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use super::{args::*, object::*, parsing::*, policy::*, state::*, types::*, uniforms::*};
use crate::uses::{asyn::*, *};
use std::ffi::CString;
#[macro_export]
macro_rules! SHADER {
($n: ident, $($body: expr),+) => {
#[allow(non_upper_case_globals)]
pub const $n: crate::uses::GL::macro_uses::InlineShader = crate::uses::GL::macro_uses::InlineShader(stringify!($n), const_format::concatcp!($($body,)+));
};
}
pub struct Shader {
program: Object<ShdProg>,
name: String,
uniforms: HashMap<u32, i32>,
tex_cache: HashMap<i32, i32>,
}
impl Shader {
pub fn new(args: impl ShdTypeArgs) -> Res<Shader> {
let (program, name) = ShaderManager::compile(args.get())?;
Ok(Self {
program,
name,
uniforms: HashMap::new(),
tex_cache: HashMap::new(),
})
}
pub fn Bind(&mut self) -> ShaderBinding {
ShaderBinding::new(self)
}
}
pub struct ShaderBinding<'l> {
shd: &'l mut Shader,
}
impl<'l> ShaderBinding<'l> {
pub fn new(o: &'l mut Shader) -> Self {
ShdProg::Lock(o.program.obj);
ShdProg::Bind(o.program.obj);
Self { shd: o }
}
pub fn Uniform(&mut self, (id, name): (u32, Str), args: impl UniformArgs) {
ASSERT!(crate::uses::GL::macro_uses::uniforms_use::id(name).0 == id, "Use Uniforms!() macro to set uniforms");
let addr = if let Some(found) = self.shd.uniforms.get(&id) {
let _collision_map = UnsafeOnce!(HashMap<u32, String>, { HashMap::new() });
ASSERT!(_collision_map.entry(id).or_insert(name.into()) == name, "Unifrom collision at entry {}", name);
*found
} else {
let c_name = match CString::new(name) {
Ok(str) => str,
Err(e) => {
FAILED!(&e.to_string());
return;
}
};
let addr = GLCheck!(gl::GetUniformLocation(self.shd.program.obj, c_name.as_ptr()));
if addr == -1 {
INFO!("No uniform '{}' in shader '{}', or uniform was optimized out", name, self.shd.name);
}
self.shd.uniforms.insert(id, addr);
addr
};
args.get(addr, &mut self.shd.tex_cache);
}
}
impl<'l> Drop for ShaderBinding<'l> {
fn drop(&mut self) {
ShdProg::Unlock();
}
}
enum ShaderType {
VERTEX = 0,
FRAGMENT = 1,
GEOMETRY = 2,
}
const SHD_DEFS: [(GLenum, &str); 3] = [(gl::VERTEX_SHADER, "vertex"), (gl::FRAGMENT_SHADER, "pixel"), (gl::GEOMETRY_SHADER, "geometry")];
#[derive(Default)]
pub struct ShaderManager {
objects: HashMap<CowStr, u32>,
sources: HashMap<CowStr, CString>,
loading: Vec<Task<SourcePack>>,
}
impl ShaderManager {
pub fn LoadSources(filename: impl Into<CowStr>) {
let m = Self::get();
let name = filename.into();
m.loading.push(task::spawn(async move {
let data = OR_DEF!(Res::to(FS::read_text(name.as_ref()).await));
parse_shader_sources(&name, &data)
}));
}
pub fn ForceSource(name: impl Into<CowStr>, source: String) {
let name = name.into();
let m = Self::get();
m.sources
.insert(name.clone(), EXPECT!(CString::new(source)))
.map(|_| m.objects.remove(&name).map(|o| GLCheck!(gl::DeleteShader(o))));
}
pub fn ClearSources() {
let m = Self::get();
m.objects.iter().for_each(|(_, o)| GLCheck!(gl::DeleteShader(*o)));
m.objects.clear();
}
fn compile((vert, geom, pix): CompileArgs) -> Res<(Object<ShdProg>, String)> {
