♻️ Extract shader_closure.rs

main
_ 2020-03-08 17:07:13 +00:00
parent 56bc305f00
commit 1560b2d3cd
9 changed files with 89 additions and 77 deletions

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arrow.iqm Normal file

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pitch.iqm Normal file

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@ -7,7 +7,7 @@ uniform highp mat4 uni_mvp;
attribute highp vec4 attr_pos; attribute highp vec4 attr_pos;
void main (void) { void main (void) {
highp float depth_adjust = -1.0 / 512.0; highp float depth_adjust = -0.0 / 512.0;
gl_Position = uni_mvp * attr_pos + vec4 (0.0, 0.0, depth_adjust, 0.0); gl_Position = uni_mvp * attr_pos + vec4 (0.0, 0.0, depth_adjust, 0.0);
} }

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@ -13,6 +13,7 @@ use file::load_small_file;
use iqm::Model; use iqm::Model;
use renderable_model::RenderableModel; use renderable_model::RenderableModel;
use shader::{ShaderProgram, ShaderObject}; use shader::{ShaderProgram, ShaderObject};
use shader_closure::*;
use texture::Texture; use texture::Texture;
use timestep::TimeStep; use timestep::TimeStep;
@ -138,79 +139,6 @@ where P: AsRef <std::path::Path>
ShaderProgram::new (&vert_shader, &frag_shader).unwrap () ShaderProgram::new (&vert_shader, &frag_shader).unwrap ()
} }
struct ShaderClosure {
program: ShaderProgram,
uniforms: HashMap <u32, i32>,
attributes: renderable_model::AttrMap,
}
struct BorrowedShaderVars <'a> {
unis: &'a HashMap <u32, i32>,
attrs: &'a renderable_model::AttrMap,
}
fn get_shader_attrs (
shader: &ShaderProgram,
attr_names: &[(usize, &str)]
)
-> renderable_model::AttrMap
{
let mut v = vec! [None; attr_names.iter ().map (|(i, _)| i).max ().unwrap () + 1];
let attrs = shader.get_attribute_locations (attr_names.iter ().map (|(_, v)| v).copied ());
for ((i, _), loc) in attr_names.iter ().zip (attrs.into_iter ()) {
v [*i] = loc;
}
v
}
fn get_shader_uniforms (
shader: &ShaderProgram,
uni_names: &[(u32, &str)]
)
-> HashMap <u32, i32>
{
let unis = shader.get_uniform_locations (uni_names.iter ().map (|(_, v)| v).copied ());
let pairs =
uni_names.iter ().map (|(i, _)| i).copied ()
.zip (unis.into_iter ())
.filter (|(_, v)| *v >= 0)
;
HashMap::from_iter (pairs)
}
impl ShaderClosure {
pub fn new (
program: ShaderProgram,
uniform_names: &[(u32, &str)],
attr_names: &[(usize, &str)]
) -> Self
{
let uniforms = get_shader_uniforms (&program, uniform_names);
let attributes = get_shader_attrs (&program, attr_names);
Self {
program,
uniforms,
attributes,
}
}
pub fn with <F> (&self, callback: F)
where F: Fn (BorrowedShaderVars)
{
self.program.use_program ();
callback (BorrowedShaderVars {
unis: &self.uniforms,
attrs: &self.attributes,
});
}
}
struct Arrow { struct Arrow {
origin: Vec3, origin: Vec3,
direction: Vec3, direction: Vec3,
@ -456,6 +384,7 @@ fn main () {
let unis = shader_vars.unis; let unis = shader_vars.unis;
let attrs = shader_vars.attrs; let attrs = shader_vars.attrs;
// Pass 1 - Draw the world except the ground plane
glezz::disable (gl::STENCIL_TEST); glezz::disable (gl::STENCIL_TEST);
glezz::front_face (gl::CW); glezz::front_face (gl::CW);
@ -501,7 +430,6 @@ fn main () {
let draw_sky = true; let draw_sky = true;
if draw_sky { if draw_sky {
glezz::front_face (gl::CCW);
glezz::uniform_matrix_4fv (unis [&MVP], &sky_mvp_mat); glezz::uniform_matrix_4fv (unis [&MVP], &sky_mvp_mat);
glezz::uniform_3fv (unis [&ALBEDO], &white); glezz::uniform_3fv (unis [&ALBEDO], &white);
glezz::uniform_3fv (unis [&MIN_BRIGHT], &white); glezz::uniform_3fv (unis [&MIN_BRIGHT], &white);
@ -516,6 +444,8 @@ fn main () {
let unis = shader_vars.unis; let unis = shader_vars.unis;
let attrs = shader_vars.attrs; let attrs = shader_vars.attrs;
// Pass 2: Draw shadows into stencil buffer
glezz::front_face (gl::CCW);
glezz::enable (gl::STENCIL_TEST); glezz::enable (gl::STENCIL_TEST);
unsafe { unsafe {
gl::StencilFunc (gl::ALWAYS, 1, 1); gl::StencilFunc (gl::ALWAYS, 1, 1);
@ -550,6 +480,7 @@ fn main () {
let unis = shader_vars.unis; let unis = shader_vars.unis;
let attrs = shader_vars.attrs; let attrs = shader_vars.attrs;
// Pass 3: Draw lit ground
unsafe { unsafe {
gl::ColorMask (255, 255, 255, 255); gl::ColorMask (255, 255, 255, 255);
gl::DepthMask (1); gl::DepthMask (1);
@ -577,6 +508,7 @@ fn main () {
glezz::uniform_3fv (unis [&OBJECT_SPACE_LIGHT], &Vec3::from ((0.0, 0.0, 0.0))); glezz::uniform_3fv (unis [&OBJECT_SPACE_LIGHT], &Vec3::from ((0.0, 0.0, 0.0)));
mesh_pitch.draw (attrs, grass_index); mesh_pitch.draw (attrs, grass_index);
// Pass 4: Draw shadowed ground
unsafe { unsafe {
gl::StencilFunc (gl::EQUAL, 0, 1); gl::StencilFunc (gl::EQUAL, 0, 1);
gl::StencilOp (gl::KEEP, gl::KEEP, gl::KEEP); gl::StencilOp (gl::KEEP, gl::KEEP, gl::KEEP);

