind, Resource, ResourceData, SHADER_RESOURCE_UUID},
    core::{
        algebra::{Matrix2, Matrix3, Matrix4, Vector2, Vector3, Vector4},
        io::FileLoadError,
        reflect::prelude::*,
        sparse::AtomicIndex,
        uuid::Uuid,
        visitor::prelude::*,
        TypeUuidProvider,
    },
    lazy_static::lazy_static,
    renderer::framework::framebuffer::DrawParameters,
};
use ron::ser::PrettyConfig;
use serde::{Deserialize, Serialize};
use std::sync::Arc;
use std::{
    any::Any,
    error::Error,
    fmt::{Display, Formatter},
    fs::File,
    io::{Cursor, Write},
    path::{Path, PathBuf},
};

pub mod loader;

/// A name of the standard shader.
pub const STANDARD_SHADER_NAME: &str = "Standard";

/// A source code of the standard shader.
pub const STANDARD_SHADER_SRC: &str = include_str!("standard/standard.shader");

/// A name of the standard 2D shader.
pub const STANDARD_2D_SHADER_NAME: &str = "Standard2D";

/// A source code of the standard 2D shader.
pub const STANDARD_2D_SHADER_SRC: &str = include_str!("standard/standard2d.shader");

/// A name of the standard particle system shader.
pub const STANDARD_PARTICLE_SYSTEM_SHADER_NAME: &str = "StandardParticleSystem";

/// A source code of the standard particle system shader.
pub const STANDARD_PARTICLE_SYSTEM_SHADER_SRC: &str =
    include_str!("standard/standard_particle_system.shader");

/// A source code of the standard sprite shader.
pub const STANDARD_SPRITE_SHADER_SRC: &str = include_str!("standard/standard_sprite.shader");

/// A name of the standard two-sides shader.
pub const STANDARD_TWOSIDES_SHADER_NAME: &str = "StandardTwoSides";

/// A source code of the standard two-sides shader.
pub const STANDARD_TWOSIDES_SHADER_SRC: &str = include_str!("standard/standard-two-sides.shader");

/// A name of the standard terrain shader.
pub const STANDARD_TERRAIN_SHADER_NAME: &str = "StandardTerrain";

/// A name of the standard sprite shader.
pub const STANDARD_SPRITE_SHADER_NAME: &str = "StandardSprite";

/// A source code of the standard terrain shader.
pub const STANDARD_TERRAIN_SHADER_SRC: &str = include_str!("standard/terrain.shader");

/// A list of names of standard shaders.
pub const STANDARD_SHADER_NAMES: [&str; 6] = [
    STANDARD_SHADER_NAME,
    STANDARD_2D_SHADER_NAME,
    STANDARD_PARTICLE_SYSTEM_SHADER_NAME,
    STANDARD_SPRITE_SHADER_NAME,
    STANDARD_TWOSIDES_SHADER_NAME,
    STANDARD_TERRAIN_SHADER_NAME,
];

/// A list of source code of standard shaders.
pub const STANDARD_SHADER_SOURCES: [&str; 6] = [
    STANDARD_SHADER_SRC,
    STANDARD_2D_SHADER_SRC,
    STANDARD_PARTICLE_SYSTEM_SHADER_SRC,
    STANDARD_SPRITE_SHADER_SRC,
    STANDARD_TWOSIDES_SHADER_SRC,
    STANDARD_TERRAIN_SHADER_SRC,
];

/// Internal state of the shader.
///
/// # Notes
///
/// Usually you don't need to access internals of the shader, but there sometimes could be a need to
/// read shader definition, to get supported passes and properties.
#[derive(Default, Debug, Reflect, Visit)]
pub struct Shader {
    /// Shader definition contains description of properties and render passes.
    #[visit(optional)]
    pub definition: ShaderDefinition,

    #[reflect(hidden)]
    #[visit(skip)]
    pub(crate) cache_index: Arc<AtomicIndex>,
}

impl TypeUuidProvider for Shader {
    fn type_uuid() -> Uuid {
        SHADER_RESOURCE_UUID
    }
}

