Program

Struct Program 

Source
pub struct Program { /* private fields */ }
Expand description

A combination of shaders linked together.

Implementations§

Source§

impl Program

Source

pub fn new<'a, F, I>( facade: &F, input: I, ) -> Result<Program, ProgramCreationError>
where I: Into<ProgramCreationInput<'a>>, F: Facade + ?Sized,

Builds a new program.

Source

pub fn from_source<'a, F>( facade: &F, vertex_shader: &'a str, fragment_shader: &'a str, geometry_shader: Option<&'a str>, ) -> Result<Program, ProgramCreationError>
where F: Facade + ?Sized,

Builds a new program from GLSL source code.

A program is a group of shaders linked together.

§Parameters
  • vertex_shader: Source code of the vertex shader.
  • fragment_shader: Source code of the fragment shader.
  • geometry_shader: Source code of the geometry shader.
§Example
let program = glium::Program::from_source(&display, vertex_source, fragment_source,
    Some(geometry_source));
Examples found in repository?
examples/simple.rs (lines 57-84)
9fn main() {
10    use Action::*;
11    let event_loop = EventLoop::new().unwrap();
12    event_loop.set_control_flow(ControlFlow::Poll);
13    
14    let input = { use base_input_codes::*; input_map!(
15        (Jump,    Space,  GamepadInput::South),
16        // square brackets mean that all input codes must be pressed for the bind to be pressed
17        (Exit,    [ControlLeft, Escape], GamepadInput::Start),
18        (Left,    ArrowLeft,  KeyA,  LeftStickLeft ),
19        (Right,   ArrowRight, KeyD,  LeftStickRight),
20        (Forward, ArrowUp,    KeyW,  LeftStickUp   ),
21        (Back,    ArrowDown,  KeyS,  LeftStickDown ),
22        (LookRight, MouseMoveRight, RightStickRight),
23        (LookLeft,  MouseMoveLeft,  RightStickLeft ),
24        (LookUp,    MouseMoveUp,    RightStickUp   ),
25        (LookDown,  MouseMoveDown,  RightStickDown )
26    )};
27
28    struct Graphics {
29        program: Program,
30        indices: IndexBuffer<u16>,
31        vertices: VertexBuffer<Vertex>,
32        normals: VertexBuffer<Normal>
33    }
34    let graphics: Rc<RefCell<Option<Graphics>>> = Rc::new(RefCell::new(None));
35    let graphics_setup = graphics.clone();
36    
37    let draw_parameters = DrawParameters {
38        backface_culling: draw_parameters::BackfaceCullingMode::CullClockwise,
39        ..params::alias_3d()
40    };
41
42    let mut pos = vec3(0.0, 0.0, -30.0);
43    let mut rot = vec2(0.0, 0.0);
44    let mut gravity = 0.0;
45
46    let mut frame_start = Instant::now();
47
48    thin_engine::builder(input).with_setup(|display, window, _| {
49        let _ = window.set_cursor_grab(CursorGrabMode::Confined);
50        let _ = window.set_cursor_grab(CursorGrabMode::Locked);
51        window.set_cursor_visible(false);
52        window.set_title("Walk Test");
53
54        let (indices, vertices, normals) = mesh!(
55            display, &teapot::INDICES, &teapot::VERTICES, &teapot::NORMALS
56        ).unwrap();
57        let program = Program::from_source(
58            display,
59            "#version 140
60            in vec3 position;
61            in vec3 normal;
62            out vec3 v_normal;
63
64            uniform mat4 camera;
65            uniform mat4 model;
66            uniform mat4 perspective;
67
68            void main() {
69                mat3 norm_mat = transpose(inverse(mat3(camera * model)));
70                v_normal = normalize(norm_mat * normal);
71                gl_Position = perspective * camera * model * vec4(position, 1);
72            }",
73            "#version 140
74            out vec4 colour;
75            in vec3 v_normal;
76
77            uniform vec3 light;
78            const vec3 albedo = vec3(0.1, 1.0, 0.3);
79
80            void main(){
81                float light_level = dot(light, v_normal);
82                colour = vec4(albedo * light_level, 1.0);
83            }", None,
84        ).unwrap();
85        graphics_setup.replace(Some(Graphics { program, indices, vertices, normals }));
86    }).with_update(|input, display, _, target, _| {
87        let graphics = graphics.borrow();
88        let Graphics { vertices, indices, normals, program } = graphics.as_ref().unwrap();
89        let delta_time = frame_start.elapsed().as_secs_f32();
90        frame_start = Instant::now();
91
92        let mut frame = display.draw();
93        let perspective = Mat4::perspective_3d(frame.get_dimensions(), 1.0, 1024.0, 0.1);
