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