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use super::*;
#[derive(Debug, Copy, Clone)]
pub enum ShaderType {
Vertex,
Fragment,
}
pub struct Shader {
pub(crate) ugli: Rc<Ugli>,
pub(crate) handle: raw::Shader,
phantom_data: PhantomData<*mut ()>,
}
impl Drop for Shader {
fn drop(&mut self) {
let gl = &self.ugli.inner;
gl.delete_shader(&self.handle);
}
}
#[derive(Debug, thiserror::Error)]
#[error("Shader compilation failed:\n{log}")]
pub struct ShaderCompilationError {
pub log: String,
}
impl Shader {
pub fn new(
ugli: &Rc<Ugli>,
shader_type: ShaderType,
source: &str,
) -> Result<Self, ShaderCompilationError> {
let gl = &ugli.inner;
let shader = Self {
ugli: ugli.clone(),
handle: gl
.create_shader(match shader_type {
ShaderType::Vertex => raw::VERTEX_SHADER,
ShaderType::Fragment => raw::FRAGMENT_SHADER,
})
.unwrap(),
phantom_data: PhantomData,
};
gl.shader_source(&shader.handle, source);
gl.compile_shader(&shader.handle);
let compile_status = gl.get_shader_parameter_bool(&shader.handle, raw::COMPILE_STATUS);
if compile_status == raw::FALSE {
return Err(ShaderCompilationError {
log: gl.get_shader_info_log(&shader.handle),
});
}
ugli.debug_check();
Ok(shader)
}
}