/// A fallback value for the sampler.
///
/// # Notes
///
/// Sometimes you don't want to set a value to a sampler, or you even don't have the appropriate
/// one. There is fallback value that helps you with such situations, it defines a values that
/// will be fetched from a sampler when there is no texture.
///
/// For example, standard shader has a lot of samplers defined: diffuse, normal, height, emission,
/// mask, metallic, roughness, etc. In some situations you may not have all the textures, you have
/// only diffuse texture, to keep rendering correct, each other property has appropriate fallback
/// value. Normal sampler - a normal vector pointing up (+Y), height - zero, emission - zero, etc.
///
/// Fallback value is also helpful to catch missing textures, you'll definitely know the texture is
/// missing by very specific value in the fallback texture.
#[derive(Serialize, Deserialize, Debug, PartialEq, Clone, Copy, Visit, Eq, Reflect)]
pub enum SamplerFallback {
    /// A 1x1px white texture.
    White,
    /// A 1x1px texture with (0, 1, 0) vector.
    Normal,
    /// A 1x1px black texture.
    Black,
}

impl Default for SamplerFallback {
    fn default() -> Self {
        Self::White
    }
}

/// Shader property with default value.
#[derive(Serialize, Deserialize, Debug, PartialEq, Reflect, Visit)]
pub enum PropertyKind {
    /// Real number.
    Float(f32),

    /// Real number array.
    FloatArray(Vec<f32>),

    /// Integer number.
    Int(i32),

    /// Integer number array.
    IntArray(Vec<i32>),

    /// Natural number.
    UInt(u32),

    /// Natural number array.
    UIntArray(Vec<u32>),

    /// Boolean value.
    Bool(bool),

    /// Two-dimensional vector.
    Vector2(Vector2<f32>),

    /// Two-dimensional vector array.
    Vector2Array(Vec<Vector2<f32>>),

    /// Three-dimensional vector.
    Vector3(Vector3<f32>),

    /// Three-dimensional vector array.
    Vector3Array(Vec<Vector3<f32>>),

    /// Four-dimensional vector.
    Vector4(Vector4<f32>),

    /// Four-dimensional vector array.
    Vector4Array(Vec<Vector4<f32>>),

    /// 2x2 Matrix.
    Matrix2(Matrix2<f32>),

    /// 2x2 Matrix array.
    Matrix2Array(Vec<Matrix2<f32>>),

    /// 3x3 Matrix.
    Matrix3(Matrix3<f32>),

    /// 3x3 Matrix array.
    Matrix3Array(Vec<Matrix3<f32>>),

    /// 4x4 Matrix.
    Matrix4(Matrix4<f32>),

    /// 4x4 Matrix array.
    Matrix4Array(Vec<Matrix4<f32>>),

    /// An sRGB color.
    ///
    /// # Conversion
    ///
    /// The colors you see on your monitor are in sRGB color space, this is fine for simple cases
    /// of rendering, but not for complex things like lighting. Such things require color to be
    /// linear. Value of this variant will be automatically **converted to linear color space**
    /// before it passed to shader.
    Color {
        /// Default Red.
        r: u8,

        /// Default Green.
        g: u8,

        /// Default Blue.
        b: u8,

        /// Default Alpha.
        a: u8,
    },

    /// A texture.
    Sampler {
        /// Optional path to default texture.
        default: Option<PathBuf>,

        /// Default fallback value. See [`SamplerFallback`] for more info.
        fallback: SamplerFallback,
    },
}

impl Default for PropertyKind {
    fn default() -> Self {
        Self::Float(0.0)
    }
}

/// Shader property definition.
#[derive(Default, Serialize, Deserialize, Debug, PartialEq, Reflect, Visit)]
pub struct PropertyDefinition {
    /// A name of the property.
    pub name: String,
    /// A kind of property with default value.
    pub kind: PropertyKind,
}

/// A render pass definition. See [`ShaderResource`] docs for more info about render passes.
#[derive(Default, Serialize, Deserialize, Debug, PartialEq, Eq, Reflect, Visit)]
pub struct RenderPassDefinition {
    /// A name of render pass.
    pub name: String,
    /// A set of parameters that will be used in a render pass.
    pub draw_parameters: DrawParameters,
    /// A source code of vertex shader.
    pub vertex_shader: String,
    /// A source code of fragment shader.
    pub fragment_shader: String,
}