94
95        // handle gravity and jump
96        gravity += delta_time * 9.5;
97        if input.pressed(Jump) { gravity = -10.0 }
98
99        // set camera rotation
100        let look_move = input.dir(LookRight, LookLeft, LookUp, LookDown);
101        rot += look_move.scale(delta_time * 15.0);
102        rot.y = rot.y.clamp(-PI / 2.0, PI / 2.0);
103        let rx = Quat::from_y_rot(rot.x);
104        let ry = Quat::from_x_rot(-rot.y);
105        let rot = rx * ry;
106
107        // move player based on camera and gravity
108        let dir = input.dir_max_len_1(Right, Left, Forward, Back);
109        let move_dir = vec3(dir.x, 0.0, dir.y).scale(5.0*delta_time);
110        pos += Mat3::from_rot(rx) * move_dir;
111        pos.y = (pos.y - gravity * delta_time).max(0.0);
112
113        if input.pressed(Exit) { target.exit() }
114
115        frame.clear_color_and_depth((0.0, 0.0, 0.0, 1.0), 1.0);
116        //draw teapot
117        frame.draw(
118            (vertices, normals), indices,
119            program, &uniform! {
120                perspective: perspective,
121                model: Mat4::from_scale(Vec3::splat(0.1)),
122                camera: Mat4::from_inverse_transform(pos, Vec3::ONE, rot),
123                light: vec3(1.0, -0.9, -1.0).normalise()
124            },
125            &draw_parameters,
126        ).unwrap();
127
128        frame.finish().unwrap();
129    }).build(event_loop).unwrap();
130}
More examples
Hide additional examples
examples/simple-fxaa.rs (lines 71-103)
13fn main() {
14    use Action::*;
15    let event_loop = EventLoop::new().unwrap();
16    event_loop.set_control_flow(ControlFlow::Poll);
17
18    let mut colour = ResizableTexture2d::default();
19    let mut depth = ResizableDepthTexture2d::default();
20
21    let input = { use base_input_codes::*; input_map!(
22        (Left,    ArrowLeft,  KeyA, LeftStickLeft ),
23        (Right,   ArrowRight, KeyD, LeftStickRight),
24        (Forward, ArrowUp,    KeyW, LeftStickUp   ),
25        (Back,    ArrowDown,  KeyS, LeftStickDown ),
26        (LookRight, MouseMoveRight, RightStickRight),
27        (LookLeft,  MouseMoveLeft,  RightStickLeft ),
28        (LookUp,    MouseMoveUp,    RightStickUp   ),
29        (LookDown,  MouseMoveDown,  RightStickDown ),
30        (FXAA,      KeyF,       GamepadInput::North)
31    ) };
32    struct Graphics {
33        screen_indices: IndexBuffer<u32>,
34        screen_vertices: VertexBuffer<Vertex>,
35        screen_uvs: VertexBuffer<TextureCoords>,
36
37        teapot_indices: IndexBuffer<u16>,
38        teapot_vertices: VertexBuffer<Vertex>,
39        teapot_uvs: VertexBuffer<TextureCoords>,
40        teapot_normals: VertexBuffer<Normal>,
41
42        fxaa: Program, normal: Program, program: Program
43    }
44    let graphics: Rc<RefCell<Option<Graphics>>> = Rc::default();
45    let graphics_setup = graphics.clone();
46
47    let draw_parameters = DrawParameters {
48        backface_culling: draw_parameters::BackfaceCullingMode::CullClockwise,
49        ..params::alias_3d()
50    };
51    let mut fxaa_on = true;
52    
53    let mut pos = vec3(0.0, 0.0, -30.0);
54    let mut rot = vec2(0.0, 0.0);
55    
56    let mut frame_start = Instant::now();
57
58    thin_engine::builder(input).with_setup(|display, window, _| {
59        window.set_title("FXAA Test");
60        let _ = window.set_cursor_grab(CursorGrabMode::Confined);
61        let _ = window.set_cursor_grab(CursorGrabMode::Locked);
62        window.set_cursor_visible(false);
63
64        let (screen_indices, screen_vertices, screen_uvs) = mesh!(
65            display, &screen::INDICES, &screen::VERTICES, &screen::UVS
66        ).unwrap();
67        let (teapot_indices, teapot_vertices, teapot_uvs, teapot_normals) = mesh!(
68            display, &teapot::INDICES, &teapot::VERTICES, &[] as &[TextureCoords; 0], &teapot::NORMALS
69        ).unwrap();
70
71        let program = Program::from_source(
72            display,
73            "#version 140
74            in vec3 position;
75            in vec3 normal;
76            
77            out vec3 v_normal;
78
79            uniform mat4 model;
80            uniform mat4 perspective;
81            uniform mat4 camera;
82
83            void main() {
84                mat3 norm_mat = transpose(inverse(mat3(camera * model)));
85                v_normal = normalize(norm_mat * normal);
86                gl_Position = perspective * camera * model * vec4(position, 1);
