Struct sfml::graphics::Shader

source ·
pub struct Shader<'texture> { /* private fields */ }
Expand description

Shader type (vertex, geometry and fragment).

Shaders are programs written using a specific language, executed directly by the graphics card and allowing to apply real-time operations to the rendered entities.

There are three kinds of shaders:

  • Vertex shaders, that process vertices
  • Geometry shaders, that process primitives
  • Fragment (pixel) shaders, that process pixels

A Shader can be composed of either a vertex shader alone, a geometry shader alone, a fragment shader alone, or any combination of them. (see the variants of the load functions).

Shaders are written in GLSL, which is a C-like language dedicated to OpenGL shaders. You’ll probably need to learn its basics before writing your own shaders for SFML.

Like any Rust program, a GLSL shader has its own variables called uniforms that you can set from your Rust application. Shader handles different types of uniforms:

  • scalars: float, int, bool
  • vectors (2, 3 or 4 components)
  • matrices (3x3 or 4x4)
  • samplers (textures)

Some SFML-specific types can be converted:

  • Color as a 4D vector (vec4)
  • Transform as matrices (mat3 or mat4) Every uniform variable in a shader can be set through one of the set_uniform_*() or set_uniform_array_*() methods. For example, if you have a shader with the following uniforms:
uniform float offset;
uniform vec3 point;
uniform vec4 color;
uniform mat4 matrix;
uniform sampler2D overlay;
uniform sampler2D current;

You can set their values from Rust code as follows, using the types defined in the glsl module:

let texture: SfBox<Texture> = unimplemented!();
let mut shader: Shader = unimplemented!();
let color: Color = unimplemented!();
let transform: Transform = unimplemented!();
shader.set_uniform_float("offset", 2.);
shader.set_uniform_vec3("point", Vector3f::new(0.5, 0.8, 0.3));
shader.set_uniform_vec4("color", color);
shader.set_uniform_mat4("matrix", transform);
shader.set_uniform_texture("overlay", &texture);
shader.set_uniform_current_texture("current");

To apply a shader to a drawable, you must set the shader field of a RenderStates instance, and use RenderTarget::draw_with_renderstates. Example:

let mut states = RenderStates::default();;
states.set_shader(Some(&shader));
window.draw_with_renderstates(&sprite, &states);

Shaders can be used on any drawable, but some combinations are not interesting. For example, using a vertex shader on a Sprite is limited because there are only 4 vertices, the sprite would have to be subdivided in order to apply wave effects. Another bad example is a fragment shader with Text: the texture of the text is not the actual text that you see on screen, it is a big texture containing all the characters of the font in an arbitrary order; thus, texture lookups on pixels other than the current one may not give you the expected result.

Shaders can also be used to apply global post-effects to the current contents of the target (like the old sf::PostFx class in SFML 1). This can be done in two different ways:

  • draw everything to a RenderTexture, then draw it to the main target using the shader

  • draw everything directly to the main target, then use Texture::update_from_window to copy its contents to a texture and draw it to the main target using the shader.

The first technique is more optimized because it doesn’t involve retrieving the target’s pixels to system memory, but the second one doesn’t impact the rendering process and can be easily inserted anywhere without impacting all the code.

Like Texture that can be used as a raw OpenGL texture, Shader can also be used directly as a raw shader for custom OpenGL geometry.

use sfml::graphics::*;
Shader::bind(Some(&shader));
// ... render OpenGL geometry ...
Shader::bind(None);

Implementations§

Load the vertex, geometry or fragment shader from a file.

This function loads a single shader, vertex, geometry or fragment, identified by the second argument. The source must be a text file containing a valid shader in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you’ll probably need to read a good documentation for it before writing your own shaders.

Load both the vertex and fragment shaders from files.

This function loads both the vertex and the fragment shaders. The sources must be text files containing valid shaders in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you’ll probably need to read a good documentation for it before writing your own shaders.

Load the vertex, geometry and fragment shaders from files.

This function loads the vertex, geometry and fragment shaders. The sources must be text files containing valid shaders in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you’ll probably need to read a good documentation for it before writing your own shaders.

