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-rw-r--r--engine/src/opengl/shader.rs101
-rw-r--r--engine/src/renderer/opengl.rs61
2 files changed, 92 insertions, 70 deletions
diff --git a/engine/src/opengl/shader.rs b/engine/src/opengl/shader.rs
index 36dc1a4..a626fc7 100644
--- a/engine/src/opengl/shader.rs
+++ b/engine/src/opengl/shader.rs
@@ -159,82 +159,105 @@ impl Program
}
}
- pub fn set_uniform_matrix_4fv(&mut self, name: &CStr, matrix: &Matrix<f32, 4, 4>)
+ pub fn set_uniform(&mut self, name: &CStr, var: &impl UniformVariable)
{
- let uniform_location =
- unsafe { gl::GetUniformLocation(self.program, name.as_ptr().cast()) };
+ let location = UniformLocation(unsafe {
+ gl::GetUniformLocation(self.program, name.as_ptr().cast())
+ });
+
+ var.set(self, location);
+ }
+
+ fn get_info_log(&self) -> String
+ {
+ let mut buf = vec![gl::types::GLchar::default(); 512];
unsafe {
- gl::ProgramUniformMatrix4fv(
+ #[allow(clippy::cast_possible_wrap, clippy::cast_possible_truncation)]
+ gl::GetProgramInfoLog(
self.program,
- uniform_location,
- 1,
- gl::FALSE,
- matrix.as_ptr(),
+ buf.len() as gl::types::GLsizei,
+ null_mut(),
+ buf.as_mut_ptr(),
);
}
+
+ let info_log = unsafe { CStr::from_ptr(buf.as_ptr()) };
+
+ unsafe { String::from_utf8_unchecked(info_log.to_bytes().to_vec()) }
}
+}
- pub fn set_uniform_vec_3fv(&mut self, name: &CStr, vec: &Vec3<f32>)
+impl Drop for Program
+{
+ fn drop(&mut self)
{
- let uniform_location =
- unsafe { gl::GetUniformLocation(self.program, name.as_ptr().cast()) };
-
unsafe {
- gl::ProgramUniform3fv(self.program, uniform_location, 1, vec.as_ptr());
+ gl::DeleteProgram(self.program);
}
}
+}
- pub fn set_uniform_1fv(&mut self, name: &CStr, num: f32)
- {
- let uniform_location =
- unsafe { gl::GetUniformLocation(self.program, name.as_ptr().cast()) };
+pub trait UniformVariable
+{
+ fn set(&self, program: &mut Program, uniform_location: UniformLocation);
+}
+impl UniformVariable for f32
+{
+ fn set(&self, program: &mut Program, uniform_location: UniformLocation)
+ {
unsafe {
- gl::ProgramUniform1fv(self.program, uniform_location, 1, &num);
+ gl::ProgramUniform1f(program.program, uniform_location.0, *self);
}
}
+}
- pub fn set_uniform_1i(&mut self, name: &CStr, num: i32)
+impl UniformVariable for i32
+{
+ fn set(&self, program: &mut Program, uniform_location: UniformLocation)
{
- let uniform_location =
- unsafe { gl::GetUniformLocation(self.program, name.as_ptr().cast()) };
-
unsafe {
- gl::ProgramUniform1i(self.program, uniform_location, num);
+ gl::ProgramUniform1i(program.program, uniform_location.0, *self);
}
}
+}
- fn get_info_log(&self) -> String
+impl UniformVariable for Vec3<f32>
+{
+ fn set(&self, program: &mut Program, uniform_location: UniformLocation)
{
- let mut buf = vec![gl::types::GLchar::default(); 512];
-
unsafe {
- #[allow(clippy::cast_possible_wrap, clippy::cast_possible_truncation)]
- gl::GetProgramInfoLog(
- self.program,
- buf.len() as gl::types::GLsizei,
- null_mut(),
- buf.as_mut_ptr(),
+ gl::ProgramUniform3f(
+ program.program,
+ uniform_location.0,
+ self.x,
+ self.y,
+ self.z,
);
}
-
- let info_log = unsafe { CStr::from_ptr(buf.as_ptr()) };
-
- unsafe { String::from_utf8_unchecked(info_log.to_bytes().to_vec()) }
}
}
-impl Drop for Program
+impl UniformVariable for Matrix<f32, 4, 4>
{
- fn drop(&mut self)
+ fn set(&self, program: &mut Program, uniform_location: UniformLocation)
{
unsafe {
- gl::DeleteProgram(self.program);
+ gl::ProgramUniformMatrix4fv(
+ program.program,
+ uniform_location.0,
+ 1,
+ gl::FALSE,
+ self.as_ptr(),
+ );
}
}
}
+#[derive(Debug)]
+pub struct UniformLocation(gl::types::GLint);
+
/// Shader error.