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@ -7,5 +7,6 @@ pub mod gpu_buffers;
pub mod iqm; pub mod iqm;
pub mod renderable_model; pub mod renderable_model;
pub mod shader; pub mod shader;
pub mod shader_closure;
pub mod texture; pub mod texture;
pub mod timestep; pub mod timestep;

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@ -1,6 +1,5 @@
use byteorder::{ByteOrder, LittleEndian}; use byteorder::{ByteOrder, LittleEndian};
use std::collections::*;
use std::convert::TryInto; use std::convert::TryInto;
use std::ffi::c_void; use std::ffi::c_void;

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@ -1,4 +1,3 @@
use std::collections::*;
use std::convert::TryInto; use std::convert::TryInto;
use std::ffi::{CStr, CString}; use std::ffi::{CStr, CString};
@ -73,6 +72,7 @@ impl Drop for ShaderObject {
} }
} }
#[derive (PartialEq, Eq)]
pub struct ShaderProgram { pub struct ShaderProgram {
id: u32, id: u32,
} }

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src/shader_closure.rs Normal file
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@ -0,0 +1,80 @@
use std::collections::*;
use std::iter::FromIterator;
use crate::{
renderable_model::AttrMap,
shader::ShaderProgram,
};
pub struct ShaderClosure {
program: ShaderProgram,
uniforms: HashMap <u32, i32>,
attributes: AttrMap,
}
pub struct BorrowedShaderVars <'a> {
pub unis: &'a HashMap <u32, i32>,
pub attrs: &'a AttrMap,
}
pub fn get_shader_attrs (
shader: &ShaderProgram,
attr_names: &[(usize, &str)]
)
-> AttrMap
{
let mut v = vec! [None; attr_names.iter ().map (|(i, _)| i).max ().unwrap () + 1];
let attrs = shader.get_attribute_locations (attr_names.iter ().map (|(_, v)| v).copied ());
for ((i, _), loc) in attr_names.iter ().zip (attrs.into_iter ()) {
v [*i] = loc;
}
v
}
pub fn get_shader_uniforms (
shader: &ShaderProgram,
uni_names: &[(u32, &str)]
)
-> HashMap <u32, i32>
{
let unis = shader.get_uniform_locations (uni_names.iter ().map (|(_, v)| v).copied ());
let pairs =
uni_names.iter ().map (|(i, _)| i).copied ()
.zip (unis.into_iter ())
.filter (|(_, v)| *v >= 0)
;
HashMap::from_iter (pairs)
}
impl ShaderClosure {
pub fn new (
program: ShaderProgram,
uniform_names: &[(u32, &str)],
attr_names: &[(usize, &str)]
) -> Self
{
let uniforms = get_shader_uniforms (&program, uniform_names);
let attributes = get_shader_attrs (&program, attr_names);
Self {
program,
uniforms,
attributes,
}
}
pub fn with <F> (&self, callback: F)
where F: Fn (BorrowedShaderVars)
{
self.program.use_program ();
callback (BorrowedShaderVars {
unis: &self.uniforms,
attrs: &self.attributes,
});
}
}