172 lines
7.4 KiB
Rust
172 lines
7.4 KiB
Rust
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use gl;
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use std::fs;
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use std::ffi::{CString, CStr};
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use std::str;
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use cgmath::prelude::*;
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/// Shader Struct for creating and using shaders in the Context of engine
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///
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pub struct shader {
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pub ID: gl::types::GLuint,
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}
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impl shader
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{
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/// Shader Constructor, will read, Compile and Create GLSL Program for use
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///
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/// # Example
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/// `new(String::from("Example"))`
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/// if the String given was "Example" the Program expects both shaders to be in the directory "resources/shaders/Example/"
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/// with the vertex shader being called "shader.vert" and fragment "shader.frag"
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pub fn new(path: &str) -> shader
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{
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//read file contents
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let VERT_SHADER = fs::read_to_string(format!("resources/shaders/{path}/shader.vert")).unwrap();
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let FRAG_SHADER = std::fs::read_to_string(format!("resources/shaders/{path}/shader.frag")).unwrap();
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//create vertex shader
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let vertex_shader = unsafe {gl::CreateShader(gl::VERTEX_SHADER) };
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unsafe {
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gl::ShaderSource(vertex_shader, 1, &VERT_SHADER.as_bytes().as_ptr().cast(), &VERT_SHADER.len().try_into().unwrap());
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gl::CompileShader(vertex_shader);
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}
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//error Checking
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let mut success = 0;
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unsafe {
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gl::GetShaderiv(vertex_shader, gl::COMPILE_STATUS, &mut success);
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if success == 0 {
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let mut log_len = 0_i32;
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let mut v: Vec<u8> = Vec::with_capacity(1024);
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gl::GetShaderInfoLog(vertex_shader, 1024, &mut log_len, v.as_mut_ptr().cast());
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v.set_len(log_len.try_into().unwrap());
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panic!("Vertex Shader Compile Error: {}", String::from_utf8_lossy(&v));
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}
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let fragment_shader = gl::CreateShader(gl::FRAGMENT_SHADER);
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gl::ShaderSource(fragment_shader, 1, &FRAG_SHADER.as_bytes().as_ptr().cast(), &FRAG_SHADER.len().try_into().unwrap());
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gl::CompileShader(fragment_shader);
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let mut success = 0;
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gl::GetShaderiv(fragment_shader, gl::COMPILE_STATUS, &mut success);
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if success == 0 {
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let mut v: Vec<u8> = Vec::with_capacity(1024);
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let mut log_len = 0_i32;
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gl::GetShaderInfoLog(fragment_shader, 1024, &mut log_len, v.as_mut_ptr().cast());
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v.set_len(log_len.try_into().unwrap());
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panic!("Fragment Shader Compile Error: {}", String::from_utf8_lossy(&v));
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}
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let shader_program = gl::CreateProgram();
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gl::AttachShader(shader_program, vertex_shader);
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gl::AttachShader(shader_program, fragment_shader);
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gl::LinkProgram(shader_program);
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let mut success = 0;
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gl::GetProgramiv(shader_program, gl::LINK_STATUS, &mut success);
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if success == 0 {
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let mut v: Vec<u8> = Vec::with_capacity(1024);
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let mut log_len = 0_i32;
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gl::GetProgramInfoLog(shader_program, 1024, &mut log_len, v.as_mut_ptr().cast());
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v.set_len(log_len.try_into().unwrap());
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panic!("Program Link Error: {}", String::from_utf8_lossy(&v));
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}
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gl::DetachShader(shader_program, vertex_shader);
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gl::DetachShader(shader_program, fragment_shader);
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gl::DeleteShader(vertex_shader);
