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//! 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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