slint/sixtyfps_runtime/rendering_backends/gl/shader.rs
Simon Hausmann 4f5d491bf7 Minor cleanup
Remove GL context parameters from texture functions that aren't needed.
2020-09-15 09:02:34 +02:00

306 lines
9.1 KiB
Rust

/* LICENSE BEGIN
This file is part of the SixtyFPS Project -- https://sixtyfps.io
Copyright (c) 2020 Olivier Goffart <olivier.goffart@sixtyfps.io>
Copyright (c) 2020 Simon Hausmann <simon.hausmann@sixtyfps.io>
SPDX-License-Identifier: GPL-3.0-only
This file is also available under commercial licensing terms.
Please contact info@sixtyfps.io for more information.
LICENSE END */
use super::{
buffers::{GLArrayBuffer, GLIndexBuffer},
texture::GLTexture,
GLContext, Vertex,
};
use glow::HasContext;
use std::rc::Rc;
struct Shader {
program: <GLContext as HasContext>::Program,
context: Rc<glow::Context>,
}
impl Shader {
fn new(gl: &Rc<GLContext>, vertex_shader_source: &str, fragment_shader_source: &str) -> Shader {
let program = unsafe { gl.create_program().expect("Cannot create program") };
let shader_sources = [
(glow::VERTEX_SHADER, vertex_shader_source),
(glow::FRAGMENT_SHADER, fragment_shader_source),
];
let mut shaders = Vec::with_capacity(shader_sources.len());
for (shader_type, shader_source) in shader_sources.iter() {
unsafe {
let shader = gl.create_shader(*shader_type).expect("Cannot create shader");
gl.shader_source(shader, &shader_source);
gl.compile_shader(shader);
if !gl.get_shader_compile_status(shader) {
panic!(gl.get_shader_info_log(shader));
}
gl.attach_shader(program, shader);
shaders.push(shader);
}
}
unsafe {
gl.link_program(program);
if !gl.get_program_link_status(program) {
panic!(gl.get_program_info_log(program));
}
for shader in shaders {
gl.detach_shader(program, shader);
gl.delete_shader(shader);
}
}
Shader { context: gl.clone(), program }
}
pub fn use_program(&self, gl: &glow::Context) {
unsafe {
gl.use_program(Some(self.program));
}
}
}
impl Drop for Shader {
fn drop(&mut self) {
unsafe {
self.context.delete_program(self.program);
}
}
}
#[derive(Clone)]
pub(crate) struct PathShader {
inner: Rc<Shader>,
matrix_location: <GLContext as HasContext>::UniformLocation,
vertcolor_location: <GLContext as HasContext>::UniformLocation,
pos_location: u32,
}
impl PathShader {
pub fn new(gl: &Rc<glow::Context>) -> Self {
const PATH_VERTEX_SHADER: &str = r#"#version 100
attribute vec2 pos;
uniform vec4 vertcolor;
uniform mat4 matrix;
varying lowp vec4 fragcolor;
void main() {
gl_Position = matrix * vec4(pos, 0.0, 1);
fragcolor = vertcolor;
}"#;
const PATH_FRAGMENT_SHADER: &str = r#"#version 100
precision mediump float;
varying lowp vec4 fragcolor;
void main() {
gl_FragColor = fragcolor;
}"#;
let inner = Rc::new(Shader::new(&gl, PATH_VERTEX_SHADER, PATH_FRAGMENT_SHADER));
let matrix_location = unsafe { gl.get_uniform_location(inner.program, "matrix").unwrap() };
let vertcolor_location =
unsafe { gl.get_uniform_location(inner.program, "vertcolor").unwrap() };
let pos_location = unsafe { gl.get_attrib_location(inner.program, "pos").unwrap() };
Self { inner, matrix_location, vertcolor_location, pos_location }
}
pub fn bind(
&self,
gl: &glow::Context,
matrix: &[f32; 16],
vertcolor: &[f32; 4],
pos: &GLArrayBuffer<Vertex>,
indices: &GLIndexBuffer<u16>,
) {
self.inner.use_program(&gl);
unsafe {
gl.uniform_matrix_4_f32_slice(Some(&self.matrix_location), false, matrix);
gl.uniform_4_f32(
Some(&self.vertcolor_location),
vertcolor[0],
vertcolor[1],
vertcolor[2],
vertcolor[3],
)
};
pos.bind(&gl, self.pos_location);
indices.bind(&gl);
}
pub fn unbind(&self, gl: &glow::Context) {
unsafe {
gl.disable_vertex_attrib_array(self.pos_location);
}
}
}
#[derive(Clone)]
pub(crate) struct ImageShader {
inner: Rc<Shader>,
matrix_location: <GLContext as HasContext>::UniformLocation,
tex_location: <GLContext as HasContext>::UniformLocation,
