fyrox_material/shader/mod.rs
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20
21//! Shader is a script for graphics card, it defines how to draw an object. It also defines a set
22//! of external resources needed for the rendering.
23//!
24//! # Structure
25//!
26//! Shader has rigid structure that could be described in this code snipped:
27//!
28//! ```ron
29//! (
30//! name: "MyShader",
31//!
32//! // A set of resources, the maximum amount of resources is limited by your GPU. The engine
33//! // guarantees, that there could at least 16 textures and 16 resource groups per shader.
34//! resources: [
35//! (
36//! // Each resource binding must have a name.
37//! name: "diffuseTexture",
38//!
39//! // Value has limited set of possible variants.
40//! kind: Texture(kind: Sampler2D, fallback: White),
41//!
42//! binding: 0
43//! ),
44//! (
45//! name: "properties",
46//! kind: PropertyGroup([
47//! (
48//! name: "diffuseColor",
49//! kind: Color(r: 255, g: 255, b: 255, a: 255),
50//! ),
51//! ]),
52//! binding: 0
53//! ),
54//! // There are number of built-in property groups which provides useful data for each shader.
55//! // See the full list of built-in property groups below.
56//! (
57//! name: "fyrox_instanceData",
58//! kind: PropertyGroup([
59//! // Autogenerated
60//! ]),
61//! binding: 1
62//! ),
63//! ],
64//!
65//! // A set of passes that are intentionally missing in the shader.
66//! disabled_passes: ["GBuffer", "DirectionalShadow", "PointShadow", "SpotShadow"],
67//!
68//! // A set of render passes (see a section `Render pass` for more info)
69//! passes: [
70//! (
71//! // Name must match with the name of either standard render pass (see below) or
72//! // one of your passes.
73//! name: "Forward",
74//!
75//! // A set of parameters that regulate renderer pipeline state.
76//! // This is mandatory field of each render pass.
77//! draw_parameters: DrawParameters(
78//! // A face to cull. Either Front or Back.
79//! cull_face: Some(Back),
80//!
81//! // Color mask. Defines which colors should be written to render target.
82//! color_write: ColorMask(
83//! red: true,
84//! green: true,
85//! blue: true,
86//! alpha: true,
87//! ),
88//!
89//! // Whether to modify depth buffer or not.
90//! depth_write: true,
91//!
92//! // Whether to use stencil test or not.
93//! stencil_test: None,
94//!
95//! // Whether to perform depth test when drawing.
96//! depth_test: Some(Less),
97//!
98//! // Blending options.
99//! blend: Some(BlendParameters(
100//! func: BlendFunc(
101//! sfactor: SrcAlpha,
102//! dfactor: OneMinusSrcAlpha,
103//! alpha_sfactor: SrcAlpha,
104//! alpha_dfactor: OneMinusSrcAlpha,
105//! ),
106//! equation: BlendEquation(
107//! rgb: Add,
108//! alpha: Add
109//! )
110//! )),
111//!
112//! // Stencil options.
113//! stencil_op: StencilOp(
114//! fail: Keep,
115//! zfail: Keep,
116//! zpass: Keep,
117//! write_mask: 0xFFFF_FFFF,
118//! ),
119//!
120//! // Scissor box. Could be something like this:
121//! //
122//! // scissor_box: Some(ScissorBox(
123//! // x: 10,
124//! // y: 20,
125//! // width: 100,
126//! // height: 30
127//! // ))
128//! scissor_box: None
129//! ),
130//!
131//! // Vertex shader code.
132//! vertex_shader:
133//! r#"
134//! layout(location = 0) in vec3 vertexPosition;
135//! layout(location = 1) in vec2 vertexTexCoord;
136//!
137//! out vec2 texCoord;
138//!
139//! void main()
140//! {
141//! texCoord = vertexTexCoord;
142//! gl_Position = fyrox_instanceData.worldViewProjection * vec4(vertexPosition, 1.0);
143//! }
144//! "#,
145//!
146//! // Fragment shader code.
147//! fragment_shader:
148//! r#"
149//! out vec4 FragColor;
150//!
151//! in vec2 texCoord;
152//!
153//! void main()
154//! {
155//! FragColor = properties.diffuseColor * texture(diffuseTexture, texCoord);
156//! }
157//! "#,
158//! )
159//! ],
160//! )
161//! ```
162//!
163//! Shader should contain at least one render pass to actually do some job. A shader could not
164//! have properties at all. Currently only vertex and fragment programs are supported. Each
165//! program mush be written in GLSL. Comprehensive GLSL documentation can be found
166//! [here](https://www.khronos.org/opengl/wiki/Core_Language_(GLSL))
167//!
168//! # Render pass
169//!
170//! Modern rendering is a very complex thing that requires drawing an object multiple times
171//! with different "scripts". For example to draw an object with shadows you need to draw an
172//! object twice: one directly in a render target, and one in a shadow map. Such stages called
173//! render passes.
174//!
175//! Binding of shaders to render passes is done via names, each render pass has unique name.
176//!
