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use grphx::Texture;
use gl;
use log::{debug, error};
use nalgebra::{Matrix2, Matrix3, Matrix4, Vector2, Vector3, Vector4};
use std::ffi::CString;
use std::fs::File;
use std::io::Read;
use std::ptr;
use std::str;
pub struct Shader {
pub id: u32,
}
impl Shader {
pub fn new(file: &str) -> Shader {
debug!("New {}", file);
let mut shader = Shader { id: 0 };
let vertex_file_path = format!("res/shaders/{}.vs", file);
let mut vertex_file = File::open(vertex_file_path).unwrap_or_else(|_| {
error!("Failed to open {}.vs", file);
panic!()
});
let mut vertex_string = String::new();
vertex_file.read_to_string(&mut vertex_string).unwrap_or_else(|_| {
error!("Failed to read vertex shader");
panic!()
});
let vertex_code = CString::new(vertex_string.as_bytes()).unwrap();
let fragment_file_path = format!("res/shaders/{}.fs", file);
let mut fragment_file = File::open(fragment_file_path).unwrap_or_else(|_| {
error!("Failed to open {}.fs", file);
panic!()
});
let mut fragment_string = String::new();
fragment_file.read_to_string(&mut fragment_string).unwrap_or_else(|_| {
error!("Failed to read fragment shader");
panic!()
});
let fragment_code = CString::new(fragment_string.as_bytes()).unwrap();
unsafe {
let vertex = gl::CreateShader(gl::VERTEX_SHADER);
gl::ShaderSource(vertex, 1, &vertex_code.as_ptr(), ptr::null());
gl::CompileShader(vertex);
shader.check_compile_errors(vertex, "VertexShader");
let fragment = gl::CreateShader(gl::FRAGMENT_SHADER);
gl::ShaderSource(fragment, 1, &fragment_code.as_ptr(), ptr::null());
gl::CompileShader(fragment);
shader.check_compile_errors(fragment, "FragmentShader");
let id = gl::CreateProgram();
gl::AttachShader(id, vertex);
gl::AttachShader(id, fragment);
gl::LinkProgram(id);
shader.check_compile_errors(id, "ShaderProgram");
gl::DeleteShader(vertex);
gl::DeleteShader(fragment);
shader.id = id;
}
shader
}
pub unsafe fn bind(&self) {
gl::UseProgram(self.id);
}
pub unsafe fn _get_uniform_location(&self, name: &str) -> i32 {
let cstr = CString::new(name).unwrap();
gl::GetUniformLocation(self.id, cstr.as_ptr())
}
pub unsafe fn bind_texture(id: u32, tex: &Texture) {
gl::ActiveTexture(gl::TEXTURE0 + id);
gl::BindTexture(gl::TEXTURE_2D, tex.id);
}
pub unsafe fn _set_uniform_vec2(id: i32, value: &Vector2<f32>) {
gl::Uniform2fv(id, 1, value.as_slice().as_ptr());
}
pub unsafe fn _set_uniform_vec3(id: i32, value: &Vector3<f32>) {
gl::Uniform3fv(id, 1, value.as_slice().as_ptr());
}
pub unsafe fn _set_uniform_vec4(id: i32, value: &Vector4<f32>) {
gl::Uniform4fv(id, 1, value.as_slice().as_ptr());
}
pub unsafe fn _set_uniform_mat2(id: i32, mat: &Matrix2<f32>) {
gl::UniformMatrix2fv(id, 1, gl::FALSE, mat.as_slice().as_ptr());
}
pub unsafe fn _set_uniform_mat3(id: i32, mat: &Matrix3<f32>) {
gl::UniformMatrix3fv(id, 1, gl::FALSE, mat.as_slice().as_ptr());
}
pub unsafe fn set_uniform_mat4(id: i32, mat: &Matrix4<f32>) {
gl::UniformMatrix4fv(id, 1, gl::FALSE, mat.as_slice().as_ptr());
}
pub unsafe fn _set_uniform_int(id: i32, value: i32) {
gl::Uniform1i(id, value);
}
unsafe fn check_compile_errors(&self, shader: u32, shader_type: &str) {
debug!("Checking {} shader for compile errors", shader_type);
let mut success = i32::from(gl::FALSE);
let mut info_log = Vec::with_capacity(1024);
info_log.set_len(1024 - 1);
if shader_type != "ShaderProgram" {
gl::GetShaderiv(shader, gl::COMPILE_STATUS, &mut success);
if success != i32::from(gl::TRUE) {
gl::GetShaderInfoLog(shader, 1024, ptr::null_mut(), info_log.as_mut_ptr() as *mut i8);
error!(
"Compilation error of type: {}\nInfo log:\n{}",
shader_type,
str::from_utf8(&info_log).unwrap_or("UNKNOWN")
);
}
} else {
gl::GetProgramiv(shader, gl::LINK_STATUS, &mut success);
if success != i32::from(gl::TRUE) {
gl::GetProgramInfoLog(shader, 1024, ptr::null_mut(), info_log.as_mut_ptr() as *mut i8);
error!(
"Linking error of type: {}\nInfo log:\n{}",
shader_type,
str::from_utf8(&info_log).unwrap_or("UNKNOWN")
);
}
}
}
}