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//! The Shader module for CGL
#![allow(non_camel_case_types)]
use libc::{c_void, c_int, c_char, c_float, c_double};
/// The internal window handle used by CGL
#[repr(C)]
pub(crate) struct CGL_shader {
_private: c_void
}
extern {
fn CGL_shader_create(vertex_shader_source: *const c_char, fragment_shader_source: *const c_char, error: *mut *mut c_char) -> *mut CGL_shader;
fn CGL_shader_compute_create(compute_shader_source: *const c_char, error: *mut *mut c_char) -> *mut CGL_shader;
fn CGL_shader_create_from_files(vertex_shader_file: *const c_char, fragment_shader_file: *const c_char, error: *mut *mut c_char) -> *mut CGL_shader;
fn CGL_shader_compute_create_from_files(compute_shader_file: *const c_char, error: *mut *mut c_char) -> *mut CGL_shader;
fn CGL_shader_destroy(shader: *mut CGL_shader) -> ();
fn CGL_shader_bind(shader: *mut CGL_shader) -> ();
fn CGL_shader_get_uniform_location(shader: *mut CGL_shader, name: *const c_char) -> c_int;
fn CGL_shader_set_uniform_mat4(shader: *mut CGL_shader, location: c_int, matrix: *const crate::math::Matrix4x4) -> ();
fn CGL_shader_set_uniform_vec4(shader: *mut CGL_shader, location: c_int, vector: *const crate::math::Vector4) -> ();
fn CGL_shader_set_uniform_vec3(shader: *mut CGL_shader, location: c_int, vector: *const crate::math::Vector3) -> ();
fn CGL_shader_set_uniform_vec2(shader: *mut CGL_shader, location: c_int, vector: *const crate::math::Vector2) -> ();
fn CGL_shader_set_uniform_int(shader: *mut CGL_shader, location: c_int, value: c_int) -> ();
fn CGL_shader_set_uniform_bool(shader: *mut CGL_shader, location: c_int, value: c_int) -> ();
fn CGL_shader_set_uniform_float(shader: *mut CGL_shader, location: c_int, value: c_float) -> ();
fn CGL_shader_set_uniform_double(shader: *mut CGL_shader, location: c_int, value: c_double) -> ();
fn CGL_shader_set_uniform_vec2v(shader: *mut CGL_shader, location: c_int, x: c_float, y: c_float) -> ();
fn CGL_shader_set_uniform_vec3v(shader: *mut CGL_shader, location: c_int, x: c_float, y: c_float, z: c_float) -> ();
fn CGL_shader_set_uniform_vec4v(shader: *mut CGL_shader, location: c_int, x: c_float, y: c_float, z: c_float, w: c_float) -> ();
fn CGL_shader_set_uniform_ivec2v(shader: *mut CGL_shader, location: c_int, x: c_int, y: c_int) -> ();
fn CGL_shader_set_uniform_ivec3v(shader: *mut CGL_shader, location: c_int, x: c_int, y: c_int, z: c_int) -> ();
fn CGL_shader_set_uniform_ivec4v(shader: *mut CGL_shader, location: c_int, x: c_int, y: c_int, z: c_int, w: c_int) -> ();
fn CGL_shader_set_user_data(shader: *mut CGL_shader, user_data: *mut c_void) -> ();
fn CGL_shader_get_user_data(shader: *mut CGL_shader) -> *mut c_void;
fn CGL_shader_compute_dispatch(shader: *mut CGL_shader, x: c_int, y: c_int, z: c_int) -> ();
}
/// A shader object
#[derive(Debug)]
pub struct Shader {
handle: *mut CGL_shader,
has_been_destroyed: bool,
uniform_locations: std::collections::HashMap<String, i32>
}
const BASIC_VERTEX_SHADER: &str = r#"#version 430 core
layout (location = 0) in vec3 aPos;
void main()
{
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
}
"#;
const BASIC_FRAGMENT_SHADER: &str = r#"#version 430 core
out vec4 FragColor;
void main()
{
FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
}
"#;
const BASIC_COMPUTE_SHADER: &str = r#"#version 430 core
layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main()
{
// Do nothing
}
"#;
impl Shader {
/// Creates a new shader object from the provided vertex and fragment shader source code.