177//! ## Predefined passes
178//!
179//! There are number of predefined render passes:
180//!
181//! - `GBuffer` - A pass that fills a set of textures (render targets) with various data about each
182//! rendered object (depth, normal, albedo, etc.). These textures then are used for physically-based
183//! lighting. Use this pass when you want the standard lighting to work with your objects.
184//!
185//! - `Forward` - A pass that draws an object directly in a render target. It could be used to render
186//! translucent objects.
187//!
188//! - `SpotShadow` - A pass that emits depth values for an object, later this depth map will be
189//! used to render shadows.
190//!
191//! - `PointShadow` - A pass that emits distance from a fragment to a point light, later this depth
192//! map will be used to render shadows.
193//!
194//! - `DirectionalShadow` - A pass that emits depth values for an object, later this depth map will be
195//! used to render shadows for directional cascaded shadows.
196//!
197//! ## Disables passes
198//!
199//! A render pass can be marked as "disabled" to prevent the renderer emitting errors when it tries
200//! to use such render pass. This mechanism of explicit marking the pass disabled is here to ensure
201//! correctness of shaders. To explicitly disable a pass, add its name to `disabled_passes` array:
202//!
203//! ```ron
204//! disabled_passes: ["GBuffer", "DirectionalShadow", "PointShadow", "SpotShadow"],
205//! ```
206//!
207//! # Resources
208//!
209//! Each shader requires a specific set of external resources that will be used during the rendering.
210//! This set is defined in `resources` section of the shader and could contain the following resources:
211//!
212//! - `Texture` - a texture of arbitrary type
213//! - `PropertyGroup` - a group of numeric properties.
214//!
215//! ## Binding points
216//!
217//! Shader resource must define a unique (over its type) binding index. The engine will use these
218//! points to prepare appropriate resource descriptor sets for GPU. Keep in mind, that binding point
219//! indices are **unique** per each type of resource. This means that a set of texture resource could
220//! use the same indices as property groups. The binding points must be unique in its group. If
221//! there are more than one resource of a certain type, that shares the same binding point, the
222//! engine will refuse to use such shader.
223//!
224//! ## Built-in resources
225//!
226//! There are number of built-in resources, that Fyrox will try to assign automatically if they're
227//! defined in your shader, something like this:
228//!
229//! ```ron
230//! (
231//! name: "fyrox_instanceData",
232//! kind: PropertyGroup([
233//! // Autogenerated
234//! ]),
235//! binding: 1
236//! ),
237//! ```
238//!
239//! The full list of built-in resources is defined below.
240//!
241//! ### `fyrox_instanceData`
242//!
243//! Property group. Provided for each rendered surface instance.
244//!
245//! | Name | Type | Description |
246//! |----------------------|------------|---------------------------------------------|
247//! | worldMatrix | `mat4` | Local-to-world transformation. |
248//! | worldViewProjection | `mat4` | Local-to-clip-space transform. |
249//! | blendShapesCount | `int` | Total amount of blend shapes. |
250//! | useSkeletalAnimation | `bool` | Whether skinned meshes is rendering or not. |
251//! | blendShapesWeights | `vec4[32]` | Blend shape weights. |
252//!
253//! ### `fyrox_boneMatrices`
254//!
255//! Property group. Provided for each rendered surface, that has skeletal animation.
256//!
257//! | Name | Type | Description |
258//! |----------|-------------|---------------|
259//! | matrices | `mat4[256]` | Bone matrices |
260//!
261//!
262//! ### `fyrox_cameraData`
263//!
264//! Property group. Contains camera properties. It contains info not only about scene camera,
265//! but also observer info when rendering shadow maps. In other words - it is generic observer
266//! properties.
267//!
268//! | Name | Type | Description |
269//! |----------------------|------------|--------------------------------------------------|
270//! | viewProjectionMatrix | `mat4` | World-to-clip-space transformation. |
271//! | position | `vec3` | World-space position of the camera. |
272//! | upVector | `vec3` | World-space up-vector of the camera. |
273//! | sideVector | `vec3` | World-space side-vector of the camera. |
274//! | zNear | `float` | Near clipping plane location. |
275//! | zFar | `float` | Far clipping plane location. |
276//! | zRange | `float` | `zFar - zNear` |
277//!
278//! ### `fyrox_lightData`
279//!
280//! Property group. Available only in shadow passes.
281//!
282//! | Name | Type | Description |
283//! |-------------------|--------|------------------------------------------------------------|
284//! | lightPosition | `vec3` | World-space light source position. Only for shadow passes. |
285//! | ambientLightColor | `vec4` | Ambient lighting color of the scene. |
286//!
287//! ### `fyrox_lightsBlock`
288//!
289//! Property group. Information about visible light sources
290//!
291//! | Name | Type | Description |
292//! |------------------ |------------|---------------------------------------------------------|
293//! | lightCount | `int` | Total amount of light sources visible on screen. |
294//! | lightsColorRadius | `vec4[16]` | Color (xyz) and radius (w) of light source |
295//! | lightsParameters | `vec2[16]` | Hot-spot cone angle cos (x) and half cone angle cos (y) |
296//! | lightsPosition | `vec3[16]` | World-space light position. |
297//! | lightsDirection | `vec3[16]` | World-space light direction |
298//!
