//! 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