Expand description
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.
The currently preferred way to do this is to use the uniform!
macro provided by glium:
let uniforms = uniform! {
texture: tex,
matrix: matrix
};
Each field must implement the UniformValue
trait for this to work.
§Samplers
In order to customize the way a texture is being sampled, you must use a Sampler
.
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.
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
};
§Subroutines
OpenGL allows the use of subroutines, which are like function pointers. Subroutines can be used to change the functionality of a shader program at runtime. This method is usually a lot faster than using multiple programs that are switched during execution.
A subroutine uniform is unique per shader stage, and not per program.
let program = glium::Program::from_source(&display,
"
#version 150
in vec2 position;
void main() {
gl_Position = vec4(position, 0.0, 1.0);
}
",
"
#version 150
#extension GL_ARB_shader_subroutine : require
out vec4 fragColor;
subroutine vec4 modify_t(vec4 color);
subroutine uniform modify_t modify_color;
subroutine(modify_t) vec4 delete_r(vec4 color)
{
return vec4(0, color.g, color.b, color.a);
}
subroutine(modify_t) vec4 delete_b(vec4 color)
{
return vec4(color.r, color.g, 0, color.a);
}
void main()
{
vec4 white= vec4(1, 1, 1, 1);
fragColor = modify_color(white);
}
", None);
let uniforms = uniform! {
modify_color: ("delete_b", glium::program::ShaderStage::Fragment)
};
Structs§
- Stores Uniforms dynamicly in a HashMap.
- Object that can be used when you don’t have any uniforms.
- An image unit uniform marker
- How we bind a texture to an image unit
- A sampler.
- Behavior of a sampler.
- Buffer that contains a uniform block.
- Stores uniforms.
Enums§
- The depth texture comparison operation to use when comparing the r value to the value in the currently bound texture.
- States how the shader will access the image unit
- Represents an error related to the use of an Image Unit
- How the shader should interpret the data in the image
- Error about a block layout mismatch.
- The function that the GPU will use when loading the value of a texel.
- The function that the GPU will use when loading the value of a texel.
- Function to use for out-of-bounds samples.
- Type of a uniform in a program.
- Represents a value to bind to a uniform.
Traits§
- Value that can be used as the value of a uniform.
- Objects that are suitable for being inside a uniform block or a SSBO.
- Object that contains the values of all the uniforms to bind to a program.