use crate::error::ParsePresetError; use librashader_common::{FilterMode, WrapMode}; use std::ops::Mul; use std::path::PathBuf; use std::str::FromStr; /// The configuration for a single shader pass. #[derive(Debug, Clone)] pub struct ShaderPassConfig { /// The index of the shader pass relative to its parent preset. pub id: i32, /// The fully qualified path to the shader pass source file. pub name: PathBuf, /// The alias of the shader pass if available. pub alias: Option, /// The filtering mode that this shader pass should expect. pub filter: FilterMode, /// The texture addressing (wrap) mode that this shader pass expects. pub wrap_mode: WrapMode, /// The number to which to wrap the frame count before passing it to the uniforms. pub frame_count_mod: u32, /// Whether or not this shader pass expects an SRGB framebuffer output. pub srgb_framebuffer: bool, /// Whether or not this shader pass expects an float framebuffer output. pub float_framebuffer: bool, /// Whether or not to generate mipmaps for the input texture before passing to the shader. pub mipmap_input: bool, /// Specifies the scaling of the output framebuffer for this shader pass. pub scaling: Scale2D, } #[repr(i32)] #[derive(Default, Copy, Clone, Debug)] /// The scaling type for the shader pass. pub enum ScaleType { #[default] /// Scale by the size of the input quad. Input = 0, /// Scale the framebuffer in absolute units. Absolute, /// Scale by the size of the viewport. Viewport, } /// The scaling factor for framebuffer scaling. #[derive(Copy, Clone, Debug)] pub enum ScaleFactor { /// Scale by a fractional float factor. Float(f32), /// Scale by an absolute factor. 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())), } } } /// Framebuffer scaling parameters. #[derive(Debug, Clone)] pub struct Scaling { /// The method to scale the framebuffer with. pub scale_type: ScaleType, /// The factor to scale by. pub factor: ScaleFactor, } /// 2D quad scaling parameters. #[derive(Debug, Clone)] pub struct Scale2D { /// Whether or not this combination of scaling factors is valid. pub valid: bool, /// Scaling parameters for the X axis. pub x: Scaling, /// Scaling parameters for the Y axis. pub y: Scaling, } /// Configuration options for a lookup texture used in the shader. #[derive(Debug, Clone)] pub struct TextureConfig { /// The name of the texture. pub name: String, /// The fully qualified path to the texture. pub path: PathBuf, /// The wrap (addressing) mode to use when sampling the texture. pub wrap_mode: WrapMode, /// The filter mode to use when sampling the texture. pub filter_mode: FilterMode, /// Whether or not to generate mipmaps for this texture. pub mipmap: bool, } /// Configuration options for a shader parameter. #[derive(Debug, Clone)] pub struct ParameterConfig { /// The name of the parameter. pub name: String, /// The value it is set to in the preset. pub value: f32, } /// A shader preset including all specified parameters, textures, and paths to specified shaders. /// /// A shader preset can be used to create a filter chain runtime instance, or reflected to get /// parameter metadata. #[derive(Debug, Clone)] pub struct ShaderPreset { /// Used in legacy GLSL shader semantics. If < 0, no feedback pass is used. /// Otherwise, the FBO after pass #N is passed a texture to next frame #[cfg(feature = "parse_legacy_glsl")] pub feedback_pass: i32, /// The number of shaders enabled in the filter chain. pub shader_count: i32, // Everything is in Vecs because the expect number of values is well below 64. /// Preset information for each shader. pub shaders: Vec, /// Preset information for each texture. pub textures: Vec, /// Preset information for each user parameter. pub parameters: Vec, }