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use std::fs::File;
use std::io::Read;
use std::marker::PhantomData;
use std::mem;
use std::path::Path;
use std::str;
use crate::context::{Context, GLintptr, Program, Shader, UniformLocation};
use crate::resource::{GLPrimitive, GPUVec};
#[path = "../error.rs"]
mod error;
pub struct Effect {
program: Program,
vshader: Shader,
fshader: Shader,
}
impl Effect {
pub fn new(vshader_path: &Path, fshader_path: &Path) -> Option<Effect> {
let mut vshader = String::new();
let mut fshader = String::new();
if File::open(vshader_path)
.map(|mut v| v.read_to_string(&mut vshader))
.is_err()
{
return None;
}
if File::open(fshader_path)
.map(|mut f| f.read_to_string(&mut fshader))
.is_err()
{
return None;
}
Some(Effect::new_from_str(&vshader[..], &fshader[..]))
}
pub fn new_from_str(vshader: &str, fshader: &str) -> Effect {
let (program, vshader, fshader) = load_shader_program(vshader, fshader);
Effect {
program,
vshader,
fshader,
}
}
pub fn get_uniform<T: GLPrimitive>(&self, name: &str) -> Option<ShaderUniform<T>> {
let ctxt = Context::get();
let location = ctxt.get_uniform_location(&self.program, name);
if ctxt.get_error() == 0 {
if let Some(id) = location {
let data_type = PhantomData;
return Some(ShaderUniform { id, data_type });
}
}
return None;
}
pub fn get_attrib<T: GLPrimitive>(&self, name: &str) -> Option<ShaderAttribute<T>> {
let ctxt = Context::get();
let location = ctxt.get_attrib_location(&self.program, name);
if ctxt.get_error() == 0 && location != -1 {
let id = location as u32;
let data_type = PhantomData;
return Some(ShaderAttribute { id, data_type });
}
return None;
}
pub fn use_program(&mut self) {
verify!(Context::get().use_program(Some(&self.program)));
}
}
impl Drop for Effect {
fn drop(&mut self) {
let ctxt = Context::get();
if verify!(ctxt.is_program(Some(&self.program))) {
verify!(ctxt.delete_program(Some(&self.program)));
}
if verify!(ctxt.is_shader(Some(&self.fshader))) {
verify!(ctxt.delete_shader(Some(&self.fshader)));
}
if verify!(ctxt.is_shader(Some(&self.vshader))) {
verify!(ctxt.delete_shader(Some(&self.vshader)));
}
}
}
pub struct ShaderUniform<T> {
id: UniformLocation,
data_type: PhantomData<T>,
}
impl<T: GLPrimitive> ShaderUniform<T> {
pub fn upload(&mut self, value: &T) {
value.upload(&self.id)
}
}
pub struct ShaderAttribute<T> {
id: u32,
data_type: PhantomData<T>,
}
impl<T: GLPrimitive> ShaderAttribute<T> {
pub fn disable(&mut self) {
verify!(Context::get().disable_vertex_attrib_array(self.id));
}
pub fn enable(&mut self) {
verify!(Context::get().enable_vertex_attrib_array(self.id));
}
pub fn bind(&mut self, vector: &mut GPUVec<T>) {
vector.bind();
verify!(Context::get().vertex_attrib_pointer(
self.id,
T::size() as i32,
T::gl_type(),
false,
0,
0
));
}
pub fn bind_sub_buffer(&mut self, vector: &mut GPUVec<T>, strides: usize, start_index: usize) {
unsafe { self.bind_sub_buffer_generic(vector, strides, start_index) }
}
pub unsafe fn bind_sub_buffer_generic<T2: GLPrimitive>(
&mut self,
vector: &mut GPUVec<T2>,
strides: usize,
start_index: usize,
) {
vector.bind();
verify!(Context::get().vertex_attrib_pointer(
self.id,
T::size() as i32,
T::gl_type(),
false,
((strides + 1) * mem::size_of::<T2>()) as i32,
(start_index * mem::size_of::<T2>()) as GLintptr
));
}
}
fn load_shader_program(vertex_shader: &str, fragment_shader: &str) -> (Program, Shader, Shader) {
let ctxt = Context::get();
let vshader = verify!(ctxt
.create_shader(Context::VERTEX_SHADER)
.expect("Could not create vertex shader."));
verify!(ctxt.shader_source(&vshader, vertex_shader));
verify!(ctxt.compile_shader(&vshader));
check_shader_error(&vshader);
let fshader = verify!(ctxt
.create_shader(Context::FRAGMENT_SHADER)
.expect("Could not create fragment shader."));
verify!(ctxt.shader_source(&fshader, fragment_shader));
verify!(ctxt.compile_shader(&fshader));
check_shader_error(&fshader);
let program = verify!(ctxt.create_program().expect("Could not create program."));
verify!(ctxt.attach_shader(&program, &vshader));
verify!(ctxt.attach_shader(&program, &fshader));
verify!(ctxt.link_program(&program));
(program, vshader, fshader)
}
fn check_shader_error(shader: &Shader) {
let ctxt = Context::get();
let compiles = ctxt.get_shader_parameter_int(shader, Context::COMPILE_STATUS);
if compiles == Some(0) {
if let Some(log) = ctxt.get_shader_info_log(shader) {
panic!("Shader compilation failed: {}", log);
} else {
println!("Shader compilation failed.");
}
}
}