use gl::types::GLint; use librashader_reflect::reflect::semantics::BindingStage; use librashader_reflect::reflect::uniforms::{BindUniform, UniformBuffer, UniformScalar}; #[derive(Debug)] pub enum VariableLocation { Ubo(UniformLocation), Push(UniformLocation), } impl VariableLocation { pub fn location(&self) -> UniformLocation { match self { VariableLocation::Ubo(l) | VariableLocation::Push(l) => *l, } } } #[derive(Debug, Copy, Clone)] pub struct UniformLocation { pub vertex: T, pub fragment: T, } impl UniformLocation { pub fn is_valid(&self, stage: BindingStage) -> bool { let mut validity = false; if stage.contains(BindingStage::FRAGMENT) { validity = validity || self.fragment >= 0; } if stage.contains(BindingStage::VERTEX) { validity = validity || self.vertex >= 0; } validity } } pub(crate) type BufferStorage = UniformBuffer>; pub trait GlUniformScalar: UniformScalar { const FACTORY: unsafe fn(GLint, Self) -> (); } impl GlUniformScalar for f32 { const FACTORY: unsafe fn(GLint, Self) -> () = gl::Uniform1f; } impl GlUniformScalar for i32 { const FACTORY: unsafe fn(GLint, Self) -> () = gl::Uniform1i; } impl GlUniformScalar for u32 { const FACTORY: unsafe fn(GLint, Self) -> () = gl::Uniform1ui; } pub(crate) struct GlUniformBinder; impl BindUniform, T> for GlUniformBinder where T: GlUniformScalar { fn bind_uniform(value: T, location: UniformLocation) -> Option<()> { if location.is_valid(BindingStage::VERTEX | BindingStage::FRAGMENT) { unsafe { if location.is_valid(BindingStage::VERTEX) { T::FACTORY(location.vertex, value); } if location.is_valid(BindingStage::FRAGMENT) { T::FACTORY(location.fragment, value); } } Some(()) } else { None } } } impl BindUniform, &[f32; 4]> for GlUniformBinder { fn bind_uniform(vec4: &[f32; 4], location: UniformLocation) -> Option<()> { if location.is_valid(BindingStage::VERTEX | BindingStage::FRAGMENT) { unsafe { if location.is_valid(BindingStage::VERTEX) { gl::Uniform4fv(location.vertex, 1, vec4.as_ptr()); } if location.is_valid(BindingStage::FRAGMENT) { gl::Uniform4fv(location.fragment, 1, vec4.as_ptr()); } } Some(()) } else { None } } } impl BindUniform, &[f32; 16]> for GlUniformBinder { fn bind_uniform(mat4: &[f32; 16], location: UniformLocation) -> Option<()> { if location.is_valid(BindingStage::VERTEX | BindingStage::FRAGMENT) { unsafe { if location.is_valid(BindingStage::VERTEX) { gl::UniformMatrix4fv(location.vertex, 1, gl::FALSE, mat4.as_ptr()); } if location.is_valid(BindingStage::FRAGMENT) { gl::UniformMatrix4fv(location.fragment, 1, gl::FALSE, mat4.as_ptr()); } } Some(()) }else { None } } }