/// A definition of the shader.
#[derive(Default, Serialize, Deserialize, Debug, PartialEq, Reflect, Visit)]
pub struct ShaderDefinition {
    /// A name of the shader.
    pub name: String,
    /// A set of render passes.
    pub passes: Vec<RenderPassDefinition>,
    /// A set of property definitions.
    pub properties: Vec<PropertyDefinition>,
}

impl ShaderDefinition {
    fn from_buf(buf: Vec<u8>) -> Result<Self, ShaderError> {
        Ok(ron::de::from_reader(Cursor::new(buf))?)
    }

    fn from_str(str: &str) -> Result<Self, ShaderError> {
        Ok(ron::de::from_str(str)?)
    }
}

impl Shader {
    /// Creates a shader from file.
    pub async fn from_file<P: AsRef<Path>>(
        path: P,
        io: &dyn ResourceIo,
    ) -> Result<Self, ShaderError> {
        let content = io.load_file(path.as_ref()).await?;
        Ok(Self {
            definition: ShaderDefinition::from_buf(content)?,
            cache_index: Default::default(),
        })
    }

    /// Creates a shader from string.
    pub fn from_string(str: &str) -> Result<Self, ShaderError> {
        Ok(Self {
            definition: ShaderDefinition::from_str(str)?,
            cache_index: Default::default(),
        })
    }
}

impl ResourceData for Shader {
    fn as_any(&self) -> &dyn Any {
        self
    }

    fn as_any_mut(&mut self) -> &mut dyn Any {
        self
    }

    fn type_uuid(&self) -> Uuid {
        <Self as TypeUuidProvider>::type_uuid()
    }

    fn save(&mut self, path: &Path) -> Result<(), Box<dyn Error>> {
        let mut file = File::create(path)?;
        file.write_all(
            ron::ser::to_string_pretty(&self.definition, PrettyConfig::default())?.as_bytes(),
        )?;
        Ok(())
    }

    fn can_be_saved(&self) -> bool {
        true
    }
}

/// A set of possible error variants that can occur during shader loading.
#[derive(Debug)]
pub enum ShaderError {
    /// An i/o error has occurred.
    Io(FileLoadError),

    /// A parsing error has occurred.
    ParseError(ron::error::SpannedError),
}

impl Display for ShaderError {
    fn fmt(&self, f: &mut Formatter<'_>) -> std::fmt::Result {
        match self {
            ShaderError::Io(v) => {
                write!(f, "A file load error has occurred {v:?}")
            }
            ShaderError::ParseError(v) => {
                write!(f, "A parsing error has occurred {v:?}")
            }
        }
    }
}

impl From<ron::error::SpannedError> for ShaderError {
    fn from(e: ron::error::SpannedError) -> Self {
        Self::ParseError(e)
    }
}

impl From<FileLoadError> for ShaderError {
    fn from(e: FileLoadError) -> Self {
        Self::Io(e)
    }
}

/// Type alias for shader resources.
pub type ShaderResource = Resource<Shader>;

/// Extension trait for shader resources.
pub trait ShaderResourceExtension: Sized {
    /// Creates new shader from given string. Input string must have the format defined in
    /// examples for [`ShaderResource`].
    fn from_str(str: &str, kind: ResourceKind) -> Result<Self, ShaderError>;

    /// Returns an instance of standard shader.
    fn standard() -> Self;

    /// Returns an instance of standard 2D shader.
    fn standard_2d() -> Self;

    /// Returns an instance of standard particle system shader.
    fn standard_particle_system() -> Self;

    /// Returns an instance of standard sprite shader.
    fn standard_sprite() -> Self;

    /// Returns an instance of standard terrain shader.
    fn standard_terrain() -> Self;

    /// Returns an instance of standard two-sides terrain shader.
    fn standard_twosides() -> Self;

