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use crate::opengl::shader::{
Error as ShaderError,
Kind as ShaderKind,
Program as ShaderProgram,
Shader,
};
use crate::renderer::Renderable;
use crate::vertex::Vertex;
#[derive(Debug)]
pub struct Object
{
id: Id,
renderable: Renderable,
}
impl Object
{
/// Returns a new `Object`.
///
/// # Errors
/// Will return `Err` if shader creation fails or if shader program linking fails.
pub fn new(id: Id, vertices: &[Vertex]) -> Result<Self, Error>
{
let vertex_shader = Shader::new(ShaderKind::Vertex);
vertex_shader
.set_source(include_str!("../vertex.glsl"))
.map_err(Error::CreateVertexShaderFailed)?;
vertex_shader
.compile()
.map_err(Error::CreateVertexShaderFailed)?;
let fragment_shader = Shader::new(ShaderKind::Fragment);
fragment_shader
.set_source(include_str!("../fragment.glsl"))
.map_err(Error::CreateFragmentShaderFailed)?;
fragment_shader
.compile()
.map_err(Error::CreateFragmentShaderFailed)?;
let shader_program = ShaderProgram::new();
shader_program.attach(&vertex_shader);
shader_program.attach(&fragment_shader);
shader_program
.link()
.map_err(Error::LinkShaderProgramFailed)?;
let renderable = Renderable::new(shader_program, vertices);
Ok(Self { id, renderable })
}
/// Returns the object ID.
#[must_use]
pub fn id(&self) -> Id
{
self.id
}
pub(crate) fn renderable(&self) -> &Renderable
{
&self.renderable
}
}
/// Object error
#[derive(Debug, thiserror::Error)]
pub enum Error
{
#[error("Failed to create vertex shader")]
CreateVertexShaderFailed(#[source] ShaderError),
#[error("Failed to create fragment shader")]
CreateFragmentShaderFailed(#[source] ShaderError),
#[error("Failed to link shader program")]
LinkShaderProgramFailed(#[source] ShaderError),
}
/// Object ID.
#[derive(Debug, Clone, Copy, PartialEq, Eq, PartialOrd, Ord, Hash)]
pub struct Id
{
id: u16,
}
impl Id
{
/// Returns a new object ID.
#[must_use]
pub fn new(id: u16) -> Self
{
Self { id }
}
}
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