299//! ### `fyrox_graphicsSettings`
300//!
301//! Property group. Contains graphics options of the renderer.
302//!
303//! | Name | Type | Description |
304//! |--------|------------|---------------------------------------------------|
305//! | usePom | `bool` | Whether to use parallax occlusion mapping or not. |
306//!
307//! ### `fyrox_sceneDepth`
308//!
309//! Texture. Contains depth values of scene. Available **only** after opaque geometry is
310//! rendered (read - G-Buffer is filled). Typical usage is something like this:
311//!
312//! ```ron
313//! (
314//! name: "fyrox_sceneDepth",
315//! kind: Texture(kind: Sampler2D, fallback: White),
316//! binding: 1
317//! ),
318//! ```
319//!
320//! ### `fyrox_widgetData`
321//!
322//! Property group. Contains UI widget-specific data, that can be used in UI shaders.
323//!
324//! | Name | Type | Description |
325//! |---------------------|-------------|------------------------------------------------------------|
326//! | worldViewProjection | `mat4` | World-to-clip-space transformation matrix. |
327//! | solidColor | `vec4` | RGBA color. |
328//! | gradientColors | `vec4[16]` | A set of gradient colors. |
329//! | gradientStops | `float[16]` | A set of normalized (0.0-1.0) stops along the axis. |
330//! | gradientOrigin | `vec2` | Origin position of the gradient (local coordinates). |
331//! | gradientEnd | `vec2` | End position of the gradient (local coordinates). |
332//! | gradientPointCount | `int` | Total number of gradient points. |
333//! | resolution | `vec2` | Frame buffer size to which the widget is drawn to. |
334//! | boundsMin | `vec2` | Top-left point of the screen space bounding rectangle. |
335//! | boundsMax | `vec2` | Right-bottom point of the screen space bounding rectangle. |
336//! | isFont | `bool` | `true` if the widget is a text, `false` - otherwise. |
337//! | opacity | `float` | Opacity (0.0-1.0 range). |
338//! | brushType | `int` | Brush type (0 solid, 1-linear gradient, 2-radial gradient |
339//!
340//! # Code generation
341//!
342//! Fyrox automatically generates code for resource bindings. This is made specifically to prevent
343//! subtle mistakes. For example when you define this set of resources:
344//!
345//! ```ron
346//! (
347//! name: "MyShader",
348//!
349//! resources: [
350//! (
351//! name: "diffuseTexture",
352//! kind: Texture(kind: Sampler2D, fallback: White),
353//! binding: 0
354//! ),
355//! (
356//! name: "normalTexture",
357//! kind: Texture(kind: Sampler2D, fallback: Normal),
358//! binding: 1
359//! ),
360//! (
361//! name: "properties",
362//! kind: PropertyGroup([
363//! (
364//! name: "texCoordScale",
365//! kind: Vector2(value: (1.0, 1.0)),
366//! ),
367//! (
368//! name: "diffuseColor",
369//! kind: Color(r: 255, g: 255, b: 255, a: 255),
370//! ),
371//! ]),
372//! binding: 0
373//! ),
374//! ]
375//! )
376//! ```
377//!
378//! The engine generates the following code and adds it to source code of every shader of every pass
379//! automatically:
380//!
381//! ```glsl
382//! uniform sampler2D diffuseTexture;
383//! uniform sampler2D normalTexture;
384//! struct Tproperties {
385//! vec2 texCoordScale;
386//! vec4 diffuseColor;
387//! };
388//! layout(std140) uniform Uproperties { Tproperties properties; }
389//! ```
390//!
391//! The most important thing is that the engine keeps properties in the `struct Tproperties` in
392//! correct order and forces `std140` layout on the generated uniform block. Since the engine knows
393//! the layout of the properties from their definition section, it could easily form a memory block
394//! with all required alignments and paddings that could be uploaded to GPU. The next important thing
395//! is that the engine batches all the data needed into a large chunks of data and uploads them
396//! all at once, which is much faster.
397//!
398//! # Drawing parameters
399//!
400//! Drawing parameters defines which GPU functions to use and at which state. For example, to render
401//! transparent objects you need to enable blending with specific blending rules. Or you need to disable
402//! culling to draw objects from both sides. This is when draw parameters comes in handy.
403//!
404//! There are relatively large list of drawing parameters, and it could confuse a person who didn't get
405//! used to work with graphics. The following list should help you to use drawing parameters correctly.
406//!
407//! - cull_face
408//! - Defines which side of polygon should be culled.
409//! - **Possible values:** `None`, [Some(CullFace::XXX)](fyrox_graphics::CullFace)
410//!
411//! - color_write:
412//! - Defines which components of color should be written to a render target
413//! - **Possible values:** [ColorMask](fyrox_graphics::ColorMask)(...)
