use glow::HasContext;
/// The [`Version`] of a `Program`.
pub struct Version {
vertex: String,
fragment: String,
}
impl Version {
pub fn new(gl: &glow::Context) -> Version {
let version = gl.version();
let (vertex, fragment) = match (
version.major,
version.minor,
version.is_embedded,
) {
// OpenGL 3.0+
(3, 0 | 1 | 2, false) => (
format!("#version 1{}0", version.minor + 3),
format!(
"#version 1{}0\n#define HIGHER_THAN_300 1",
version.minor + 3
),
),
// OpenGL 3.3+
(3 | 4, _, false) => (
format!("#version {}{}0", version.major, version.minor),
format!(
"#version {}{}0\n#define HIGHER_THAN_300 1",
version.major, version.minor
),
),
// OpenGL ES 3.0+
(3, _, true) => (
format!("#version 3{}0 es", version.minor),
format!(
"#version 3{}0 es\n#define HIGHER_THAN_300 1",
version.minor
),
),
// OpenGL ES 2.0+
(2, _, true) => (
String::from(
"#version 100\n#define in attribute\n#define out varying",
),
String::from("#version 100\n#define in varying"),
),
// OpenGL 2.1
(2, _, false) => (
String::from(
"#version 120\n#define in attribute\n#define out varying",
),
String::from("#version 120\n#define in varying"),
),
// OpenGL 1.1+
_ => panic!("Incompatible context version: {:?}", version),
};
log::info!("Shader directive: {}", vertex.lines().next().unwrap());
Version { vertex, fragment }
}
}
pub struct Shader(<glow::Context as HasContext>::Shader);
impl Shader {
fn compile(gl: &glow::Context, stage: u32, content: &str) -> Shader {
unsafe {
let shader = gl.create_shader(stage).expect("Cannot create shader");
gl.shader_source(shader, &content);
gl.compile_shader(shader);
if !gl.get_shader_compile_status(shader) {
panic!("{}", gl.get_shader_info_log(shader));
}
Shader(shader)
}
}
/// Creates a vertex [`Shader`].
pub fn vertex(
gl: &glow::Context,
version: &Version,
content: &'static str,
) -> Self {
let content = format!("{}\n{}", version.vertex, content);
Shader::compile(gl, glow::VERTEX_SHADER, &content)
}
/// Creates a fragment [`Shader`].
pub fn fragment(
gl: &glow::Context,
version: &Version,
content: &'static str,
) -> Self {
let content = format!("{}\n{}", version.fragment, content);
Shader::compile(gl, glow::FRAGMENT_SHADER, &content)
}
}
pub unsafe fn create(
gl: &glow::Context,
shaders: &[Shader],
attributes: &[(u32, &str)],
) -> <glow::Context as HasContext>::Program {
let program = gl.create_program().expect("Cannot create program");
for shader in shaders {
gl.attach_shader(program, shader.0);
}
for (i, name) in attributes {
gl.bind_attrib_location(program, *i, name);
}
gl.link_program(program);
if !gl.get_program_link_status(program) {
panic!("{}", gl.get_program_info_log(program));
}
for shader in shaders {
gl.detach_shader(program, shader.0);
gl.delete_shader(shader.0);
}
program
}