stevenarella/src/render/shaders.rs

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// Copyright 2016 Matthew Collins
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//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
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use crate::gl;
use crate::render::glsl;
use log::error;
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pub fn add_shaders(reg: &mut glsl::Registry) {
reg.register(
"lookup_texture",
include_str!("shaders/lookup_texture.glsl"),
);
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reg.register("get_light", include_str!("shaders/get_light.glsl"));
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reg.register("ui_vertex", include_str!("shaders/ui_vertex.glsl"));
reg.register("ui_frag", include_str!("shaders/ui_frag.glsl"));
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reg.register("chunk_vertex", include_str!("shaders/chunk_vertex.glsl"));
reg.register("chunk_frag", include_str!("shaders/chunk_frag.glsl"));
reg.register("trans_vertex", include_str!("shaders/trans_vertex.glsl"));
reg.register("trans_frag", include_str!("shaders/trans_frag.glsl"));
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reg.register("model_vertex", include_str!("shaders/model_vertex.glsl"));
reg.register("model_frag", include_str!("shaders/model_frag.glsl"));
reg.register("sun_vertex", include_str!("shaders/sun_vertex.glsl"));
reg.register("sun_frag", include_str!("shaders/sun_frag.glsl"));
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reg.register("clouds_vertex", include_str!("shaders/clouds_vertex.glsl"));
reg.register("clouds_geo", include_str!("shaders/clouds_geo.glsl"));
reg.register("clouds_frag", include_str!("shaders/clouds_frag.glsl"));
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}
macro_rules! get_shader {
($reg:ident, $name:expr) => {
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$reg.get($name)
};
($reg:ident, $name:expr, $def:expr) => {
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$reg.get_define($name, $def)
};
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}
#[macro_export]
macro_rules! init_shader {
(
Program $name:ident {
vert = $vert:expr, $(#$vdef:ident)*
frag = $frag:expr, $(#$fdef:ident)*
attribute = {
$(
required $field:ident => $glname:expr,
)*
$(
optional $ofield:ident => $oglname:expr,
)*
},
uniform = {
$(
required $ufield:ident => $uglname:expr,
)*
$(
optional $oufield:ident => $ouglname:expr,
)*
},
}
) => (
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#[allow(dead_code)]
struct $name {
program: gl::Program,
$(
$field: gl::Attribute,
)*
$(
$ofield: Option<gl::Attribute>,
)*
$(
$ufield: gl::Uniform,
)*
$(
$oufield: Option<gl::Uniform>,
)*
}
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impl $name {
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#[allow(dead_code)]
pub fn new(reg: &glsl::Registry) -> $name {
let v = get_shader!(reg, $vert $(,stringify!($vdef))*);
let f = get_shader!(reg, $frag $(,stringify!($fdef))*);
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$name::new_manual(&v, &f)
}
#[allow(dead_code)]
pub fn new_manual(v: &str, f: &str) -> $name {
let shader = shaders::create_program(&v, &f);
$name {
$(
$field: shader.attribute_location($glname).unwrap(),
)*
$(
$ofield: shader.attribute_location($oglname),
)*
$(
$ufield: shader.uniform_location($uglname).unwrap(),
)*
$(
$oufield: shader.uniform_location($ouglname),
)*
program: shader,
}
}
}
)
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}
pub fn create_program(vertex: &str, fragment: &str) -> gl::Program {
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let program = gl::Program::new();
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let v = gl::Shader::new(gl::VERTEX_SHADER);
v.set_source(vertex);
v.compile();
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Use glow, GL on Whatever (#262) Replaces the use of gl_generator with the glow wrapper: * Add glow dependency, based on glow 0.6.1 * Pin version of glow fork for https://github.com/iceiix/glow/pull/1 until #442 renderbuffer * Remove gl module, steven_gl Porting details: * Initialize glow in src/gl/mod.rs * Call gl methods on glow context * glow uses camelcase * Import glow::HasContext trait, finds draw_elements etc. * Fix mismatched types, glow uses Option and &str instead of raw pointers * Fix uniform_location, glow already returns Some(u32) * uniform_location: convert i32 to u32 for Uniform * Fix attribute_location * Fix shader creation Result u32 type * Fix passing GLvoid and 2d/3d * Fix missing Options type mismatches * Offsets are i32 in glow, not GLvoid * Fix clear_buffer using _f32_slice * Delete methods are singular not plural * glBufferData -> buffer_data_u8_slice * buffer_sub_data_u8_slice * Update