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-rw-r--r--src/sfml/graphics/Shader.zig96
1 files changed, 0 insertions, 96 deletions
diff --git a/src/sfml/graphics/Shader.zig b/src/sfml/graphics/Shader.zig
deleted file mode 100644
index ea5072c..0000000
--- a/src/sfml/graphics/Shader.zig
+++ /dev/null
@@ -1,96 +0,0 @@
-//! 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 \ No newline at end of file