    /// Returns a list of standard shader.
    fn standard_shaders() -> Vec<ShaderResource>;
}

impl ShaderResourceExtension for ShaderResource {
    fn from_str(str: &str, kind: ResourceKind) -> Result<Self, ShaderError> {
        Ok(Resource::new_ok(kind, Shader::from_string(str)?))
    }

    fn standard() -> Self {
        STANDARD.clone()
    }

    fn standard_2d() -> Self {
        STANDARD_2D.clone()
    }

    fn standard_particle_system() -> Self {
        STANDARD_PARTICLE_SYSTEM.clone()
    }

    fn standard_sprite() -> Self {
        STANDARD_SPRITE.clone()
    }

    fn standard_terrain() -> Self {
        STANDARD_TERRAIN.clone()
    }

    fn standard_twosides() -> Self {
        STANDARD_TWOSIDES.clone()
    }

    fn standard_shaders() -> Vec<ShaderResource> {
        vec![
            Self::standard(),
            Self::standard_2d(),
            Self::standard_particle_system(),
            Self::standard_sprite(),
            Self::standard_terrain(),
            Self::standard_twosides(),
        ]
    }
}

lazy_static! {
    static ref STANDARD: ShaderResource = ShaderResource::new_ok(
        STANDARD_SHADER_NAME.into(),
        Shader::from_string(STANDARD_SHADER_SRC).unwrap(),
    );
}

lazy_static! {
    static ref STANDARD_2D: ShaderResource = ShaderResource::new_ok(
        STANDARD_2D_SHADER_NAME.into(),
        Shader::from_string(STANDARD_2D_SHADER_SRC).unwrap(),
    );
}

lazy_static! {
    static ref STANDARD_PARTICLE_SYSTEM: ShaderResource = ShaderResource::new_ok(
        STANDARD_PARTICLE_SYSTEM_SHADER_NAME.into(),
        Shader::from_string(STANDARD_PARTICLE_SYSTEM_SHADER_SRC).unwrap(),
    );
}

lazy_static! {
    static ref STANDARD_SPRITE: ShaderResource = ShaderResource::new_ok(
        STANDARD_SPRITE_SHADER_NAME.into(),
        Shader::from_string(STANDARD_SPRITE_SHADER_SRC).unwrap(),
    );
}

lazy_static! {
    static ref STANDARD_TERRAIN: ShaderResource = ShaderResource::new_ok(
        STANDARD_TERRAIN_SHADER_NAME.into(),
        Shader::from_string(STANDARD_TERRAIN_SHADER_SRC).unwrap(),
    );
}

lazy_static! {
    static ref STANDARD_TWOSIDES: ShaderResource = ShaderResource::new_ok(
        STANDARD_TWOSIDES_SHADER_NAME.into(),
        Shader::from_string(STANDARD_TWOSIDES_SHADER_SRC).unwrap(),
    );
}

#[cfg(test)]
mod test {
    use crate::material::shader::{
        PropertyDefinition, PropertyKind, RenderPassDefinition, SamplerFallback, ShaderDefinition,
        ShaderResource, ShaderResourceExtension,
    };

    #[test]
    fn test_shader_load() {
        let code = r#"
            (
                name: "TestShader",

                properties: [
                    (
                        name: "diffuseTexture",
                        kind: Sampler(value: None, fallback: White),
                    ),
                ],

                passes: [
                    (
                        name: "GBuffer",
                        draw_parameters: DrawParameters(
                            cull_face: Some(Back),
                            color_write: ColorMask(
                                red: true,
                                green: true,
                                blue: true,
                                alpha: true,
                            ),
                            depth_write: true,
                            stencil_test: None,
                            depth_test: true,
                            blend: None,
                            stencil_op: StencilOp(
                                fail: Keep,
                                zfail: Keep,
                                zpass: Keep,
                                write_mask: 0xFFFF_FFFF,
                            ),
                        ),
                        vertex_shader: "<CODE>",
                        fragment_shader: "<CODE>",
                    ),
                ],
            )
            "#;

        let shader = ShaderResource::from_str(code, "test".into()).unwrap();
        let data = shader.data_ref();

        let reference_definition = ShaderDefinition {
            name: "TestShader".to_owned(),
            properties: vec![PropertyDefinition {
                name: "diffuseTexture".to_string(),
                kind: PropertyKind::Sampler {
                    default: None,
                    fallback: SamplerFallback::White,
                },
            }],
            passes: vec![RenderPassDefinition {
                name: "GBuffer".to_string(),
                draw_parameters: Default::default(),
                vertex_shader: "<CODE>".to_string(),
                fragment_shader: "<CODE>".to_string(),
            }],
        };

        assert_eq!(data.definition, reference_definition);
    }
}