414//!
415//! - depth_write:
416//! - Whether to modify depth buffer or not.
417//! - **Possible values:** `true/false`
418//!
419//! - stencil_test:
420//! - Whether to use stencil test or not.
421//! - **Possible values:**
422//! - `None`
423//! - Some([StencilFunc](fyrox_graphics::StencilFunc))
424//!
425//! - depth_test:
426//! - Whether to perform depth test when drawing.
427//! - **Possible values:** `true/false`
428//!
429//! - blend:
430//! - Blending options.
431//! - **Possible values:**
432//! - `None`
433//! - Some([BlendFunc](fyrox_graphics::BlendFunc))
434//!
435//! - stencil_op:
436//! - Stencil options.
437//! - **Possible values:** [StencilOp](fyrox_graphics::StencilOp)
438//!
439//! - `scissor_box`:
440//! - A rectangle that is used for clipping (screen-space). This value can be redefined when
441//! issuing a drawing command.
442//! - `None`
443//! - `Some(ScissorBox(x: 10, y: 20, width: 100, height: 30))`
444//!
445//! # Standard shader
446//!
447//! By default, Fyrox uses standard material for rendering, it covers 95% of uses cases and it is very
448//! flexible. To get standard shader instance, use [`ShaderResource::standard`]
449//!
450//! ```no_run
451//! # use fyrox_material::shader::{ShaderResource, ShaderResourceExtension};
452//!
453//! let standard_shader = ShaderResource::standard();
454//! ```
455//!
456//! Usually you don't need to get this shader manually, using of [Material::standard](super::Material::standard)
457//! is enough.
458
459use fyrox_core::some_or_continue;
460use fyrox_core::{
461 io::FileError, reflect::prelude::*, sparse::AtomicIndex, uuid::Uuid, visitor::prelude::*,
462 TypeUuidProvider,
463};
464pub use fyrox_graphics::gpu_program::{
465 SamplerFallback, ShaderResourceDefinition, ShaderResourceKind,
466};
467use fyrox_graphics::{gpu_program::ShaderProperty, DrawParameters};
468use fyrox_resource::{
469 embedded_data_source, io::ResourceIo, manager::BuiltInResource, untyped::ResourceKind,
470 Resource, ResourceData, SHADER_RESOURCE_UUID,
471};
472use lazy_static::lazy_static;
473use ron::ser::PrettyConfig;
474use serde::{Deserialize, Serialize};
475use std::{
476 error::Error,
477 fmt::{Display, Formatter},
478 fs::File,
479 io::Write,
480 path::Path,
481 sync::Arc,
482};
483use uuid::uuid;
484
485pub mod loader;
486
487/// A name of the standard shader.
488pub const STANDARD_SHADER_NAME: &str = "Standard";
489
490/// A name of the standard 2D shader.
491pub const STANDARD_2D_SHADER_NAME: &str = "Standard2D";
492
493/// A name of the standard particle system shader.
494pub const STANDARD_PARTICLE_SYSTEM_SHADER_NAME: &str = "StandardParticleSystem";
495
496/// A name of the standard two-sides shader.
497pub const STANDARD_TWOSIDES_SHADER_NAME: &str = "StandardTwoSides";
498
499/// A name of the standard terrain shader.
500pub const STANDARD_TERRAIN_SHADER_NAME: &str = "StandardTerrain";
501
502/// A name of the standard tile shader.
503pub const STANDARD_TILE_SHADER_NAME: &str = "StandardTile";
504
505/// A name of the standard sprite shader.
506pub const STANDARD_SPRITE_SHADER_NAME: &str = "StandardSprite";
507
508/// A name of the standard widget shader.
509pub const STANDARD_WIDGET_SHADER_NAME: &str = "StandardWidget";
510
511/// Internal state of the shader.
512///
513/// # Notes
514///
515/// Usually you don't need to access internals of the shader, but there sometimes could be a need to
516/// read shader definition, to get supported passes and properties.
517#[derive(Default, Debug, Clone, Reflect, Visit)]
518pub struct Shader {
519 /// Shader definition contains description of properties and render passes.
520 #[visit(optional)]
521 pub definition: ShaderDefinition,
522
523 /// An id that can be used to create associated GPU resources.
524 #[reflect(hidden)]
525 #[visit(skip)]
526 pub cache_index: Arc<AtomicIndex>,
527}
528
529impl TypeUuidProvider for Shader {
530 fn type_uuid() -> Uuid {
531 SHADER_RESOURCE_UUID
532 }
533}
534
535/// A render pass definition. See [`ShaderResource`] docs for more info about render passes.
536#[derive(Default, Clone, Serialize, Deserialize, Debug, PartialEq, Eq, Reflect, Visit)]
537pub struct RenderPassDefinition {
538 /// A name of render pass.
539 pub name: String,
540 /// A set of parameters that will be used in a render pass.
541 #[serde(default)]
542 pub draw_parameters: DrawParameters,
543 /// A source code of vertex shader.
544 pub vertex_shader: String,
545 /// Vertex shader line number.
