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
use super::*;
pub struct ShaderLib {
ugli: Rc<Ugli>,
files: RefCell<HashMap<String, String>>,
}
impl ShaderLib {
pub fn new(ugli: &Rc<Ugli>) -> Self {
let lib = Self {
ugli: ugli.clone(),
files: RefCell::new(HashMap::new()),
};
lib.add("prelude", include_str!("include/prelude.glsl"));
lib
}
pub fn add(&self, file_name: &str, source: &str) {
self.files
.borrow_mut()
.insert(file_name.to_owned(), source.to_owned());
}
fn preprocess(&self, source: &str) -> Result<String, anyhow::Error> {
let mut result = String::new();
for line in source.lines() {
if line.starts_with("#include") {
let mut iter = line.trim().split_whitespace();
iter.next();
let file = iter.next().expect("Expected path to include");
assert!(iter.next().is_none(), "Unexpected token");
assert!(
file.starts_with('<') && file.ends_with('>'),
"include path should be enclosed in angular brackets"
);
let file = file.trim_start_matches('<').trim_end_matches('>');
if let Some(file) = self.files.borrow().get(file) {
result.push_str(&self.preprocess(file)?);
} else {
anyhow::bail!("{:?} not found in shader library", file);
}
} else {
result.push_str(line);
result.push('\n');
}
}
Ok(result)
}
pub fn process(
&self,
shader_type: ugli::ShaderType,
source: &str,
) -> Result<String, anyhow::Error> {
let mut result = String::new();
#[cfg(not(target_arch = "wasm32"))]
result.push_str("#version 100\n");
result.push_str("precision highp int;\nprecision highp float;\n");
result.push_str(match shader_type {
ugli::ShaderType::Vertex => "#define VERTEX_SHADER\n",
ugli::ShaderType::Fragment => "#define FRAGMENT_SHADER\n",
});
result.push_str(&self.preprocess("#include <prelude>")?);
result.push_str(&self.preprocess(source)?);
Ok(result)
}
pub fn compile(&self, source: &str) -> Result<ugli::Program, anyhow::Error> {
Ok(ugli::Program::new(
&self.ugli,
&[
&ugli::Shader::new(
&self.ugli,
ugli::ShaderType::Vertex,
&self.process(ugli::ShaderType::Vertex, source)?,
)?,
&ugli::Shader::new(
&self.ugli,
ugli::ShaderType::Fragment,
&self.process(ugli::ShaderType::Fragment, source)?,
)?,
],
)?)
}
}