pos_location: u32,
tex_pos_location: u32,
}
impl ImageShader {
pub fn new(gl: &Rc<glow::Context>) -> Self {
const IMAGE_VERTEX_SHADER: &str = r#"#version 100
attribute vec2 pos;
attribute vec2 tex_pos;
uniform mat4 matrix;
varying highp vec2 frag_tex_pos;
void main() {
gl_Position = matrix * vec4(pos, 0.0, 1);
frag_tex_pos = tex_pos;
}"#;
const IMAGE_FRAGMENT_SHADER: &str = r#"#version 100
varying highp vec2 frag_tex_pos;
uniform sampler2D tex;
void main() {
gl_FragColor = texture2D(tex, frag_tex_pos);
}"#;
let inner = Rc::new(Shader::new(&gl, IMAGE_VERTEX_SHADER, IMAGE_FRAGMENT_SHADER));
let matrix_location = unsafe { gl.get_uniform_location(inner.program, "matrix").unwrap() };
let tex_location = unsafe { gl.get_uniform_location(inner.program, "tex").unwrap() };
let pos_location = unsafe { gl.get_attrib_location(inner.program, "pos").unwrap() };
let tex_pos_location = unsafe { gl.get_attrib_location(inner.program, "tex_pos").unwrap() };
Self { inner, matrix_location, tex_location, pos_location, tex_pos_location }
}
pub fn bind(
&self,
gl: &glow::Context,
matrix: &[f32; 16],
tex: &GLTexture,
pos: &GLArrayBuffer<Vertex>,
tex_pos: &GLArrayBuffer<Vertex>,
) {
self.inner.use_program(&gl);
unsafe { gl.uniform_matrix_4_f32_slice(Some(&self.matrix_location), false, matrix) };
tex.bind_to_location(&self.tex_location);
pos.bind(&gl, self.pos_location);
tex_pos.bind(&gl, self.tex_pos_location);
}
pub fn unbind(&self, gl: &glow::Context) {
unsafe {
gl.disable_vertex_attrib_array(self.pos_location);
gl.disable_vertex_attrib_array(self.tex_pos_location);
}
}
}
#[derive(Clone)]
pub(crate) struct GlyphShader {
inner: Rc<Shader>,
matrix_location: <GLContext as HasContext>::UniformLocation,
text_color_location: <GLContext as HasContext>::UniformLocation,
tex_location: <GLContext as HasContext>::UniformLocation,
pos_location: u32,
tex_pos_location: u32,
}
impl GlyphShader {
pub fn new(gl: &Rc<glow::Context>) -> Self {
const GLYPH_VERTEX_SHADER: &str = r#"#version 100
attribute vec2 pos;
attribute vec2 tex_pos;
uniform mat4 matrix;
uniform vec4 text_color;
varying highp vec2 frag_tex_pos;
varying lowp vec4 fragcolor;
void main() {
gl_Position = matrix * vec4(pos, 0.0, 1);
frag_tex_pos = tex_pos;
fragcolor = text_color;
}"#;
const GLYPH_FRAGMENT_SHADER: &str = r#"#version 100
varying highp vec2 frag_tex_pos;
varying lowp vec4 fragcolor;
uniform sampler2D tex;
void main() {
gl_FragColor = fragcolor * texture2D(tex, frag_tex_pos).a;
}"#;
let inner = Rc::new(Shader::new(&gl, GLYPH_VERTEX_SHADER, GLYPH_FRAGMENT_SHADER));
let matrix_location = unsafe { gl.get_uniform_location(inner.program, "matrix").unwrap() };
let text_color_location =
unsafe { gl.get_uniform_location(inner.program, "text_color").unwrap() };
let tex_location = unsafe { gl.get_uniform_location(inner.program, "tex").unwrap() };
let pos_location = unsafe { gl.get_attrib_location(inner.program, "pos").unwrap() };
let tex_pos_location = unsafe { gl.get_attrib_location(inner.program, "tex_pos").unwrap() };
Self {
inner,
matrix_location,
text_color_location,
tex_location,
pos_location,
tex_pos_location,
}
}
pub fn bind(
&self,
gl: &glow::Context,
matrix: &[f32; 16],
text_color: &[f32; 4],
tex: &GLTexture,
pos: &GLArrayBuffer<Vertex>,
tex_pos: &GLArrayBuffer<Vertex>,
) {
self.inner.use_program(&gl);
unsafe {
gl.uniform_matrix_4_f32_slice(Some(&self.matrix_location), false, matrix);
gl.uniform_4_f32(
Some(&self.text_color_location),
text_color[0],
text_color[1],
text_color[2],
text_color[3],
)
};
tex.bind_to_location(&self.tex_location);
pos.bind(&gl, self.pos_location);
tex_pos.bind(&gl, self.tex_pos_location);
}
pub fn unbind(&self, gl: &glow::Context) {
unsafe {
gl.disable_vertex_attrib_array(self.pos_location);
gl.disable_vertex_attrib_array(self.tex_pos_location);
}
}
}