546 #[serde(default)]
547 pub vertex_shader_line: isize,
548 /// A source code of fragment shader.
549 pub fragment_shader: String,
550 /// Fragment shader line number.
551 #[serde(default)]
552 pub fragment_shader_line: isize,
553}
554
555/// A definition of the shader.
556#[derive(Default, Clone, Serialize, Deserialize, Debug, PartialEq, Reflect, Visit)]
557pub struct ShaderDefinition {
558 /// A name of the shader.
559 pub name: String,
560 /// A set of render passes.
561 pub passes: Vec<RenderPassDefinition>,
562 /// A set of resource definitions.
563 pub resources: Vec<ShaderResourceDefinition>,
564 /// A list of names of disabled render passes. It is used to strictly indicate that certain
565 /// passes are intentionally disabled in the rendering process.
566 #[serde(default)]
567 pub disabled_passes: Vec<String>,
568}
569
570impl ShaderDefinition {
571 /// Maximum number of simultaneous light sources that can be passed into a standard lights data
572 /// block.
573 pub const MAX_LIGHTS: usize = 16;
574
575 /// Maximum number of bone matrices per shader.
576 pub const MAX_BONE_MATRICES: usize = 255;
577
578 /// Maximum number of blend shape weight groups (packed weights of blend shapes into vec4).
579 pub const MAX_BLEND_SHAPE_WEIGHT_GROUPS: usize = 32;
580
581 /// Maximum number of gradient values per widget.
582 pub const MAX_GRADIENT_VALUE_COUNT: usize = 16;
583
584 fn find_shader_line_locations(&mut self, str: &str) {
585 let mut line_ends = Vec::new();
586 for (i, ch) in str.bytes().enumerate() {
587 if ch == b'\n' {
588 line_ends.push(i);
589 }
590 }
591 if str.bytes().last().is_some_and(|ch| ch != b'\n') {
592 line_ends.push(str.len());
593 }
594
595 fn find_line(line_ends: &[usize], byte_pos: usize) -> isize {
596 line_ends
597 .windows(2)
598 .enumerate()
599 .find_map(|(line_num, ends)| {
600 if (ends[0]..ends[1]).contains(&byte_pos) {
601 Some(line_num)
602 } else {
603 None
604 }
605 })
606 .unwrap_or(0) as isize
607 + 1
608 }
609
610 let vertex_shader_regex = regex::Regex::new(r#"vertex_shader\s*:\s*r?#*""#).unwrap();
611 let fragment_shader_regex = regex::Regex::new(r#"fragment_shader\s*:\s*r?#*""#).unwrap();
612
613 let mut substr = str;
614 for pass in self.passes.iter_mut() {
615 let name_location = some_or_continue!(substr.find(&format!("\"{}\"", pass.name)));
616 let vertex_shader_location = some_or_continue!(vertex_shader_regex.find(substr));
617 let fragment_shader_location = some_or_continue!(fragment_shader_regex.find(substr));
618 let offset = str.len() - substr.len();
619 pass.vertex_shader_line = find_line(&line_ends, offset + vertex_shader_location.end());
620 pass.fragment_shader_line =
621 find_line(&line_ends, offset + fragment_shader_location.end());
622 let max = name_location
623 .max(vertex_shader_location.end())
624 .max(fragment_shader_location.end());
625 substr = &substr[(max + 1)..];
626 }
627 }
628
629 fn from_str(str: &str) -> Result<Self, ShaderError> {
630 let mut definition: ShaderDefinition = ron::de::from_str(str)?;
631 definition.generate_built_in_resources();
632 definition.find_shader_line_locations(str);
633 Ok(definition)
634 }
635
636 fn generate_built_in_resources(&mut self) {
637 for resource in self.resources.iter_mut() {
638 let ShaderResourceKind::PropertyGroup(ref mut properties) = resource.kind else {
639 continue;
640 };
641
642 match resource.name.as_str() {
643 "fyrox_widgetData" => {
644 properties.clear();
645 properties.extend([
646 ShaderProperty::new_matrix4("worldViewProjection"),
647 ShaderProperty::new_color("solidColor"),
648 ShaderProperty::new_vec4_f32_array(
649 "gradientColors",
650 Self::MAX_GRADIENT_VALUE_COUNT,
651 ),
652 ShaderProperty::new_f32_array(
653 "gradientStops",
654 Self::MAX_GRADIENT_VALUE_COUNT,
655 ),
656 ShaderProperty::new_vector2("gradientOrigin"),
657 ShaderProperty::new_vector2("gradientEnd"),
658 ShaderProperty::new_vector2("resolution"),
659 ShaderProperty::new_vector2("boundsMin"),
660 ShaderProperty::new_vector2("boundsMax"),
661 ShaderProperty::new_bool("isFont"),
662 ShaderProperty::new_float("opacity"),
663 ShaderProperty::new_int("brushType"),
