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use std::cell::Cell;
use web_sys::{WebGl2RenderingContext, WebGlProgram, WebGlUniformLocation};
/// WebGL2 uniform.
///
/// This associates an identifier for a WebGL2 uniform with a data value that
/// can be accessed and modified using inner mutability.
///
/// Usually, the type `T` would be [`Copy`].
pub struct Uniform<T> {
name: String,
data: Cell<T>,
}
impl<T> Uniform<T> {
/// Creates a new WebGL2 uniform.
///
/// The `name` corresponds to the identifier of the uniform, and `data`
/// gives its initial value.
pub fn new(name: String, data: T) -> Uniform<T> {
Uniform {
name,
data: Cell::new(data),
}
}
/// Returns the name (identifier) of the uniform.
pub fn name(&self) -> &str {
&self.name
}
/// Modifies the data of the uniform.
///
/// This function sets the value of the uniform to `value`.
pub fn set_data(&self, value: T) {
self.data.set(value)
}
}
impl<T: Copy> Uniform<T> {
/// Returns the data of the uniform.
///
/// This function returns a copy of the value of the uniform.
pub fn get_data(&self) -> T {
self.data.get()
}
}
/// Trait that abstracts WebGL2 uniforms.
///
/// This trait is implemented by objects that represent a WebGL2 uniform and its
/// value, and which know how to set the value of the uniform if given a WebGL2
/// program with such uniform.
pub trait UniformValue {
/// Set the value of the uniform.
///
/// If the `program` contains the uniform represented by `self`, this
/// function sets the value of the uniform to the value stored by `self`. If
/// the program does not contain the uniform, this function does nothing.
fn set_uniform(&self, gl: &WebGl2RenderingContext, program: &WebGlProgram);
}
impl<T: UniformType + Copy> UniformValue for Uniform<T> {
fn set_uniform(&self, gl: &WebGl2RenderingContext, program: &WebGlProgram) {
if let Some(location) = gl.get_uniform_location(program, self.name()) {
self.get_data().uniform(gl, Some(&location))
}
}
}
/// Trait that links native Rust types with WebGL2 uniform types.
pub trait UniformType {
/// Sets the value of the uniform.
///
/// This function sets the value of the WebGL2 uniform in `location` to the
/// value of `self` using one of the `uniform{1,2,3,4}{f,i,ui}` WebGL2
/// functions as appropriate.
fn uniform(&self, gl: &WebGl2RenderingContext, location: Option<&WebGlUniformLocation>);
}
macro_rules! impl_uniform {
($t:ty, $fun:ident, $sel:ident, $($things:expr),+) => {
#[doc = concat!("Uniform type corresponding to `", stringify!($fun), "`.")]
impl UniformType for $t {
fn uniform(&$sel, gl: &WebGl2RenderingContext, location: Option<&WebGlUniformLocation>) {
gl.$fun(location, $($things,)+)
}
}
}
}
impl_uniform!(f32, uniform1f, self, *self);
impl_uniform!(i32, uniform1i, self, *self);
impl_uniform!(u32, uniform1ui, self, *self);
impl_uniform!((f32, f32), uniform2f, self, self.0, self.1);
impl_uniform!((i32, i32), uniform2i, self, self.0, self.1);
impl_uniform!((u32, u32), uniform2ui, self, self.0, self.1);
impl_uniform!((f32, f32, f32), uniform3f, self, self.0, self.1, self.2);
impl_uniform!((i32, i32, i32), uniform3i, self, self.0, self.1, self.2);
impl_uniform!((u32, u32, u32), uniform3ui, self, self.0, self.1, self.2);
impl_uniform!(
(f32, f32, f32, f32),
uniform4f,
self,
self.0,
self.1,
self.2,
self.3
);
impl_uniform!(
(i32, i32, i32, i32),
uniform4i,
self,
self.0,
self.1,
self.2,
self.3
);
impl_uniform!(
(u32, u32, u32, u32),
uniform4ui,
self,
self.0,
self.1,
self.2,
self.3
);