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Diffstat (limited to 'src/sfml/graphics/Shader.zig')
| -rw-r--r-- | src/sfml/graphics/Shader.zig | 96 |
1 files changed, 96 insertions, 0 deletions
diff --git a/src/sfml/graphics/Shader.zig b/src/sfml/graphics/Shader.zig new file mode 100644 index 0000000..ea5072c --- /dev/null +++ b/src/sfml/graphics/Shader.zig @@ -0,0 +1,96 @@ +//! Shader class + +const sf = @import("../sfml.zig"); +const glsl = sf.graphics.glsl; + +const Shader = @This(); + +// Constructor/destructor + +/// Creates a shader object from shader files, you can omit some shader types by passing null +pub fn createFromFile( + vertex_shader_path: ?[:0]const u8, + geometry_shader_path: ?[:0]const u8, + fragment_shader_path: ?[:0]const u8 +) !Shader { + const shader = sf.c.sfShader_createFromFile( + if (vertex_shader_path) |vsp| @ptrCast([*c]const u8, vsp) else null, + if (geometry_shader_path) |gsp| @ptrCast([*c]const u8, gsp) else null, + if (fragment_shader_path) |fsp| @ptrCast([*c]const u8, fsp) else null + ); + if (shader) |s| { + return Shader{ ._ptr = s }; + } else return sf.Error.nullptrUnknownReason; +} +/// Create a shader object from glsl code as string, you can omit some shader types by passing null +pub fn createFromMemory( + vertex_shader: ?[:0]const u8, + geometry_shader: ?[:0]const u8, + fragment_shader: ?[:0]const u8 +) !Shader { + const shader = sf.c.sfShader_createFromMemory( + if (vertex_shader) |vs| @ptrCast([*c]const u8, vs) else null, + if (geometry_shader) |gs| @ptrCast([*c]const u8, gs) else null, + if (fragment_shader) |fs| @ptrCast([*c]const u8, fs) else null + ); + if (shader) |s| { + return Shader{ ._ptr = s }; + } else return sf.Error.nullptrUnknownReason; +} +/// Destroys this shader object +pub fn destroy(self: *Shader) void { + sf.c.sfShader_destroy(self._ptr); +} + +// Availability + +/// Checks whether or not shaders can be used in the system +pub fn isAvailable() bool { + return sf.c.sfShader_isAvailable(); +} +/// Checks whether or not geometry shaders can be used +pub fn isGeometryAvailable() bool { + return sf.c.sfShader_isAvailable(); +} + +const CurrentTextureT = struct{}; +/// Special value to pass to setUniform to have an uniform of the texture used for drawing +/// which cannot be known in advance +pub const CurrentTexture: CurrentTextureT = .{}; + +// Uniform + +/// Sets an uniform for the shader +/// Colors are vectors so if you want to pass a color use .toIVec4() or .toFVec4() +/// Pass CurrentTexture if you want to have the drawing texture as an uniform, which cannot be known in advance +pub fn setUniform(self: *Shader, name: [:0]const u8, value: anytype) void { + const T = @TypeOf(value); + switch (T) { + f32 => sf.c.sfShader_setFloatUniform(self._ptr, name, value), + c_int => sf.c.sfShader_setIntUniform(self._ptr, name, value), + bool => sf.c.sfShader_setBoolUniform(self._ptr, name, value), + glsl.FVec2 => sf.c.sfShader_setVec2Uniform(self._ptr, name, value._toCSFML()), + glsl.FVec3 => sf.c.sfShader_setVec3Uniform(self._ptr, name, value._toCSFML()), + glsl.FVec4 => sf.c.sfShader_setVec4Uniform(self._ptr, name, @bitCast(sf.c.sfGlslVec4, value)), + glsl.IVec2 => sf.c.sfShader_setIvec2Uniform(self._ptr, name, value._toCSFML()), + glsl.IVec3 => sf.c.sfShader_setIvec3Uniform(self._ptr, name, @bitCast(sf.c.sfGlslIvec3, value)), + glsl.IVec4 => sf.c.sfShader_setIvec4Uniform(self._ptr, name, @bitCast(sf.c.sfGlslIvec4, value)), + glsl.BVec2 => sf.c.sfShader_setBvec2Uniform(self._ptr, name, @bitCast(sf.c.sfGlslBvec2, value)), + glsl.BVec3 => sf.c.sfShader_setBvec3Uniform(self._ptr, name, @bitCast(sf.c.sfGlslBvec3, value)), + glsl.BVec4 => sf.c.sfShader_setBvec4Uniform(self._ptr, name, @bitCast(sf.c.sfGlslBvec4, value)), + glsl.Mat3 => sf.c.sfShader_setMat3Uniform(self._ptr, name, @ptrCast(*const sf.c.sfGlslMat3, @alignCast(4, &value))), + glsl.Mat4 => sf.c.sfShader_setMat4Uniform(self._ptr, name, @ptrCast(*const sf.c.sfGlslMat4, @alignCast(4, &value))), + sf.graphics.Texture => sf.c.sfShader_setTextureUniform(self._ptr, name, value._get()), + CurrentTextureT => sf.c.sfShader_setCurrentTextureUniform(self._ptr, name), + []const f32 => sf.c.sfShader_setFloatUniformArray(self._ptr, name, value.ptr, value.len), + []const glsl.FVec2 => sf.c.sfShader_setVec2UniformArray(self._ptr, name, @ptrCast(*sf.c.sfGlslVec2, value.ptr), value.len), + []const glsl.FVec3 => sf.c.sfShader_setVec3UniformArray(self._ptr, name, @ptrCast(*sf.c.sfGlslVec3, value.ptr), value.len), + []const glsl.FVec4 => sf.c.sfShader_setVec4UniformArray(self._ptr, name, @ptrCast(*sf.c.sfGlslVec4, value.ptr), value.len), + []const glsl.Mat3 => sf.c.sfShader_setMat3UniformArray(self._ptr, name, @ptrCast(*sf.c.sfGlslMat3, value.ptr), value.len), + []const glsl.Mat4 => sf.c.sfShader_setMat4UniformArray(self._ptr, name, @ptrCast(*sf.c.sfGlslVec4, value.ptr), value.len), + else => @compileError("Uniform of type \"" ++ @typeName(T) ++ "\" cannot be set inside shader.") + } +} + +/// Pointer to the CSFML structure +_ptr: *sf.c.sfShader
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