664 ShaderProperty::new_int("gradientPointCount"),
665 ]);
666 }
667 "fyrox_cameraData" => {
668 properties.clear();
669 properties.extend([
670 ShaderProperty::new_matrix4("viewProjectionMatrix"),
671 ShaderProperty::new_vector3("position"),
672 ShaderProperty::new_vector3("upVector"),
673 ShaderProperty::new_vector3("sideVector"),
674 ShaderProperty::new_float("zNear"),
675 ShaderProperty::new_float("zFar"),
676 ShaderProperty::new_float("zRange"),
677 ]);
678 }
679 "fyrox_lightData" => {
680 properties.clear();
681 properties.extend([
682 ShaderProperty::new_vector3("lightPosition"),
683 ShaderProperty::new_vector4("ambientLightColor"),
684 ]);
685 }
686 "fyrox_graphicsSettings" => {
687 properties.clear();
688 properties.extend([ShaderProperty::new_bool("usePOM")]);
689 }
690 "fyrox_lightsBlock" => {
691 properties.clear();
692 properties.extend([
693 ShaderProperty::new_int("lightCount"),
694 ShaderProperty::new_vec4_f32_array("lightsColorRadius", Self::MAX_LIGHTS),
695 ShaderProperty::new_vec2_f32_array("lightsParameters", Self::MAX_LIGHTS),
696 ShaderProperty::new_vec3_f32_array("lightsPosition", Self::MAX_LIGHTS),
697 ShaderProperty::new_vec3_f32_array("lightsDirection", Self::MAX_LIGHTS),
698 ])
699 }
700 "fyrox_instanceData" => {
701 properties.clear();
702 properties.extend([
703 ShaderProperty::new_matrix4("worldMatrix"),
704 ShaderProperty::new_matrix4("worldViewProjection"),
705 ShaderProperty::new_int("blendShapesCount"),
706 ShaderProperty::new_bool("useSkeletalAnimation"),
707 ShaderProperty::new_vec4_f32_array(
708 "blendShapesWeights",
709 Self::MAX_BLEND_SHAPE_WEIGHT_GROUPS,
710 ),
711 ]);
712 }
713 "fyrox_boneMatrices" => {
714 properties.clear();
715 properties.extend([ShaderProperty::new_mat4_f32_array(
716 "matrices",
717 Self::MAX_BONE_MATRICES,
718 )])
719 }
720 _ => (),
721 }
722 }
723 }
724}
725
726impl Shader {
727 /// Creates a shader from file.
728 pub async fn from_file<P: AsRef<Path>>(
729 path: P,
730 io: &dyn ResourceIo,
731 ) -> Result<Self, ShaderError> {
732 let bytes = io.load_file(path.as_ref()).await?;
733 let content = String::from_utf8_lossy(&bytes);
734 Ok(Self {
735 definition: ShaderDefinition::from_str(&content)?,
736 cache_index: Default::default(),
737 })
738 }
739
740 /// Creates a shader from string.
741 pub fn from_string(str: &str) -> Result<Self, ShaderError> {
742 Ok(Self {
743 definition: ShaderDefinition::from_str(str)?,
744 cache_index: Default::default(),
745 })
746 }
747
748 /// Creates a shader from string represented as raw bytes. This function will fail if the `bytes`
749 /// does not contain Utf8-encoded string.
750 pub fn from_string_bytes(bytes: &[u8]) -> Result<Self, ShaderError> {
751 Ok(Self {
752 definition: ShaderDefinition::from_str(
753 std::str::from_utf8(bytes).map_err(|_| ShaderError::NotUtf8Source)?,
754 )?,
755 cache_index: Default::default(),
756 })
757 }
758}
759
760impl ResourceData for Shader {
761 fn type_uuid(&self) -> Uuid {
762 <Self as TypeUuidProvider>::type_uuid()
763 }
764
765 fn save(&mut self, path: &Path) -> Result<(), Box<dyn Error>> {
766 let mut file = File::create(path)?;
767 file.write_all(
768 ron::ser::to_string_pretty(&self.definition, PrettyConfig::default())?.as_bytes(),
769 )?;
770 Ok(())
771 }
772
773 fn can_be_saved(&self) -> bool {
774 true
775 }
776
777 fn try_clone_box(&self) -> Option<Box<dyn ResourceData>> {
778 Some(Box::new(self.clone()))
779 }
780}
781
782/// A set of possible error variants that can occur during shader loading.
783#[derive(Debug)]
784pub enum ShaderError {
785 /// An i/o error has occurred.
786 Io(FileError),
787
788 /// A parsing error has occurred.
789 ParseError(ron::error::SpannedError),
790
791 /// Bytes does not represent Utf8-encoded string.
792 NotUtf8Source,
793}
794
795impl Display for ShaderError {
796 fn fmt(&self, f: &mut Formatter<'_>) -> std::fmt::Result {
797 match self {
798 ShaderError::Io(v) => {
799 write!(f, "A file load error has occurred {v:?}")
800 }
801 ShaderError::ParseError(v) => {
802 write!(f, "A parsing error has occurred {v:?}")
803 }
804 ShaderError::NotUtf8Source => {
805 write!(f, "Bytes does not represent Utf8-encoded string.")