///
/// # Arguments
///
/// * `vertex_shader_source` - The source code for the vertex shader.
/// * `fragment_shader_source` - The source code for the fragment shader.
///
/// # Returns
///
/// Returns a `Result` containing the newly created `Shader` object if successful, or a `String` containing an error message if unsuccessful.
///
/// # Example
///
/// ```no_run
/// let vertex_shader_source = r#"#version 430 core
///
/// layout (location = 0) in vec3 aPos;
///
/// void main()
/// {
/// gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
/// }
/// "#;
///
/// let fragment_shader_source = r#"#version 430 core
///
/// out vec4 FragColor;
///
/// void main()
/// {
/// FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
/// }
/// "#;
///
/// cgl_rs::init();
/// let mut window = cgl_rs::Window::new("Hello World", 800, 600).unwrap();
/// cgl_rs::graphics::init();
/// {
/// let shader = cgl_rs::graphics::Shader::from_source(vertex_shader_source, fragment_shader_source).unwrap();
/// // Do stuff with the shader
/// }
/// cgl_rs::graphics::shutdown();
/// window.destroy();
/// cgl_rs::shutdown();
/// ```
pub fn from_source(vertex_shader_source: &str, fragment_shader_source: &str) -> Result<Shader, String> {
let mut error_string_ptr: *mut c_char = std::ptr::null_mut();
let error_string_ptr_ptr: *mut *mut c_char = &mut error_string_ptr;
let handle = unsafe {
let vertex_shader_source_c = std::ffi::CString::new(vertex_shader_source).unwrap();
let fragment_shader_source_c = std::ffi::CString::new(fragment_shader_source).unwrap();
CGL_shader_create(vertex_shader_source_c.as_ptr(), fragment_shader_source_c.as_ptr(), error_string_ptr_ptr)
};
if handle.is_null() {
let error_string = unsafe { std::ffi::CStr::from_ptr(*error_string_ptr_ptr) };
let error_string = error_string.to_str().unwrap();
unsafe { libc::free(error_string_ptr as *mut c_void) };
return Err(error_string.to_string());
}
Ok(Shader {
handle,
has_been_destroyed: false,
uniform_locations: std::collections::HashMap::new()
})
}
/// Creates a new shader object from the provided vertex and fragment shader source files.
///
/// # Arguments
///
/// * `vertex_shader_path` - The path to the file containing the source code for the vertex shader.
/// * `fragment_shader_path` - The path to the file containing the source code for the fragment shader.
///
/// # Returns
///
/// Returns a `Result` containing the newly created `Shader` object if successful, or a `String` containing an error message if unsuccessful.
///
/// # Example
///
/// ```no_run
/// cgl_rs::init();
/// let mut window = cgl_rs::Window::new("Hello World", 800, 600).unwrap();
/// cgl_rs::graphics::init();
/// {
/// let shader = cgl_rs::graphics::Shader::from_files("path/to/vertex_shader.glsl", "path/to/fragment_shader.glsl").unwrap();
/// // Do stuff with the shader
/// }
/// cgl_rs::graphics::shutdown();
/// window.destroy();
/// cgl_rs::shutdown();
/// ```
pub fn from_files(vertex_shader_path: &str, fragment_shader_path: &str) -> Result<Shader, String> {
let mut error_string_ptr: *mut c_char = std::ptr::null_mut();
let error_string_ptr_ptr: *mut *mut c_char = &mut error_string_ptr;
let handle = unsafe {
let vertex_shader_path_c = std::ffi::CString::new(vertex_shader_path).unwrap();
let fragment_shader_path_c = std::ffi::CString::new(fragment_shader_path).unwrap();
CGL_shader_create_from_files(vertex_shader_path_c.as_ptr(), fragment_shader_path_c.as_ptr(), error_string_ptr_ptr)
};
if handle.is_null() {
let error_string = unsafe { std::ffi::CStr::from_ptr(*error_string_ptr_ptr) };
let error_string = error_string.to_str().unwrap();
unsafe { libc::free(error_string_ptr as *mut c_void) };
return Err(error_string.to_string());
}
Ok(Shader {
handle,
has_been_destroyed: false,
uniform_locations: std::collections::HashMap::new()
})
}
/// Creates a new compute shader object from the provided compute shader source code.