87            }",
88            "#version 140
89            out vec4 colour;
90            in vec3 v_normal;
91            uniform vec3 light;
92            uniform mat4 camera;
93            uniform vec3 ambient;
94            uniform vec3 albedo;
95            uniform float shine;
96            void main() {
97                vec3 camera_dir = inverse(mat3(camera)) * vec3(0, 0, -1);
98                vec3 half_dir = normalize(camera_dir + light);
99                float specular = pow(max(dot(half_dir, v_normal), 0.0), shine);
100                float light_level = max(dot(light, v_normal), 0.0);
101                colour = vec4(albedo * light_level + ambient + vec3(specular), 1.0);
102            }", None
103        ).unwrap();
104        let fxaa = shaders::fxaa_shader(display).unwrap();
105        let normal = Program::from_source(
106            display,
107            "#version 140
108            in vec2 texture_coords;
109            out vec2 uv;
110            in vec3 position;
111            void main() {
112                uv = texture_coords;
113                gl_Position = vec4(position, 1);
114            }", 
115            "#version 140
116            in vec2 uv;
117            uniform sampler2D tex;
118            out vec4 colour;
119            void main() {
120                colour = texture(tex, uv);
121            }", None
122        ).unwrap();
123        graphics_setup.replace(Some(Graphics {
124            screen_indices, screen_vertices, screen_uvs,
125            teapot_indices, teapot_vertices, teapot_uvs, teapot_normals,
126            program, normal, fxaa
127        }));
128    }).with_update(|input, display, _, _, _| {
129        let graphics = graphics.borrow();
130        let Graphics {
131            screen_indices, screen_vertices, screen_uvs,
132            teapot_indices, teapot_vertices, teapot_uvs, teapot_normals,
133            program, normal, fxaa
134        } = graphics.as_ref().unwrap();
135        let teapot_mesh = (teapot_vertices, teapot_normals, teapot_uvs);
136        let screen_mesh = (screen_vertices, screen_uvs);
137
138        let delta_time = frame_start.elapsed().as_secs_f32();
139        frame_start = Instant::now();
140
141        // using a small resolution to better show the effect of fxaa.
142        let size = (380, 216);
143        display.resize(size);
144        depth.resize_to_display(&display);
145        colour.resize_to_display(&display);
146
147        // press f or gamepad north to toggle FXAA
148        if input.pressed(FXAA) { fxaa_on = !fxaa_on }
149
150        let colour = colour.texture();
151        let depth = depth.texture();
152        let mut frame = SimpleFrameBuffer::with_depth_buffer(
153            display, colour, depth
154        ).unwrap();
155
156        let perspective = Mat4::perspective_3d(size, 1.0, 1024.0, 0.1);
157
158        // set camera rotation
159        let look_move = input.dir(LookRight, LookLeft, LookUp, LookDown);
160        rot += look_move.scale(delta_time * 15.0);
161        rot.y = rot.y.clamp(-PI / 2.0, PI / 2.0);
162        let rx = Quat::from_y_rot(rot.x);
163        let ry = Quat::from_x_rot(-rot.y);
164        let rot = rx * ry;
165
166        // move player based on camera
167        let dir = input.dir_max_len_1(Right, Left, Forward, Back);
168        let move_dir = vec3(dir.x, 0.0, dir.y).scale(5.0*delta_time);
169        pos += Mat3::from_rot(rx) * move_dir;
170
171        frame.clear_color_and_depth((0.0, 0.0, 0.0, 1.0), 1.0);
172        // draw teapot
173        frame.draw(
174            teapot_mesh, teapot_indices,
175            program, &uniform! {
176                perspective: perspective,
177                model: Mat4::from_scale(Vec3::splat(0.1)),
178                camera: Mat4::from_inverse_transform(pos, Vec3::ONE, rot),
179                light:   vec3(0.1, 0.25, -1.0).normalise(),
180                albedo:  vec3(0.5, 0.1,   0.4),
181                ambient: vec3(0.0, 0.05,  0.1),
182                shine: 50.0f32,
183            },
184            &draw_parameters,
185        ).unwrap();
186
187        let mut frame = display.draw();
188        frame.draw(
189            screen_mesh, screen_indices, if fxaa_on { fxaa } else { normal },
190            &shaders::fxaa_uniforms(colour), &DrawParameters::default()
191        ).unwrap();
192        frame.finish().unwrap();
193    }).build(event_loop).unwrap();
194}
Source