more glow method wrapper names found by reviewing glow native platform * Remove unused multi_draw_elements, can be replaced by draw_elements in a loop and it has no WebGL equivalent * glow implements glMapBufferRange * Remove unused read_buffer * glow's deletes automatically pass 1 and take no reference * shader_source() accepts &str directly; removes last of std::ptr * Pass uniform Option<u32> * Fix bool passing normalized parameter * Fix draw_buffers parameter * Stop unnecessarily returning context from gl::init * Getting shader info is unsafe * Unwrapping static mut is unsafe * Use unsafe raw pointers for global mutable context * Fix initializing GL objects wrappers from glow wrappers * Unbinding framebuffers uses None * Uppercase global to fix warning * Shaders return Some instead of None * Unbox the context to a raw pointer * Use tex_image_2d_multisample added in glow fork * Implement uniform_location, fixing unwrap None failed * Add tex_sub_image_3d, using PixelUnpackData::Slice * set_matrix4: transmute the Matrix4 since it is repr(C) * get_pixels -> get_tex_image -> glGetTexImage, with PixelPackData::Slice * Wrap sub_image_2d (glTexSubImage2D) and fix warnings * Implement set_float_multi_raw and set_matrix4_multi, using from_raw_parts
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if !v.get_shader_compile_status() {
error!("Src: {}", vertex);
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panic!("Shader error: {}", v.get_info_log());
} else {
let log = v.get_info_log();
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let log = log.trim().trim_matches('\u{0}');
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if !log.is_empty() {
error!("{}", log);
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}
}
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let f = gl::Shader::new(gl::FRAGMENT_SHADER);
f.set_source(fragment);
f.compile();
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Use glow, GL on Whatever (#262) Replaces the use of gl_generator with the glow wrapper: * Add glow dependency, based on glow 0.6.1 * Pin version of glow fork for https://github.com/iceiix/glow/pull/1 until #442 renderbuffer * Remove gl module, steven_gl Porting details: * Initialize glow in src/gl/mod.rs * Call gl methods on glow context * glow uses camelcase * Import glow::HasContext trait, finds draw_elements etc. * Fix mismatched types, glow uses Option and &str instead of raw pointers * Fix uniform_location, glow already returns Some(u32) * uniform_location: convert i32 to u32 for Uniform * Fix attribute_location * Fix shader creation Result u32 type * Fix passing GLvoid and 2d/3d * Fix missing Options type mismatches * Offsets are i32 in glow, not GLvoid * Fix clear_buffer using _f32_slice * Delete methods are singular not plural * glBufferData -> buffer_data_u8_slice * buffer_sub_data_u8_slice * Update more glow method wrapper names found by reviewing glow native platform * Remove unused multi_draw_elements, can be replaced by draw_elements in a loop and it has no WebGL equivalent * glow implements glMapBufferRange * Remove unused read_buffer * glow's deletes automatically pass 1 and take no reference * shader_source() accepts &str directly; removes last of std::ptr * Pass uniform Option<u32> * Fix bool passing normalized parameter * Fix draw_buffers parameter * Stop unnecessarily returning context from gl::init * Getting shader info is unsafe * Unwrapping static mut is unsafe * Use unsafe raw pointers for global mutable context * Fix initializing GL objects wrappers from glow wrappers * Unbinding framebuffers uses None * Uppercase global to fix warning * Shaders return Some instead of None * Unbox the context to a raw pointer * Use tex_image_2d_multisample added in glow fork * Implement uniform_location, fixing unwrap None failed * Add tex_sub_image_3d, using PixelUnpackData::Slice * set_matrix4: transmute the Matrix4 since it is repr(C) * get_pixels -> get_tex_image -> glGetTexImage, with PixelPackData::Slice * Wrap sub_image_2d (glTexSubImage2D) and fix warnings * Implement set_float_multi_raw and set_matrix4_multi, using from_raw_parts
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if !f.get_shader_compile_status() {
error!("Src: {}", fragment);
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panic!("Shader error: {}", f.get_info_log());
} else {
let log = f.get_info_log();
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let log = log.trim().trim_matches('\u{0}');
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if !log.is_empty() {
error!("{}", log);
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}
}
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program.attach_shader(v);
program.attach_shader(f);
program.link();
program.use_program();
program
}