///
/// # Arguments
///
/// * `compute_shader_source` - The source code for the compute shader.
///
/// # Returns
///
/// Returns a `Result` containing the newly created `Shader` object if successful, or a `String` containing an error message if unsuccessful.
///
/// # Example
///
/// ```no_run
/// let compute_shader_source = r#"#version 430 core
///
/// layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
///
/// void main()
/// {
/// // Do stuff
/// }
/// "#;
///
///
/// cgl_rs::init();
/// let mut window = cgl_rs::Window::new("Hello World", 800, 600).unwrap();
/// cgl_rs::graphics::init();
/// {
/// let shader = cgl_rs::graphics::Shader::compute_from_source("path/to/compute_shader.glsl").unwrap();
/// // Do stuff with the shader
/// }
/// cgl_rs::graphics::shutdown();
/// window.destroy();
/// cgl_rs::shutdown();
/// ```
pub fn compute_from_source(compute_shader_source: &str) -> Result<Shader, String> {
let mut error_string_ptr: *mut c_char = std::ptr::null_mut();
let error_string_ptr_ptr: *mut *mut c_char = &mut error_string_ptr;
let handle = unsafe {
let compute_shader_source_c = std::ffi::CString::new(compute_shader_source).unwrap();
CGL_shader_compute_create(compute_shader_source_c.as_ptr(), error_string_ptr_ptr)
};
if handle.is_null() {
let error_string = unsafe { std::ffi::CStr::from_ptr(*error_string_ptr_ptr) };
let error_string = error_string.to_str().unwrap();
unsafe { libc::free(error_string_ptr as *mut c_void) };
return Err(error_string.to_string());
}
Ok(Shader {
handle,
has_been_destroyed: false,
uniform_locations: std::collections::HashMap::new()
})
}
/// Creates a new compute shader object from the provided compute shader file.
///
/// # Arguments
///
/// * `compute_shader_path` - The path to the compute shader file.
///
/// # Returns
///
/// Returns a `Result` containing the newly created `Shader` object if successful, or a `String` containing an error message if unsuccessful.
///
/// # Example
///
/// ```no_run
/// cgl_rs::init();
/// let mut window = cgl_rs::Window::new("Hello World", 800, 600).unwrap();
/// cgl_rs::graphics::init();
/// {
/// let shader = cgl_rs::graphics::Shader::compute_from_files("path/to/compute_shader.glsl").unwrap();
/// // Do stuff with the shader
/// }
/// cgl_rs::graphics::shutdown();
/// window.destroy();
/// cgl_rs::shutdown();
/// ```
pub fn compute_from_files(compute_shader_path: &str) -> Result<Shader, String> {
let mut error_string_ptr: *mut c_char = std::ptr::null_mut();
let error_string_ptr_ptr: *mut *mut c_char = &mut error_string_ptr;
let handle = unsafe {
let compute_shader_path_c = std::ffi::CString::new(compute_shader_path).unwrap();
CGL_shader_compute_create_from_files(compute_shader_path_c.as_ptr(), error_string_ptr_ptr)
};
if handle.is_null() {
let error_string = unsafe { std::ffi::CStr::from_ptr(*error_string_ptr_ptr) };
let error_string = error_string.to_str().unwrap();
unsafe { libc::free(error_string_ptr as *mut c_void) };
return Err(error_string.to_string());
}
Ok(Shader {
handle,
has_been_destroyed: false,
uniform_locations: std::collections::HashMap::new()
})
}
/// Creates a basic compute shader object with a simple compute shader.
///
/// # Returns
///
/// Returns a `Result` containing the newly created `Shader` object if successful, or a `String` containing an error message if unsuccessful.