Load the vertex, geometry or fragment shader from a source code in memory.

This function loads a single shader, vertex, geometry or fragment, identified by the second argument. The source code must be a valid shader in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you’ll probably need to read a good documentation for it before writing your own shaders.

Load both the vertex and fragment shaders from source codes in memory.

This function loads both the vertex and the fragment shaders. The sources must be valid shaders in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you’ll probably need to read a good documentation for it before writing your own shaders.

Load the vertex, geometry and fragment shaders from source codes in memory.

This function loads the vertex, geometry and fragment shaders. The sources must be valid shaders in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you’ll probably need to read a good documentation for it before writing your own shaders.

Load the vertex, geometry or fragment shader from a custom stream.

This function loads a single shader, vertex, geometry or fragment, identified by the second argument. The source code must be a valid shader in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you’ll probably need to read a good documentation for it before writing your own shaders.

Load both the vertex and fragment shaders from custom streams.

This function loads both the vertex and the fragment shaders. The source codes must be valid shaders in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you’ll probably need to read a good documentation for it before writing your own shaders.

Load the vertex, geometry and fragment shaders from custom streams.

This function loads the vertex, geometry and fragment shaders. The source codes must be valid shaders in GLSL language. GLSL is a C-like language dedicated to OpenGL shaders; you’ll probably need to read a good documentation for it before writing your own shaders.

Bind a shader for rendering.

This function is not part of the graphics API, it mustn’t be used when drawing SFML entities. It must be used only if you mix Shader with OpenGL code.

Tell whether or not the system supports shaders

This function should always be called before using the shader features. If it returns false, then any attempt to use Shader will fail.

Tell whether or not the system supports geometry shaders.

This function should always be called before using the geometry shader features. If it returns false, then any attempt to use Shader geometry shader features will fail.

This function can only return true if Shader::is_available would also return true, since shaders in general have to be supported in order for geometry shaders to be supported as well.

Note: The first call to this function, whether by your code or SFML will result in a context switch.

Specify value for float uniform.

Specify value for vec2 uniform.

Specify value for vec3 uniform.

Specify value for vec4 uniform.

This function can also be called with Color objects that are converted to glsl::Vec4.

It is important to note that the components of the color are normalized before being passed to the shader. Therefore, they are converted from range [0 .. 255] to range [0 .. 1]. For example, a Color{r: 255, g: 127, b: 0, a: 255} will be transformed to a Vec4{x: 1.0, y: 0.5, z: 0.0, w: 1.0} in the shader.

Specify value for int uniform.

Specify value for ivec2 uniform.

Specify value for ivec3 uniform.

Specify value for ivec4 uniform.

This overload can also be called with Color objects that are converted to glsl::IVec4.

If color conversions are used, the ivec4 uniform in GLSL will hold the same values as the original Color instance. For example, Color{r: 255, g: 127, b: 0, a: 255} is mapped to IVec4{x: 255, y: 127, z: 0, w: 255}.

Specify value for bool uniform.

Specify value for bvec2 uniform.

Specify value for bvec3 uniform.

Specify value for bvec4 uniform.

Specify value for mat3 matrix.

Specify value for mat4 matrix.

Specify a texture as sampler2D uniform.

name is the name of the variable to change in the shader. The corresponding parameter in the shader must be a 2D texture (sampler2D GLSL type).

To use the texture of the object being drawn, which cannot be known in advance, use Shader::set_uniform_current_texture.

Specify current texture as sampler2D uniform.

This function maps a shader texture variable to the texture of the object being drawn, which cannot be known in advance. The corresponding parameter in the shader must be a 2D texture (sampler2D GLSL type).

Specify values for float[] array uniform.

Specify values for vec2[] array uniform.

Specify values for vec3[] array uniform.

Specify values for vec4[] array uniform.

Specify values for mat3[] array uniform.

Specify values for mat4[] array uniform.

Get the underlying OpenGL handle of the shader.

You shouldn’t need to use this function, unless you have very specific stuff to implement that SFML doesn’t support, or implement a temporary workaround until a bug is fixed.

Trait Implementations§

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