// Copyright 2023 Gabriel Jensen. use crate::dw::app::App; extern crate gl; use gl::{AttachShader, COMPILE_STATUS, CompileShader, COMPUTE_SHADER, CreateProgram, CreateShader, DeleteShader, FALSE, FRAGMENT_SHADER, GEOMETRY_SHADER, GetShaderInfoLog, GetShaderiv, INFO_LOG_LENGTH, LinkProgram, ShaderSource, TESS_CONTROL_SHADER, TESS_EVALUATION_SHADER, VERTEX_SHADER}; use gl::types::{GLchar, GLint, GLsizei, GLuint}; use libc::{STDERR_FILENO, write}; use std::alloc::{alloc, dealloc, Layout}; use std::ffi::c_void; use std::ptr::{addr_of, null}; impl App { pub fn getshdprg(&mut self) -> GLuint { eprintln!("compiling shaders"); let cmpshd = |nam: & str| -> GLuint { let extoff = nam.find('.').expect("unable to find file extension seperator")+0x1; let filext = &nam[extoff..]; let typ = match filext { "comp" => COMPUTE_SHADER, "frag" => FRAGMENT_SHADER, "geom" => GEOMETRY_SHADER, "tesc" => TESS_CONTROL_SHADER, "tese" => TESS_EVALUATION_SHADER, "vert" => VERTEX_SHADER, _ => panic!("invalid shader file extension \"{}\"", filext), }; let typstr = match typ { FRAGMENT_SHADER => "fragment", VERTEX_SHADER => "vertex", _ => unreachable!(), }; eprintln!("compiling {} shader \"{}\"", typstr, nam); //let src = read(pth).expect("unable to read shader at"); let src = match nam { "main.frag" => include_bytes!("shader/main.frag.glsl").to_vec(), "main.vert" => include_bytes!("shader/main.vert.glsl").to_vec(), _ => panic!("shader not found"), }; unsafe { let shd = CreateShader(typ); let srcptr = src.as_ptr(); ShaderSource(shd, 0x1, addr_of!(srcptr) as *const *const GLchar, null::()); CompileShader(shd); let mut sts: GLint = 0x0; GetShaderiv(shd, COMPILE_STATUS, &mut sts); if sts == FALSE as GLint { let mut len: GLint = 0x0; GetShaderiv(shd, INFO_LOG_LENGTH, &mut len); let lay = Layout::from_size_align(len as usize, 0x1).unwrap(); let log = alloc(lay); GetShaderInfoLog(shd, len, null::() as *mut GLsizei, log as *mut GLchar); eprint!("unable able to compile shader:\n"); write(STDERR_FILENO, log as *const c_void, len as usize); eprintln!(); dealloc(log, lay); panic!("unable to compile shader"); } return shd; } }; let frgshd = cmpshd("main.frag"); let vtxshd = cmpshd("main.vert"); unsafe { let prg = CreateProgram(); AttachShader(prg, frgshd); AttachShader(prg, vtxshd); LinkProgram(prg); DeleteShader(frgshd); DeleteShader(vtxshd); return prg; } } }