///
/// # Example
///
/// ```
/// cgl_rs::init();
/// let mut window = cgl_rs::Window::new("Hello World", 800, 600).unwrap();
/// cgl_rs::graphics::init();
/// {
/// let shader = cgl_rs::graphics::Shader::create_dummy_compute().unwrap();
/// // Do stuff with the shader
/// }
/// cgl_rs::graphics::shutdown();
/// window.destroy();
/// cgl_rs::shutdown();
/// ```
pub fn create_dummy_compute() -> Result<Shader, String> {
Shader::compute_from_source(BASIC_COMPUTE_SHADER)
}
/// Creates a basic shader object with a simple vertex and fragment shader.
///
/// # Returns
///
/// Returns a `Result` containing the newly created `Shader` object if successful, or a `String` containing an error message if unsuccessful.
///
/// # Example
///
/// ```
/// cgl_rs::init();
/// let mut window = cgl_rs::Window::new("Hello World", 800, 600).unwrap();
/// cgl_rs::graphics::init();
/// {
/// let shader = cgl_rs::graphics::Shader::create_dummy().unwrap();
/// // Do stuff with the shader
/// }
/// cgl_rs::graphics::shutdown();
/// window.destroy();
/// cgl_rs::shutdown();
/// ```
pub fn create_dummy() -> Result<Shader, String> {
Shader::from_source(BASIC_VERTEX_SHADER, BASIC_FRAGMENT_SHADER)
}
/// Destroys the shader object.
///
/// # Remarks
///
/// This function destroys the shader object and frees any resources associated with it. If the shader object has already been destroyed, this function does nothing.
///
/// # Example
///
/// ```
/// cgl_rs::init();
/// let mut window = cgl_rs::Window::new("Hello World", 800, 600).unwrap();
/// cgl_rs::graphics::init();
/// {
/// let mut shader = cgl_rs::graphics::Shader::create_dummy().unwrap();
/// // Do stuff with the shader
/// shader.destroy();
/// }
/// cgl_rs::graphics::shutdown();
/// window.destroy();
/// cgl_rs::shutdown();
/// ```
pub fn destroy(&mut self) {
if !self.has_been_destroyed {
unsafe {
CGL_shader_destroy(self.handle);
}
self.has_been_destroyed = true;
}
}
/// Retrieves the location of0 a uniform variable in the shader program.
///
/// # Arguments
///
/// * `uniform_name` - A string slice containing the name of the uniform variable.
///
/// # Returns
///
/// Returns an `i32` representing the location of the uniform variable in the shader program.
///
/// # Remarks
///
/// This function caches the uniform location for future use, so it is more efficient to call this function once and store the result than to call it repeatedly.
///
/// # Example
///
/// ```
/// cgl_rs::init();
/// let mut window = cgl_rs::Window::new("Hello World", 800, 600).unwrap();
/// cgl_rs::graphics::init();
/// {
/// let mut shader = cgl_rs::graphics::Shader::create_dummy().unwrap();
/// let uniform_location = shader.get_uniform_location("uniform_name");
/// // Do stuff with the uniform location
/// }
/// cgl_rs::graphics::shutdown();
/// window.destroy();
/// cgl_rs::shutdown();
/// ```
pub fn get_uniform_location(&mut self, uniform_name: &str) -> i32 {
if self.uniform_locations.contains_key(uniform_name) {
return self.uniform_locations[uniform_name];
}
let uniform_name_c = std::ffi::CString::new(uniform_name).unwrap();
let location = unsafe {
CGL_shader_get_uniform_location(self.handle, uniform_name_c.as_ptr()) as i32
};
self.uniform_locations.insert(uniform_name.to_string(), location);
location
}
/// Sets the value of a uniform variable of type Vector2 in the shader program.
///
/// # Arguments
///
/// * `uniform_name` - A string slice containing the name of the uniform variable.
/// * `value` - A reference to a Vector2 containing the value to set.
