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//! Functions and types relating to shader programs. use std::fs; use std::path::Path; use std::rc::Rc; use crate::error::Result; use crate::graphics::opengl::{GLDevice, GLProgram}; use crate::Context; #[doc(inline)] pub use crate::graphics::opengl::UniformValue; /// The default vertex shader. /// /// The source code for this shader is available in [`src/resources/shader.vert`](https://github.com/17cupsofcoffee/tetra/blob/master/src/resources/shader.vert). pub static DEFAULT_VERTEX_SHADER: &str = include_str!("../resources/shader.vert"); /// The default fragment shader. /// /// The source code for this shader is available in [`src/resources/shader.vert`](https://github.com/17cupsofcoffee/tetra/blob/master/src/resources/shader.frag). pub static DEFAULT_FRAGMENT_SHADER: &str = include_str!("../resources/shader.frag"); /// A shader program, consisting of a vertex shader and a fragment shader. /// /// This type acts as a lightweight handle to the associated graphics hardware data, /// and so can be cloned with little overhead. /// /// # Vertex Shaders /// /// Vertex shaders take in data via three attributes: /// /// * `a_position` - A `vec2` representing the position of the vertex in world space. /// * `a_uv` - A `vec2` representing the texture co-ordinates that are associated with the vertex. /// * `a_color` - A `vec4` representing a color to multiply the output by. /// /// # Fragment Shaders /// /// Fragment shaders have a single `vec4` output called `o_color` - this should be set to the desired output color for the /// fragment. /// /// # Uniforms /// /// By default, the shader is provided with two uniform variables: /// /// * `u_projection` - A `mat4` which can be used to translate world space co-ordinates into screen space. /// * `u_texture` - A `sampler2D` which can be used to access color data from the currently active texture. /// /// You can also set data into your own uniform variables via the `set_uniform` method. #[derive(Debug, Clone, PartialEq)] pub struct Shader { pub(crate) handle: Rc<GLProgram>, } impl Shader { /// Creates a new shader program from the given files. /// /// # Errors /// /// If the file could not be read, a `TetraError::Io` will be returned. /// /// If the shader could not be compiled, a `TetraError::OpenGl` will be returned. pub fn new<P>(ctx: &mut Context, vertex_path: P, fragment_path: P) -> Result<Shader> where P: AsRef<Path>, { Shader::with_device( &mut ctx.gl, &fs::read_to_string(vertex_path)?, &fs::read_to_string(fragment_path)?, ) } /// Creates a new shader program from the given vertex shader file. /// /// The default fragment shader will be used. /// /// # Errors /// /// If the file could not be read, a `TetraError::Io` will be returned. /// /// If the shader could not be compiled, a `TetraError::OpenGl` will be returned. pub fn vertex<P>(ctx: &mut Context, path: P) -> Result<Shader> where P: AsRef<Path>, { Shader::with_device( &mut ctx.gl, &fs::read_to_string(path)?, DEFAULT_FRAGMENT_SHADER, ) } /// Creates a new shader program from the given fragment shader file. /// /// The default vertex shader will be used. /// /// # Errors /// /// If the file could not be read, a `TetraError::Io` will be returned. /// /// If the shader could not be compiled, a `TetraError::OpenGl` will be returned. pub fn fragment<P>(ctx: &mut Context, path: P) -> Result<Shader> where P: AsRef<Path>, { Shader::with_device( &mut ctx.gl, DEFAULT_VERTEX_SHADER, &fs::read_to_string(path)?, ) } /// Creates a new shader program from the given strings. /// /// # Errors /// /// If the shader could not be compiled, a `TetraError::OpenGl` will be returned. pub fn from_string( ctx: &mut Context, vertex_shader: &str, fragment_shader: &str, ) -> Result<Shader> { Shader::with_device(&mut ctx.gl, vertex_shader, fragment_shader) } pub(crate) fn with_device( device: &mut GLDevice, vertex_shader: &str, fragment_shader: &str, ) -> Result<Shader> { let handle = device.compile_program(vertex_shader, fragment_shader)?; Ok(Shader { handle: Rc::new(handle), }) } /// Sets the value of the specifed uniform parameter. pub fn set_uniform<V>(&mut self, ctx: &mut Context, name: &str, value: V) where V: UniformValue, { ctx.gl.set_uniform(&self.handle, name, value); } }