macros are now fully screaming snake

This commit is contained in:
Carter Anderson 2020-02-18 22:59:33 -08:00
parent 8a10c06ad5
commit 2f1a0cb4a4
5 changed files with 7 additions and 12 deletions

View File

@ -99,7 +99,7 @@ pub fn derive_uniforms(input: TokenStream) -> TokenStream {
.collect::<Vec<&Field>>();
let shader_def_field_names = shader_def_fields.iter().map(|field| &field.ident);
let shader_def_field_name_strs = shader_def_fields.iter().map(|field| field.ident.as_ref().unwrap().to_string());
let shader_def_field_names_screaming_snake = shader_def_fields.iter().map(|field| field.ident.as_ref().unwrap().to_string().to_screaming_snake_case());
let struct_name = &ast.ident;
let struct_name_screaming_snake = struct_name.to_string().to_screaming_snake_case();
@ -161,7 +161,7 @@ pub fn derive_uniforms(input: TokenStream) -> TokenStream {
fn get_shader_defs(&self) -> Option<Vec<String>> {
use bevy::render::render_graph::ShaderDefSuffixProvider;
let mut potential_shader_defs: Vec<(&'static str, Option<&'static str>)> = vec![
#((#shader_def_field_name_strs, self.#shader_def_field_names.get_shader_def()),)*
#((#shader_def_field_names_screaming_snake, self.#shader_def_field_names.get_shader_def()),)*
];
Some(potential_shader_defs.drain(..)

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@ -60,7 +60,7 @@ fn main() {
void main() {
o_Target = color;
# ifdef MY_MATERIAL_always_red
# ifdef MY_MATERIAL_ALWAYS_RED
o_Target = vec4(0.8, 0.0, 0.0, 1.0);
# endif
}

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@ -24,8 +24,8 @@ impl From<Handle<Texture>> for ColorSource {
impl ShaderDefSuffixProvider for ColorSource {
fn get_shader_def(&self) -> Option<&'static str> {
match *self {
ColorSource::Color(_) => Some("_color"),
ColorSource::Texture(_) => Some("_texture"),
ColorSource::Color(_) => Some("_COLOR"),
ColorSource::Texture(_) => Some("_TEXTURE"),
}
}
}

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@ -23,7 +23,7 @@ layout(set = 0, binding = 1) uniform Lights {
Light SceneLights[MAX_LIGHTS];
};
# ifdef STANDARD_MATERIAL_albedo_texture
# ifdef STANDARD_MATERIAL_ALBEDO_TEXTURE
layout(set = 1, binding = 1) uniform texture2D StandardMaterial_albedo_texture;
layout(set = 1, binding = 2) uniform sampler StandardMaterial_albedo_sampler;
# else
@ -33,7 +33,7 @@ layout(set = 1, binding = 1) uniform StandardMaterial_albedo {
# endif
void main() {
# ifdef STANDARD_MATERIAL_albedo_texture
# ifdef STANDARD_MATERIAL_ALBEDO_TEXTURE
vec4 Albedo = texture(
sampler2D(StandardMaterial_albedo_texture, StandardMaterial_albedo_sampler),
v_Uv);

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@ -28,11 +28,6 @@ impl ShaderDefSuffixProvider for bool {
}
}
// pub struct UniformInfo<'a> {
// pub name: &'a str,
// pub
// }
pub struct UniformInfo<'a> {
pub name: &'a str,
pub bind_type: BindType,