///
/// # Example
///
/// ```
/// cgl_rs::init();
/// let mut window = cgl_rs::Window::new("Hello World", 800, 600).unwrap();
/// cgl_rs::graphics::init();
/// {
/// let mut shader = cgl_rs::graphics::Shader::create_dummy().unwrap();
/// let vec2 = cgl_rs::math::Vector2::new(1.0, 2.0);
/// shader.set_vec2("uniform_name", &vec2);
/// // Do stuff with the uniform variable
/// }
/// cgl_rs::graphics::shutdown();
/// window.destroy();
/// cgl_rs::shutdown();
/// ```
pub fn set_vec2(&mut self, uniform_name: &str, value: &crate::math::Vector2) {
let location = self.get_uniform_location(uniform_name);
unsafe {
CGL_shader_set_uniform_vec2(self.handle, location, value);
}
}
/// Sets the value of a uniform variable of type Vector3 in the shader program.
///
/// # Arguments
///
/// * `uniform_name` - A string slice containing the name of the uniform variable.
/// * `value` - A reference to a Vector3 containing the value to set.
///
/// # Example
///
/// ```
/// cgl_rs::init();
/// let mut window = cgl_rs::Window::new("Hello World", 800, 600).unwrap();
/// cgl_rs::graphics::init();
/// {
/// let mut shader = cgl_rs::graphics::Shader::create_dummy().unwrap();
/// let vec3 = cgl_rs::math::Vector3::new(1.0, 2.0, 3.0);
/// shader.set_vec3("uniform_name", &vec3);
/// // Do stuff with the uniform variable
/// }
/// cgl_rs::graphics::shutdown();
/// window.destroy();
/// cgl_rs::shutdown();
/// ```
pub fn set_vec3(&mut self, uniform_name: &str, value: &crate::math::Vector3) {
let location = self.get_uniform_location(uniform_name);
unsafe {
CGL_shader_set_uniform_vec3(self.handle, location, value);
}
}
/// Sets the value of a uniform variable of type Vector4 in the shader program.
///
/// # Arguments
///
/// * `uniform_name` - A string slice containing the name of the uniform variable.
/// * `value` - A reference to a Vector4 containing the value to set.
///
/// # Example
///
/// ```
/// cgl_rs::init();
/// let mut window = cgl_rs::Window::new("Hello World", 800, 600).unwrap();
/// cgl_rs::graphics::init();
/// {
/// let mut shader = cgl_rs::graphics::Shader::create_dummy().unwrap();
/// let vec4 = cgl_rs::math::Vector4::new(1.0, 2.0, 3.0, 4.0);
/// shader.set_vec4("uniform_name", &vec4);
/// // Do stuff with the uniform variable
/// }
/// cgl_rs::graphics::shutdown();
/// window.destroy();
/// cgl_rs::shutdown();
/// ```
pub fn set_vec4(&mut self, uniform_name: &str, value: &crate::math::Vector4) {
let location = self.get_uniform_location(uniform_name);
unsafe {
CGL_shader_set_uniform_vec4(self.handle, location, value);
}
}
/// Sets the value of a uniform variable of type Matrix4x4 in the shader program.
///
/// # Arguments
///
/// * `uniform_name` - A string slice containing the name of the uniform variable.
/// * `value` - A reference to a Matrix4x4 containing the value to set.
///
/// # Example
///
/// ```
/// cgl_rs::init();
/// let mut window = cgl_rs::Window::new("Hello World", 800, 600).unwrap();
/// cgl_rs::graphics::init();
/// {
/// let mut shader = cgl_rs::graphics::Shader::create_dummy().unwrap();
/// let mat4 = cgl_rs::math::Matrix4x4::identity();
/// shader.set_mat4("uniform_name", &mat4);
/// // Do stuff with the uniform variable
/// }
/// cgl_rs::graphics::shutdown();
/// window.destroy();
/// cgl_rs::shutdown();
/// ```
pub fn set_mat4(&mut self, uniform_name: &str, value: &crate::math::Matrix4x4) {
let location = self.get_uniform_location(uniform_name);
unsafe {
CGL_shader_set_uniform_mat4(self.handle, location, value);
}
}
/// Sets the value of a uniform variable of type i32 in the shader program.
///
/// # Arguments
///
/// * `uniform_name` - A string slice containing the name of the uniform variable.
/// * `value` - An i32 value containing the value to set.