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gl::DeleteShader(fragment_shader);
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// return program
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shader {
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ID: shader_program,
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}
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}
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}
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/// uses Shader
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pub fn Use(&self)
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{
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unsafe {gl::UseProgram(self.ID);}
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}
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// BOILERPLATE JUMPSCARE
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pub fn setBool(&self, name: &CStr, value: bool )
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{unsafe {gl::Uniform1i(gl::GetUniformLocation(self.ID, name.as_ptr()), value as i32);}}
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pub fn setInt(&self, name: &CStr, value: u32 )
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{unsafe {gl::Uniform1i(gl::GetUniformLocation(self.ID, name.as_ptr()), value as i32);}}
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pub fn setFloat(&self, name: &CStr, value: f32 )
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{unsafe {gl::Uniform1f(gl::GetUniformLocation(self.ID, name.as_ptr()), value as f32);}}
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pub fn setVec2(&self, name: &CStr, value: &cgmath::Vector2<f32> )
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{unsafe {gl::Uniform2fv(gl::GetUniformLocation(self.ID, name.as_ptr()), 1, value.as_ptr());}}
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pub fn setVector2d(&self, name: &CStr, x: f32, y: f32)
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{unsafe {gl::Uniform2f(gl::GetUniformLocation(self.ID, name.as_ptr()), x, y);}}
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pub fn setVector3(&self, name: &CStr, value: cgmath::Vector3<f32> )
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{unsafe {gl::Uniform3fv(gl::GetUniformLocation(self.ID, name.as_ptr()), 1, value.as_ptr());}}
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pub fn setVector3d(&self, name: &CStr, x: f32, y: f32, z: f32 )
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{unsafe {gl::Uniform3f(gl::GetUniformLocation(self.ID, name.as_ptr()), x, y, z);}}
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pub fn setVector4(&self, name: &CStr, value: &cgmath::Vector4<f32> )
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{unsafe {gl::Uniform4fv(gl::GetUniformLocation(self.ID, name.as_ptr()), 1, value.as_ptr());}}
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pub fn setVector4d(&self, name: &CStr, x: f32, y: f32, z: f32, w: f32)
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{unsafe {gl::Uniform4f(gl::GetUniformLocation(self.ID, name.as_ptr()), x, y, z, w);}}
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pub fn setMat2(&self, name: &CStr, value: &cgmath::Matrix2<f32>)
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{unsafe {gl::UniformMatrix2fv(gl::GetUniformLocation(self.ID, name.as_ptr()), 1, gl::FALSE, value.as_ptr());}}
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pub fn setMat3(&self, name: &CStr, value: &cgmath::Matrix3<f32>)
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{unsafe {gl::UniformMatrix3fv(gl::GetUniformLocation(self.ID, name.as_ptr()), 1, gl::FALSE, value.as_ptr());}}
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pub fn setMat4(&self, name: &CStr, value: &cgmath::Matrix4<f32>)
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{unsafe {gl::UniformMatrix4fv(gl::GetUniformLocation(self.ID, name.as_ptr()), 1, gl::FALSE, value.as_ptr());}}
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}
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#[cfg(test)]
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mod tests {
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use glfw;
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use glfw::Context;
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use gl;
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use super::*;
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#[test]
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fn ShaderLoading() {
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// initialize GLFW
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let mut glfw = glfw::init(glfw::FAIL_ON_ERRORS).unwrap();
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// set window hints
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glfw.window_hint(glfw::WindowHint::ContextVersion(3, 3));
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glfw.window_hint(glfw::WindowHint::OpenGlProfile(glfw::OpenGlProfileHint::Core));
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glfw.window_hint(glfw::WindowHint::OpenGlForwardCompat(true));
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glfw.window_hint(glfw::WindowHint::Resizable(false));
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//create Window
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let (mut window, events) = glfw.create_window(480, 320, "Shader Test", glfw::WindowMode::Windowed).unwrap();
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let (screen_width, screen_height) = window.get_framebuffer_size();
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// setup window
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window.make_current();
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window.set_key_polling(true);
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// initialize gl
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gl::load_with(|ptr| window.get_proc_address(ptr) as *const _);
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let Shader = shader::new("basic");
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Shader.Use();
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}
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}
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