806 }
807 }
808 }
809}
810
811impl From<ron::error::SpannedError> for ShaderError {
812 fn from(e: ron::error::SpannedError) -> Self {
813 Self::ParseError(e)
814 }
815}
816
817impl From<FileError> for ShaderError {
818 fn from(e: FileError) -> Self {
819 Self::Io(e)
820 }
821}
822
823/// Type alias for shader resources.
824pub type ShaderResource = Resource<Shader>;
825
826/// Extension trait for shader resources.
827pub trait ShaderResourceExtension: Sized {
828 /// Creates new shader from given string. Input string must have the format defined in
829 /// examples for [`ShaderResource`].
830 fn from_str(id: Uuid, str: &str, kind: ResourceKind) -> Result<Self, ShaderError>;
831
832 /// Returns an instance of standard shader.
833 fn standard() -> Self;
834
835 /// Returns an instance of standard 2D shader.
836 fn standard_2d() -> Self;
837
838 /// Returns an instance of standard particle system shader.
839 fn standard_particle_system() -> Self;
840
841 /// Returns an instance of standard sprite shader.
842 fn standard_sprite() -> Self;
843
844 /// Returns an instance of standard terrain shader.
845 fn standard_terrain() -> Self;
846
847 /// Returns an instance of standard tile shader.
848 fn standard_tile() -> Self;
849
850 /// Returns an instance of standard two-sides terrain shader.
851 fn standard_twosides() -> Self;
852
853 /// Returns an instance of standard widget shader.
854 fn standard_widget() -> Self;
855
856 /// Returns a list of standard shader.
857 fn standard_shaders() -> [&'static BuiltInResource<Shader>; 8];
858}
859
860impl ShaderResourceExtension for ShaderResource {
861 fn from_str(id: Uuid, str: &str, kind: ResourceKind) -> Result<Self, ShaderError> {
862 Ok(Resource::new_ok(id, kind, Shader::from_string(str)?))
863 }
864
865 fn standard() -> Self {
866 STANDARD.resource()
867 }
868
869 fn standard_2d() -> Self {
870 STANDARD_2D.resource()
871 }
872
873 fn standard_particle_system() -> Self {
874 STANDARD_PARTICLE_SYSTEM.resource()
875 }
876
877 fn standard_sprite() -> Self {
878 STANDARD_SPRITE.resource()
879 }
880
881 fn standard_terrain() -> Self {
882 STANDARD_TERRAIN.resource()
883 }
884
885 fn standard_tile() -> Self {
886 STANDARD_TILE.resource()
887 }
888
889 fn standard_twosides() -> Self {
890 STANDARD_TWOSIDES.resource()
891 }
892
893 fn standard_widget() -> Self {
894 STANDARD_WIDGET.resource()
895 }
896
897 fn standard_shaders() -> [&'static BuiltInResource<Shader>; 8] {
898 [
899 &STANDARD,
900 &STANDARD_2D,
901 &STANDARD_PARTICLE_SYSTEM,
902 &STANDARD_SPRITE,
903 &STANDARD_TERRAIN,
904 &STANDARD_TWOSIDES,
905 &STANDARD_TILE,
906 &STANDARD_WIDGET,
907 ]
908 }
909}
910
911lazy_static! {
912 /// Standard shader.
913 pub static ref STANDARD: BuiltInResource<Shader> = BuiltInResource::new(
914 STANDARD_SHADER_NAME,
915 embedded_data_source!("standard/standard.shader"),
916 |data| {
917 ShaderResource::new_ok(
918 uuid!("87195f6e-cba4-4c27-9f89-d0bf726db965"),
919 ResourceKind::External,
920 Shader::from_string_bytes(data).unwrap(),
921 )
922 }
923 );
924 /// Standard 2D shader.
925 pub static ref STANDARD_2D: BuiltInResource<Shader> = BuiltInResource::new(
926 STANDARD_2D_SHADER_NAME,
927 embedded_data_source!("standard/standard2d.shader"),
928 |data| ShaderResource::new_ok(
929 uuid!("55fa05b0-3c25-4e46-bae7-65f093185b75"),
930 ResourceKind::External,
931 Shader::from_string_bytes(data).unwrap(),
932 )
933 );
934 /// Standard particle system shader.
935 pub static ref STANDARD_PARTICLE_SYSTEM: BuiltInResource<Shader> = BuiltInResource::new(
936 STANDARD_PARTICLE_SYSTEM_SHADER_NAME,
937 embedded_data_source!("standard/standard_particle_system.shader"),
938 |data| ShaderResource::new_ok(
939 uuid!("eb474445-6a25-4481-bca9-f919699c300f"),
940 ResourceKind::External,
941 Shader::from_string_bytes(data).unwrap(),
942 )
943 );
944 /// Standard sprite shader.