let m = Self::get();
let mut get_object = |name: CowStr, typ| {
let Self { objects, sources, loading } = m;
if let Some(found) = objects.get(&name) {
return Ok(*found);
}
task::block_on(async move {
let mut s = vec![];
for t in loading.drain(..) {
s.push(t.await)
}
s
})
.into_iter()
.flatten()
.for_each(|(name, body)| {
let exists = sources.insert(name.clone().into(), body);
if exists.is_some() {
FAILED!("Shader source '{}' was already loaded", name);
};
});
let (typ, type_name) = SHD_DEFS[typ as usize];
let source = PASS!(sources.get(&name), |_| CONCAT!("No ", type_name, " shader '", &name, "' in loaded sources"));
let obj = GLCheck!(gl::CreateShader(typ));
ASSERT!(obj != 0, "Failed to create {} shader object '{}'", type_name, &name);
GLCheck!(gl::ShaderSource(obj, 1, &source.as_ptr(), ptr::null()));
GLCheck!(gl::CompileShader(obj));
let mut status: i32 = 0;
GLCheck!(gl::GetShaderiv(obj, gl::COMPILE_STATUS, &mut status));
if GLbool::to(status) != gl::TRUE {
let err = CONCAT!("Error compiling ", type_name, " shader '", &name, "'\n", &print_shader_log(obj));
GLCheck!(gl::DeleteShader(obj));
return Err(err);
}
objects.insert(name, obj);
Ok(obj)
};
use ShaderType::*;
let (name, objects) = if let Some(geom) = geom {
let n = CONCAT!("v:", &vert, "|g:", &geom, "|p:", &pix);
let o = vec![(vert, VERTEX), (geom, GEOMETRY), (pix, FRAGMENT)];
(n, o)
} else {
let n = CONCAT!("v:", &vert, "|p:", &pix);
let o = vec![(vert, VERTEX), (pix, FRAGMENT)];
(n, o)
};
let objects: Vec<_> = objects.into_iter().map(|(n, t)| get_object(n, t)).collect::<Res<_>>()?;
let prog = Object::new();
let obj = prog.obj;
objects.iter().for_each(|&o| GLCheck!(gl::AttachShader(obj, o)));
GLCheck!(gl::LinkProgram(obj));
let mut status: i32 = 0;
GLCheck!(gl::GetProgramiv(obj, gl::LINK_STATUS, &mut status));
objects.iter().for_each(|&o| GLCheck!(gl::DetachShader(obj, o)));
if GLbool::to(status) == gl::FALSE {
return Err(CONCAT!("Error linking program '", &name, "',", &obj.to_string(), "\n", &print_shader_log(obj)));
}
Ok((prog, name))
}
fn inline_source(name: Str, source: Str) {
let m = Self::get();
if let Some(_found) = m.sources.get(name) {
ASSERT!(*_found == EXPECT!(CString::new(source)), "Shader source '{}' already loaded", name);
} else {
m.sources.insert(name.into(), EXPECT!(CString::new(source)));
}
}
fn get() -> &'static mut Self {
UnsafeOnce!(ShaderManager, { Def() })
}
}
pub struct InlineShader(pub Str, pub Str);
impl ShdTypeArgs for (InlineShader, InlineShader) {
fn get(self) -> CompileArgs {
let (InlineShader(v, v_t), InlineShader(p, p_t)) = self;
ShaderManager::inline_source(v, v_t);
ShaderManager::inline_source(p, p_t);
(v.into(), None, p.into())
}
}
impl ShdTypeArgs for (InlineShader, InlineShader, InlineShader) {
fn get(self) -> CompileArgs {
let (InlineShader(v, v_t), InlineShader(g, g_t), InlineShader(p, p_t)) = self;
ShaderManager::inline_source(v, v_t);
ShaderManager::inline_source(g, g_t);
ShaderManager::inline_source(p, p_t);
(v.into(), Some(g.into()), p.into())
}
}