///
/// # Example
///
/// ```
/// cgl_rs::init();
/// let mut window = cgl_rs::Window::new("Hello World", 800, 600).unwrap();
/// cgl_rs::graphics::init();
/// {
/// let mut shader = cgl_rs::graphics::Shader::create_dummy().unwrap();
/// shader.set_int("uniform_name", 42);
/// // Do stuff with the uniform variable
/// }
/// cgl_rs::graphics::shutdown();
/// window.destroy();
/// cgl_rs::shutdown();
/// ```
pub fn set_int(&mut self, uniform_name: &str, value: i32) {
let location = self.get_uniform_location(uniform_name);
unsafe {
CGL_shader_set_uniform_int(self.handle, location, value);
}
}
/// Sets the value of a uniform variable of type bool in the shader program.
///
/// # Arguments
///
/// * `uniform_name` - A string slice containing the name of the uniform variable.
/// * `value` - A boolean value containing the value to set.
///
/// # Example
///
/// ```
/// cgl_rs::init();
/// let mut window = cgl_rs::Window::new("Hello World", 800, 600).unwrap();
/// cgl_rs::graphics::init();
/// {
/// let mut shader = cgl_rs::graphics::Shader::create_dummy().unwrap();
/// shader.set_bool("uniform_name", true);
/// // Do stuff with the uniform variable
/// }
/// cgl_rs::graphics::shutdown();
/// window.destroy();
/// cgl_rs::shutdown();
/// ```
pub fn set_bool(&mut self, uniform_name: &str, value: bool) {
let location = self.get_uniform_location(uniform_name);
unsafe {
CGL_shader_set_uniform_bool(self.handle, location, value as i32);
}
}
/// Sets the value of a uniform variable of type float in the shader program.
///
/// # Arguments
///
/// * `uniform_name` - A string slice containing the name of the uniform variable.
/// * `value` - A f32 value containing the value to set.
///
/// # Example
///
/// ```
/// cgl_rs::init();
/// let mut window = cgl_rs::Window::new("Hello World", 800, 600).unwrap();
/// cgl_rs::graphics::init();
/// {
/// let mut shader = cgl_rs::graphics::Shader::create_dummy().unwrap();
/// shader.set_float("uniform_name", 3.14);
/// // Do stuff with the uniform variable
/// }
/// cgl_rs::graphics::shutdown();
/// window.destroy();
/// cgl_rs::shutdown();
/// ```
pub fn set_float(&mut self, uniform_name: &str, value: f32) {
let location = self.get_uniform_location(uniform_name);
unsafe {
CGL_shader_set_uniform_float(self.handle, location, value);
}
}
/// Sets the value of a uniform variable of type double in the shader program.
///
/// # Arguments
///
/// * `uniform_name` - A string slice containing the name of the uniform variable.
/// * `value` - A f64 value containing the value to set.
///
/// # Example
///
/// ```
/// cgl_rs::init();
/// let mut window = cgl_rs::Window::new("Hello World", 800, 600).unwrap();
/// cgl_rs::graphics::init();
/// {
/// let mut shader = cgl_rs::graphics::Shader::create_dummy().unwrap();
/// shader.set_double("uniform_name", 3.14);
/// }
/// cgl_rs::graphics::shutdown();
/// window.destroy();
/// cgl_rs::shutdown();
/// ```
pub fn set_double(&mut self, uniform_name: &str, value: f64) {
let location = self.get_uniform_location(uniform_name);
unsafe {
CGL_shader_set_uniform_double(self.handle, location, value);
}
}
/// Sets the value of a uniform variable of type vec2 in the shader program.
///
/// # Arguments
///
/// * `uniform_name` - A string slice containing the name of the uniform variable.
/// * `x` - A f32 value containing the x component of the vector.
/// * `y` - A f32 value containing the y component of the vector.
///
/// # Example
///
/// ```
/// cgl_rs::init();
/// let mut window = cgl_rs::Window::new("Hello World", 800, 600).unwrap();
/// cgl_rs::graphics::init();
/// {
/// let mut shader = cgl_rs::graphics::Shader::create_dummy().unwrap();
/// shader.set_vec2v("uniform_name", 1.0, 2.0);
/// // Do stuff with the uniform variable
/// }
/// cgl_rs::graphics::shutdown();
/// window.destroy();
/// cgl_rs::shutdown();
/// ```
pub fn set_vec2v(&mut self, uniform_name: &str, x: f32, y: f32) {
let location = self.get_uniform_location(uniform_name);
unsafe {
CGL_shader_set_uniform_vec2v(self.handle, location, x, y);
}
}
/// Sets the value of a uniform variable of type vec3 in the shader program.
