stevenarella/src/render/shaders.rs

166 lines
5.1 KiB
Rust

// Copyright 2016 Matthew Collins
//
// 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.
use crate::gl;
use crate::render::glsl;
use log::error;
pub fn add_shaders(reg: &mut glsl::Registry) {
reg.register(
"lookup_texture",
include_str!("shaders/lookup_texture.glsl"),
);
reg.register("get_light", include_str!("shaders/get_light.glsl"));
reg.register("ui_vertex", include_str!("shaders/ui_vertex.glsl"));
reg.register("ui_frag", include_str!("shaders/ui_frag.glsl"));
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"));
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"));
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"));
}
macro_rules! get_shader {
($reg:ident, $name:expr) => {
$reg.get($name)
};
($reg:ident, $name:expr, $def:expr) => {
$reg.get_define($name, $def)
};
}
#[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,
)*
},
}
) => (
#[allow(dead_code)]
struct $name {
program: gl::Program,
$(
$field: gl::Attribute,
)*
$(
$ofield: Option<gl::Attribute>,
)*
$(
$ufield: gl::Uniform,
)*
$(
$oufield: Option<gl::Uniform>,
)*
}
impl $name {
#[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))*);
$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,
}
}
}
)
}
pub fn create_program(vertex: &str, fragment: &str) -> gl::Program {
let program = gl::Program::new();
let v = gl::Shader::new(gl::VERTEX_SHADER);
v.set_source(vertex);
v.compile();
if v.get_parameter(gl::COMPILE_STATUS) == 0 {
error!("Src: {}", vertex);
panic!("Shader error: {}", v.get_info_log());
} else {
let log = v.get_info_log();
let log = log.trim().trim_matches('\u{0}');
if !log.is_empty() {
error!("{}", log);
}
}
let f = gl::Shader::new(gl::FRAGMENT_SHADER);
f.set_source(fragment);
f.compile();
if f.get_parameter(gl::COMPILE_STATUS) == 0 {
error!("Src: {}", fragment);
panic!("Shader error: {}", f.get_info_log());
} else {
let log = f.get_info_log();
let log = log.trim().trim_matches('\u{0}');
if !log.is_empty() {
error!("{}", log);
}
}
program.attach_shader(v);
program.attach_shader(f);
program.link();
program.use_program();
program
}