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use glium::backend::glutin_backend::GlutinFacade;
use glium::program;
use glium::Program;
use super::Config;
use std::fs::File;
use std::io::{self, Read};
use std::error::Error;
#[derive(Clone)]
pub struct GameContext {
facade: GlutinFacade,
config: Config,
}
impl GameContext {
pub fn new(facade: GlutinFacade, config: Config) -> Self {
GameContext {
facade: facade,
config: config,
}
}
pub fn get_facade(&self) -> &GlutinFacade {
&self.facade
}
pub fn get_config(&self) -> &Config {
&self.config
}
pub fn load_program(&self, shader: &str) -> Result<Program, Box<Error>> {
fn load_if_present(path: &str) -> Result<String, io::Error> {
let mut f = try!(File::open(path));
let mut buf = String::new();
try!(f.read_to_string(&mut buf));
Ok(buf)
}
let mut vert = try!(File::open(&format!("client/shader/{}.vert", shader)));
let mut frag = try!(File::open(&format!("client/shader/{}.frag", shader)));
let mut vert_buf = String::new();
let mut frag_buf = String::new();
try!(vert.read_to_string(&mut vert_buf));
try!(frag.read_to_string(&mut frag_buf));
let (tcs, tes);
if self.config.tessellation {
tcs = load_if_present(&format!("client/shader/{}.tcs", shader)).ok();
tes = load_if_present(&format!("client/shader/{}.tes", shader)).ok();
} else {
tcs = None;
tes = None;
}
let source = program::SourceCode {
vertex_shader: &vert_buf,
tessellation_control_shader: tcs.as_ref().map(|s| s.as_str()),
tessellation_evaluation_shader: tes.as_ref().map(|s| s.as_str()),
geometry_shader: None,
fragment_shader: &frag_buf,
};
let prog = Program::new(&self.facade, source);
if let Err(ref e) = prog {
warn!("failed to compile program '{}':\n{}", shader, e);
}
Ok(try!(prog))
}
}