///
/// # Arguments
///
/// * `uniform_name` - A string slice containing the name of the uniform variable.
/// * `x` - A f32 value containing the x component of the vector.
/// * `y` - A f32 value containing the y component of the vector.
/// * `z` - A f32 value containing the z component of the vector.
///
/// # Example
///
/// ```
/// cgl_rs::init();
/// let mut window = cgl_rs::Window::new("Hello World", 800, 600).unwrap();
/// cgl_rs::graphics::init();
/// {
/// let mut shader = cgl_rs::graphics::Shader::create_dummy().unwrap();
/// shader.set_vec3v("uniform_name", 1.0, 2.0, 3.0);
/// // Do stuff with the uniform variable
/// }
/// cgl_rs::graphics::shutdown();
/// window.destroy();
/// cgl_rs::shutdown();
/// ```
pub fn set_vec3v(&mut self, uniform_name: &str, x: f32, y: f32, z: f32) {
let location = self.get_uniform_location(uniform_name);
unsafe {
CGL_shader_set_uniform_vec3v(self.handle, location, x, y, z);
}
}
/// Sets the value of a uniform variable of type vec4 in the shader program.
///
/// # Arguments
///
/// * `uniform_name` - A string slice containing the name of the uniform variable.
/// * `x` - A f32 value containing the x component of the vector.
/// * `y` - A f32 value containing the y component of the vector.
/// * `z` - A f32 value containing the z component of the vector.
/// * `w` - A f32 value containing the w component of the vector.
///
/// # Example
///
/// ```
/// cgl_rs::init();
/// let mut window = cgl_rs::Window::new("Hello World", 800, 600).unwrap();
/// cgl_rs::graphics::init();
/// {
/// let mut shader = cgl_rs::graphics::Shader::create_dummy().unwrap();
/// shader.set_vec4v("uniform_name", 1.0, 2.0, 3.0, 4.0);
/// // Do stuff with the uniform variable
/// }
/// cgl_rs::graphics::shutdown();
/// window.destroy();
/// cgl_rs::shutdown();
/// ```
pub fn set_vec4v(&mut self, uniform_name: &str, x: f32, y: f32, z: f32, w: f32) {
let location = self.get_uniform_location(uniform_name);
unsafe {
CGL_shader_set_uniform_vec4v(self.handle, location, x, y, z, w);
}
}
/// Sets the value of a uniform variable of type ivec2 in the shader program.
///
/// # Arguments
///
/// * `uniform_name` - A string slice containing the name of the uniform variable.
/// * `x` - An i32 value containing the x component of the vector.
/// * `y` - An i32 value containing the y component of the vector.
///
/// # Example
///
/// ```
/// cgl_rs::init();
/// let mut window = cgl_rs::Window::new("Hello World", 800, 600).unwrap();
/// cgl_rs::graphics::init();
/// {
/// let mut shader = cgl_rs::graphics::Shader::create_dummy().unwrap();
/// shader.set_ivec2v("uniform_name", 1, 2);
/// // Do stuff with the uniform variable
/// }
/// cgl_rs::graphics::shutdown();
/// window.destroy();
/// cgl_rs::shutdown();
/// ```
pub fn set_ivec2v(&mut self, uniform_name: &str, x: i32, y: i32) {
let location = self.get_uniform_location(uniform_name);
unsafe {
CGL_shader_set_uniform_ivec2v(self.handle, location, x, y);
}
}
/// Sets the value of a uniform variable of type ivec3 in the shader program.
///
/// # Arguments
///
/// * `uniform_name` - A string slice containing the name of the uniform variable.
/// * `x` - An i32 value containing the x component of the vector.
/// * `y` - An i32 value containing the y component of the vector.