#[derive(Debug, thiserror::Error)]
pub enum Error
diff --git a/engine/src/renderer/opengl.rs b/engine/src/renderer/opengl.rs
index 43ec16c..18b0041 100644
--- a/engine/src/renderer/opengl.rs
+++ b/engine/src/renderer/opengl.rs
@@ -452,11 +452,11 @@ fn apply_transformation_matrices(
)
{
gl_shader_program
- .set_uniform_matrix_4fv(c"model", &create_transformation_matrix(transformation));
+ .set_uniform(c"model", &create_transformation_matrix(transformation));
let view_matrix = create_view_matrix(camera, &camera_pos.position);
- gl_shader_program.set_uniform_matrix_4fv(c"view", &view_matrix);
+ gl_shader_program.set_uniform(c"view", &view_matrix);
#[allow(clippy::cast_precision_loss)]
let proj_matrix = match &camera.projection {
@@ -469,7 +469,7 @@ fn apply_transformation_matrices(
}
};
- gl_shader_program.set_uniform_matrix_4fv(c"projection", &proj_matrix);
+ gl_shader_program.set_uniform(c"projection", &proj_matrix);
}
fn apply_light<PointLightHolder>(
@@ -494,7 +494,7 @@ fn apply_light<PointLightHolder>(
);
for (dir_light_index, dir_light) in directional_lights.iter().enumerate() {
- gl_shader_program.set_uniform_vec_3fv(
+ gl_shader_program.set_uniform(
&create_light_uniform_name(
"directional_lights",
dir_light_index,
@@ -514,10 +514,10 @@ fn apply_light<PointLightHolder>(
// There probably won't be more than 2147483648 directional lights
#[allow(clippy::cast_possible_wrap, clippy::cast_possible_truncation)]
gl_shader_program
- .set_uniform_1i(c"directional_light_cnt", directional_lights.len() as i32);
+ .set_uniform(c"directional_light_cnt", &(directional_lights.len() as i32));
for (point_light_index, point_light) in point_lights.iter().enumerate() {
- gl_shader_program.set_uniform_vec_3fv(
+ gl_shader_program.set_uniform(
&create_light_uniform_name("point_lights", point_light_index, "position"),
&point_light.position,
);
@@ -539,24 +539,23 @@ fn apply_light<PointLightHolder>(
// There probably won't be more than 2147483648 point lights
#[allow(clippy::cast_possible_wrap, clippy::cast_possible_truncation)]
- gl_shader_program.set_uniform_1i(c"point_light_cnt", point_lights.len() as i32);
+ gl_shader_program.set_uniform(c"point_light_cnt", &(point_lights.len() as i32));
- gl_shader_program.set_uniform_vec_3fv(
+ gl_shader_program.set_uniform(
c"material.ambient",
- &if material_flags.use_ambient_color {
+ &Vec3::from(if material_flags.use_ambient_color {
material.ambient.clone()
} else {
global_light.ambient.clone()
- }
- .into(),
+ }),
);
gl_shader_program
- .set_uniform_vec_3fv(c"material.diffuse", &material.diffuse.clone().into());
+ .set_uniform(c"material.diffuse", &Vec3::from(material.diffuse.clone()));
#[allow(clippy::cast_possible_wrap)]
gl_shader_program
- .set_uniform_vec_3fv(c"material.specular", &material.specular.clone().into());
+ .set_uniform(c"material.specular", &Vec3::from(material.specular.clone()));
let texture_map = material
.textures
@@ -566,26 +565,26 @@ fn apply_light<PointLightHolder>(
.collect::<HashMap<_, _>>();
#[allow(clippy::cast_possible_wrap)]
- gl_shader_program.set_uniform_1i(
+ gl_shader_program.set_uniform(
c"material.ambient_map",
- *texture_map.get(&material.ambient_map).unwrap() as i32,
+ &(*texture_map.get(&material.ambient_map).unwrap() as i32),
);
#[allow(clippy::cast_possible_wrap)]
- gl_shader_program.set_uniform_1i(
+ gl_shader_program.set_uniform(
c"material.diffuse_map",
- *texture_map.get(&material.diffuse_map).unwrap() as i32,
+ &(*texture_map.get(&material.diffuse_map).unwrap() as i32),
);
#[allow(clippy::cast_possible_wrap)]
- gl_shader_program.set_uniform_1i(
+ gl_shader_program.set_uniform(
c"material.specular_map",
- *texture_map.get(&material.specular_map).unwrap() as i32,
+ &(*texture_map.get(&material.specular_map).unwrap() as i32),
);
- gl_shader_program.set_uniform_1fv(c"material.shininess", material.shininess);
+ gl_shader_program.set_uniform(c"material.shininess", &material.shininess);
- gl_shader_program.set_uniform_vec_3fv(c"view_pos", &camera_pos.position);
+ gl_shader_program.set_uniform(c"view_pos", &camera_pos.position);
}
fn set_light_attenuation_uniforms(
@@ -595,27 +594,27 @@ fn set_light_attenuation_uniforms(
light: &PointLight,
)
{
- gl_shader_program.set_uniform_1fv(
+ gl_shader_program.set_uniform(
&create_light_uniform_name(
light_array,
light_index,
"attenuation_props.constant",
),
- light.attenuation_params.constant,
+ &light.attenuation_params.constant,
);
- gl_shader_program.set_uniform_1fv(
+ gl_shader_program.set_uniform(
&create_light_uniform_name(light_array, light_index, "attenuation_props.linear"),
- light.attenuation_params.linear,
+ &light.attenuation_params.linear,
);
- gl_shader_program.set_uniform_1fv(
+ gl_shader_program.set_uniform(
&create_light_uniform_name(
light_array,
light_index,
"attenuation_props.quadratic",
),
- light.attenuation_params.quadratic,
+ &light.attenuation_params.quadratic,
);
}
@@ -626,14 +625,14 @@ fn set_light_phong_uniforms(
light: &impl Light,
)
{
- gl_shader_program.set_uniform_vec_3fv(
+ gl_shader_program.set_uniform(
&create_light_uniform_name(light_array, light_index, "phong.diffuse"),
- &light.diffuse().clone().into(),
+ &Vec3::from(light.diffuse().clone()),
);
- gl_shader_program.set_uniform_vec_3fv(
+ gl_shader_program.set_uniform(
&create_light_uniform_name(light_array, light_index, "phong.specular"),
- &light.specular().clone().into(),
+ &Vec3::from(light.specular().clone()),
);
}