945 pub static ref STANDARD_SPRITE: BuiltInResource<Shader> = BuiltInResource::new(
946 STANDARD_SPRITE_SHADER_NAME,
947 embedded_data_source!("standard/standard_sprite.shader"),
948 |data| ShaderResource::new_ok(
949 uuid!("a135826a-4c1b-46d5-ba1f-0c9a226aa52c"),
950 ResourceKind::External,
951 Shader::from_string_bytes(data).unwrap(),
952 )
953 );
954 /// Standard terrain shader.
955 pub static ref STANDARD_TERRAIN: BuiltInResource<Shader> = BuiltInResource::new(
956 STANDARD_TERRAIN_SHADER_NAME,
957 embedded_data_source!("standard/terrain.shader"),
958 |data| {
959 ShaderResource::new_ok(
960 uuid!("4911aafe-9bb1-4115-a958-25b57b87b51e"),
961 ResourceKind::External,
962 Shader::from_string_bytes(data).unwrap(),
963 )
964 }
965 );
966 /// Standard tile shader.
967 pub static ref STANDARD_TILE: BuiltInResource<Shader> = BuiltInResource::new(
968 STANDARD_TILE_SHADER_NAME,
969 embedded_data_source!("standard/tile.shader"),
970 |data| {
971 ShaderResource::new_ok(
972 uuid!("5f29dd3a-ea99-480c-bb02-d2c6420843b1"),
973 ResourceKind::External,
974 Shader::from_string_bytes(data).unwrap(),
975 )
976 }
977 );
978 /// Standard two-sides shader.
979 pub static ref STANDARD_TWOSIDES: BuiltInResource<Shader> = BuiltInResource::new(
980 STANDARD_TWOSIDES_SHADER_NAME,
981 embedded_data_source!("standard/standard-two-sides.shader"),
982 |data| ShaderResource::new_ok(
983 uuid!("f7979409-5185-4e1c-a644-d53cea64af8f"),
984 ResourceKind::External,
985 Shader::from_string_bytes(data).unwrap(),
986 )
987 );
988 /// Standard widget shader.
989 pub static ref STANDARD_WIDGET: BuiltInResource<Shader> = BuiltInResource::new(
990 STANDARD_WIDGET_SHADER_NAME,
991 embedded_data_source!("standard/widget.shader"),
992 |data| ShaderResource::new_ok(
993 uuid!("f5908aa4-e187-42a8-95d2-dc6577f6def4"),
994 ResourceKind::External,
995 Shader::from_string_bytes(data).unwrap(),
996 )
997 );
998}
999
1000#[cfg(test)]
1001mod test {
1002 use crate::shader::{
1003 RenderPassDefinition, SamplerFallback, ShaderDefinition, ShaderResource,
1004 ShaderResourceDefinition, ShaderResourceExtension, ShaderResourceKind,
1005 };
1006 use fyrox_graphics::gpu_program::SamplerKind;
1007 use fyrox_resource::untyped::ResourceKind;
1008 use uuid::Uuid;
1009
1010 #[test]
1011 fn test_shader_load() {
1012 let code = r#"
1013 (
1014 name: "TestShader",
1015
1016 resources: [
1017 (
1018 name: "diffuseTexture",
1019 kind: Texture(kind: Sampler2D, fallback: White),
1020 binding: 0
1021 ),
1022 ],
1023
1024 passes: [
1025 (
1026 name: "GBuffer",
1027 draw_parameters: DrawParameters(
1028 cull_face: Some(Back),
1029 color_write: ColorMask(
1030 red: true,
1031 green: true,
1032 blue: true,
1033 alpha: true,
1034 ),
1035 depth_write: true,
1036 stencil_test: None,
1037 depth_test: Some(Less),
1038 blend: None,
1039 stencil_op: StencilOp(
1040 fail: Keep,
1041 zfail: Keep,
1042 zpass: Keep,
1043 write_mask: 0xFFFF_FFFF,
1044 ),
1045 scissor_box: None
1046 ),
1047 vertex_shader: "<CODE>",
1048 fragment_shader: "<CODE>",
1049 ),
1050 ],
1051 )
1052 "#;
1053
1054 let shader =
1055 ShaderResource::from_str(Uuid::new_v4(), code, ResourceKind::External).unwrap();
1056 let data = shader.data_ref();
1057
1058 let reference_definition = ShaderDefinition {
1059 name: "TestShader".to_owned(),
1060 resources: vec![ShaderResourceDefinition {
1061 name: "diffuseTexture".into(),
1062 kind: ShaderResourceKind::Texture {
1063 kind: SamplerKind::Sampler2D,
1064 fallback: SamplerFallback::White,
1065 },
1066 binding: 0,
1067 }],
1068 passes: vec![RenderPassDefinition {
1069 name: "GBuffer".to_string(),
1070 draw_parameters: Default::default(),
1071 vertex_shader: "<CODE>".to_string(),
1072 vertex_shader_line: 35,
1073 fragment_shader: "<CODE>".to_string(),
1074 fragment_shader_line: 36,
1075 }],
1076 disabled_passes: vec![],
1077 };
1078
1079 assert_eq!(data.definition, reference_definition);
1080 }
1081}