pub fn get_binary(&self) -> Result<Binary, GetBinaryError>

Returns the program’s compiled binary.

You can store the result in a file, then reload it later. This avoids having to compile the source code every time.

Source

pub fn get_frag_data_location(&self, name: &str) -> Option<u32>

Returns the location of an output fragment, if it exists.

The location is low-level information that is used internally by glium. You probably don’t need to call this function.

You can declare output fragments in your shaders by writing:

out vec4 foo;
Source

pub fn get_uniform(&self, name: &str) -> Option<&Uniform>

Returns informations about a uniform variable, if it exists.

Source

pub fn uniforms(&self) -> Iter<'_, String, Uniform>

Returns an iterator to the list of uniforms.

§Example
for (name, uniform) in program.uniforms() {
    println!("Name: {} - Type: {:?}", name, uniform.ty);
}
Source

pub fn get_uniform_blocks( &self, ) -> &HashMap<String, UniformBlock, BuildHasherDefault<FnvHasher>>

Returns a list of uniform blocks.

§Example
for (name, uniform) in program.get_uniform_blocks() {
    println!("Name: {}", name);
}
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pub fn get_transform_feedback_buffers(&self) -> &[TransformFeedbackBuffer]

Returns the list of transform feedback varyings.

Source

pub fn transform_feedback_matches( &self, format: &&'static [(Cow<'static, str>, usize, i32, AttributeType, bool)], stride: usize, ) -> bool

True if the transform feedback output of this program matches the specified VertexFormat and stride.

The stride is the number of bytes between two vertices.

Source

pub fn get_output_primitives(&self) -> Option<OutputPrimitives>

Returns the type of geometry that transform feedback would generate, or None if it depends on the vertex/index data passed when drawing.

