Rust-like syntax for OpenGL Shading Language

Overview

Rust-like syntax for GLSL

Build Status

glassful translates a small subset of Rust to OpenGL Shading Language.

Besides one's personal preferences regarding Rust-like vs. C-like syntax, this has a few specific advantages for the Rust programmer:

  • Syntax is checked at Rust compile time, with friendly rustc-style errors
  • There's less cognitive overhead switching between CPU and GPU code
  • Shaders can use Rust macros!
  • Shaders embedded in a Rust program have syntax highlighting

The library is still in a very early stage! Many improvements are possible. See the issue tracker and don't hesitate to send pull requests :)

Usage

There are three ways to invoke the translator. The language syntax is exactly the same in all three cases.

As a macro

#![feature(plugin)]

#![plugin(glassful_macros)]

const VERTEX: &'static str = glassful! {
    #![version="110"]

    #[attribute] static position: vec2 = UNINIT;
    #[varying]   static color:    vec3 = UNINIT;

    fn main() {
        gl_Position = vec4(position, 0.0, 1.0);
        color = vec3(0.5*(position + vec2(1.0, 1.0)), 0.0);
    }
};

const FRAGMENT: &'static str = glassful! {
    #![version="110"]

    #[varying] static color: vec3 = UNINIT;

    fn main() {
        gl_FragColor = vec4(color, 1.0);
    }
};

let program = glium::Program::from_source(&display, VERTEX, FRAGMENT, None);

See examples/gradient/ for a full glium/glutin example.

As an external program

$ ./target/glassful < shader.glassful > shader.glsl

As an ordinary library

extern crate glassful;

pub fn main() {
    let prog = io::stdin().read_to_end().unwrap();
    let prog = String::from_utf8(prog).unwrap();
    print!("{}", glassful::translate(prog));
}
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Comments
  • Overhaul syntax to use function parameters and returns

    Overhaul syntax to use function parameters and returns

    I've made changes that allow (not force) the merging of shader stages into one invokation of glassful. Each stage's main is marked by an attribute of the stage. Everything besides a stage's main is copied into every stage, not including other stages' mains. Function parameters not mut become in values in glsl, and parameters marked mut become out values, and if there's a return value, then that becomes the very last out value. A couple uppercase types are converted into glsl types as well, including Pnt*, Vec*, Mat* into their (lowercase) glsl counterparts. The lowercase versions could still be used for function syntax if that is clearer. My changes to the README.md say more.

    Be warned: shaders.rs has alot of things commented out, I've been playing with syntax there. But, what I've outlined should work.

    opened by loafofpiecrust 0
  • Syntax error, unexpected IF

    Syntax error, unexpected IF

    Am I doing something wrong here:

    let fragment_shader_src = glassful! {
        #![version="140"]
    
        #[varying] static v_coord: vec3 = UNINIT;
    
        fn main() {
            if (abs(v_coord.z) == 0.25) {
                gl_FragColor = vec4(0., 1., 0., 1.);
            } else if (abs(v_coord.x) == 0.25) {
                gl_FragColor = vec4(0., 0., 1., 1.);
            } else if (abs(v_coord.y) == 0.25) {
                gl_FragColor = vec4(1., 0., 0., 1.);
            }
        }
    };
    

    I get:

    thread '<main>' panicked at 'called `Result::unwrap()` on an `Err` value: CompilationError("0:5(8): error: syntax error, unexpected IF\n")', ../src/libcore/result.rs:731```
    
    opened by gsingh93 2
  • Express data flow better

    Express data flow better

    e.g.

    const UNIFORMS: Uniforms;
    
    fn vertex(v: Attributes) -> (vec4, Varyings) { ... }
    fn fragment(v: Varyings) -> vec4 { ... }
    

    where those struct definitions are lifted up from glium (c.f. #2)

    opened by kmcallister 1
  • Write a new parser?

    Write a new parser?

    We only support a tiny subset of Rust. It could be nice to have a 100 line grammar for shader programs instead of the grammar being the 6,000 line Rust parser + a pile of ad-hoc restrictions.

    We could also make small changes to the syntax, e.g. removing the mandatory initializers on statics. As long as the tokens are compatible with Rust, the macro re-parses from source anyway.

    Using the actual libsyntax parser was mostly a hack to get the proof of concept done in one day :P

    opened by kmcallister 0
Owner
Keegan McAllister
Keegan McAllister
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