/// * `z` - An i32 value containing the z component of the vector.
///
/// # Example
///
/// ```
/// cgl_rs::init();
/// let mut window = cgl_rs::Window::new("Hello World", 800, 600).unwrap();
/// cgl_rs::graphics::init();
/// {
/// let mut shader = cgl_rs::graphics::Shader::create_dummy().unwrap();
/// shader.set_ivec3v("uniform_name", 1, 2, 3);
/// // Do stuff with the uniform variable
/// }
/// cgl_rs::graphics::shutdown();
/// window.destroy();
/// cgl_rs::shutdown();
/// ```
pub fn set_ivec3v(&mut self, uniform_name: &str, x: i32, y: i32, z: i32) {
let location = self.get_uniform_location(uniform_name);
unsafe {
CGL_shader_set_uniform_ivec3v(self.handle, location, x, y, z);
}
}
/// Sets the value of a uniform variable of type ivec4 in the shader program.
///
/// # Arguments
///
/// * `uniform_name` - A string slice containing the name of the uniform variable.
/// * `x` - An i32 value containing the x component of the vector.
/// * `y` - An i32 value containing the y component of the vector.
/// * `z` - An i32 value containing the z component of the vector.
/// * `w` - An i32 value containing the w component of the vector.
///
/// # Example
///
/// ```
/// cgl_rs::init();
/// let mut window = cgl_rs::Window::new("Hello World", 800, 600).unwrap();
/// cgl_rs::graphics::init();
/// {
/// let mut shader = cgl_rs::graphics::Shader::create_dummy().unwrap();
/// shader.set_ivec4v("uniform_name", 1, 2, 3, 4);
/// // Do stuff with the uniform variable
/// }
/// cgl_rs::graphics::shutdown();
/// window.destroy();
/// cgl_rs::shutdown();
/// ```
pub fn set_ivec4v(&mut self, uniform_name: &str, x: i32, y: i32, z: i32, w: i32) {
let location = self.get_uniform_location(uniform_name);
unsafe {
CGL_shader_set_uniform_ivec4v(self.handle, location, x, y, z, w);
}
}
/// Dispatches a compute shader with the specified number of work groups.
///
/// # Arguments
///
/// * `x` - An i32 value containing the number of work groups in the x dimension.
/// * `y` - An i32 value containing the number of work groups in the y dimension.
/// * `z` - An i32 value containing the number of work groups in the z dimension.
///
/// # Example
///
/// ```
/// cgl_rs::init();
/// let mut window = cgl_rs::Window::new("Hello World", 800, 600).unwrap();
/// cgl_rs::graphics::init();
/// {
/// let shader = cgl_rs::graphics::Shader::create_dummy_compute().unwrap();
/// shader.dispatch(1, 1, 1);
/// // Do stuff with the compute shader
/// }
/// cgl_rs::graphics::shutdown();
/// window.destroy();
/// cgl_rs::shutdown();
/// ```
pub fn dispatch(&self, x: i32, y: i32, z: i32) {
unsafe {
CGL_shader_compute_dispatch(self.handle, x, y, z);
}
}
}
impl Drop for Shader {
fn drop(&mut self) {
self.destroy();
}
}
impl Clone for Shader {
/// Clones the shader object.
///
/// NOTE: The new instance will have the same handle, `has_been_destroyed` flag.
/// This means that the new instance will not be able to receive events nor will the internal window handle be
/// destroyed when the new instance is dropped. The internal window handle will be destroyed when the original
/// instance is dropped.
///
///
/// # Example
///
/// ```
/// cgl_rs::init();
/// let mut window = cgl_rs::Window::new("Hello World", 600, 800).unwrap();
/// cgl_rs::graphics::init();
/// {
/// let shader = cgl_rs::graphics::Shader::create_dummy().unwrap();
/// let shader2 = shader.clone();
/// }
/// cgl_rs::graphics::shutdown();
/// window.destroy();
/// cgl_rs::shutdown();
/// ```
fn clone(&self) -> Self {
Shader {
handle: self.handle.clone(),
has_been_destroyed: true,
uniform_locations: self.uniform_locations.clone()
}
}
}