This corresponds to GL_GEOMETRY_OUTPUT_TYPE or GL_TESS_GEN_MODE. If the program doesn’t contain either a geometry shader or a tessellation evaluation shader, returns None.

Source

pub fn has_tessellation_shaders(&self) -> bool

Returns true if the program contains a tessellation stage.

Source

pub fn has_tessellation_control_shader(&self) -> bool

Returns true if the program contains a tessellation control stage.

Source

pub fn has_tessellation_evaluation_shader(&self) -> bool

Returns true if the program contains a tessellation evaluation stage.

Source

pub fn has_geometry_shader(&self) -> bool

Returns true if the program contains a geometry shader.

Source

pub fn get_attribute(&self, name: &str) -> Option<&Attribute>

Returns informations about an attribute, if it exists.

Source

pub fn attributes(&self) -> Iter<'_, String, Attribute>

Returns an iterator to the list of attributes.

§Example
for (name, attribute) in program.attributes() {
    println!("Name: {} - Type: {:?}", name, attribute.ty);
}
Source

pub fn has_srgb_output(&self) -> bool

Returns true if the program has been configured to output sRGB instead of RGB.

Source

pub fn get_shader_storage_blocks( &self, ) -> &HashMap<String, UniformBlock, BuildHasherDefault<FnvHasher>>

Returns the list of shader storage blocks.

§Example
for (name, uniform) in program.get_shader_storage_blocks() {
    println!("Name: {}", name);
}
Source

pub fn get_atomic_counters( &self, ) -> &HashMap<String, UniformBlock, BuildHasherDefault<FnvHasher>>

Returns the list of shader storage blocks.

§Example
for (name, uniform) in program.get_atomic_counters() {
    println!("Name: {}", name);
}
Source

pub fn get_subroutine_uniforms( &self, ) -> &HashMap<(String, ShaderStage), SubroutineUniform, BuildHasherDefault<FnvHasher>>

Returns the subroutine uniforms of this program.

Since subroutine uniforms are unique per shader and not per program, the keys of the HashMap are in the format ("subroutine_name", ShaderStage).

§Example
for (&(ref name, shader), uniform) in program.get_subroutine_uniforms() {
    println!("Name: {}", name);
}
Source

pub fn uses_point_size(&self) -> bool

Returns true if the program has been configured to use the gl_PointSize variable.

If the program uses gl_PointSize without having been configured appropriately, then setting the value of gl_PointSize will have no effect.

Trait Implementations§

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impl Debug for Program

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fn fmt(&self, formatter: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl GlObject for Program

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type Id = Handle

The type of identifier for this object.
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fn get_id(&self) -> Handle

Returns the id of the object.

Auto Trait Implementations§

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impl !Freeze for Program

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impl !RefUnwindSafe for Program

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impl !Send for Program

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impl !Sync for Program

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impl Unpin for Program

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impl !UnwindSafe for Program

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> Downcast for T
where T: Any,

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fn into_any(self: Box<T>) -> Box<dyn Any>

Convert Box<dyn Trait> (where Trait: Downcast) to Box<dyn Any>. Box<dyn Any> can then be further downcast into Box<ConcreteType> where ConcreteType implements Trait.
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fn into_any_rc(self: Rc<T>) -> Rc<dyn Any>

Convert Rc<Trait> (where Trait: Downcast) to Rc<Any>. Rc<Any> can then be further downcast into Rc<ConcreteType> where ConcreteType implements Trait.
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fn as_any(&self) -> &(dyn Any + 'static)

Convert &Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &Any’s vtable from &Trait’s.
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fn as_any_mut(&mut self) -> &mut (dyn Any + 'static)

Convert &mut Trait (where Trait: Downcast) to &Any. This is needed since Rust cannot generate &mut Any’s vtable from &mut Trait’s.
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T> Instrument for T

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fn instrument(self, span: Span) -> Instrumented<Self>

Instruments this type with the provided Span, returning an Instrumented wrapper. Read more
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Instruments this type with the current Span, returning an Instrumented wrapper. Read more
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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

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where S: Into<Dispatch>,

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