use crate::error::ParsePresetError; use librashader_common::{FilterMode, WrapMode}; use std::ops::Mul; use std::path::PathBuf; use std::str::FromStr; #[derive(Debug, Clone)] pub struct ShaderPassConfig { pub id: i32, pub name: PathBuf, pub alias: Option, pub filter: FilterMode, pub wrap_mode: WrapMode, pub frame_count_mod: u32, pub srgb_framebuffer: bool, pub float_framebuffer: bool, pub mipmap_input: bool, pub scaling: Scale2D, } #[repr(i32)] #[derive(Default, Copy, Clone, Debug)] pub enum ScaleType { #[default] Input = 0, Absolute, Viewport, } #[derive(Copy, Clone, Debug)] pub enum ScaleFactor { Float(f32), Absolute(i32), } impl Default for ScaleFactor { fn default() -> Self { ScaleFactor::Float(1.0f32) } } impl From for f32 { fn from(value: ScaleFactor) -> Self { match value { ScaleFactor::Float(f) => f, ScaleFactor::Absolute(f) => f as f32, } } } impl Mul for f32 { type Output = f32; fn mul(self, rhs: ScaleFactor) -> Self::Output { match rhs { ScaleFactor::Float(f) => f * self, ScaleFactor::Absolute(f) => f as f32 * self, } } } impl Mul for u32 { type Output = f32; fn mul(self, rhs: ScaleFactor) -> Self::Output { match rhs { ScaleFactor::Float(f) => f * self as f32, ScaleFactor::Absolute(f) => (f as u32 * self) as f32, } } } impl FromStr for ScaleType { type Err = ParsePresetError; fn from_str(s: &str) -> Result { match s { "source" => Ok(ScaleType::Input), "viewport" => Ok(ScaleType::Viewport), "absolute" => Ok(ScaleType::Absolute), _ => Err(ParsePresetError::InvalidScaleType(s.to_string())), } } } #[derive(Debug, Clone)] pub struct Scaling { pub scale_type: ScaleType, pub factor: ScaleFactor, } #[derive(Debug, Clone)] pub struct Scale2D { pub valid: bool, pub x: Scaling, pub y: Scaling, } #[derive(Debug, Clone)] pub struct TextureConfig { pub name: String, pub path: PathBuf, pub wrap_mode: WrapMode, pub filter_mode: FilterMode, pub mipmap: bool, } #[derive(Debug, Clone)] pub struct ParameterConfig { pub name: String, pub value: f32, } #[derive(Debug, Clone)] pub struct ShaderPreset { pub shader_count: i32, pub feedback_pass: i32, // Everything is in Vecs because the expect number of values is well below 64. pub shaders: Vec, pub textures: Vec, pub parameters: Vec, }