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/*! A uniform is a global variable in your program. In order to draw something, you will need to give `glium` the values of all your uniforms. Objects that implement the `Uniform` trait are here to do that. There are two primarly ways to do this. The first one is to create your own structure and put the `#[uniforms]` attribute on it. See the `glium_macros` crate for more infos. The second way is to use the `uniform!` macro provided by glium: ```no_run #[macro_use] extern crate glium; # fn main() { # let display: glium::Display = unsafe { std::mem::uninitialized() }; # let tex: f32 = unsafe { std::mem::uninitialized() }; # let matrix: f32 = unsafe { std::mem::uninitialized() }; let uniforms = uniform! { texture: tex, matrix: matrix }; # } ``` In both situations, each field must implement the `UniformValue` trait. ## Samplers In order to customize the way a texture is being sampled, you must use a `Sampler`. ```no_run #[macro_use] extern crate glium; # fn main() { # let display: glium::Display = unsafe { std::mem::uninitialized() }; # let texture: glium::texture::Texture2d = unsafe { std::mem::uninitialized() }; let uniforms = uniform! { texture: glium::uniforms::Sampler::new(&texture) .magnify_filter(glium::uniforms::MagnifySamplerFilter::Nearest) }; # } ``` ## Blocks In GLSL, you can choose to use a uniform *block*. When you use a block, you first need to upload the content of this block in the video memory thanks to a `UniformBuffer`. Then you can link the buffer to the name of the block, just like any other uniform. ```no_run #[macro_use] extern crate glium; # fn main() { # let display: glium::Display = unsafe { std::mem::uninitialized() }; # let texture: glium::texture::Texture2d = unsafe { std::mem::uninitialized() }; let program = glium::Program::from_source(&display, " #version 110 attribute vec2 position; void main() { gl_Position = vec4(position, 0.0, 1.0); } ", " #version 330 uniform layout(std140); uniform MyBlock { vec3 color; }; void main() { gl_FragColor = vec4(color, 1.0); } ", None); let buffer = glium::uniforms::UniformBuffer::new(&display, (0.5f32, 0.5f32, 0.5f32)).unwrap(); let uniforms = uniform! { MyBlock: &buffer }; # } ``` */ pub use self::buffer::UniformBuffer; pub use self::sampler::{SamplerWrapFunction, MagnifySamplerFilter, MinifySamplerFilter}; pub use self::sampler::{Sampler, SamplerBehavior}; pub use self::uniforms::{EmptyUniforms, UniformsStorage}; pub use self::value::{UniformValue, UniformType}; use buffer::Content as BufferContent; use buffer::Buffer; use program; use program::BlockLayout; mod bind; mod buffer; mod sampler; mod uniforms; mod value; /// Object that contains the values of all the uniforms to bind to a program. /// /// Objects of this type can be passed to the `draw()` function. pub trait Uniforms { /// Calls the parameter once with the name and value of each uniform. fn visit_values<'a, F: FnMut(&str, UniformValue<'a>)>(&'a self, F); } /// Error about a block layout mismatch. #[derive(Clone, Debug)] pub enum LayoutMismatchError { /// There is a mismatch in the type of one element. TypeMismatch { /// Type expected by the shader. expected: UniformType, /// Type that you gave. obtained: UniformType, }, /// The expected layout is totally different from what we have. LayoutMismatch { /// Layout expected by the shader. expected: BlockLayout, /// Layout of the input. obtained: BlockLayout, }, /// The type of data is good, but there is a misalignment. OffsetMismatch { /// Expected offset of a member. expected: usize, /// Offset of the same member in the input. obtained: usize, }, /// There is a mismatch in a submember of this layout. /// /// This is kind of a hierarchy inside the `LayoutMismatchError`s. MemberMismatch { /// Name of the field. member: String, /// The sub-error. err: Box<LayoutMismatchError>, }, /// A field is missing in either the expected of the input data layout. MissingField { /// Name of the field. name: String, }, } /// Value that can be used as the value of a uniform. /// /// This includes buffers and textures for example. pub trait AsUniformValue { /// Builds a `UniformValue`. fn as_uniform_value(&self) -> UniformValue; } // TODO: no way to bind a slice impl<'a, T: ?Sized> AsUniformValue for &'a Buffer<T> where T: UniformBlock + BufferContent { #[inline] fn as_uniform_value(&self) -> UniformValue { #[inline] fn f<T: ?Sized>(block: &program::UniformBlock) -> Result<(), LayoutMismatchError> where T: UniformBlock + BufferContent { // TODO: more checks? T::matches(&block.layout, 0) } UniformValue::Block(self.as_slice_any(), f::<T>) } } /// Objects that are suitable for being inside a uniform block or a SSBO. pub trait UniformBlock { // TODO: `: Copy`, but unsized structs don't impl `Copy` /// Checks whether the uniforms' layout matches the given block if `Self` starts at /// the given offset. fn matches(&BlockLayout, base_offset: usize) -> Result<(), LayoutMismatchError>; /// Builds the `BlockLayout` corresponding to the current object. fn build_layout(base_offset: usize) -> BlockLayout; } impl<T> UniformBlock for [T] where T: UniformBlock { fn matches(layout: &BlockLayout, base_offset: usize) -> Result<(), LayoutMismatchError> { if let &BlockLayout::DynamicSizedArray { ref content } = layout { <T as UniformBlock>::matches(content, base_offset) .map_err(|err| { LayoutMismatchError::MemberMismatch { member: "<dynamic array content>".to_owned(), err: Box::new(err), } }) } else if let &BlockLayout::Array { ref content, .. } = layout { <T as UniformBlock>::matches(content, base_offset) .map_err(|err| { LayoutMismatchError::MemberMismatch { member: "<dynamic array content>".to_owned(), err: Box::new(err), } }) } else { Err(LayoutMismatchError::LayoutMismatch { expected: layout.clone(), obtained: <Self as UniformBlock>::build_layout(base_offset), }) } } #[inline] fn build_layout(base_offset: usize) -> BlockLayout { BlockLayout::DynamicSizedArray { content: Box::new(<T as UniformBlock>::build_layout(base_offset)), } } }